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DeployFireWeapon
Flag: | DeployFireWeapon |
File(s): | rules(md).ini |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Default: | 1(?) |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
On an object that has the ability to deploy through DeployFire, this specifies which weapon this object uses when it is deployed. Only '0' (meaning Primary and ElitePrimary) and '1' (Secondary and EliteSecondary) are valid.
For non release weapons, you can also specify which weapon the unit will use (not release) in deployment mode, for example, adding DeployFireWeapon=0 to [SCHP] will also use Primary in deployment mode.
- In the Phobos environment, DeployFireWeapon=-1 can be added to Infantry to allow them to use two types of weapons in deployment mode (based on weapon selection and usage rules).
Bugs/Side-Effects/Unexpected Limitations
VehicleTypes which have DeployFire=yes and IsGattling=yes will always It will exhibit some confusing effects
- such as suddenly changing to using Weapon1 (specified for DeployFireWeapon in Phobos environment) once or twice.
- Even if it should not and cannot lower the stage due to RateDown=-1 or other negative numbers.
[DESO] and all infantry deployments with IsDesolator=yes can only release secondary weapons and do not follow the DeployFireWeapon setting
- However, the deployment effect of simulating DESO using Immune G.I. Bug can be specified using this statement, although the effect is also quite strange.