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MobileFire: Difference between revisions

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Mevitar (talk | contribs)
it doesn't allow the unit to ignore Reload= time, but allows it to reload when it is on the move (!) instead
 
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{{DeeZireInclusion}}<br />
{{Flag
Can be set to 'yes' or 'no' and acts as an over-ride to determine if this object can fire while moving. Does not apply to BuildingTypes.
|files={{categ|ini=rules}}
|values={{values|boolean}}
|default=yes
|types={{Categ|Technoes}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
Specifies whether the unit should be allowed to fire while moving. It also allows it to reload its ammo while on the move.
{{Bugs}}
Negative value doesn't work correctly: a moving unit instructed to fire will happily fire while moving, but its weapon [[ROF]] will be reset to "ready to fire" status whenever it stops. Such a unit seems to ignore the {{f|CanPassiveAquire|yes|link}} setting while moving, however.

Latest revision as of 00:32, 13 December 2012

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: MobileFire
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: yes
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies whether the unit should be allowed to fire while moving. It also allows it to reload its ammo while on the move.

Bugs/Side-Effects/Unexpected Limitations

Negative value doesn't work correctly: a moving unit instructed to fire will happily fire while moving, but its weapon ROF will be reset to "ready to fire" status whenever it stops. Such a unit seems to ignore the CanPassiveAquire=yes setting while moving, however.