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Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: ManualReload
File(s): Rulesmd.ini
Values: boolean
Default: no for VehicleTypes; yes for AircraftTypes
Applicable to: VehicleTypes, AircraftTypes

Can be set to 'yes' or 'no' and determines whether or not this unit must reload by docking with a structure that has UnitReload=yes set and to which the unit has Dock= set. This defaults to 'no' for all units except aircraft.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

When firing when ammunition is full, the actual amount of ammunition consumed for this firing is Ammo (Weapon) - ReloadAmount (both are newly added from Ares).

  • You can avoid this by specifying ReloadAmount=0.
    • In fact, if you want to make a Mine Layer like RA1, in order to make it necessary for the unit to return to a specific building to replenish the mines, this is actually something you should have done.
Correspondingly, if your weapon's Ammo<=ReloadAmount will cause this unit to be unable to rely solely on firing to consume ammunition ! ! !