WeaponTypes
| File(s): | rules(md).ini |
| Extension Version: | All versions. |
| |
This new section allows you to declare new weapons without having to declare a dummy unit to parse them (like the official "WEEDGUY" hack). This works in the same way as the existing [Warheads] section. Any WeaponType listed under the [WeaponTypes] section will be parsed by the game and can be used as a shrapnel weapon or a new weapon in a game mode, etc.
Notes
It is recommended to first use the debug feature provided by Ares - Type Data Dumping to output all original weapons used by the base game and populate them into [WeaponTypes], which will be extremely useful.
Because there are many unexpected places that might be invoking original weapons, such as Westwood embedding rules code in some original campaign maps. Taking sov02smd.map as a detailed example: Westwood added [CTECH]→Primary=M1Carbine, and this notation similarly requires that there be a unit in the global Rules(md).ini to carry M1Carbine. In the original game, this unit was Conscripts ([E2]. If your mod has altered Conscripts's weapons without having other units use M1Carbine or adding M1Carbine to [WeaponTypes], then when entering the original Soviet second mission, the game will crash.
See Also
- ShrapnelWeapon
- AirburstWeapon
- NukeMaker
- WeaponType
- Nuke.Payload (Ares Only)