ForceAim=1; ForceBurst=1;
Posted: 12 Aug 2006, 05:43
Just a quickie...
ForceAim=1; Boolean. Would force a weapon with Burst==TRUE to fire its entire burst at the original point XYZ returned when the first shot is fired, irrespective of target motion.
ForceBurst=1; Boolean. Would force a weapon with Burst==TRUE to fire all of the shots specified in the burst, instead of stopping after the target dies. The weapon would not acquire a new target, but would continue to fire at the last target XYZ position until the burst was over.
ForceAim would be great for things like artillery or multiple rocket launchers, which are not exactly designed to "walk" their fire onto moving targets IRL.
ForceBurst would be very useful for things like machineguns, which are really used for area-fire in a direct-fire context. IRL, a machinegunner is either firing very short, controlled bursts at a specific target (we're talking maybe 5-10 rounds here, max) or is firing sustained at an area target (large masses of infantry at long range, for example). With a simple Activate/Deactivate and some weapon-disabling scripting, we could have machinegun-like behaviors from our units, allowing for both behaviors.
ForceAim=1; Boolean. Would force a weapon with Burst==TRUE to fire its entire burst at the original point XYZ returned when the first shot is fired, irrespective of target motion.
ForceBurst=1; Boolean. Would force a weapon with Burst==TRUE to fire all of the shots specified in the burst, instead of stopping after the target dies. The weapon would not acquire a new target, but would continue to fire at the last target XYZ position until the burst was over.
ForceAim would be great for things like artillery or multiple rocket launchers, which are not exactly designed to "walk" their fire onto moving targets IRL.
ForceBurst would be very useful for things like machineguns, which are really used for area-fire in a direct-fire context. IRL, a machinegunner is either firing very short, controlled bursts at a specific target (we're talking maybe 5-10 rounds here, max) or is firing sustained at an area target (large masses of infantry at long range, for example). With a simple Activate/Deactivate and some weapon-disabling scripting, we could have machinegun-like behaviors from our units, allowing for both behaviors.