ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Reload: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
Obsolete in TS |
||
Line 3: | Line 3: | ||
|default=0 | |default=0 | ||
|types={{Categ|Technoes}} | |types={{Categ|Technoes}} | ||
|ts= | |ts=no | ||
|fs= | |fs=no | ||
|ets= | |ets=no | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
Line 13: | Line 13: | ||
== In Tiberian Sun == | == In Tiberian Sun == | ||
{{obsolete|{{ts}}}} | |||
{{f|{{PAGENAME}}}} | Though {{f|{{PAGENAME}}}} appears in [[rules.ini]], it does not exist in the game executable, therefore the flag is never parsed. Instead, the game has a hardcoded reload rate of 450 [[frames]]. | ||
== In Red Alert 2 and Yuri's Revenge == | == In Red Alert 2 and Yuri's Revenge == | ||
Line 29: | Line 30: | ||
* {{f|DamageReducesReadiness|link}} | * {{f|DamageReducesReadiness|link}} | ||
* {{f|ReadinessReductionMultiplier|link}} | * {{f|ReadinessReductionMultiplier|link}} | ||
* {{f|ReloadRate|link}} | |||
==Notes== | ==Notes== | ||
{{fn|1|As opposed to manually; see [[ManualReload]].}} | {{fn|1|As opposed to manually; see [[ManualReload]].}} |
Latest revision as of 09:43, 27 September 2023
Flag: | Reload |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | 0 |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
This flag specifies the base delay in frames between automatic1 reloading of each round of ammunition for units with Ammo set to a positive integer.
In Tiberian Sun
Logic related to Reload, as a whole or in part, is obsolete in Tiberian Sun.
Though Reload appears in rules.ini, it does not exist in the game executable, therefore the flag is never parsed. Instead, the game has a hardcoded reload rate of 450 frames.
In Red Alert 2 and Yuri's Revenge
By setting EmptyReload to an integer other than Reload or −1, this delay can be modified for reloading the first round of ammunition when the unit is empty.
On units that have PipWrap set to a positive integer greater than 0, ReloadIncrement can be used to speed up or slow down the rate at which they reload.
See also
- Ammo
- InitialAmmo
- EmptyReload
- ReloadIncrement
- DamageReducesReadiness
- ReadinessReductionMultiplier
- ReloadRate
Notes
1 ↑ As opposed to manually; see ManualReload.