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Difference between revisions of "WeaponType"

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{{DeeZireInclusion}}<br />
 
{{DeeZireInclusion}}<br />
This is used as a special case to specify the weapon used when firing the weapon. It is only used for Type=Nuke. It has not been fully established if others could be used. The weapon itself it not actually used (that bit is hardcoded), but it must be present as a placeholder.
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This is used as a special case to specify the weapon used when firing the weapon. It is only used for Type=Nuke. It has not been fully established if others could be used. The weapon defined here is only used for the orginal <tt>MultiSpecial</tt>, while on clones of <tt>MultiSpecial</tt>, it gets ignored and defaults to the setting on the original. Meaning that you could, for example, set the <tt>WeaponType</tt> to <tt>BikeMissile</tt> on <tt>MultiSpecial</tt> to hit any place on the map with that weapon when you fire the SW. If you create a clone of your superweapon and set the <tt>WeaponType</tt> to, say, <tt>90mm</tt>, this will get ignored - your clone will fire the BikeMissile from the original SW. This is applicable to both TS and RA2.

Latest revision as of 13:48, 28 February 2009

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: WeaponType
File(s): rules(md).ini
Values: ERROR – No value types set! Please edit this page and fix the Flag template!

This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge.

For further information, please read Inclusion of The Guide.




This is used as a special case to specify the weapon used when firing the weapon. It is only used for Type=Nuke. It has not been fully established if others could be used. The weapon defined here is only used for the orginal MultiSpecial, while on clones of MultiSpecial, it gets ignored and defaults to the setting on the original. Meaning that you could, for example, set the WeaponType to BikeMissile on MultiSpecial to hit any place on the map with that weapon when you fire the SW. If you create a clone of your superweapon and set the WeaponType to, say, 90mm, this will get ignored - your clone will fire the BikeMissile from the original SW. This is applicable to both TS and RA2.