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Difference between revisions of "EmptyReload"

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{{DeeZireInclusion}}<br />
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{{Flag
Specifies the time, in frames, before this object will automatically reload when it has exhausted its current Ammo= supply as a result of firing. Setting this to -1 results in the unit defaulting to the standard time defined by the ReloadRate= statement.
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|values={{Values|unsigned integers}}
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|special=&minus;1
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|default=&minus;1
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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 specifies the time in frames that will elapse for a unit to reload the first round of {{TTL|Ammo}} when it is empty.
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==Special values==
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By setting this flag to &minus;1, which is the default value, the {{TTL|EmptyReload}} logic will be ignored and the first round will take {{TTL|Reload}} frames to load.
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==See also==
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*{{TTL|Ammo}}
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*{{TTL|InitialAmmo}}
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*{{TTL|Reload}}
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*{{TTL|ReloadIncrement}}
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*{{TTL|PipWrap}}

Revision as of 19:58, 1 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: EmptyReload
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Special Values: −1
Default: −1
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag specifies the time in frames that will elapse for a unit to reload the first round of Template:TTL when it is empty.

Special values

By setting this flag to −1, which is the default value, the Template:TTL logic will be ignored and the first round will take Template:TTL frames to load.

See also