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Difference between revisions of "WeaponCount"

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(Updated the default value and the valid range, and added remarks about the valid values and a potential source of crashes.)
 
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{{DeeZireInclusion}}<br />
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{{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.
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|name={{PAGENAME}}
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|files={{Categ|Rules(md).ini}}
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|values=unsigned integers, (0 to 18)
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|default=uninitialized (see below)
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|types={{Categ|VehicleTypes}}, {{Categ|BuildingTypes}}
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|ra2=yes
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|yr=yes
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|rp=yes
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}}
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Specifies the amount of weapons this object has. Used for special weapon systems, for example, turret-changers ({{f|Gunner|yes|link}}), charge turrets ({{f|IsChargeTurret|yes|link}}), or gattling logic ({{f|IsGattling|yes|link}}).
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In those cases, the game parses weapons specified by {{Tt|(Elite)Weapon''%d''&#x3d;}} , where ''%d'' represents the number between 1 and {{f|WeaponCount}}, as opposed to {{Tt|(Elite)Primary/Secondary}} it loads normally. Then, {{Tt|(Elite)Weapon1}} is used as the default weapon instead of {{Tt|Primary}}.
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Values larger than {{tt|18}} are not allowed and will corrupt memory.
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{{Bugs}}
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The game does not initialize this to a constant value. If this tag is not defined, random garbage in memory is used as weapon count, which can lead to desyncs, crashes during loading time, or -- in the worst case -- appear to be working. If {{f|TurretCount}} is greater than {{tt|0}}, set this value, too.

Latest revision as of 05:28, 20 August 2015

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, (0 to 18)
Default: uninitialized (see below)
Applicable to: VehicleTypes, BuildingTypes


Specifies the amount of weapons this object has. Used for special weapon systems, for example, turret-changers (Gunner=yes), charge turrets (IsChargeTurret=yes), or gattling logic (IsGattling=yes).

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

Values larger than 18 are not allowed and will corrupt memory.

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

The game does not initialize this to a constant value. If this tag is not defined, random garbage in memory is used as weapon count, which can lead to desyncs, crashes during loading time, or -- in the worst case -- appear to be working. If TurretCount is greater than 0, set this value, too.