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FiringSyncFrame2

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Revision as of 10:18, 9 January 2023 by Crimsonum (talk | contribs) (Moved notes into their own section for clarity.)
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Flag: FiringSyncFrame2
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 remaining weapon burst(s) at. The first burst is fired at the time frame defined in FiringSyncFrame1, or if the flag is not defined, at the beginning of the firing sequence.

Only applies if the unit has FiringFrames defined and Burst=2 or higher.

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.
  • Vehicle units' firing frames lasts for two time frames.
  • FiringSyncFrame2 must be set to a value equal to or lower than FiringSyncFrame1, else the system will break and the unit will fire rapidly as if ignoring any cooldown.

Example

Suppose that a unit has Burst=2 and a firing sequence that consists of eight frames (FiringFrames=8). If you want the unit to fire its second burst right away, you would use FiringSyncFrame2=15. If you want the unit to fire its its second burst at the end of the firing sequence, you would use FiringSyncFrame2=0.

See Also