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Reload: Difference between revisions
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De-DZed |
Obsolete in TS |
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(5 intermediate revisions by 4 users not shown) | |||
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|values={{Values|unsigned integers}} | |values={{Values|unsigned integers}} | ||
|default=0 | |default=0 | ||
|types={{ | |types={{Categ|Technoes}} | ||
|ts=no | |||
|fs=no | |||
|ets=no | |||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
}} | }} | ||
This flag specifies the base delay in [[frames]] between automatic{{fnl|1}} reloading of each round of ammunition for [[TechnoTypes|units]] with {{f|Ammo|link}} set to a positive [[Help:Values#Integers|integer]]. | |||
== In Tiberian Sun == | |||
{{obsolete|{{ts}}}} | |||
On units that have {{ | Though {{f|{{PAGENAME}}}} appears in [[rules.ini]], it does not exist in the game executable, therefore the flag is never parsed. Instead, the game has a hardcoded reload rate of 450 [[frames]]. | ||
== In Red Alert 2 and Yuri's Revenge == | |||
By setting {{f|EmptyReload|link}} to an integer other than {{f|Reload|link}} or −1, this delay can be modified for reloading the first round of ammunition when the unit is empty. | |||
On units that have {{f|PipWrap|link}} set to a positive integer greater than 0, {{f|ReloadIncrement|link}} can be used to speed up or slow down the rate at which they reload. | |||
==See also== | ==See also== | ||
* {{ | * {{f|Ammo|link}} | ||
* {{ | * {{f|InitialAmmo|link}} | ||
* {{ | * {{f|EmptyReload|link}} | ||
* {{ | * {{f|ReloadIncrement|link}} | ||
* {{f|DamageReducesReadiness|link}} | |||
* {{f|ReadinessReductionMultiplier|link}} | |||
* {{f|ReloadRate|link}} | |||
==Notes== | |||
{{fn|1|As opposed to manually; see [[ManualReload]].}} |
Revision as of 09:43, 27 September 2023
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Flag: | Reload |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | 0 |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
This flag specifies the base delay in frames between automatic1 reloading of each round of ammunition for units with Ammo set to a positive integer.
In Tiberian Sun
Though Reload appears in rules.ini, it does not exist in the game executable, therefore the flag is never parsed. Instead, the game has a hardcoded reload rate of 450 frames.
In Red Alert 2 and Yuri's Revenge
By setting EmptyReload to an integer other than Reload or −1, this delay can be modified for reloading the first round of ammunition when the unit is empty.
On units that have PipWrap set to a positive integer greater than 0, ReloadIncrement can be used to speed up or slow down the rate at which they reload.
See also
- Ammo
- InitialAmmo
- EmptyReload
- ReloadIncrement
- DamageReducesReadiness
- ReadinessReductionMultiplier
- ReloadRate
Notes
1 ↑ As opposed to manually; see ManualReload.