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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 {{TTL|ReadinessReductionMultiplier}} 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 {{TTL|Ammo}} 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 {{TTL|ReadinessReductionMultiplier}}.
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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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*{{TTL|InitialAmmo}}
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*{{TTL|Reload}}
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*{{TTL|EmptyReload}}
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*{{TTL|ReloadIncrement}}

Revision as of 04:44, 16 May 2008

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 Template:TTL 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 Template:TTL set to an integer other than -1 (unlimited ammo).

The amount of ammo that is removed when the unit takes damage is determined by Template:TTL.

Resources

See also