RateDown: Difference between revisions
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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 | 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. | ||
=={{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]] | |||
[[WeaponStages]] | |||
Latest revision as of 17:46, 2 July 2025
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| 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.





