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Defines the amount of shots this weapon can fire in succession without having to stop and reload or wait for the | Defines the amount of shots this weapon can fire in succession without having to stop and reload or wait for the {{f|ROF}} to pass. If set to more than 1, then each shot's origin ([[FLH]]) inverts the lateral component. For example, a {{f|Burst|2}} weapon fired from a unit with {{f|PrimaryFireFLH|100,'''50''',20|link}} would fire two shots without stopping, and the first shot would come from {{tt|100,'''50''',20}} and the second one - from {{tt|100,'''-50''',20}}. The third shot, if the weapon were to allow it, would come from {{tt|100,'''50''',20}} again. And so on. | ||
Note that firing animation lateral offsets are reversed when multiple bursts are used. See [[PrimaryFireFLH#Bugs.2FSide-Effects.2FUnexpected_Limitations|this article]] for more information. | |||
== See Also == | |||
*[[BurstDelay]] |
Revision as of 11:24, 30 March 2022
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Flag: | Burst |
File(s): | Rules(md).ini |
Values: | integer |
Default: | 1 |
Applicable to: | Weapons |
Defines the amount of shots this weapon can fire in succession without having to stop and reload or wait for the ROF to pass. If set to more than 1, then each shot's origin (FLH) inverts the lateral component. For example, a Burst=2 weapon fired from a unit with PrimaryFireFLH=100,50,20 would fire two shots without stopping, and the first shot would come from 100,50,20 and the second one - from 100,-50,20. The third shot, if the weapon were to allow it, would come from 100,50,20 again. And so on.
Note that firing animation lateral offsets are reversed when multiple bursts are used. See this article for more information.