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MobileFire
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| Flag: | MobileFire |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | yes |
| Applicable to: | VehicleTypes |
Define whether the unit can simultaneously handle movement and attack actions.
- Here, attack includes firing and reloading.
Notes
If it is no, even if the unit has OpportunityFire=yes, it cannot fire while moving.
Additionally, if it is no, then while moving, it will pause ammunition reloading, but it will retain the progress of the original ammunition reload cooldown timer. Specifically, it will extend the reload timer end frame by 1 each frame while moving, thus offsetting the 1 frame progress added in the current frame, thereby freezing the reload timer.
If actively stopping[1] movement after moving at least 1 cell, then forcibly rewrite the current fire cooldown. The rewrite rules are as follows:
- It will first try to obtain a rearm delay from the Secondary weapon.
- If the secondary weapon has any of IsSonic/UseSparkParticles/UseFireParticles/IsRailgun[2], then take the value of the secondary weapon's ROF=;
- For vehicles using the Shape sequence, use the value of FiringSyncFrame1= plus the current burst sequence index (0-based)
- If there is no secondary weapon, use 1
- In other cases, use a random value between 3 and 5
- Actually, when CurrentBurstIndex<=0 or CurrentBurstIndex>4, the default value of BurstDelay is used, but since stopping clears CurrentBurstIndex, only the random range corresponding to 0 is used.
- Then, divide the obtained value by 4 to use as the new cooldown value for the unit.
Footnotes
- ↑ Including when the unit stops moving while approaching a target by switching to a closer target
- ↑ For the latter three, it must also have a correctly defined particle system