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SuperWeapon
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| Flag: | SuperWeapon |
| File(s): | rules(md).ini |
| Values: | Strings: Normal text. (Limited to: SuperWeaponTypes) |
| Default: | none |
| Applicable to: | BuildingTypes |
Specify the first type of superweapon that this building supports.
Notes
By adding a super weapon through this flag, some additional effects are granted:
- If this super weapon has DisableableFromShell=yes and the building is not listed in [AI]→BuildTech=, then not only will the super weapon be disabled when the SuperWeapon checkbox is turned off, but the construction of this building will also be prohibited.
- Only the super weapon bound to this flag can trigger the animations specified by the building's SuperAnim system via the flag. Furthermore, ChargedAnimTime only checks the super weapon bound to this flag.
- Ares 0.1 changed the rules, allowing super weapons granted by other flags (e.g. SuperWeapon2) to also trigger SuperAnim.
- However, ChargedAnimTime still does not check them, meaning it treats other super weapons as having a value of 0.
- Super weapons granted through upgrades still cannot trigger SuperAnim.
- Ares 0.1 changed the rules, allowing super weapons granted by other flags (e.g. SuperWeapon2) to also trigger SuperAnim.
- If a building uses this flag to grant a super weapon, the building will be forcibly given the effect of CanPassiveAquire=no[1].
References
In Ares, each individual super weapon can be granted conditionally. Refer to Ares documentation.
Footnotes
- ↑ However, CanRetaliate functions normally.
See Also
- SuperWeapons (Ares Only)