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Difference between revisions of "AlternateFLHX"

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(Updated with DCoder's info.)
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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>
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Specifies the firing offset ([[FLH]]) of this object's special weapons, such as ones fired by passengers of {{f|OpenTopped|yes|link}} objects, or mind control lines from {{f|InfiniteMindControl|yes|link}} 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.
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Only loads AlternateFLH0 through 4. All others are ignored.

Latest revision as of 09:23, 27 November 2009

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: 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 OpenTopped=yes objects, or mind control lines from 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.

Only loads AlternateFLH0 through 4. All others are ignored.