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Difference between revisions of "ReloadIncrement"

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{{DeeZireInclusion}}<br />
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{{Flag
This can be used to slow down or speed up the rate of this units automatic reloading (instead of being instantaneous). This should be set to the percentage amount to add at every reload increment (which can be calculated by multiplying the units Ammo= value by its PipWrap= value).
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|values={{Values|integers}}
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|default=0
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|types={{CatAllTypes}}
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
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On units that have {{TTL|PipWrap|0}}, this flag will simply add (or subtract if a negative value is used) this value from the number of frames those units take to {{TTL|Reload}} each round of {{TTL|Ammo}}.
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If {{tt|PipWrap}} is supplied with any value other than <code>0</code>, {{TTL|ReloadIncrement}} can be used to speed up (or slow down) the rate at which a unit will reload with each successive {{tt|PipWrap}} set. The exact reloading time can be calculated using the following formula{{fnl|1}}:
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<pre>"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )</pre>
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==Notes==
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{{fn|1|The division of "unit's current ammo" into {{tt|PipWrap}} is integer division, which means that any decimal places will be knocked off; i.e. 5/2 {{equal}} 2, not 2.5.}}
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==References==
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* [http://dc.strategy-x.com/src/TechnoClass_Ammo.htm Reloading System Pseudocode]
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==See also==
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* {{TTL|InitialAmmo}}
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* {{TTL|EmptyReload}}
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* {{TTL|PipScale}}
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* {{TTL|DamageReducesReadiness}}
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* {{TTL|ReadinessReductionMultiplier}}

Revision as of 23:58, 1 May 2008

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: ReloadIncrement
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767.
Default: 0
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



On units that have Template:TTL, this flag will simply add (or subtract if a negative value is used) this value from the number of frames those units take to Template:TTL each round of Template:TTL.

If PipWrap is supplied with any value other than 0, Template:TTL can be used to speed up (or slow down) the rate at which a unit will reload with each successive PipWrap set. The exact reloading time can be calculated using the following formula1:

"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )

Notes

1 The division of "unit's current ammo" into PipWrap is integer division, which means that any decimal places will be knocked off; i.e. 5/2 = 2, not 2.5.

References

See also