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PrimaryFireFLH

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Revision as of 17:07, 9 September 2020 by Crimsonum (talk | contribs) (Added a section about voxel barrel pivot offset and a note about the anim bug)
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Flag: PrimaryFireFLH
File(s): Art(md).ini
Values: three comma-separated signed integers
Default: 0,0,0
Applicable to: InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes


Specifies the firing offset (FLH) of this object's Primary weapon.

Description

F=forward axis, L=lateral axis, H=vertical axis.

Units are in leptons, which are 256 per cell boundary, or 128 from center to edge. The vertical leptons are halved in relative offset, just as the artwork for a cell is half as tall as it is wide, thus 128 equals a height of 1 in terrain elevation.

Positive values are forward, right; up, negative values are rearward, left, down.

Even-Numbered Bursts

Weapons with an even number Burst value (e.g. 2) will consider a non-zero value for L as the mirror twin offset for the subsequent even numbered bullet/projectile. In this way a twin barrelled tank (e.g. Apocalypse) or twin pod rocket launcher (e.g. IFV) can shoot from both sides.

Voxel Barrel Pivot

If the object has an arcing primary weapon and a voxel barrel, PrimaryFireFLH also affects the barrel pivot offset. In order to move the firing offset to the tip of the barrel without moving the pivot, use PBarrelLength.

Bugs/Side-Effects/Unexpected Limitations

When using multiple bursts, the muzzle flash animation is played on the opposite lateral offset. This means the animation will play on one offset while the projectile flies out of the other.

See Also