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


Defines the amount of shots this weapon can fire in succession without having to stop and reload or wait for the <tt>[[ROF]]=</tt> to pass. If set to more than 1, then each shot's origin ([[FLH]]) inverts the lateral component. For example, a <tt>Burst=2</tt> weapon fired from a unit with <tt>[[PrimaryFireFLH]]=100,'''50''',20</tt> would fire two shots without stopping, and the first shot would come from <tt>100,'''50''',20</tt> and the second one - from <tt>100,'''-50''',20</tt>. The third shot, if the weapon were to allow it, would come from <tt>100,'''50''',20</tt> again. And so on.
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.
 
For [[Red Alert]] even without <b>Burst</b> or <b>Burst=2</b> tags, if [[TechnoTypes]] has [[Primary]],[[Secondary]] with the same weapon name every attack  will work like there is <b>Burst=2</b>
 
==Note==
*The more '''Burst''' you have, the more [[ROF]] will be reduced. This means that if you have '''Burst=999999999''', your unit's weapons will be able to attack almost non-stop.<br>
 
== See Also ==
*[[BurstDelay]]

Latest revision as of 01:00, 22 December 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 TechnoTypes has Primary,Secondary with the same weapon name every attack will work like there is Burst=2

Note

  • The more Burst you have, the more ROF will be reduced. This means that if you have Burst=999999999, your unit's weapons will be able to attack almost non-stop.

See Also