IsGattling
| Flag: | IsGattling |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | InfantryTypes (Phobos Build#48), VehicleTypes, BuildingTypes |
If set, specifies that this object uses a Gattling weapon spooling system, which consists of multiple weapon stages, used by the Gattling Tank and Gattling Cannon in Yuri's Revenge.
This system has two rules:
- Use odd sequences for ground targets (AG and even sequences for aerial targets (AA.
- When the weapon in the current gear cannot attack the target, fall back to the previous gear.
Notes
As mentioned in the rules above, a vehicle with IsGattling can not fall back to a secondary weapon slot (even-numbered WeaponX slots) if primary one (odd-numbered) cannot fire at current target.
Bugs/Side-Effects/Unexpected Limitations
If a vehicle is in the simple deployer state, it will only use EliteWeapon2.
NavalTargeting and LandTargeting will not change weapon selection.
- This bug has been fixed in Phobos Build 34.
Just like a normal DeployFire occasionally fires the Primary weapon suddenly, in the Gattling system, this would mean occasionally using EliteWeapon1 suddenly.
As long as the unit is firing, even if it cannot correctly use the Gatling rule to switch weapons, the fire report will be the report of the weapon determined by the Gatling sequence corresponding to the target position under the current timer, rather than the report of the weapon that is actually firing itself. For example, cannot switch weapons due to WeaponXTurretLocked or the situation of the simple deployer mentioned above.
A building with Bunker=yes will no longer be able to fire after a vehicle enters and leaves, even if it still normally displays the Attack cursor. Additionally, if the building was firing before the vehicle entered, then due to timer accumulation, the report will keep playing until the building no longer exists.