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FireAngle: Difference between revisions

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Specifies the vertical pitch of this object's [[barrel]], if it has one. 0 means "horizontal", increasing values rise it upwards, and  64 means "completely vertical". It only works if the barrel is a [[voxel]], as this operation takes the VXL file and rotates the contents a certain amount upwards. It does not automagically change the [[FLH]] of this object, and appears to influence the starting pitch of a projectile, if it is capable of homing. Non homing projectiles don't seem to be affected.
Specifies the vertical pitch of this object's [[barrel]], if it has one. 0 means "horizontal", increasing values rise it upwards, and  64 means "completely vertical". It only works if the barrel is a [[voxel]], as this operation takes the VXL file and rotates the contents a certain amount upwards. It does not automagically change the [[FLH]] of this object, and appears to influence the starting pitch of a projectile, if it is capable of homing. Non homing projectiles don't seem to be affected.
==Nots==
*Using this tag with [[BuildingTypes]] also affects [[Turret]].

Revision as of 15:57, 30 July 2024

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Flag: FireAngle
File(s): Rules(md).ini
Values: unsigned integers [-64 to 64]
Default: 0 ?
Applicable to: VehicleTypes, BuildingTypes


Specifies the vertical pitch of this object's barrel, if it has one. 0 means "horizontal", increasing values rise it upwards, and 64 means "completely vertical". It only works if the barrel is a voxel, as this operation takes the VXL file and rotates the contents a certain amount upwards. It does not automagically change the FLH of this object, and appears to influence the starting pitch of a projectile, if it is capable of homing. Non homing projectiles don't seem to be affected.

Nots