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Difference between revisions of "FiringSyncFrame1"

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(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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Specifies the [[frame|time frame]], 0-based index, in this unit's [[FiringFrames|firing sequence]] to fire the [[weapon]] at. Only applies if the unit has {{f|FiringFrames|link}} defined and {{f|Burst|2|link}} or higher.
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Specifies the [[frame|time frame]], 0-based index, in this unit's [[FiringFrames|firing sequence]] to fire the [[weapon]] at. Only applies if the unit has {{f|FiringFrames|link}} defined.
  
Note that [[SHP|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.
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== Notes ==
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*[[SHP|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.
  
Also note that every firing frame lasts for ''two'' time frames.
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*Every firing frame lasts for ''two'' time frames.
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*If the unit has a weapon with multiple [[Burst|bursts]], you '''must''' define {{f|FiringSyncFrame2|link}} else the weapon will ignore any [[ROF|cooldown]].
  
 
== Example ==
 
== Example ==
  
 
Suppose that a unit has a firing sequence that consists of eight frames ({{f|FiringFrames|8}}). If you want the unit to fire its weapon right away, you would use {{f|FiringSyncFrame1|15}}. If you want the unit to fire its weapon at the end of the firing sequence, you would use {{f|FiringSyncFrame1|0}}.
 
Suppose that a unit has a firing sequence that consists of eight frames ({{f|FiringFrames|8}}). If you want the unit to fire its weapon right away, you would use {{f|FiringSyncFrame1|15}}. If you want the unit to fire its weapon at the end of the firing sequence, you would use {{f|FiringSyncFrame1|0}}.
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{{bugs}}
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Specifying this flag has the peculiar side-effect of allowing the unit to fire both its [[Primary]] and [[Secondary]] weapons simultaneously.
  
 
== See Also ==
 
== See Also ==
 
* [[FiringSyncFrame2]]
 
* [[FiringSyncFrame2]]
 
* [[FiringFrames]]
 
* [[FiringFrames]]

Latest revision as of 12:15, 9 January 2023

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Flag: FiringSyncFrame1
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 the weapon at. Only applies if the unit has FiringFrames defined.

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.
  • Every firing frame lasts for two time frames.

Example

Suppose that a unit has a firing sequence that consists of eight frames (FiringFrames=8). If you want the unit to fire its weapon right away, you would use FiringSyncFrame1=15. If you want the unit to fire its weapon at the end of the firing sequence, you would use FiringSyncFrame1=0.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

Specifying this flag has the peculiar side-effect of allowing the unit to fire both its Primary and Secondary weapons simultaneously.

See Also