Arm
How long after launch a projectile's proximity fuse is held shut, in game frames.
Specification
- Applies to
- BulletType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- integer
- When omitted
0
The fuse trips when the projectile comes within 64 leptons of the point it was aimed at, height included, and again when it is within two cells of that point and has started to move away from it. While the arming count is still running the fuse reports nothing at all, so the projectile flies on. The count is in game frames — 15 to the second, 900 to the game minute — and it starts when the projectile is launched.
Only a projectile steered by the homing flight model consults its fuse at all. A projectile whose ROT is zero never checks it, so the setting changes nothing on an unguided shot.
A shot at an aircraft is armed with zero whatever the section says.
[MYSEEKER] ; a BulletType, registered by a weapon naming it as its ProjectileImage=MISSILEROT=5Arm=30 ; the fuse cannot trip for the first two seconds of flight