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FiringSyncFrame2

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Revision as of 21:29, 2 January 2022 by Crimsonum (talk | contribs) (Created page with "{{Flag |name={{PAGENAME}} |files={{Categ|art(md).ini}} |values={{values|unsigned integer}} |types={{Categ|VehicleTypes}} |fs=yes }} Specifies the time frame, 0-base...")
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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. Only applies if the unit has FiringFrames defined and Burst=2 or higher.

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.

Note that shape-based 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.

Also note that every firing frame lasts for two time frames.

Finally, note that FiringSyncFrame2 must be 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 FiringSyncFrame1=0.

See Also