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Difference between revisions of "ManualReload"

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{{DeeZireInclusion}}<br />
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{{Flag
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|name={{PAGENAME}}
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|files={{Categ|Rules(md).ini|Rulesmd.ini}}
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|values=boolean
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|default=no for [[VehicleTypes]]; yes for [[AircraftTypes]]
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|types=[[VehicleTypes]], [[AircraftTypes]]
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|ts=yes
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|fs=yes
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|ets=yes
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
 
Can be set to 'yes' or 'no' and determines whether or not this unit must reload by docking with a structure that has UnitReload=yes set and to which the unit has Dock= set. This defaults to 'no' for all units except aircraft.
 
Can be set to 'yes' or 'no' and determines whether or not this unit must reload by docking with a structure that has UnitReload=yes set and to which the unit has Dock= set. This defaults to 'no' for all units except aircraft.
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{{Bugs}}
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When firing when ammunition is full, the actual amount of ammunition consumed for this firing is [[Ammo]] (Weapon) - [[ReloadAmount]] (both are newly added from Ares).
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*You can avoid this by specifying ReloadAmount=0.
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**In fact, if you want to make a Mine Layer like RA1, in order to make it necessary for the unit to return to a specific building to replenish the mines, this is actually something you should have done.
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''Correspondingly, if your'' '''weapon's Ammo<=ReloadAmount''' ''will cause this unit to be unable to rely solely on firing to consume ammunition''  '''[[! ! !]]'''

Latest revision as of 18:00, 31 December 2023

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: ManualReload
File(s): Rulesmd.ini
Values: boolean
Default: no for VehicleTypes; yes for AircraftTypes
Applicable to: VehicleTypes, AircraftTypes


Can be set to 'yes' or 'no' and determines whether or not this unit must reload by docking with a structure that has UnitReload=yes set and to which the unit has Dock= set. This defaults to 'no' for all units except aircraft.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

When firing when ammunition is full, the actual amount of ammunition consumed for this firing is Ammo (Weapon) - ReloadAmount (both are newly added from Ares).

  • You can avoid this by specifying ReloadAmount=0.
    • In fact, if you want to make a Mine Layer like RA1, in order to make it necessary for the unit to return to a specific building to replenish the mines, this is actually something you should have done.
Correspondingly, if your weapon's Ammo<=ReloadAmount will cause this unit to be unable to rely solely on firing to consume ammunition ! ! !