DeployFireWeapon
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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: | InfantryTypes,VehicleTypes |
On an object that has the ability to deploy through DeployFire=yes,IsSimpleDeployer=yes this specifies which weapon this object uses when it is deployed.
Index | Weapon |
---|---|
0 | (Elite)Primary/(Elite)Weapon1 |
1 | (Elite)Secondary/(Elite)Weapon2 |
2 | (Elite)Weapon3 |
3 | (Elite)Weapon4 |
4 | (Elite)Weapon5 |
... | Etc... |
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.
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.
Note
In the original game, this caused Infantry to be restricted to using only one weapon while in a deployed state.
Starting from Phobos Build#26, it allows the use of DeployFireWeapon=-1 to enable Infantry in this situation to normally choose between different weapons as they would when undeployed.