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Difference between revisions of "VoxelBarrelOffsetToBarrelEnd"

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{{DeeZireInclusion}}<br />
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{{Flag
Specifies the offset, in leptons, from the point of origin of the voxel barrel on this object's TurretAnim= to the end of the barrel. Should be used for voxel turrets and barrels on BuildingTypes only and is used to correct positioning.
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|name={{PAGENAME}}
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|files={{Categ|ini=rules}}
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|types={{Categ|BuildingTypes}}
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|values=F,L,H; {{Values|signed integers}}
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|default=0,0,0
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|fs=yes
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|ra2=yes
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|yr=yes
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}}
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Specifies the the end point, in leptons, for this [[BuildingTypes|building's]] [[BarrelAnimIsVoxel|voxel barrel]]. This is the point at the barrel where the actual bullet will exit, along with a [[Anim|muzzle animation]], if any. The offset is measured from the barrel pivot point defined by {{f|VoxelBarrelOffsetToBuildingPivotPoint|link}} and/or {{f|TurretAnimX|link}}/{{f|TurretAnimY|link}}).
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This offset is expressed in F,L,H (Forward, Lateral, Height) format, with each value moving the barrel end point as follows:
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* '''F''': Positive values move the point forward, negative values move the point backward.
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* '''L''': Positive values move the point to the left, negative values move the point to the right.
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* '''H''': Positive values move the point up, negative values move the point down.
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See [[FLH]] for more information.
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{{bugs}}
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Similar to {{f|PrimaryFireFLH|link}}, if the building's weapon has {{f|Burst|2|link}} or higher, the second shot uses a mirror of the lateral offset. However, unlike {{f|PrimaryFireFLH}}, the third and any subsequent burst shots are always fired from the middle. This seems specifically coded with the Juggernaut's triple-barrel configuration in mind.
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Also note that, due to using [[BarrelAnimIsVoxel|special voxel barrel logic]], normal firing offset adjustments like {{f|PrimaryFireFLH|link}} and {{f|PBarrelLength|link}} do not apply.
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== See Also ==
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* [[PrimaryFireFLH]]
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* [[PBarrelLength]]
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* [[BarrelAnimIsVoxel]]
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* [[VoxelBarrelFile]]
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* [[VoxelBarrelOffsetToPitchPivotPoint]]
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* [[VoxelBarrelOffsetToRotatePivotPoint]]
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* [[VoxelBarrelOffsetToBuildingPivotPoint]]
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* [[VoxelBarrelScale]]

Latest revision as of 22:44, 18 April 2022

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: VoxelBarrelOffsetToBarrelEnd
File(s): rules(md).ini
Values: F,L,H; Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0,0,0
Applicable to: BuildingTypes


Specifies the the end point, in leptons, for this building's voxel barrel. This is the point at the barrel where the actual bullet will exit, along with a muzzle animation, if any. The offset is measured from the barrel pivot point defined by VoxelBarrelOffsetToBuildingPivotPoint and/or TurretAnimX/TurretAnimY).

This offset is expressed in F,L,H (Forward, Lateral, Height) format, with each value moving the barrel end point as follows:

  • F: Positive values move the point forward, negative values move the point backward.
  • L: Positive values move the point to the left, negative values move the point to the right.
  • H: Positive values move the point up, negative values move the point down.

See FLH for more information.

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

Similar to PrimaryFireFLH, if the building's weapon has Burst=2 or higher, the second shot uses a mirror of the lateral offset. However, unlike PrimaryFireFLH, the third and any subsequent burst shots are always fired from the middle. This seems specifically coded with the Juggernaut's triple-barrel configuration in mind.

Also note that, due to using special voxel barrel logic, normal firing offset adjustments like PrimaryFireFLH and PBarrelLength do not apply.

See Also