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FiringSyncFrame1: Difference between revisions
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Specifies the [[frame|time frame]], 0-based index, in this unit's [[FiringFrames|firing sequence]] to fire the [[weapon]] at. Only applies if the unit has {{f|FiringFrames|link}} defined. | Specifies the [[frame|time frame]], 0-based index, in this unit's [[FiringFrames|firing sequence]] to fire the [[weapon]] at. Only applies if the unit has {{f|FiringFrames|link}} defined. | ||
== Notes == | |||
*[[SHP|Shape-based]] vehicle units' firing sequences are played in reverse relative to the normal frame order, i.e. from the highest firing frame index to lowest firing frame index. However, this flag is calculated in the ''opposite'' (normal) direction, from lowest frame index to highest frame index. In other words, higher values mean the weapon is fired sooner. | |||
*Every firing frame lasts for ''two'' time frames. | |||
*If the unit has a weapon with multiple [[Burst|bursts]], you '''must''' define {{f|FiringSyncFrame2|link}} else the weapon will ignore any [[ROF|cooldown]]. | |||
== Example == | == Example == |
Latest revision as of 10:15, 9 January 2023
Flag: | FiringSyncFrame1 |
File(s): | art(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Applicable to: | VehicleTypes |
Specifies the time frame, 0-based index, in this unit's firing sequence to fire the weapon at. Only applies if the unit has FiringFrames defined.
Notes
- Shape-based vehicle units' firing sequences are played in reverse relative to the normal frame order, i.e. from the highest firing frame index to lowest firing frame index. However, this flag is calculated in the opposite (normal) direction, from lowest frame index to highest frame index. In other words, higher values mean the weapon is fired sooner.
- Every firing frame lasts for two time frames.
- If the unit has a weapon with multiple bursts, you must define FiringSyncFrame2 else the weapon will ignore any cooldown.
Example
Suppose that a unit has a firing sequence that consists of eight frames (FiringFrames=8). If you want the unit to fire its weapon right away, you would use FiringSyncFrame1=15. If you want the unit to fire its weapon at the end of the firing sequence, you would use FiringSyncFrame1=0.
Bugs/Side-Effects/Unexpected Limitations
Specifying this flag has the peculiar side-effect of allowing the unit to fire both its Primary and Secondary weapons simultaneously.