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SuperWeapons

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In [IQ]

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: SuperWeapons
File(s): rules(md).ini
Values: Signed integers: All whole numbers from -2147483648 to 2147483647; in rare cases, only from -32768 to 32767. (Limited to: <=MaxIQLevels)
Default: 0
Applicable to: IQ


Define the minimum IQ required for a non-human player's house to automatically launch a superweapon.

On BuildingTypes

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: SuperWeapons
File(s): rules(md).ini
Values: Comma-separated list of strings. (Limited to: SuperWeaponTypes)
Default: none
Extension Version: 0.9+.
Applicable to: BuildingTypes

This flag is part of Ares. Do not use it without Ares installed.



Comma separated list of SuperWeaponTypes which are granted by this building in addition to the ones defined as SuperWeapon and SuperWeapon2.

Notes

The first available super weapon determines the EVA event played when a building of this type is placed, and its charge state is indicated by the building animations.

This feature primarily supports providing access to additional super weapons. Note that SuperWeapon and SuperWeapon2 are still considered special, and not all aspects of the logic have been expanded.

See Also