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added info about AircraftTypes bugged when created without full ammo
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==Special values==
==Special values==
* {{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior.
{{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior.
 
Correspondingly, if you want the unit to start with '''empty''' ammo, you should use a value such as -2.


{{Bugs}}
{{Bugs}}
*If an AircraftType starts without full ammo, it will be unable to reload it until it leaves its docking building and lands on it again.
If an AircraftType starts without full ammo, it will be unable to reload it until it leaves its docking building and lands on it again.


==See also==
==See also==
* {{f|Ammo|link}}
[[Ammo]]
* {{f|Reload|link}}
 
* {{f|EmptyReload|link}}
[[Reload]]
* {{f|ReloadIncrement|link}}
 
* {{f|DamageReducesReadiness|link}}
[[EmptyReload]]
* {{f|ReadinessReductionMultiplier|link}}
 
[[ReloadIncrement]]
 
[[DamageReducesReadiness]]
 
[[ReadinessReductionMultiplier]]

Revision as of 16:59, 19 April 2025

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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
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 other than −1, which is a special case, result in a starting ammo supply of that number plus 1.

Although usable ammo points are only measured in positive integers, it is possible to have a unit's current ammo be a negative number when it is created. If InitialAmmo is set to a negative integer less than −1, the unit will be created with no usable ammunition, and have an inversely proportional delay before it reloads enough to have a positive ammo supply.

If InitialAmmo is set to a value greater than Ammo, then the unit will be created with its current ammo equal to InitialAmmo. However, 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, a unit can never reload its ammo by any means to an amount greater than Ammo, nor deplete its ammo to an amount less than 0.

Special values

InitialAmmo=-1 results in the unit starting with full ammo. This is also the default behavior.

Correspondingly, if you want the unit to start with empty ammo, you should use a value such as -2.

Bugs/Side-Effects/Unexpected Limitations

If an AircraftType starts without full ammo, it will be unable to reload it until it leaves its docking building and lands on it again.

See also

Ammo

Reload

EmptyReload

ReloadIncrement

DamageReducesReadiness

ReadinessReductionMultiplier