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VoxelBarrelOffsetToBarrelEnd: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Specifies the offset, in leptons, from the point of origin of the voxel barrel on this object's TurretAnim= to the end of the barrel. Should be used for voxel turrets and barrels on BuildingTypes only and is used to correct positioning.
|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 20:44, 18 April 2022

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: 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.

See Also