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NoMovingFire: Difference between revisions

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Created: Aren't you glad I created a page for an obscure flag from TS that no one cares about?
 
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m [bot] Batch update {{Bugs}} templates.
 
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|default=no
|default=no
|types={{Categ|VehicleTypes}}
|types={{Categ|VehicleTypes}}
|ra=yes
|cs=yes
|am=yes
|ts=yes
|ts=yes
|fs=yes
|fs=yes
|ets=yes
|hp=yes
}}
}}
This flag specifies whether or not a [[VehicleTypes|vehicle]] must stop moving completely before firing its [[Weapons|weapon]].<br>
Since a vehicle will normally cease moving if it is within firing range anyway, the difference between {{f|NoMovingFire|yes|link}} and the default behavior is usually negligible, especially for vehicles without [[turret]]s.<br>


This flag specifies whether or not a [[VehicleTypes|vehicle]] must stop moving completely before firing its [[Weapons|weapon]].
=={{Bugs}}==
 
At least in {{ts}}, the flag doesn't work as expected. Units can still fire while moving, and [[ROF]] gets reset when the unit stops, allowing it to immediately fire again.
Since a vehicle will normally cease moving if it is within firing range anyway, the difference between {{f|NoMovingFire|yes|link}} and the default behavior is usually negligible, especially for vehicles without [[turret]]s.

Latest revision as of 17:39, 2 July 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: NoMovingFire
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: VehicleTypes


This flag specifies whether or not a vehicle must stop moving completely before firing its weapon.
Since a vehicle will normally cease moving if it is within firing range anyway, the difference between NoMovingFire=yes and the default behavior is usually negligible, especially for vehicles without turrets.

Bugs/Side-Effects/Unexpected Limitations

At least in Tiberian Sun, the flag doesn't work as expected. Units can still fire while moving, and ROF gets reset when the unit stops, allowing it to immediately fire again.