ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Difference between revisions of "Reload"
From ModEnc
(Obsolete in TS) |
|||
Line 3: | Line 3: | ||
|default=0 | |default=0 | ||
|types={{Categ|Technoes}} | |types={{Categ|Technoes}} | ||
− | |ts= | + | |ts=no |
− | |fs= | + | |fs=no |
− | |ets= | + | |ets=no |
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
Line 13: | Line 13: | ||
== In Tiberian Sun == | == In Tiberian Sun == | ||
+ | {{obsolete|{{ts}}}} | ||
− | {{f|{{PAGENAME}}}} | + | 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]]. |
== In Red Alert 2 and Yuri's Revenge == | == In Red Alert 2 and Yuri's Revenge == | ||
Line 29: | Line 30: | ||
* {{f|DamageReducesReadiness|link}} | * {{f|DamageReducesReadiness|link}} | ||
* {{f|ReadinessReductionMultiplier|link}} | * {{f|ReadinessReductionMultiplier|link}} | ||
+ | * {{f|ReloadRate|link}} | ||
==Notes== | ==Notes== | ||
{{fn|1|As opposed to manually; see [[ManualReload]].}} | {{fn|1|As opposed to manually; see [[ManualReload]].}} |
Latest revision as of 11:43, 27 September 2023
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
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
- Ammo
- InitialAmmo
- EmptyReload
- ReloadIncrement
- DamageReducesReadiness
- ReadinessReductionMultiplier
- ReloadRate
Notes
1 ↑ As opposed to manually; see ManualReload.