Difference between revisions of "VoxelBarrelOffsetToBarrelEnd"
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− | {{ | + | {{Flag |
− | Specifies the | + | |name={{PAGENAME}} |
+ | |files={{Categ|ini=rules}} | ||
+ | |types={{Categ|BuildingTypes}} | ||
+ | |values=F,L,H; {{Values|signed integers}} | ||
+ | |default=0,0,0 | ||
+ | |fs=yes | ||
+ | |ra2=yes | ||
+ | |yr=yes | ||
+ | }} | ||
+ | |||
+ | Specifies the the end point, in leptons, for this [[BuildingTypes|building's]] [[BarrelAnimIsVoxel|voxel barrel]]. This is the point at the barrel where the actual bullet will exit, along with a [[Anim|muzzle animation]], if any. The offset is measured from the barrel pivot point defined by {{f|VoxelBarrelOffsetToBuildingPivotPoint|link}} and/or {{f|TurretAnimX|link}}/{{f|TurretAnimY|link}}). | ||
+ | |||
+ | 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}} | ||
+ | |||
+ | Similar to {{f|PrimaryFireFLH|link}}, if the building's weapon has {{f|Burst|2|link}} or higher, the second shot uses a mirror of the lateral offset. However, unlike {{f|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 [[BarrelAnimIsVoxel|special voxel barrel logic]], normal firing offset adjustments like {{f|PrimaryFireFLH|link}} and {{f|PBarrelLength|link}} do not apply. | ||
+ | |||
+ | == See Also == | ||
+ | * [[PrimaryFireFLH]] | ||
+ | * [[PBarrelLength]] | ||
+ | * [[BarrelAnimIsVoxel]] | ||
+ | * [[VoxelBarrelFile]] | ||
+ | * [[VoxelBarrelOffsetToPitchPivotPoint]] | ||
+ | * [[VoxelBarrelOffsetToRotatePivotPoint]] | ||
+ | * [[VoxelBarrelOffsetToBuildingPivotPoint]] | ||
+ | * [[VoxelBarrelScale]] |
Latest revision as of 22:44, 18 April 2022
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.