ReloadIncrement: Difference between revisions
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|values={{Values|integers}} | |values={{Values|integers}} | ||
|default=0 | |default=0 | ||
|types={{ | |types={{Categ|Technoes}} | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
}} | }} | ||
On units that have {{ | On units that have {{f|PipWrap|0|link}}, this flag will simply add this value to the number of frames those units take to automatically{{fnl|1}} {{f|Reload|link}} each round of {{f|Ammo|link}}. | ||
If {{ | If {{f|PipWrap}} is set to a positive integer greater than 0, {{f|ReloadIncrement|link}} can be used to speed up (or slow down if a negative value is used) the rate at which a unit will reload with each successive {{f|PipWrap}} tier. The exact reloading time can be calculated using the following formula{{fnl|2}}: | ||
<pre>"total reload frames" = Reload + ( ReloadIncrement * ( " | <pre>"total reload frames" = Reload + ( ReloadIncrement * ( "current ammo" / PipWrap )^2 )</pre> | ||
== | ==See also== | ||
{{ | * {{f|Ammo|link}} | ||
* {{f|InitialAmmo|link}} | |||
* {{f|Reload|link}} | |||
* {{f|EmptyReload|link}} | |||
* {{f|DamageReducesReadiness|link}} | |||
* {{f|ReadinessReductionMultiplier|link}} | |||
* {{f|PipScale|link}} | |||
* {{f|PipWrap|link}} | |||
==References== | ==References== | ||
{{SourceCode|http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp}} | {{SourceCode|http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp}} | ||
== | ==Notes== | ||
{{fn|1|As opposed to manually; see [[ManualReload]].}} | |||
{{fn|2|The division of "unit's current ammo" into {{f|PipWrap}} is integer division, which means that any decimal places will be knocked off; i.e. 5/2 {{=}} 2, not 2.5.}} | |||
Latest revision as of 05:58, 20 December 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 this value to the number of frames those units take to automatically1 Reload each round of Ammo.
If PipWrap is set to a positive integer greater than 0, ReloadIncrement can be used to speed up (or slow down if a negative value is used) the rate at which a unit will reload with each successive PipWrap tier. The exact reloading time can be calculated using the following formula2:
"total reload frames" = Reload + ( ReloadIncrement * ( "current ammo" / PipWrap )^2 )
See also
- Ammo
- InitialAmmo
- Reload
- EmptyReload
- DamageReducesReadiness
- ReadinessReductionMultiplier
- PipScale
- PipWrap
References
Relevant pseudocode is available at http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp.
Notes
1 ↑ As opposed to manually; see ManualReload.
2 ↑ 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.