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BurstDelayX: Difference between revisions

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Adding RA2/YR info as per VehicleTypes Applicable INI Flags table
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|values={{Values|unsigned integers}}
|values={{Values|unsigned integers}}
|default=0
|default=0
|types={{Categ|Weapons}}
|types=In FS: {{Categ|Weapons}}, in RA2/YR: {{Categ|VehicleTypes}} <!-- verified: Apollo & AlliedG -->
|fs=yes
|fs=yes
|ets=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
}}


Weapons that have a {{TTL|Burst}} greater than 1 fire that many times in at 1 frame intervals (as opposed to firing them simultaneously). '''{{PAGENAME}}''' can be used to override the delay between each burst shot.
Weapons that have a {{TTL|Burst}} greater than 1 fire that many times in at 1 frame intervals (as opposed to firing them simultaneously). '''{{PAGENAME}}''' 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).


The '''X''' should be substituted with an [[Help:Values#Integers|integer]] between 0 and {{tt|Burst}}-2. If '''X''' is 0, the value represents the time in frames between the first and the second burst shots. If any '''BurstDelayX''' 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 {{tt|Burst}}-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 '''BurstDelayX''' is omitted, it will inherit the value of the first numerically preceding one.


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


In a slightly more complex example, if <tt>Burst=5</tt> and <tt>BurstDelay2=10</tt> (other <tt>BurstDelayX</tt>'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 <tt>Burst=5</tt> and <tt>BurstDelay2=10</tt> (other <tt>BurstDelayX</tt>'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.

Revision as of 04:24, 22 April 2008

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)
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Default: 0
Applicable to: In FS: Weapons, in RA2/YR: VehicleTypes


Weapons that have a Template:TTL greater than 1 fire that many times in at 1 frame intervals (as opposed to firing them simultaneously). BurstDelayX 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).

The X should be substituted with an integer between 0 and Burst-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 BurstDelayX 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.