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Difference between revisions of "NoMovingFire"

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Since a vehicle will normally cease moving if it is within firing range anyway, the difference between {{f|NoMovingFire|yes|link}} and the default behavior is usually negligible, especially for vehicles without [[turret]]s.
 
Since a vehicle will normally cease moving if it is within firing range anyway, the difference between {{f|NoMovingFire|yes|link}} and the default behavior is usually negligible, especially for vehicles without [[turret]]s.
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{{Bugs}}
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At least in {{ts}}, the flag doesn't work as expected. Units can still fire while moving, and [[ROF]] gets reset when the unit stops, allowing it to immediately fire again.

Latest revision as of 13:50, 23 November 2019

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: NoMovingFire
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: VehicleTypes


This flag specifies whether or not a vehicle must stop moving completely before firing its weapon.

Since a vehicle will normally cease moving if it is within firing range anyway, the difference between NoMovingFire=yes and the default behavior is usually negligible, especially for vehicles without turrets.

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

At least in Tiberian Sun, the flag doesn't work as expected. Units can still fire while moving, and ROF gets reset when the unit stops, allowing it to immediately fire again.