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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.
- 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