Difference between revisions of "BurstDelayX"
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− | 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). | + | 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). |
− | The '''X''' should be substituted with an [[Help:Values#Integers|integer]] between 0 and {{ | + | The '''X''' should be substituted with an [[Help:Values#Integers|integer]] between 0 and {{f|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 {{f|{{PAGENAME}}}} is omitted, it will inherit the value of the first numerically preceding one. |
− | For example, if | + | 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 | + | 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 02:33, 29 November 2009
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 Burst 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.