ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
InitialAmmo: Difference between revisions
Jump to navigation
Jump to search
EvilRenegade (talk | contribs) m Replacing Template:TTL with Template:F. |
m Minor revisions. |
||
Line 1: | Line 1: | ||
{{Flag | {{Flag | ||
|values={{Values|integers}} | |values={{Values|integers}} | ||
|special=−1 | |special=−1; −2 | ||
|default=−1 | |default=−1 | ||
|types={{ | |types={{Categ|Technoes}} | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
}} | }} | ||
This flag determines the ammunition supply of a unit, with {{f|Ammo|link}} set, when it is created. | This flag determines the ammunition supply of a [[TechnoTypes|unit]], with {{f|Ammo|link}} set to a positive integer greater than 0, when it is created from the corresponding {{f|Factory|link}}. Values for {{f|InitialAmmo|link}} greater than or equal to 0 result in a starting ammo supply of that number plus 1. | ||
If {{f|InitialAmmo | A unit can be created with an ammo supply greater than {{f|Ammo}}. If {{f|InitialAmmo}} is set to a value greater than {{f|Ammo}}, then the following things occur: | ||
#The unit will be | #The unit will be created with {{f|InitialAmmo}} ammo. | ||
# | #If the unit has {{f|PipScale#Ammo|ammo|link}}, the pip display will innacurately represent an amount equal to {{f|Ammo}} until the unit depletes enough rounds so that its current ammo is no more than {{f|Ammo}}. | ||
Regardless, the unit can never reload its ammo by any means to an amount greater than {{f|Ammo}}. | |||
==Special | |||
* | ==Special values== | ||
* | * {{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior. | ||
* {{f|InitialAmmo|-2}} results in the unit being created with an empty ammo supply. | |||
==See also== | ==See also== | ||
Line 25: | Line 25: | ||
* {{f|EmptyReload|link}} | * {{f|EmptyReload|link}} | ||
* {{f|ReloadIncrement|link}} | * {{f|ReloadIncrement|link}} | ||
* {{f|DamageReducesReadiness|link}} | * {{f|DamageReducesReadiness|link}} | ||
* {{f|ReadinessReductionMultiplier|link}} | * {{f|ReadinessReductionMultiplier|link}} |
Revision as of 05:36, 20 December 2009
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; −2 |
Default: | −1 |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
This flag determines the ammunition supply of a unit, with Ammo set to a positive integer greater than 0, when it is created from the corresponding Factory. Values for InitialAmmo greater than or equal to 0 result in a starting ammo supply of that number plus 1.
A unit can be created with an ammo supply greater than Ammo. If InitialAmmo is set to a value greater than Ammo, then the following things occur:
- The unit will be created with InitialAmmo ammo.
- If the unit has PipScale=ammo, the pip display will innacurately represent an amount equal to Ammo until the unit depletes enough rounds so that its current ammo is no more than Ammo.
Regardless, the unit can never reload its ammo by any means to an amount greater than Ammo.
Special values
- InitialAmmo=-1 results in the unit starting with full ammo. This is also the default behavior.
- InitialAmmo=-2 results in the unit being created with an empty ammo supply.