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==Special values==
==Special values==
{{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior.
* {{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior.
 
Correspondingly, if you want the unit to start with '''empty''' ammo, you should use a value such as -2.


{{Bugs}}
{{Bugs}}
If an AircraftType starts without full ammo, it will be unable to reload it until it leaves its docking building and lands on it again.
*If an AircraftType starts without full ammo, it will be unable to reload it until it leaves its docking building and lands on it again.


==See also==
==See also==
[[Ammo]]
* {{f|Ammo|link}}
 
* {{f|Reload|link}}
[[Reload]]
* {{f|EmptyReload|link}}
 
* {{f|ReloadIncrement|link}}
[[EmptyReload]]
* {{f|DamageReducesReadiness|link}}
 
* {{f|ReadinessReductionMultiplier|link}}
[[ReloadIncrement]]


[[DamageReducesReadiness]]


[[ReadinessReductionMultiplier]]
[[Category:Review for fake conversion and revert if necessary]]

Latest revision as of 19:21, 20 April 2025

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: InitialAmmo
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Special Values: −1
Default: −1
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag determines the ammunition supply of a unit, with Ammo set to a positive integer greater than 0, when it is created from the corresponding Factory. Values for InitialAmmo other than −1, which is a special case, result in a starting ammo supply of that number plus 1.

Although usable ammo points are only measured in positive integers, it is possible to have a unit's current ammo be a negative number when it is created. If InitialAmmo is set to a negative integer less than −1, the unit will be created with no usable ammunition, and have an inversely proportional delay before it reloads enough to have a positive ammo supply.

If InitialAmmo is set to a value greater than Ammo, then the unit will be created with its current ammo equal to InitialAmmo. However, if the unit has PipScale=ammo, the pip display will innacurately represent an amount equal to Ammo until the unit depletes enough rounds so that its current ammo is no more than Ammo.

Regardless, a unit can never reload its ammo by any means to an amount greater than Ammo, nor deplete its ammo to an amount less than 0.

Special values

  • InitialAmmo=-1 results in the unit starting with full ammo. This is also the default behavior.

Bugs/Side-Effects/Unexpected Limitations

  • If an AircraftType starts without full ammo, it will be unable to reload it until it leaves its docking building and lands on it again.

See also