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InitialAmmo: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Specifies the starting Ammo= of this object. The game defaults to each object having maximum ammunition, although this can be used to specify a different amount from its maximum specified with the Ammo= statement. This should be set to a value less than the object's Ammo= value or problems can occur with reloading.
|values={{Values|integers}}
|special=&minus;1 and &minus;2
|default=&minus;1
|types={{CatAllTypes}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
This flag determines the ammunition supply of a unit, with {{TTL|Ammo}} set, when it is created. An integer value greater than or equal to 0 results in a starting ammo supply of that number plus 1.
 
{{NeedTesting}}
{{TTL|{{PAGENAME}}}} should ''always'' be lower than {{tt|Ammo}}, otherwise problems with reloading may occur.
<hr />
 
==Special Values==
* A value of <code>&minus;1</code>, which is the default behavior, results in the unit starting with full ammo.
* A value of <code>&minus;2</code> results in the unit starting with an empty ammo supply.

Revision as of 22:23, 20 May 2008

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Flag: InitialAmmo
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Special Values: −1 and −2
Default: −1
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag determines the ammunition supply of a unit, with Template:TTL set, when it is created. An integer value greater than or equal to 0 results in a starting ammo supply of that number plus 1.

Template:NeedTesting Template:TTL should always be lower than Ammo, otherwise problems with reloading may occur.


Special Values

  • A value of −1, which is the default behavior, results in the unit starting with full ammo.
  • A value of −2 results in the unit starting with an empty ammo supply.