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NeverUse

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Flag: NeverUse
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Secondary Weapons


Reverse-Engineered Content
The following page/section possibly contradicts several ideas accepted by the community. However, it contains information reverse-engineered from the game's executable code, not observations or theories, and as such should be considered more likely to be correct.

Defines whether this weapon will never be used. Only effective for secondary weapons (index 1).

Notes

This will make TechnoType exclude the secondary weapon at the beginning of the Weapon Select process, preventing it from participating in any subsequent special condition checks.

This will make TechnoType directly use the secondary weapon's data and skip the weapon selection process for distance calculation.

  • In vanilla, this is used for secondary weapons of units like dogs to ensure that the target acquired during Attack Move is not lost; as long as the target does not run out of the range determined by the secondary weapon's range (which is longer than the primary weapon), the unit will continue to chase instead of immediately returning to its original movement behavior.
When other data are the same[1], set the secondary weapon of the yellow dog to NeverUse=no and that of the white dog to yes.

As mentioned in #Bugs, it can be forced to be used through special methods. A weapon with this flag still belongs to a weapon object, and it must have Projectile and Warhead defined. You cannot assume that it is merely a virtual identifier and does not require any basic components of a weapon just because it has a flag named NeverUse=yes!

Bugs/Side-Effects/Unexpected Limitations

However, the unit might still be forced to fire the weapon by the use of such flags as DeployFireWeapon.

Footnotes

  1. The secondary weapon uses the range of [VirtualScanner] which is 5, while the primary weapon uses the range of [BadTeeth] which is 1.5 (shorter).

See Also