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Difference between revisions of "InitialAmmo"

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* 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;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.
 
* A value of <code>&minus;2</code> results in the unit starting with an empty ammo supply.
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==See also==
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* {{TTL|Reload}}
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* {{TTL|EmptyReload}}
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* {{TTL|ReloadIncrement}}
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* {{TTL|PipWrap}}
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* {{TTL|DamageReducesReadiness}}
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* {{TTL|ReadinessReductionMultiplier}}

Revision as of 18:25, 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: 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.

See also