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WeaponCount: Difference between revisions

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{{DeeZireInclusion}}<br />
{{Flag
Specifies the maximum number of weapons that are assigned to this VehicleType if it has Gunner=yes set. The only example of this in Red Alert 2 is the IFV.
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values=unsigned integers
|special=None
|default=0
|types={{Categ|VehicleTypes}}, {{Categ|BuildingTypes}}
|games=[[RA2]], [[YR]]
}}
 
Specifies the amount of weapons this object has. Used for special weapon systems, for example, turret-changers ({{TTL|Gunner|yes}}), charge turrets ({{TTL|IsChargeTurret|yes}}), or gattling logic ({{TTL|IsGattling|yes}}).
 
In those cases, the game parses weapons specified by {{Tt|(Elite)Weapon''%d''&#x3d;}} , where ''%d'' represents the number between 1 and {{TTL|TurretCount}}, as opposed to {{Tt|(Elite)Primary/Secondary}} it loads normally. Then, {{Tt|(Elite)Weapon1}} is used as the default weapon instead of {{Tt|Primary}}.

Revision as of 09:42, 15 August 2006

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: WeaponCount
File(s): Rules(md).ini
Values: unsigned integers
Special Values: None
Default: 0
Applicable to: VehicleTypes, BuildingTypes


Specifies the amount of weapons this object has. Used for special weapon systems, for example, turret-changers (Template:TTL), charge turrets (Template:TTL), or gattling logic (Template:TTL).

In those cases, the game parses weapons specified by (Elite)Weapon%d= , where %d represents the number between 1 and Template:TTL, as opposed to (Elite)Primary/Secondary it loads normally. Then, (Elite)Weapon1 is used as the default weapon instead of Primary.