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FiringSyncFrame1: Difference between revisions

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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-based index, in this unit's firing sequence to fire the weapon at. Only applies if the unit has {{f|FiringFrames|link}} defined. == Notes == *Shape-based vehicle units' firing sequences are played in reverse relative to the normal frame order, i.e. from the highest firing f..."
 
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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}}.


=={{bugs}}==
{{bugs}}
Specifying this flag has the peculiar side-effect of allowing the unit to fire both its [[Primary]] and [[Secondary]] weapons simultaneously.
* Specifying this flag has the peculiar side-effect of allowing the unit to fire both its [[Primary]] and [[Secondary]] weapons simultaneously.
* Overrides {{f|BurstDelay|link}} on the weapon(s), if any.


== See Also ==
== See Also ==
* [[FiringSyncFrame2]]
* [[FiringSyncFrame2]]
* [[FiringFrames]]
* [[FiringFrames]]

Revision as of 22:44, 23 June 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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.

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.
  • Overrides BurstDelay on the weapon(s), if any.

See Also