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Difference between revisions of "Reload"

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(See also)
(Obsolete in TS)
 
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|values={{Values|unsigned integers}}
 
|values={{Values|unsigned integers}}
 
|default=0
 
|default=0
|types={{CatAllTypes}}
+
|types={{Categ|Technoes}}
|ts=yes
+
|ts=no
|fs=yes
+
|fs=no
|ets=yes
+
|ets=no
 
|ra2=yes
 
|ra2=yes
 
|yr=yes
 
|yr=yes
|rp=yes
 
 
}}
 
}}
  
{{TTL|Reload}} specifies the base delay in frames between reloading each round of ammunition for units with {{TTL|Ammo}} set to a positive [[Help:Values#Integers|integer]].
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This flag specifies the base delay in [[frames]] between automatic{{fnl|1}} reloading of each round of ammunition for [[TechnoTypes|units]] with {{f|Ammo|link}} set to a positive [[Help:Values#Integers|integer]].
  
By setting {{TTL|EmptyReload}}, this delay can be modified for reloading the first round of ammunition when the unit is empty.
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== In Tiberian Sun ==
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{{obsolete|{{ts}}}}
  
On units that have {{TTL|PipWrap}} set, {{TTL|ReloadIncrement}} can be used to speed up or slow down the rate at which they reload.
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Though {{f|{{PAGENAME}}}} appears in [[rules.ini]], it does not exist in the game executable, therefore the flag is never parsed. Instead, the game has a hardcoded reload rate of 450 [[frames]].
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== In Red Alert 2 and Yuri's Revenge ==
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By setting {{f|EmptyReload|link}} to an integer other than {{f|Reload|link}} or −1, this delay can be modified for reloading the first round of ammunition when the unit is empty.
 +
 
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On units that have {{f|PipWrap|link}} set to a positive integer greater than 0, {{f|ReloadIncrement|link}} can be used to speed up or slow down the rate at which they reload.
  
 
==See also==
 
==See also==
* {{TTL|Ammo}}
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* {{f|Ammo|link}}
* {{TTL|InitialAmmo}}
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* {{f|InitialAmmo|link}}
* {{TTL|PipScale}}
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* {{f|EmptyReload|link}}
* {{TTL|DamageReducesReadiness}}
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* {{f|ReloadIncrement|link}}
* {{TTL|ReadinessReductionMultiplier}}
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* {{f|DamageReducesReadiness|link}}
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* {{f|ReadinessReductionMultiplier|link}}
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* {{f|ReloadRate|link}}
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==Notes==
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{{fn|1|As opposed to manually; see [[ManualReload]].}}

Latest revision as of 11:43, 27 September 2023

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: Reload
File(s): rules(md).ini
Values: Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295.
Default: 0
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag specifies the base delay in frames between automatic1 reloading of each round of ammunition for units with Ammo set to a positive integer.

In Tiberian Sun

Cc cnrdelete-all.png
Logic related to Reload, as a whole or in part, is obsolete in Tiberian Sun.

Though Reload appears in rules.ini, it does not exist in the game executable, therefore the flag is never parsed. Instead, the game has a hardcoded reload rate of 450 frames.

In Red Alert 2 and Yuri's Revenge

By setting EmptyReload to an integer other than Reload or −1, this delay can be modified for reloading the first round of ammunition when the unit is empty.

On units that have PipWrap set to a positive integer greater than 0, ReloadIncrement can be used to speed up or slow down the rate at which they reload.

See also

Notes

1 As opposed to manually; see ManualReload.