Skip to content

Charges

Makes a structure wind its turret animation up to full charge before the weapon will fire.

Specification
Applies to
WeaponType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
no

The flag is consulted on structures only, and only in the first weapon slot. A structure holding a charging weapon there refuses every shot until it is charged, so the wind-up sits in front of the shot rather than behind it as a reload would.

Charging begins once the structure has a target, its house has full power and the structure is switched on, and it is barred while the structure is still building itself. TurretChargeAnimRate covers the pace of the wind-up and the frame it completes at. Losing the target, dropping below full power or switching the structure off discharges it, and the wind-up starts again from nothing when the conditions return.

Firing does not always spend the charge. Only an IsLaser=yes weapon discharges the turret, and only when the structure is down to its last round — which an Ammo left unset counts as, since an unlimited pool is stored as a count below zero. A structure with a stock of rounds keeps its charge until the last of them, and a charging weapon that draws no laser never discharges by firing at all: it winds up once and then pays only ROF between shots for as long as it holds its target.

rules.ini
[MyObelisk] ; example WeaponType
Charges=yes
IsLaser=yes
ROF=120

The flag has no effect on a vehicle, an infantry or an aircraft. Such an object fires the weapon at once and pays only its ordinary reload.