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Difference between revisions of "ReloadIncrement"
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EvilRenegade (talk | contribs) m (Replacing Template:TTL with Template:F.) |
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− | On units that have {{ | + | On units that have {{f|PipWrap|0|link}}, this flag will simply add (or subtract if a negative value is used) this value from the number of frames those units take to {{f|Reload|link}} each round of {{f|Ammo|link}}. |
− | If {{tt|PipWrap}} is supplied with any value other than <code>0</code>, {{ | + | If {{tt|PipWrap}} is supplied with any value other than <code>0</code>, {{f|ReloadIncrement|link}} can be used to speed up (or slow down) the rate at which a unit will reload with each successive {{tt|PipWrap}} set. The exact reloading time can be calculated using the following formula{{fnl|1}}: |
<pre>"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )</pre> | <pre>"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )</pre> | ||
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==See also== | ==See also== | ||
− | * {{ | + | * {{f|Ammo|link}} |
− | * {{ | + | * {{f|InitialAmmo|link}} |
− | * {{ | + | * {{f|EmptyReload|link}} |
− | * {{ | + | * {{f|PipScale|link}} |
− | * {{ | + | * {{f|DamageReducesReadiness|link}} |
− | * {{ | + | * {{f|ReadinessReductionMultiplier|link}} |
Revision as of 10:29, 27 November 2009
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 (or subtract if a negative value is used) this value from the number of frames those units take to Reload each round of Ammo.
If PipWrap is supplied with any value other than 0
, ReloadIncrement can be used to speed up (or slow down) the rate at which a unit will reload with each successive PipWrap set. The exact reloading time can be calculated using the following formula1:
"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )
Notes
1 ↑ 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.
References
Relevant pseudocode is available at http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp.