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ManualReload: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini|Rulesmd.ini}} | |||
|values=boolean | |||
|default=no for [[VehicleTypes]]; yes for [[AircraftTypes]] | |||
|types=[[VehicleTypes]], [[AircraftTypes]] | |||
|ts=yes | |||
|fs=yes | |||
|ets=yes | |||
|ra2=yes | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
Can be set to 'yes' or 'no' and determines whether or not this unit must reload by docking with a structure that has UnitReload=yes set and to which the unit has Dock= set. This defaults to 'no' for all units except aircraft. | Can be set to 'yes' or 'no' and determines whether or not this unit must reload by docking with a structure that has UnitReload=yes set and to which the unit has Dock= set. This defaults to 'no' for all units except aircraft. | ||
{{Bugs}} | |||
When firing when ammunition is full, the actual amount of ammunition consumed for this firing is [[Ammo]] (Weapon) - [[ReloadAmount]] (both are newly added from Ares). | |||
*You can avoid this by specifying ReloadAmount=0. | |||
**In fact, if you want to make a Mine Layer like RA1, in order to make it necessary for the unit to return to a specific building to replenish the mines, this is actually something you should have done. | |||
''Correspondingly, if your'' '''weapon's Ammo<=ReloadAmount''' ''will cause this unit to be unable to rely solely on firing to consume ammunition'' '''[[! ! !]]''' |
Latest revision as of 16:00, 31 December 2023
Flag: | ManualReload |
File(s): | Rulesmd.ini |
Values: | boolean |
Default: | no for VehicleTypes; yes for AircraftTypes |
Applicable to: | VehicleTypes, AircraftTypes |
Can be set to 'yes' or 'no' and determines whether or not this unit must reload by docking with a structure that has UnitReload=yes set and to which the unit has Dock= set. This defaults to 'no' for all units except aircraft.
Bugs/Side-Effects/Unexpected Limitations
When firing when ammunition is full, the actual amount of ammunition consumed for this firing is Ammo (Weapon) - ReloadAmount (both are newly added from Ares).
- You can avoid this by specifying ReloadAmount=0.
- In fact, if you want to make a Mine Layer like RA1, in order to make it necessary for the unit to return to a specific building to replenish the mines, this is actually something you should have done.
Correspondingly, if your weapon's Ammo<=ReloadAmount will cause this unit to be unable to rely solely on firing to consume ammunition ! ! !