AllowedToStartInMultiplayer: Difference between revisions
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There must be at least one [[InfantryTypes]] unit, and one [[VehicleTypes]] unit, eligible to start, if choosing a 'Unit Count' greater than 0 | There must be at least one [[InfantryTypes]] unit, and one [[VehicleTypes]] unit, eligible to start, if choosing a 'Unit Count' greater than 0 in the multiplayer lobby, otherwise you will get an [[Internal Error]]. | ||
[[Naval]] units should not be made eligible to start, as the presence of water nearby, or at all, can't be guaranteed. A <tt>Naval</tt> unit might spawn far away, similar to how [[Crates]] that give units, if that's the only available water. | [[Naval]] units should not be made eligible to start, as the presence of water nearby, or at all, can't be guaranteed. A <tt>Naval</tt> unit might spawn far away, similar to how [[Crates]] that give units, if that's the only available water. | ||
Revision as of 04:56, 22 April 2025
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| Flag: | AllowedToStartInMultiplayer |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | yes |
| Applicable to: | VehicleTypes, InfantryTypes |
Unless set to 'no' on a unit, the unit may be eligible as a starting unit in a skirmish or multiplayer game. This is usually used to disable higher tier and House-specific units from being spawned with the MCV. Such spawned starting units will still be limited by the usual Side, TechLevel, and other restrictions.
Bugs/Side-Effects/Unexpected Limitations
There must be at least one InfantryTypes unit, and one VehicleTypes unit, eligible to start, if choosing a 'Unit Count' greater than 0 in the multiplayer lobby, otherwise you will get an Internal Error.
Naval units should not be made eligible to start, as the presence of water nearby, or at all, can't be guaranteed. A Naval unit might spawn far away, similar to how Crates that give units, if that's the only available water.





