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Difference between revisions of "ReadinessReductionMultiplier"

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{{TTL|{{PAGENAME}}}} must be explicitly stated, as the default value (0.0) cancels the effect.
 
{{TTL|{{PAGENAME}}}} must be explicitly stated, as the default value (0.0) cancels the effect.
 
Using negative values increases the amount of rounds without stopping at {{Ammo}}. These rounds simply don't show up and it looks like ammo is not decreasing when the unit it shooting.
 
  
 
The amount of ammo that is removed when the unit takes one hit of damage is determined by the following formula, rounded up to the nearest integer:
 
The amount of ammo that is removed when the unit takes one hit of damage is determined by the following formula, rounded up to the nearest integer:
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==Resources==
 
==Resources==
 
* {{SourceCode|http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp}}
 
* {{SourceCode|http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp}}
 +
 +
{{Bugs}}
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Using negative values increases the amount of rounds without stopping at {{Ammo}}. These rounds simply don't show up and it looks like ammo is not decreasing when the unit it shooting.
  
 
==See also==
 
==See also==

Revision as of 15:34, 3 January 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: ReadinessReductionMultiplier
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values).
Default: 0.0
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag is used in conjunction with Template:TTL to reduce the ammunition supply of a unit when it takes damage. This is only applicable to units that have Template:TTL set to an integer other than -1 (unlimited ammo).

Template:TTL must be explicitly stated, as the default value (0.0) cancels the effect.

The amount of ammo that is removed when the unit takes one hit of damage is determined by the following formula, rounded up to the nearest integer:

rounds lost = damage inflicted / Strength * ReadinessReductionMultiplier * Ammo

Unfortunately, this means that even if the damage inflicted is relatively low, the unit will lose at least 1 round of ammo as long as Template:TTL is greater than 0.0.

Resources

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

Using negative values increases the amount of rounds without stopping at Template:Ammo. These rounds simply don't show up and it looks like ammo is not decreasing when the unit it shooting.

See also