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ReloadIncrement: Difference between revisions

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On units that have {{TTL|PipWrap|0}}, this flag will simply add (or subtract if a negative value is used) this value from the number of frames those units take to {{TTL|Reload}} each round of {{TTL|Ammo}}.
On units that have {{f|PipWrap|0|link}}, this flag will simply add (or subtract if a negative value is used) this value from the number of frames those units take to {{f|Reload|link}} each round of {{f|Ammo|link}}.


If {{tt|PipWrap}} is supplied with any value other than <code>0</code>, {{TTL|ReloadIncrement}} can be used to speed up (or slow down) the rate at which a unit will reload with each successive {{tt|PipWrap}} set. The exact reloading time can be calculated using the following formula{{fnl|1}}:
If {{tt|PipWrap}} is supplied with any value other than <code>0</code>, {{f|ReloadIncrement|link}} can be used to speed up (or slow down) the rate at which a unit will reload with each successive {{tt|PipWrap}} set. The exact reloading time can be calculated using the following formula{{fnl|1}}:
<pre>"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )</pre>
<pre>"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )</pre>


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==See also==
==See also==
* {{TTL|Ammo}}
* {{f|Ammo|link}}
* {{TTL|InitialAmmo}}
* {{f|InitialAmmo|link}}
* {{TTL|EmptyReload}}
* {{f|EmptyReload|link}}
* {{TTL|PipScale}}
* {{f|PipScale|link}}
* {{TTL|DamageReducesReadiness}}
* {{f|DamageReducesReadiness|link}}
* {{TTL|ReadinessReductionMultiplier}}
* {{f|ReadinessReductionMultiplier|link}}

Revision as of 08:29, 27 November 2009

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: 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 (or subtract if a negative value is used) this value from the number of frames those units take to Reload each round of Ammo.

If PipWrap is supplied with any value other than 0, ReloadIncrement can be used to speed up (or slow down) the rate at which a unit will reload with each successive PipWrap set. The exact reloading time can be calculated using the following formula1:

"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )

Notes

1 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.

References

Relevant pseudocode is available at http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp.

See also