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AlternateFLHX: Difference between revisions

From ModEnc²
en>Nighthawk200
Updated with DCoder's info.
en>DCoder
m Loads 0 through 4, not 1 through 4
Line 11: Line 11:


Specifies the firing offset ([[FLH]]) of this object's special weapons, such as ones fired by passengers of {{TTL|OpenTopped|yes}} objects, or mind control lines from {{TTL|InfiniteMindControl|yes}} weapons. It allows logical scattering of firing muzzle anims according to the vehicle design, e.g., making each Battle Fortress passenger fire from a separate gun port as opposed to one shared position.<br>
Specifies the firing offset ([[FLH]]) of this object's special weapons, such as ones fired by passengers of {{TTL|OpenTopped|yes}} objects, or mind control lines from {{TTL|InfiniteMindControl|yes}} weapons. It allows logical scattering of firing muzzle anims according to the vehicle design, e.g., making each Battle Fortress passenger fire from a separate gun port as opposed to one shared position.<br>
Only loads AlternateFLH1 through 4. All others are ignored.
Only loads AlternateFLH0 through 4. All others are ignored.

Revision as of 21:58, 22 February 2008

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: AlternateFLHX
File(s): Art(md).ini
Values: three comma-separated signed integers
Special Values: None
Default: 0,0,0
Applicable to: VehicleTypes, AircraftTypes?


Specifies the firing offset (FLH) of this object's special weapons, such as ones fired by passengers of Template:TTL objects, or mind control lines from Template:TTL weapons. It allows logical scattering of firing muzzle anims according to the vehicle design, e.g., making each Battle Fortress passenger fire from a separate gun port as opposed to one shared position.
Only loads AlternateFLH0 through 4. All others are ignored.