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Difference between revisions of "ReloadIncrement"

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==References==
 
==References==
* [http://dc.strategy-x.com/src/TechnoClass_Ammo.htm Reloading System Pseudocode]
+
{{SourceCode|http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp}}
  
 
==See also==
 
==See also==

Revision as of 14:28, 11 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

Relevant pseudocode is available at http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp.

See also