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|values=unsigned integers, (0 to 18)
|values=unsigned integers, (0 to 18)
|default=uninitialized (see below)
|default=uninitialized (see below)
|types={{Categ|InfantryTypes}}{{Categ|VehicleTypes}}, {{Categ|BuildingTypes}}
|types={{Categ|InfantryTypes}},{{Categ|VehicleTypes}},{{Categ|BuildingTypes}}
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
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Values larger than {{tt|18}} are not allowed and will corrupt memory.
Values larger than {{tt|18}} are not allowed and will corrupt memory.


{{Bugs}}
=={{Bugs}}==
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.
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 18:05, 2 July 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: WeaponCount
File(s): Rules(md).ini
Values: unsigned integers, (0 to 18)
Default: uninitialized (see below)
Applicable to: InfantryTypes,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.

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.