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IsChargeTurret: Difference between revisions
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EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
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|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
| | |ares=yes | ||
}} | }} | ||
If set, specifies that: | If set, specifies that: | ||
*this | *this vehicle should cycle all of its turrets (see [[TurretCount]]) after each shot, to create an impression of the weapon recharging/recoiling; | ||
*this | *this vehicle should only use {{f|Weapon1|link}} and {{f|EliteWeapon1|link}}, and ignore all other weapons it has. | ||
== Note == | |||
After firing, the turret's animation plays turret index in reverse. The total cycle duration is determined by the weapon's {{f|ROF|link}} and the VehicleType's {{f|BurstDelayX|link}}. The delay between each turret switches is then calculated based on the number of turrets. In [[Phobos]], this switching delay can be independently defined at the Weapon level. |
Revision as of 03:03, 8 April 2025
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Flag: | IsChargeTurret |
File(s): | Rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | VehicleTypes |
If set, specifies that:
- this vehicle should cycle all of its turrets (see TurretCount) after each shot, to create an impression of the weapon recharging/recoiling;
- this vehicle should only use Weapon1 and EliteWeapon1, and ignore all other weapons it has.
Note
After firing, the turret's animation plays turret index in reverse. The total cycle duration is determined by the weapon's ROF and the VehicleType's BurstDelayX. The delay between each turret switches is then calculated based on the number of turrets. In Phobos, this switching delay can be independently defined at the Weapon level.