Technos will maintain a suitable distance after firing if KeepRange is not set to 0.
KeepRange controls how long the distance to maintain when the techno's ROF timer is ticking. What is actually read is its absolute value. If it is a positive value, it will be stayed outside this distance, just like it has a special MinimumRange after firing. If it is a negative value, it will be kept as close as possible to this distance, just like it has a special Range after firing. In addition, if the effective range section is too small, it will be considered unable to fire. It is best to have an effective range of 1.0, and 2.0 is best for Infantry.
KeepRange.AllowAI controls whether this function is effective for computer.
KeepRange.AllowPlayer controls whether this function is effective for human.
In rulesmd.ini:
[SOMEWEAPON] ; WeaponType
KeepRange=0 ; floating point value
KeepRange.AllowAI=false ; boolean
KeepRange.AllowPlayer=false ; boolean
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KeepRange
is not set to 0.KeepRange
controls how long the distance to maintain when the techno's ROF timer is ticking. What is actually read is its absolute value. If it is a positive value, it will be stayed outside this distance, just like it has a specialMinimumRange
after firing. If it is a negative value, it will be kept as close as possible to this distance, just like it has a specialRange
after firing. In addition, if the effective range section is too small, it will be considered unable to fire. It is best to have an effective range of 1.0, and 2.0 is best for Infantry.KeepRange.AllowAI
controls whether this function is effective for computer.KeepRange.AllowPlayer
controls whether this function is effective for human.In
rulesmd.ini
: