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InitialAmmo: Difference between revisions

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{{Flag
{{Flag
|values={{Values|integers}}
|values={{Values|integers}}
|special=−1 and −2
|special=−1; −2
|default=−1
|default=−1
|types={{CatAllTypes}}
|types={{Categ|Technoes}}
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
}}
}}


This flag determines the ammunition supply of a unit, with {{f|Ammo|link}} 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.
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|link}} is set to a higher value than {{f|Ammo|link}}, then the following happens:
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 constructed with the amount of ammo specified in {{f|InitialAmmo|link}}.
#The unit will be created with {{f|InitialAmmo}} ammo.
#The unit's pip display will only show the amount of ammo specified in {{f|Ammo|link}}, but the pip display will only fully deplete when all of the {{f|InitialAmmo|link}} amount has been used up.
#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}}.
#When reloading, the unit will reload to the amount specified in {{f|Ammo|link}}.
 
#The unit will then behave as normal in terms of ammo.
Regardless, the unit can never reload its ammo by any means to an amount greater than {{f|Ammo}}.
==Special Values==
 
* A value of <code>&minus;1</code>, which is the default behavior, results in the unit starting with full ammo.
==Special values==
* A value of <code>&minus;2</code> results in the unit starting with an empty ammo supply.
* {{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==
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* {{f|EmptyReload|link}}
* {{f|EmptyReload|link}}
* {{f|ReloadIncrement|link}}
* {{f|ReloadIncrement|link}}
* {{f|PipWrap|link}}
* {{f|DamageReducesReadiness|link}}
* {{f|DamageReducesReadiness|link}}
* {{f|ReadinessReductionMultiplier|link}}
* {{f|ReadinessReductionMultiplier|link}}

Revision as of 05:36, 20 December 2009

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: 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:

  1. The unit will be created with InitialAmmo ammo.
  2. 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.

See also