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BurstDelayX: Difference between revisions

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{{Flag
{{Flag
|name={{PAGENAME}} (substitute X with an integer)
|name={{PAGENAME}} (substitute X with an integer from 0 to 3)
|values={{Values|unsigned integers}}
|values={{Values|unsigned integers}}
|default=0
|default=3–5 [[frames]]
|types=In FS: {{Categ|Weapons}}, in RA2/YR: {{Categ|VehicleTypes}} <!-- verified: Apollo & AlliedG -->
|types=In {{fs}}: {{Categ|Weapons}}, in {{ra2}} and {{yr}}: {{Categ|VehicleTypes}}
|fs=yes
|fs=yes
|ets=yes
|hp=yes
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
}}
}}


Weapons that have a {{f|Burst|link}} greater than 1 fire that many times in at 1 frame intervals (as opposed to firing them simultaneously). {{f|{{PAGENAME}}|link}} can be used to override the delay between each burst shot (In FS, this is a per-weapon property, in YR it has been turned into a per-unit one).
Weapons that have a {{f|Burst|link}} greater than 1 fire that many times at short intervals (as opposed to firing them simultaneously). The delay between each burst shot is randomly selected from a range of 3–5 [[frames]]. {{f|{{PAGENAME}}}} can be used to override this delay (in FS, this is a per-weapon property, in YR it has been turned into a per-unit one).


The '''X''' should be substituted with an [[Help:Values#Integers|integer]] between 0 and {{f|Burst}}&minus;2 (Red Alert 2 and Yuri's Revenge only parse '''X''' from 0 to 3 inclusive). If '''X''' is 0, the value represents the time in frames between the first and the second burst shots. If any {{f|{{PAGENAME}}}} is omitted, it will inherit the value of the first numerically preceding one.
The '''X''' should be substituted with an [[Help:Values#Integers|integer]] between 0 and {{f|Burst}}&minus;2 (the game will only parse '''X''' from 0 to 3 inclusive). For example, if '''X''' is 0, the value represents the time in frames between the first and the second burst shots.  
 
==In {{ra2}} and {{yr}}==
 
If any {{f|BurstDelay}} is omitted, it will inherit the value of the first numerically preceding one.


For example, if {{f|Burst|3}}, {{f|BurstDelay0|5}}, and {{f|BurstDelay1}} is not defined, it will inherit the value of {{f|BurstDelay0}}, which is 5. In other words, each burst shot will fire in 5 frame intervals.
For example, if {{f|Burst|3}}, {{f|BurstDelay0|5}}, and {{f|BurstDelay1}} is not defined, it will inherit the value of {{f|BurstDelay0}}, which is 5. In other words, each burst shot will fire in 5 frame intervals.


In a slightly more complex example, if {{f|Burst|5}} and {{f|BurstDelay2|10}} (other {{f|{{PAGENAME}}}}'s are not defined), burst shots 1 through 3 will fire in 1 frame intervals (the default behavior), however burst shots 4 and 5 will fire 10 frames after the preceding shot.
In a slightly more complex example, if {{f|Burst|5}} and {{f|BurstDelay2|10}} (other {{f|{{PAGENAME}}}}'s are not defined), burst shots 1 through 3 will fire in 1 frame intervals (the default behavior), however burst shots 4 and 5 will fire 10 frames after the preceding shot.
==Notes==
*Setting {{f|BurstDelay|0}} will remove any delay, allowing the bursts to be fired on consecutive frames.
*Interacts differently with unit [[SHP|shape]] animations depending on the unit type:
**On [[InfantryTypes|infantry]], the firing animation sequence ({{f|FireUp|link}}, {{f|FireProne|link}}, etc.) overrides {{f|BurstDelay}}. In other words, if the firing sequence lasts longer than the weapon's burst delay, the unit will play the full sequence regardless. It will fire again immediately after the animation sequence is over.
**On [[SHP|shape-based]] [[VehicleTypes|vehicle units]] ''without'' {{f|FiringSyncFrame2|link}}, {{f|BurstDelay}} overrides the duration of {{f|FiringFrames|link}}. In other words, if the weapon's burst delay is shorter than the firing animation sequence, the animation will end prematurely (unless it's the last burst).<br/>Note that vehicle unit firing frames last for two [[frames|time frames]], so {{f|FiringFrames|2}} equals {{f|BurstDelay|1}}.
**On [[SHP|shape-based]] [[VehicleTypes|vehicle units]] ''with'' {{f|FiringSyncFrame2|link}}, the firing animation sequence overrides {{f|BurstDelay}}.

Latest revision as of 09:56, 9 January 2023

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: BurstDelayX (substitute X with an integer from 0 to 3)
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Default: 3–5 frames
Applicable to: In Firestorm: Weapons, in Red Alert 2 and Yuri's Revenge: VehicleTypes


Weapons that have a Burst greater than 1 fire that many times at short intervals (as opposed to firing them simultaneously). The delay between each burst shot is randomly selected from a range of 3–5 frames. BurstDelayX can be used to override this delay (in FS, this is a per-weapon property, in YR it has been turned into a per-unit one).

The X should be substituted with an integer between 0 and Burst−2 (the game will only parse X from 0 to 3 inclusive). For example, if X is 0, the value represents the time in frames between the first and the second burst shots.

In Red Alert 2 and Yuri's Revenge

If any BurstDelay is omitted, it will inherit the value of the first numerically preceding one.

For example, if Burst=3, BurstDelay0=5, and BurstDelay1 is not defined, it will inherit the value of BurstDelay0, which is 5. In other words, each burst shot will fire in 5 frame intervals.

In a slightly more complex example, if Burst=5 and BurstDelay2=10 (other BurstDelayX's are not defined), burst shots 1 through 3 will fire in 1 frame intervals (the default behavior), however burst shots 4 and 5 will fire 10 frames after the preceding shot.

Notes

  • Setting BurstDelay=0 will remove any delay, allowing the bursts to be fired on consecutive frames.
  • Interacts differently with unit shape animations depending on the unit type:
    • On infantry, the firing animation sequence (FireUp, FireProne, etc.) overrides BurstDelay. In other words, if the firing sequence lasts longer than the weapon's burst delay, the unit will play the full sequence regardless. It will fire again immediately after the animation sequence is over.
    • On shape-based vehicle units without FiringSyncFrame2, BurstDelay overrides the duration of FiringFrames. In other words, if the weapon's burst delay is shorter than the firing animation sequence, the animation will end prematurely (unless it's the last burst).
      Note that vehicle unit firing frames last for two time frames, so FiringFrames=2 equals BurstDelay=1.
    • On shape-based vehicle units with FiringSyncFrame2, the firing animation sequence overrides BurstDelay.