Type I
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Flag: | Type I |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
There are two stages to using a Super Weapon, the first of which is the Type=. The Type= indicates which internal subroutine in the game code to use for the effect of this Super Weapon (since these are special 'one off' effects that otherwise would not occur in game). This subroutine in turn may take one or more of its requirements from the RULES file (thus allowing some limited editing of the effects of that Type=), and in addition these subroutines also require an additional parameter, usually a waypoint (target), which is passed to them via an associated Action=. The Action= is another subroutine that validates that parameter before passing it in a specific way to the Type= (see later). Think of the Type= as being the 'effect' whilst the Action= is the 'delivery method' of the Super Weapon.
Certain Types= will only work with certain Actions= as the way in which that parameter is passed is an important factor in how that Type= may operate, although not all Types= require an Action= as they may simply trigger the whole event by themselves. The Type= label is therefore a special case which allows you to point to a specific routine in the game code, in much the same way as specifying a Locomotor= with a CLSID. The difference here is that the CLSIDs for these subroutines have been given 'labels', as they perform complete functions rather than define behaviours and rules. You must therefore specify a valid and existing label as the parameter for this tag. Unfortunately only the Type= tags that are specified in the RULES file will work - the game is hardcoded only for those effects to be invoked by Super Weapons, however by editing many of the parameters used in those existing ones (such as the warheads, animations and sounds used), you can modify them to a good degree.