InitialAmmo: Difference between revisions
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{{Flag | {{Flag | ||
|values={{Values|integers}} | |values={{Values|integers}} | ||
|special=−1 | |special=−1[[#Special values|{{sup|{{arr|d}}}}]] | ||
|default=−1 | |default=−1 | ||
|types={{Categ|Technoes}} | |types={{Categ|Technoes}} | ||
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}} | }} | ||
This flag determines the ammunition supply of a [[TechnoTypes|unit]], with {{f|Ammo|link}} set to a positive integer greater than 0, when it is created from the corresponding {{f|Factory|link}}. Values for {{f|InitialAmmo|link}} | This flag determines the ammunition supply of a [[TechnoTypes|unit]], with {{f|Ammo|link}} set to a positive integer greater than 0, when it is created from the corresponding {{f|Factory|link}}. Values for {{f|InitialAmmo|link}} other than −1, which is a special case[[#Special values|{{sup|{{arr|d}}}}]], result in a starting ammo supply of that number plus 1. | ||
Although usable ammo points are only measured in positive integers, it is possible to have a unit's current ammo be a negative number when it is created. If {{f|InitialAmmo}} is set to a negative integer less than −1, the unit will be created with no usable ammunition, and have an inversely proportional delay before it reloads enough to have a positive ammo supply. | |||
Regardless, | If {{f|InitialAmmo}} is set to a value greater than {{f|Ammo}}, then the unit will be created with its current ammo equal to {{f|InitialAmmo}}. However, if the unit has {{f|PipScale#Ammo|ammo|link}}, the pip display will innacurately represent an amount equal to {{f|Ammo}} until the unit depletes enough rounds so that its current ammo is no more than {{f|Ammo}}. | ||
Regardless, a unit can never reload its ammo by any means to an amount greater than {{f|Ammo}}, nor deplete its ammo to an amount less than 0. | |||
==Special values== | ==Special values== | ||
* {{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior. | * {{f|InitialAmmo|-1}} results in the unit starting with full ammo. This is also the default behavior. | ||
=={{Bugs}}== | |||
*If an AircraftType starts without full ammo, it will be unable to reload it until it leaves its docking building and lands on it again. | |||
==See also== | ==See also== | ||
Latest revision as of 17:28, 2 July 2025
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| Flag: | InitialAmmo |
| File(s): | rules(md).ini |
| Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
| Special Values: | −1↓ |
| Default: | −1 |
| Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
This flag determines the ammunition supply of a unit, with Ammo set to a positive integer greater than 0, when it is created from the corresponding Factory. Values for InitialAmmo other than −1, which is a special case↓, result in a starting ammo supply of that number plus 1.
Although usable ammo points are only measured in positive integers, it is possible to have a unit's current ammo be a negative number when it is created. If InitialAmmo is set to a negative integer less than −1, the unit will be created with no usable ammunition, and have an inversely proportional delay before it reloads enough to have a positive ammo supply.
If InitialAmmo is set to a value greater than Ammo, then the unit will be created with its current ammo equal to InitialAmmo. However, if the unit has PipScale=ammo, the pip display will innacurately represent an amount equal to Ammo until the unit depletes enough rounds so that its current ammo is no more than Ammo.
Regardless, a unit can never reload its ammo by any means to an amount greater than Ammo, nor deplete its ammo to an amount less than 0.
Special values
- InitialAmmo=-1 results in the unit starting with full ammo. This is also the default behavior.
Bugs/Side-Effects/Unexpected Limitations
- If an AircraftType starts without full ammo, it will be unable to reload it until it leaves its docking building and lands on it again.





