InitialAmmo
Flag: | InitialAmmo |
File(s): | rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Special Values: | −1↓ |
Default: | −1 |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
This flag determines the ammunition supply of a unit, with Ammo set to a positive integer greater than 0, when it is created from the corresponding Factory. Values for InitialAmmo other than −1, which is a special case↓, result in a starting ammo supply of that number plus 1.
Although usable ammo points are only measured in positive integers, it is possible to have a unit's current ammo be a negative number when it is created. If InitialAmmo is set to a negative integer less than −1, the unit will be created with no usable ammunition, and have an inversely proportional delay before it reloads enough to have a positive ammo supply.
If InitialAmmo is set to a value greater than Ammo, then the unit will be created with its current ammo equal to InitialAmmo. However, if the unit has PipScale=ammo, the pip display will innacurately represent an amount equal to Ammo until the unit depletes enough rounds so that its current ammo is no more than Ammo.
Regardless, a unit can never reload its ammo by any means to an amount greater than Ammo, nor deplete its ammo to an amount less than 0.
Special values
- InitialAmmo=-1 results in the unit starting with full ammo. This is also the default behavior.
Bugs/Side-Effects/Unexpected Limitations
- If an AircraftType starts without full ammo, it will be unable to reload it until it leaves its docking building and lands on it again.