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{{DeeZireInclusion}}<br />
{{Flag
This can be used to slow down or speed up the rate of this units automatic reloading (instead of being instantaneous). This should be set to the percentage amount to add at every reload increment (which can be calculated by multiplying the units Ammo= value by its PipWrap= value).
|values={{Values|integers}}
|default=0
|types={{Categ|Technoes}}
|ra2=yes
|yr=yes
}}
 
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 {{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 * ( "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==
{{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

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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

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.