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SpecialWeapons

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This page should correctly be named "[SpecialWeapons]"; it is wrong due to technical restrictions.


Logic related to SpecialWeapons, as a whole or in part, is obsolete in Red Alert 2 and/or Yuri's Revenge.


In this section of rules(md).ini, the game's Special Weapons settings are located. Note that this section was obsolete for RA2, but is obviously back in use in YR, evident through newly added mutation settings.

Applicable INI Flags

These tables show all INI flags applicable1 to SpecialWeapons. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.

Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.

1 "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.


[SpecialWeapons]
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini [SpecialWeapons] NukeWarhead WarheadType 0 +
Rules(md).ini [SpecialWeapons] NukeProjectile ProjectileType 0 +
Rules(md).ini [SpecialWeapons] NukeDown ProjectileType 0 +
Rules(md).ini [SpecialWeapons] MutateWarhead WarheadType 0 +
Rules(md).ini [SpecialWeapons] MutateExplosionWarhead WarheadType 0 +
Rules(md).ini [SpecialWeapons] EMPulseWarhead WarheadType 0 +
Rules(md).ini [SpecialWeapons] EMPulseProjectile ProjectileType 0 +


See also