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Difference between revisions of "MobileFire"

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m (Replacing Template:TTL with Template:F.)
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Negative value doesn't work correctly: a moving unit instructed to fire will happily fire while moving, but its weapon [[ROF]] will be reset to "ready to fire" status whenever it stops. Such a unit seems to ignore the {{f|CanPassiveAquire|yes|link}} setting while moving, however.
 
Negative value doesn't work correctly: a moving unit instructed to fire will happily fire while moving, but its weapon [[ROF]] will be reset to "ready to fire" status whenever it stops. Such a unit seems to ignore the {{f|CanPassiveAquire|yes|link}} setting while moving, however.
  
{{NeedTesting}}
+
{{NeedsTesting}}
 
Appears to also allow a unit to ignore its ammo's [[Reload]] time.
 
Appears to also allow a unit to ignore its ammo's [[Reload]] time.

Revision as of 11:55, 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: MobileFire
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: yes
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



Specifies whether the unit should be allowed to fire while moving.

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

Negative value doesn't work correctly: a moving unit instructed to fire will happily fire while moving, but its weapon ROF will be reset to "ready to fire" status whenever it stops. Such a unit seems to ignore the CanPassiveAquire=yes setting while moving, however.

This needs testing
Cc mouse.png
The following section contains information that has not been personally confirmed by the revision's author; readers are encouraged to test it themselves and update the section accordingly.

Appears to also allow a unit to ignore its ammo's Reload time.