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Difference between revisions of "InitialAmmo"

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(added info about AircraftTypes bugged when created without full ammo)
 
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{{Flag
 
{{Flag
 
|values={{Values|integers}}
 
|values={{Values|integers}}
|special=−1 and −2
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|special=−1[[#Special values|{{sup|{{arr|d}}}}]]
 
|default=−1
 
|default=−1
|types={{CatAllTypes}}
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|types={{Categ|Technoes}}
 
|ra2=yes
 
|ra2=yes
 
|yr=yes
 
|yr=yes
|rp=yes
 
 
}}
 
}}
  
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 [[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}} other than −1, which is a special case[[#Special values|{{sup|{{arr|d}}}}]], result in a starting ammo supply of that number plus 1.
  
{{NeedTesting}}
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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 {{f|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.
{{TTL|{{PAGENAME}}}} should ''always'' be lower than {{tt|Ammo}}, otherwise problems with reloading may occur.
 
<hr />
 
  
==Special Values==
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If {{f|InitialAmmo}} is set to a value greater than {{f|Ammo}}, then the unit will be created with its current ammo equal to {{f|InitialAmmo}}. However, 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}}.
* A value of <code>&minus;1</code>, which is the default behavior, results in the unit starting with full ammo.
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* A value of <code>&minus;2</code> results in the unit starting with an empty ammo supply.
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Regardless, a unit can never reload its ammo by any means to an amount greater than {{f|Ammo}}, nor deplete its ammo to an amount less than 0.
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==Special values==
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* {{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior.
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{{Bugs}}
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*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.
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==See also==
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* {{f|Ammo|link}}
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* {{f|Reload|link}}
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* {{f|EmptyReload|link}}
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* {{f|ReloadIncrement|link}}
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* {{f|DamageReducesReadiness|link}}
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* {{f|ReadinessReductionMultiplier|link}}

Latest revision as of 17:35, 9 June 2013

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
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.

Cc alert.png 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