SecondSpawnOffset
| Flag: | SecondSpawnOffset |
| File(s): | art(md).ini |
| Values: | three comma-separated signed integers |
| Default: | no |
| Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Controls the generation position of even-numbered missile spawnees, which is used for Yuri Boomer in Yuri's Revenge.
Notes
In fact, this does not directly specify FLH coordinates, but by adding an additional step on top of the conventional scenario, before processing the L flip of even-numbered coordinates, it first calculates the odd-numbered coordinates after superimposing SecondSpawnOffset.
- For example, PrimaryFireFLH=F1,L1,H1, SecondSpawnOffset=F2,L2,H2, then the generation coordinates for odd-numbered missiles are
F1,L1,H1, and for even-numbered missiles areF1+F2,-(L1+L2),H1+H2[1].
Bugs/Side-Effects/Unexpected Limitations
It only takes effect when the unit uses a spawnee launcher class virtual weapon whose Burst is not 1 and the unit uses missile spawnees.
Footnotes
- ↑ Although Phobos's PrimaryFireFLH.Burst0 and other flags can be used for odd-numbered missiles to replace the weapon's own FLH, here the F1 involved in the calculation is always obtained from the weapon's own FLH, not *FLH.Burst0=.
References
Starting from Phobos Build#28, the newly added PrimaryFireFLH.Burst1 and other flags can directly specify the creation coordinates of even-numbered missiles, without flip and superposition calculations. Refer to Phobos documentation.