ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
IFVMode
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Flag: | IFVMode |
File(s): | Rules(md).ini |
Values: | Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. |
Default: | 0 |
Applicable to: | VehicleTypes |
Specifies which 'mode' is engaged (and thus which weapon is used) when this InfantryType enters a with Gunner=yes set. Note that the IFVMode is floored at zero, while the WeaponX is floored at one, meaning that IFVMode=0 (the default mode of the IFV when empty, as well as the default for this flag) actually calls for Weapon1, IFVMode=1 calls for Weapon2, etc. There is no (reasonable) upwards limit on IFV modes that can be created on the IFV, however, the number of weapons modes that will also cause the IFV to swap turrets is limited by the 'swapping factors' (See YTurretWeapon and YTurretIndex), which are hard-coded into the game and number 13 in Red Alert 2 and 17 in Yuri's Revenge.
- In version 0.E, Ares extended this logic to remove the 18-mode(include 0) limitation.
Note
- Vehicles can also be used.