Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Apr 09, 2005 9:44 pm Post subject:
F = Foward (foward = positive numbers, backwards = negative numbers. 0 is center)
L = Lateral (right is positive and left is negative (not sure). 0 is center)
H = Height (0 is center, above it is positive and below it is negative).
There are some tutorials in the web about it. Try google them. _________________
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FLH is a series of coordinates that tell the Ra2 engine where the projectile emerges from a unit's weapon.
FLH= 0,0,0 means that the projectile emerges from the exact centre of the unit, whilst 40,0,30 would appear forwards of a single-barrelled tank for example. Negative values move the coordinates in the opposite direction, so -50,-14,30 would appear towards the back of the unit and offset to one side.
Which part of the set of coordinates refers to each axis is explained by Banshee above. If you prefer to think of it in mathematical graph terms though;
F = X
L = Y
H = Z
The setting exists for each weapon that the unit has (hence "PrimaryFireFLH=" and "SecondaryFireFLH=" entries). Note that if you have a two-barrelled tank, you only need to fully define one barrel (as long as the weapon has burst=>1, it will alternate its fire between the two barrels automatically). More than two barrels cannot be defined.
Really, the best thing to do is set all values to 0.0.0, and then add a big number to the "F" value (say 250). 250,0,0 will allow you to see the projectile emerge and you should be able to estimate what sort of adjustments you might need to make.
Finally, the "size" of the dimensions that you use are 250 leptons = the length of one cell. That means that FLH=250,0,0 will make the projectile appear exactly one cell's width in front of the exact centre of you model.
And that is about all that can possibly be explained. If you still don't understand, then either do some testing yourself or give up. QUICK_EDIT
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