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BurstDelay
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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Wed Jun 11, 2008 3:59 am    Post subject:  BurstDelay Reply with quote  Mark this post and the followings unread

I'm back,with a new question...

It seems BurstDelay0=0 makes the first two shoots of Juggernaut's 90mm to fire at the same time~

I added this line to mamoth's 120mmx but it doesn't work~

What‘s the reason?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 11, 2008 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

The jugger doesn't fires them at the same time too.
The reason that the mammoth doesn't fires as fast as the jugger is, that he has to turn its turret a bit for the second shot, and the mammoths ROT is slower than the one of the Jugger turret.

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Wed Jun 11, 2008 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Well...i didnt observe it correctly...

Almost at the same time...

Is it impossible to make a burstweapon to fire at the same time?

By the way,what's the default amount of BurstDelay?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 11, 2008 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Afaik is BurstDelay=0 the default value.
Since the vulcan tower mg fires almost at the same time, you could raise the ROT to 100 so the unit can fire without to spend time in turning the turret. But a normal unit would look odd with ROT=100, so i would recommend to use this only on buildings.

Another thing you can try is changing PrimaryFireFLH in art.ini. If the L value is 0, the unit doesn't need to turn, because both shots are done from the same position. However the unit won't shoot from left and right anymore. The projectiles are this way always fired from the centre.

oh and yes, it's impossible to fire 2 shots at the same time with Burst.
But you can abuse the cyborg reaper split logic to fire a missile with ProjectileRange=0 and let this split up to several missiles. Then it looks ingame as if the unit fired lots of missiles at the same time from the same position.



clustershot.gif
 Description:
split logic: ingame it would look like this
 Filesize:  160.13 KB
 Viewed:  1897 Time(s)

clustershot.gif



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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Vinifera7
Cyborg Soldier


Joined: 26 Sep 2006
Location: MI, USA

PostPosted: Wed Jun 11, 2008 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

The information here has been tested and verified.

Maybe that helps..

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