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BurstDelayX: Difference between revisions

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BurstDelay inheritance is not present in FS, moved to its own section.
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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=?
|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). {{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).


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). If '''X''' is 0, the value represents the time in frames between the first and the second burst shots.
 
Note that setting {{f|BurstDelayX|0}} will remove any delay, allowing the bursts to be fired on consecutive frames.
 
==In {{ra2}} and {{yr}}==
 
If any {{f|{{PAGENAME}}}} 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.

Revision as of 13:32, 20 September 2019

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: ?
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). 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 (the game will 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.

Note that setting BurstDelayX=0 will remove any delay, allowing the bursts to be fired on consecutive frames.

In Red Alert 2 and Yuri's Revenge

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.