Skip to content

Burst

Changed in 0.1.0

How many shots the weapon fires in quick succession before it waits out its full reload.

Specification
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
integer
When omitted
1

The firing object keeps a running count of where it stands in the burst. Every shot but the last is followed by a short gap; the last shot of the burst is the one that pays ROF, scaled by the house’s rate of fire bias, raised by a random zero to two frames and shortened by the veteran rate of fire ability. The count then returns to the start.

Losing the target partway through a burst keeps that count and starts the same full rearm interval that the last shot would have paid. Acquiring another valid target before the interval ends cancels the reset, so firing resumes with the next shot of the partial burst. Remaining without a target until the interval ends returns the count to the first shot. Clearing and immediately reissuing a target therefore cannot turn every shot into the first shot of a burst.

rules.ini
[MyTwinCannon] ; example WeaponType
Burst=2
ROF=60 ; paid after the second shot, not after each one
BurstDelay0=4 ; frames between the first shot and the second

The gap between shots within a burst comes from a BurstDelay0, BurstDelay1, BurstDelay2 or BurstDelay3 assignment on the weapon, chosen by which shot has just been fired. An entry left at its default of -1, and every shot after the fourth however the entries are set, takes a random three to five frames instead.

The lateral half of the firing slot’s own fire offset — PrimaryFireFLH or its secondary counterpart — is negated on every second shot, so a burst weapon mounted off the centerline alternates between a pair of muzzles; VoxelBarrelOffsetToBarrelEnd does the same for a voxel barrel, with the third shot and any after it centered. A burst above one also doubles the rating a computer house gives the object when it weighs its base defenses.

A weapon that draws a wave or a particle system — IsSonic, IsRailgun, UseFireParticles or UseSparkParticles — takes ROF between every shot and never the short gap, so a burst on such a weapon changes only the muzzle it alternates to.

History

  1. Changed0.1.0In development

    Normalize nonpositive weapon bursts

  2. Changed0.1.0In development

    Preserve partial bursts across target loss