NoMovingFire: Difference between revisions
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en>Vinifera7 Created: Aren't you glad I created a page for an obscure flag from TS that no one cares about? |
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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 | ||
| | |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> | |||
=={{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. | |||
Latest revision as of 17:39, 2 July 2025
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| 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.





