NoMovingFire
Stops a vehicle firing while it has somewhere to go, resets its firing delay when it halts, and gates its self-reload.
- Applies to
- UnitType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- boolean
- When omitted
no
A vehicle with NoMovingFire=yes cannot fire while it has a destination. A vehicle held up mid-route by a blockage still has a destination, so it cannot fire either. It can fire again once it arrives or its move order is cleared.
When the vehicle halts, its firing delay is replaced by a quarter of its secondary weapon’s firing delay, rounded down. It halts in this sense when a move step leaves it with no destination and no path. The replacement discards whatever firing delay was still running. A vehicle that fires, moves a cell or two and halts can therefore usually fire again before that shot’s ROF delay has run out.
The secondary weapon’s delay, before it is quartered, is:
- 1 frame with no secondary weapon, so the vehicle can fire at once.
- The weapon’s full
ROFfor a sonic secondary weapon, or a spark, fire or railgun secondary whose particle system is already attached to the vehicle. The vehicle then waits a quarter of thatROF. - The weapon’s full
ROF, adjusted as theROFpage describes for an ordinary reload, when the vehicle’s place in a burst is at or past the secondary weapon’sBurstcount. Shots from either weapon advance that place. For example, a vehicle whose primary hasBurst=2and whose secondary hasBurst=1reaches this case when it halts after the first shot of a primary burst. The vehicle then waits a quarter of that adjustedROF. - Otherwise, the weapon’s
BurstDelay0toBurstDelay3value partway through a burst, or a random 3 to 5 frames. The random figure leaves a wait of 0 or 1 frames.
The flag also lets the vehicle reload by itself, which no other vehicle does; the Ammo page lists the structures that refill the rest. A NoMovingFire=yes vehicle with an Ammo limit that is short of full regains one round each time its reload delay runs out:
- A shot starts the 450-frame reload delay if it is not already running.
- The delay does not count down while the vehicle is moving.
- When the delay runs out and the vehicle is stopped, it regains one round. If it is still short of full, the delay restarts at 450 frames.
ManualReload=yes stops shots from starting the delay; its page covers how the two flags combine.
[MYARTILLERY] ; a UnitType registered in [VehicleTypes]NoMovingFire=yesAmmo=2 ; without an ammunition limit there is nothing to reload