BurstDelayX: Difference between revisions
m Templating |
BurstDelay inheritance is not present in FS, moved to its own section. |
||
Line 1: | Line 1: | ||
{{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= | |default=? | ||
|types=In | |types=In {{fs}}: {{Categ|Weapons}}, in {{ra2}} and {{yr}}: {{Categ|VehicleTypes}} | ||
|fs=yes | |fs=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 | 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}}−2 ( | The '''X''' should be substituted with an [[Help:Values#Integers|integer]] between 0 and {{f|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 {{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
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.