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Burst: Difference between revisions

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Crimsonum (talk | contribs)
Removed duplicate/redundant information and updated some formatting.
 
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|default=1
|default=1
|types={{Categ|Weapon|Weapons}}
|types={{Categ|Weapon|Weapons}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|ts=yes
|fs=yes
|fs=yes
|ets=yes
|hp=yes
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
|ares=yes
}}
}}
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.
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.
== Notes ==
 
* Firing animation lateral offsets are reversed when multiple bursts are used. See [[PrimaryFireFLH#Bugs.2FSide-Effects.2FUnexpected_Limitations|this article]] for more information.
For [[Red Alert]] even without <b>Burst</b> or <b>Burst=2</b> tags, if [[TechnoTypes]] has [[Primary]],[[Secondary]] with the same weapon name every attack  will work like there is <b>Burst=2</b>
* {{f|ROF|link}} is applied only after all burst shots have been fired.
 
* In [[Red Alert]], a [[TechnoType]] with the same {{f|Primary|link}} and {{f|Secondary|link}} weapon will be able to fire both weapons consecutively, effectively doubling the weapon's {{f|Burst}}.
==Note==
*The more '''Burst''' you have, the more [[ROF]] will be reduced. This means that if you have '''Burst=999999999''', your unit's weapons will be able to attack almost non-stop.<br>


== See Also ==
== See Also ==
*[[BurstDelay]]
*[[BurstDelay]] – defines the delay between each burst.

Latest revision as of 18:56, 2 March 2025

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: Burst
File(s): Rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
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.

Notes

  • Firing animation lateral offsets are reversed when multiple bursts are used. See this article for more information.
  • ROF is applied only after all burst shots have been fired.
  • In Red Alert, a TechnoType with the same Primary and Secondary weapon will be able to fire both weapons consecutively, effectively doubling the weapon's Burst.

See Also

  • BurstDelay – defines the delay between each burst.