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Difference between revisions of "InitialAmmo"

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(See also)
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This flag determines the ammunition supply of a unit, with {{TTL|Ammo}} 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.
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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.
  
If {{TTL|InitialAmmo}} is set to a higher value than {{TTL|Ammo}}, then the following happens:
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If {{f|InitialAmmo|link}} is set to a higher value than {{f|Ammo|link}}, then the following happens:
#The unit will be constructed with the amount of ammo specified in {{TTL|InitialAmmo}}.
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#The unit will be constructed with the amount of ammo specified in {{f|InitialAmmo|link}}.
#The unit's pip display will only show the amount of ammo specified in {{TTL|Ammo}}, but the pip display will only fully deplete when all of the {{TTL|InitialAmmo}} amount has been used up.
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#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.
#When reloading, the unit will reload to the amount specified in {{TTL|Ammo}}.
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#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.
 
#The unit will then behave as normal in terms of ammo.
 
==Special Values==
 
==Special Values==
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==See also==
 
==See also==
* {{TTL|Ammo}}
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* {{f|Ammo|link}}
* {{TTL|Reload}}
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* {{f|Reload|link}}
* {{TTL|EmptyReload}}
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* {{f|EmptyReload|link}}
* {{TTL|ReloadIncrement}}
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* {{f|ReloadIncrement|link}}
* {{TTL|PipWrap}}
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* {{f|PipWrap|link}}
* {{TTL|DamageReducesReadiness}}
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* {{f|DamageReducesReadiness|link}}
* {{TTL|ReadinessReductionMultiplier}}
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* {{f|ReadinessReductionMultiplier|link}}

Revision as of 10:11, 27 November 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 and −2
Default: −1
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag determines the ammunition supply of a unit, with Ammo 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.

If InitialAmmo is set to a higher value than Ammo, then the following happens:

  1. The unit will be constructed with the amount of ammo specified in InitialAmmo.
  2. The unit's pip display will only show the amount of ammo specified in Ammo, but the pip display will only fully deplete when all of the InitialAmmo amount has been used up.
  3. When reloading, the unit will reload to the amount specified in Ammo.
  4. The unit will then behave as normal in terms of ammo.

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