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Difference between revisions of "DamageReducesReadiness"

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{{DeeZireInclusion}}<br />
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{{Flag
Can be set to 'yes' or 'no' and determines if this object has its Ammo= reduced when it sustains damage, on the assumption that its ammunition explodes or is retargeted. Has no effect if the object has no Ammo= value specified.
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|values={{Values|bool}}
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|default=no
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|types={{CatAllTypes}}
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
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This flag must be set to <code>yes</code> on a unit which has {{f|ReadinessReductionMultiplier|link}} set to a [[Help:Values#Floating_Point_Values|floating point value]] greater than 0, in order to have its ammunition supply reduced when taking damage. This is only applicable to units that have {{f|Ammo|link}} set to an [[Help:Values#Integers|integer]] other than -1 (unlimited ammo).
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The amount of ammo that is removed when the unit takes damage is determined by {{f|ReadinessReductionMultiplier|link}}.
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==Resources==
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* {{SourceCode|http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp}}
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==See also==
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* {{f|Ammo|link}}
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* {{f|InitialAmmo|link}}
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* {{f|Reload|link}}
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* {{f|EmptyReload|link}}
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* {{f|ReloadIncrement|link}}

Latest revision as of 09:51, 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: DamageReducesReadiness
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag must be set to yes on a unit which has ReadinessReductionMultiplier set to a floating point value greater than 0, in order to have its ammunition supply reduced when taking damage. This is only applicable to units that have Ammo set to an integer other than -1 (unlimited ammo).

The amount of ammo that is removed when the unit takes damage is determined by ReadinessReductionMultiplier.

Resources

See also