ReloadIncrement
Flag: | ReloadIncrement |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0 |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
On units that have PipWrap=0, this flag will simply add this value to the number of frames those units take to automatically1 Reload each round of Ammo.
If PipWrap is set to a positive integer greater than 0, ReloadIncrement can be used to speed up (or slow down if a negative value is used) the rate at which a unit will reload with each successive PipWrap tier. The exact reloading time can be calculated using the following formula2:
"total reload frames" = Reload + ( ReloadIncrement * ( "current ammo" / PipWrap )^2 )
See also
- Ammo
- InitialAmmo
- Reload
- EmptyReload
- DamageReducesReadiness
- ReadinessReductionMultiplier
- PipScale
- PipWrap
References
Relevant pseudocode is available at http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp.
Notes
1 ↑ As opposed to manually; see ManualReload.
2 ↑ The division of "unit's current ammo" into PipWrap is integer division, which means that any decimal places will be knocked off; i.e. 5/2 = 2, not 2.5.