|Flag:||BurstDelayX (substitute X with an integer from 0 to 3)|
|Values:||Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.|
|Applicable to:||In Firestorm: Weapons, in Red Alert 2 and Yuri's Revenge: VehicleTypes|
Weapons that have agreater than 1 fire that many times at short intervals (as opposed to firing them simultaneously). can be used to override the delay between each burst shot (in FS, this is a per-weapon property, in YR it has been turned into a per-unit one).
The X should be substituted with an integer between 0 and −2 (the game will only parse X from 0 to 3 inclusive). If X is 0, the value represents the time in frames between the first and the second burst shots.
In Red Alert 2 and Yuri's Revenge
If anyis omitted, it will inherit the value of the first numerically preceding one.
For example, if, , and is not defined, it will inherit the value of , which is 5. In other words, each burst shot will fire in 5 frame intervals.
In a slightly more complex example, ifNote that setting and (other 's are not defined), burst shots 1 through 3 will fire in 1 frame intervals (the default behavior), however burst shots 4 and 5 will fire 10 frames after the preceding shot. will remove any delay, allowing the bursts to be fired on consecutive frames.