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For objects which have {{f|IsGattling|yes|link}} set, this is used to determine how many decrements the timer gets per frame, thus determines how quickly the rate of fire decreases. If this is set to ''' '0' ''' then it overrides the previous stage values, causing the weapon to instantly go to zero when it stops firing if it can't find a new target.<br />
For objects which have {{f|IsGattling|yes|link}} set, this is used to determine how many decrements the timer gets per frame, thus determines how quickly the rate of fire decreases.
(Yuri's Revenge Only)
 
=={{bugs}}==
If you set a negative value, the timer will accumulate from the unit's creation as long as it is not firing.
*However, even in this scenario, the unit's first firing action will still utilize weapons from the first stage once before switching to the appropriate stage.
 
If <tt>RateDown=0</tt> then it overrides the previous stage values, causing the weapon to instantly go to zero when it stops firing if it can't find a new target. However, this may not always immediately reset the timer after a target is destroyed/switched due to reasons such as immediately designating another unit as the new target.
*This inconsistency can be fixed with [[Phobos]] Build 46 via <tt>RateDown.Reset</tt>.


==See Also==
==See Also==
*[[RateUp]]
[[RateUp]]
 
[[WeaponStages]]

Latest revision as of 17:46, 2 July 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: RateDown
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: VehicleTypes, BuildingTypes


For objects which have IsGattling=yes set, this is used to determine how many decrements the timer gets per frame, thus determines how quickly the rate of fire decreases.

Bugs/Side-Effects/Unexpected Limitations

If you set a negative value, the timer will accumulate from the unit's creation as long as it is not firing.

  • However, even in this scenario, the unit's first firing action will still utilize weapons from the first stage once before switching to the appropriate stage.

If RateDown=0 then it overrides the previous stage values, causing the weapon to instantly go to zero when it stops firing if it can't find a new target. However, this may not always immediately reset the timer after a target is destroyed/switched due to reasons such as immediately designating another unit as the new target.

  • This inconsistency can be fixed with Phobos Build 46 via RateDown.Reset.

See Also

RateUp

WeaponStages