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Difference between revisions of "Burst"

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m (Formatting updates & mention of muzzle anim bug.)
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Note that firing animation lateral offsets are reversed when multiple bursts are used. See [[PrimaryFireFLH#Bugs.2FSide-Effects.2FUnexpected_Limitations|this article]] for more information.
 
Note that firing animation lateral offsets are reversed when multiple bursts are used. See [[PrimaryFireFLH#Bugs.2FSide-Effects.2FUnexpected_Limitations|this article]] for more information.
  
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For [[Red Alert]] even without <b>Burst</b> or <b>Burst=2</b> tags, if [[InfantryTypes]], [[VehicleTypes]], [[AircraftTypes]] , [[BuildingTypes]] has [[Primary]],
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[[Secondary]] with the same weapon name every attack  will work like there is <b>Burst=2</b>
 
== See Also ==
 
== See Also ==
 
*[[BurstDelay]]
 
*[[BurstDelay]]

Latest revision as of 18:12, 24 July 2024

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: Burst
File(s): Rules(md).ini
Values: integer
Default: 1
Applicable to: Weapons


Defines the amount of shots this weapon can fire in succession without having to stop and reload or wait for the ROF to pass. If set to more than 1, then each shot's origin (FLH) inverts the lateral component. For example, a Burst=2 weapon fired from a unit with PrimaryFireFLH=100,50,20 would fire two shots without stopping, and the first shot would come from 100,50,20 and the second one - from 100,-50,20. The third shot, if the weapon were to allow it, would come from 100,50,20 again. And so on.

Note that firing animation lateral offsets are reversed when multiple bursts are used. See this article for more information.

For Red Alert even without Burst or Burst=2 tags, if InfantryTypes, VehicleTypes, AircraftTypes , BuildingTypes has Primary, Secondary with the same weapon name every attack will work like there is Burst=2

See Also