VoxelBarrelOffsetToBarrelEnd
Flag: | VoxelBarrelOffsetToBarrelEnd |
File(s): | rules(md).ini |
Values: | F,L,H; Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0,0,0 |
Applicable to: | BuildingTypes |
Specifies the the end point, in leptons, for this building's voxel barrel. This is the point at the barrel where the actual bullet will exit, along with a muzzle animation, if any. The offset is measured from the barrel pivot point defined by VoxelBarrelOffsetToBuildingPivotPoint and/or TurretAnimX/TurretAnimY).
This offset is expressed in F,L,H (Forward, Lateral, Height) format, with each value moving the barrel end point as follows:
- F: Positive values move the point forward, negative values move the point backward.
- L: Positive values move the point to the left, negative values move the point to the right.
- H: Positive values move the point up, negative values move the point down.
See FLH for more information.
Bugs/Side-Effects/Unexpected Limitations
Similar to PrimaryFireFLH, if the building's weapon has Burst=2 or higher, the second shot uses a mirror of the lateral offset. However, unlike PrimaryFireFLH, the third and any subsequent burst shots are always fired from the middle. This seems specifically coded with the Juggernaut's triple-barrel configuration in mind.
Also note that, due to using special voxel barrel logic, normal firing offset adjustments like PrimaryFireFLH and PBarrelLength do not apply.