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Difference between revisions of "InitialAmmo"

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{{Flag
 
{{Flag
 
|values={{Values|integers}}
 
|values={{Values|integers}}
|special=−1; −2
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|special=−1[[#Special values|{{sup|{{arr|d}}}}]]
 
|default=−1
 
|default=−1
 
|types={{Categ|Technoes}}
 
|types={{Categ|Technoes}}
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}}
 
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This flag determines the ammunition supply of a [[TechnoTypes|unit]], with {{f|Ammo|link}} set to a positive integer greater than 0, when it is created from the corresponding {{f|Factory|link}}. Values for {{f|InitialAmmo|link}} greater than or equal to 0 result in a starting ammo supply of that number plus 1.
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This flag determines the ammunition supply of a [[TechnoTypes|unit]], with {{f|Ammo|link}} set to a positive integer greater than 0, when it is created from the corresponding {{f|Factory|link}}. Values for {{f|InitialAmmo|link}} other than −1, which is a special case[[#Special values|{{sup|{{arr|d}}}}]], result in a starting ammo supply of that number plus 1.
  
A unit can be created with an ammo supply greater than {{f|Ammo}}. If {{f|InitialAmmo}} is set to a value greater than {{f|Ammo}}, then the following things occur:
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Although usable ammo points are only measured in positive integers, it is possible to have a unit's current ammo be a negative number when it is created. If {{f|InitialAmmo}} is set to a negative integer less than −1, the unit will be created with no usable ammunition, and have an inversely proportional delay before it reloads enough to have a positive ammo supply.
#The unit will be created with {{f|InitialAmmo}} ammo.
 
#If the unit has {{f|PipScale#Ammo|ammo|link}}, the pip display will innacurately represent an amount equal to {{f|Ammo}} until the unit depletes enough rounds so that its current ammo is no more than {{f|Ammo}}.
 
  
Regardless, the unit can never reload its ammo by any means to an amount greater than {{f|Ammo}}.
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If {{f|InitialAmmo}} is set to a value greater than {{f|Ammo}}, then the unit will be created with its current ammo equal to {{f|InitialAmmo}}. However, if the unit has {{f|PipScale#Ammo|ammo|link}}, the pip display will innacurately represent an amount equal to {{f|Ammo}} until the unit depletes enough rounds so that its current ammo is no more than {{f|Ammo}}.
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Regardless, a unit can never reload its ammo by any means to an amount greater than {{f|Ammo}}, nor deplete its ammo to an amount less than 0.
  
 
==Special values==
 
==Special values==
 
* {{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior.
 
* {{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior.
* {{f|InitialAmmo|-2}} results in the unit being created with an empty ammo supply.
 
  
 
==See also==
 
==See also==

Revision as of 06:06, 29 December 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: InitialAmmo
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Special Values: −1
Default: −1
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag determines the ammunition supply of a unit, with Ammo set to a positive integer greater than 0, when it is created from the corresponding Factory. Values for InitialAmmo other than −1, which is a special case, result in a starting ammo supply of that number plus 1.

Although usable ammo points are only measured in positive integers, it is possible to have a unit's current ammo be a negative number when it is created. If InitialAmmo is set to a negative integer less than −1, the unit will be created with no usable ammunition, and have an inversely proportional delay before it reloads enough to have a positive ammo supply.

If InitialAmmo is set to a value greater than Ammo, then the unit will be created with its current ammo equal to InitialAmmo. However, if the unit has PipScale=ammo, the pip display will innacurately represent an amount equal to Ammo until the unit depletes enough rounds so that its current ammo is no more than Ammo.

Regardless, a unit can never reload its ammo by any means to an amount greater than Ammo, nor deplete its ammo to an amount less than 0.

Special values

  • InitialAmmo=-1 results in the unit starting with full ammo. This is also the default behavior.

See also