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Blacksilence
post Oct 26 2006, 04:12 PM
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How do you let an mlrs fire with delays between.

This is what i mean fire,break,fire,break,fire,break,fire,break,fire,break,fire,break,fire,break,fir
,break,fire,break,fire,break,fire,break,fire,quit emty autoreload and again. Not 12 rockets in one time.


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The DvD
post Oct 27 2006, 02:42 PM
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No, it's more complicated than this. You'd have to set the burstdelay. Take a look at the Juggernaut's weapon coding:

CODE
[Jugg90mm]
Damage=70
ROF=110
Range=18
MinimumRange=5
Projectile=Ballistic
Speed=10
Warhead=ARTYHE2
Report=JUGGER1,JUGGER2,JUGGER3,JUGGER4
Anim=GUNFIRE
Lobber=yes
BurstDelay0=6
BurstDelay1=12
BurstDelay2=12
Burst=3


As you can see, the unit fires 3 shots from it's barrels in rapid succession, then wait's for 110 game 'ticks' before shooting again. The delay between the shots is somewhat bigger than you normally see, this is set by the BurstDelay tags. The coding for a MLRS weapon that holds 12 missiles and shoots them with a significant delay between is like this:

CODE
[12missiles]
Damage=40; only medium damage
ROF=200; long delay for reloading
Range=14; long range
MinimumRange=3; can't fire on targets that are very close
Projectile=HeatSeeker; Fires missiles that track ground units only
Speed=30;
Warhead=HE
Report=MISL1
BurstDelay0=12  ; shot 1
BurstDelay1=12  ; shot 2
BurstDelay2=12  ; shot 3
BurstDelay3=12  ; shot 4
BurstDelay4=12  ; shot 5
BurstDelay5=12  ; shot 6
BurstDelay6=12  ; shot 7
BurstDelay7=12  ; shot 8
BurstDelay8=12  ; shot 9
BurstDelay9=12  ; shot 10
BurstDelay10=12 ; shot 11
BurstDelay11=12 ; shot 12
Burst=12; Fires 12 shots before reloading for 200 ticks


Disclaimer: I'm not sure if the game supports that many burstdelays.


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Posts in this topic
- Black hawk   Need help with mlrs   Oct 26 2006, 04:12 PM
- - Bittah Commander   Burst= tells the weapon how many projectiles to fi...   Oct 26 2006, 04:21 PM
- - Team Black   then under the Hover MLRS entry put Ammo=(how many...   Oct 26 2006, 04:30 PM
- - Black hawk   But it wont reload   Oct 26 2006, 04:41 PM
- - Team Black   Hmm... in TS Retro, SMIFFGIG made the core defende...   Oct 26 2006, 04:50 PM
- - Roani52   No, he means that the MRLS must shoot a rocket, th...   Oct 26 2006, 05:22 PM
- - Uufje   You must have a lot of KitKat's then Anyway,...   Oct 26 2006, 05:27 PM
- - ChielScape   i must play with that reload= tag.   Oct 26 2006, 08:04 PM
- - Black hawk   Oke i'm going to find out with a kitkat   Oct 27 2006, 08:15 AM
- - Uufje   Omg, I thought you could only do that with General...   Oct 27 2006, 03:21 PM
- - Bittah Commander   I gues I learned something new then (Though I wou...   Oct 27 2006, 03:48 PM
- - ChielScape   me too. though i probably wouldnt have looked at t...   Oct 27 2006, 04:53 PM
- - Roani52   But does this means that you could only use burst ...   Oct 28 2006, 06:58 AM
- - ChielScape   i guess   Oct 28 2006, 07:33 AM
- - Bittah Commander   No, you can also use it when you don't have FS...   Oct 28 2006, 11:27 AM
- - ChielScape   ah, thats good to hear   Oct 28 2006, 01:48 PM
- - Roani52   Ok, thank you. Now I have to edit my rules ini inf...   Oct 30 2006, 05:54 PM
- - Denmon0728   Also, don't add the ammo tag to ground vehicle...   Nov 7 2006, 06:31 PM
- - Black hawk   Problem is solved lock   Nov 13 2006, 04:53 PM
- - tomb   With RA1, the mine-layers reloaded using the repai...   Jan 3 2007, 07:00 PM
- - Black hawk   Offcourse that can. LIke mobilehelipad, You first ...   Jan 4 2007, 09:27 AM
- - Bittah Commander   Mine layers wouldn't work properly in TS becau...   Jan 4 2007, 03:23 PM


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