VoxelBarrelOffsetToBarrelEnd: Difference between revisions
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{{ | {{Flag | ||
Specifies the | |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
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.