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ManualReload: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini|Rulesmd.ini}}
|values=boolean
|default=no for [[VehicleTypes]]; yes for [[AircraftTypes]]
|types=[[VehicleTypes]], [[AircraftTypes]]
|ts=yes
|fs=yes
|ets=yes
|ra2=yes
|yr=yes
|rp=yes
}}
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.
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.
{{Bugs}}
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''  '''[[! ! !]]'''

Latest revision as of 16:00, 31 December 2023

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.

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 ! ! !