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Difference between revisions of "ReloadIncrement"

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|values={{Values|integers}}
 
|values={{Values|integers}}
 
|default=0
 
|default=0
|types={{CatAllTypes}}
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|types={{Categ|Technoes}}
 
|ra2=yes
 
|ra2=yes
 
|yr=yes
 
|yr=yes
|rp=yes
 
 
}}
 
}}
  
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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On units that have {{f|PipWrap|0|link}}, this flag will simply add this value to the number of frames those units take to automatically{{fnl|1}} {{f|Reload|link}} each round of {{f|Ammo|link}}.
  
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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If {{f|PipWrap}} is set to a positive integer greater than 0, {{f|ReloadIncrement|link}} can be used to speed up (or slow down if a negative value is used) the rate at which a unit will reload with each successive {{f|PipWrap}} tier. The exact reloading time can be calculated using the following formula{{fnl|2}}:
<pre>"total reload frames" = Reload + ( ReloadIncrement * ( "unit's current ammo" / PipWrap )^2 )</pre>
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<pre>"total reload frames" = Reload + ( ReloadIncrement * ( "current ammo" / PipWrap )^2 )</pre>
  
==Notes==
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==See also==
{{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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* {{f|Ammo|link}}
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* {{f|InitialAmmo|link}}
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* {{f|Reload|link}}
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* {{f|EmptyReload|link}}
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* {{f|DamageReducesReadiness|link}}
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* {{f|ReadinessReductionMultiplier|link}}
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* {{f|PipScale|link}}
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* {{f|PipWrap|link}}
  
 
==References==
 
==References==
* [http://dc.strategy-x.com/src/TechnoClass_Ammo.htm Reloading System Pseudocode]
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{{SourceCode|http://dc.strategy-x.com/src2/TechnoClass/Ammo.cpp}}
  
==See also==
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==Notes==
* {{TTL|InitialAmmo}}
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{{fn|1|As opposed to manually; see [[ManualReload]].}}
* {{TTL|EmptyReload}}
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{{fn|2|The division of "unit's current ammo" into {{f|PipWrap}} is integer division, which means that any decimal places will be knocked off; i.e. 5/2 {{=}} 2, not 2.5.}}
* {{TTL|PipScale}}
 
* {{TTL|DamageReducesReadiness}}
 
* {{TTL|ReadinessReductionMultiplier}}
 

Latest revision as of 07:58, 20 December 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: 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 PipWrap=0, this flag will simply add this value to the number of frames those units take to automatically1 Reload each round of Ammo.

If PipWrap is set to a positive integer greater than 0, ReloadIncrement can be used to speed up (or slow down if a negative value is used) the rate at which a unit will reload with each successive PipWrap tier. The exact reloading time can be calculated using the following formula2:

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

See also

References

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

Notes

1 As opposed to manually; see ManualReload.

2 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.