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> Need help with mlrs
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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Bittah Commander
post Oct 26 2006, 04:21 PM
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Burst= tells the weapon how many projectiles to fire at once (in one burst) and ROF= (ROF stands for rate of fire) tells the weapon how long it should pause in between shots.


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Team Black
post Oct 26 2006, 04:30 PM
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then under the Hover MLRS entry put
Ammo=(how many shots does it carry)
Reload=(how long does it take to autoreload)


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Blacksilence
post Oct 26 2006, 04:41 PM
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But it wont reload
angry.gif


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Team Black
post Oct 26 2006, 04:50 PM
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Hmm...
in TS Retro, SMIFFGIG made the core defender autoreload (which really made him a wuss though)

If you have the TSR firesrm.ini, go check it out.


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Roani52
post Oct 26 2006, 05:22 PM
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No, he means that the MRLS must shoot a rocket, then the driver go eats an KitKat for 5 seconds, and then 12 times after each other. And then the driver fall in sleep for 1 minute and shoot a rocket, then the driver go eats an KitKat for 5 seconds, and then 12 times after each other. And then the driver fall in sleep for 1 minute and shoot a rocket, then the driver go eats an KitKat for 5 seconds, and then 12 times after each other. And then the driver fall in sleep for 1 minute and... and so further without reloading in a reload bay!

This post has been edited by Roani52: Oct 26 2006, 05:23 PM


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Uufje
post Oct 26 2006, 05:27 PM
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You must have a lot of KitKat's then huh.gif
Anyway, that's indeed what he means.
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ChielScape
post Oct 26 2006, 08:04 PM
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i must play with that reload= tag.

This post has been edited by ChielScape: Oct 26 2006, 08:04 PM


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Blacksilence
post Oct 27 2006, 08:15 AM
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Oke i'm going to find out with a kitkat


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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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Uufje
post Oct 27 2006, 03:21 PM
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Omg, I thought you could only do that with Generals. XD
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Bittah Commander
post Oct 27 2006, 03:48 PM
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I gues I learned something new then rolleyes.gif
(Though I would've eventually found it out myself when I'd view the Juggernaut's weapon tongue.gif)


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ChielScape
post Oct 27 2006, 04:53 PM
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me too. though i probably wouldnt have looked at the jugger cuz i never use FS's ini


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Roani52
post Oct 28 2006, 06:58 AM
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But does this means that you could only use burst delay if you have FS?
(I have it, but else is the MLRS useless for non FS users)


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ChielScape
post Oct 28 2006, 07:33 AM
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i guess


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Bittah Commander
post Oct 28 2006, 11:27 AM
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No, you can also use it when you don't have FS. Everything that's possible in FS, is also possible if TS has the latest update.


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ChielScape
post Oct 28 2006, 01:48 PM
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ah, thats good to hear


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Roani52
post Oct 30 2006, 05:54 PM
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Ok, thank you.
Now I have to edit my rules ini info file.


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Denmon
post Nov 7 2006, 06:31 PM
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Also, don't add the ammo tag to ground vehicles as they can't reload. You might be able to make like a helipad for the tank but I don't know if this is possible.


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Blacksilence
post Nov 13 2006, 04:53 PM
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Problem is solved
lock


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tomb
post Jan 3 2007, 07:00 PM
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With RA1, the mine-layers reloaded using the repair bay. But I don't know if that'll work in TS.


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Blacksilence
post Jan 4 2007, 09:27 AM
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Offcourse that can.
LIke mobilehelipad, You first have to deploy it, then it would work.


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Bittah Commander
post Jan 4 2007, 03:23 PM
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Mine layers wouldn't work properly in TS because they'd repair every time they'd lay a mine.


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