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Difference between revisions of "DeployFireWeapon"

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(updated from DeeZire's description)
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}}
 
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Specifies which weapon this object uses when it is deployed to fire. Only '0' (meaning [[Primary]] and [[ElitePrimary]]) and '1' ([[Secondary]] and [[EliteSecondary]]) are valid.
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On an object that has the ability to deploy through {{Tt|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.  
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==Notes==
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* VehicleTypes which have {{Tt|DeployFire}} and {{Tt|IsGattling}} will always use their {{Tt|Weapon1}} when deployed.
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==See also==
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* [[DeployFire]]

Revision as of 04:13, 19 January 2016

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: 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.

Notes

  • VehicleTypes which have DeployFire and IsGattling will always use their Weapon1 when deployed.

See also