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FLH: Difference between revisions
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EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
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"FLH" is a shorthand expression for a weapon's firing offset, meaning "'''F'''orward, '''L'''ateral, '''H'''eight". A firing offset is measured in leptons, and represents a distance from an object's (or its turert/barrel, if it has them) 0,0,0 point (See [[Voxel Bounds]]). It is a per-weapon-slot value, meaning each weapon an object has can have a separate FLH, defined by, depending on the weapon slot, {{ | "FLH" is a shorthand expression for a weapon's firing offset, meaning "'''F'''orward, '''L'''ateral, '''H'''eight". A firing offset is measured in leptons, and represents a distance from an object's (or its turert/barrel, if it has them) 0,0,0 point (See [[Voxel Bounds]]). It is a per-weapon-slot value, meaning each weapon an object has can have a separate FLH, defined by, depending on the weapon slot, {{f|PrimaryFireFLH|link}}, {{f|SecondaryFireFLH|link}}, {{f|WeaponXFLH|link}}, their corresponding Elite versions and {{f|AlternateFLHX|link}}. | ||
It takes a value in the form of three comma-separated signed integers, where: | It takes a value in the form of three comma-separated signed integers, where: | ||
*the first number specifies the offset along the X axis; | *the first number specifies the offset along the X axis; | ||
*the second number specifies the offset along the Y axis (which can be alternated with {{ | *the second number specifies the offset along the Y axis (which can be alternated with {{f|Burst|link}}); | ||
*the third number specifies the offset along the Z axis. | *the third number specifies the offset along the Z axis. | ||
[[Category: General Editing Information]] | [[Category: General Editing Information]] |
Latest revision as of 07:59, 27 November 2009
"FLH" is a shorthand expression for a weapon's firing offset, meaning "Forward, Lateral, Height". A firing offset is measured in leptons, and represents a distance from an object's (or its turert/barrel, if it has them) 0,0,0 point (See Voxel Bounds). It is a per-weapon-slot value, meaning each weapon an object has can have a separate FLH, defined by, depending on the weapon slot, PrimaryFireFLH, SecondaryFireFLH, WeaponXFLH, their corresponding Elite versions and AlternateFLHX.
It takes a value in the form of three comma-separated signed integers, where:
- the first number specifies the offset along the X axis;
- the second number specifies the offset along the Y axis (which can be alternated with Burst);
- the third number specifies the offset along the Z axis.