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Reload: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Specifies the time delay, in frames, between automatic reloads of this units Ammo=. Each automatic reload results in the unit being instantly restored to the full value of its Ammo= statement.
|values={{Values|unsigned integers}}
|default=0
|types={{CatAllTypes}}
|ra2=yes
|yr=yes
|rp=yes
}}
 
{{TTL|Reload}} specifies the base delay in frames between reloading each round of ammunition for units with {{TTL|Ammo}} set to a positive [[Help:Values#Integers|integer]].
 
By setting {{TTL|EmptyReload}}, this delay can be modified for reloading the first round of ammunition when the unit is empty.
 
On units that have {{TTL|PipWrap}} set, {{TTL|ReloadIncrement}} can be used to speed up or slow down the rate at which they reload.
 
==See also==
* {{TTL|InitialAmmo}}
* {{TTL|PipScale}}
* {{TTL|DamageReducesReadiness}}
* {{TTL|ReadinessReductionMultiplier}}

Revision as of 16:24, 25 May 2008

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: 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



Template:TTL specifies the base delay in frames between reloading each round of ammunition for units with Template:TTL set to a positive integer.

By setting Template:TTL, this delay can be modified for reloading the first round of ammunition when the unit is empty.

On units that have Template:TTL set, Template:TTL can be used to speed up or slow down the rate at which they reload.

See also