Type=ParaDrop and Type=AmerParaDrop¶
Default values for general tags:
[SuperWeapon]►SW.AITargeting=
(enumeration)- Defaults to ParaDrop.
[SuperWeapon]►Cursor=
(mouse cursor)- Defaults to ParaDrop.
The original flags that control the units provided by the generic paradrop super
weapons (AllyParaDropInf
, SovParaDropInf
and
YuriParaDropInf
) and the American paradrop (AmerParaDropInf
) only
accept InfantryTypes. If you try to include a VehicleType via
these lists then the game will create a new InfantryType instead - with
the same parameters as the existing VehicleType - ultimately resulting
in an invisible InfantryType being delivered in the paradrop.
With Ares, there are new country-specific flags that override the old
flags and enhance the way paradrops are delivered. ParaDrop.Types
will
accept VehicleTypes as well as InfantryTypes. You can send
multiple airplanes of user-defined type.
Each plane consists of the following properties:
[SuperWeapon]►ParaDrop.Types=
(list of InfantryTypes and/or VehicleTypes)The units that will be paradropped by this super weapon. For
Type=AmerParaDrop
super weapons, this defaults toAmerParaDropInf=
.Note
The original flags used to control the paradrop units only accept InfantryTypes. To include VehicleTypes in a paradrop you must use the new
ParaDrop.Types
andParaDrop.Num
flags.[SuperWeapon]►ParaDrop.Num=
(list of integers)- The quantity of each corresponding unit (listed against
ParaDrop.Types
) that will be paradropped. ForType=AmerParaDrop
super weapons, this defaults toAmerParaDropNum=
. [SuperWeapon]►ParaDrop.Aircraft=
(AircraftType)- The type of aircraft that will deliver the units. Defaults to the
corresponding country’s
ParaDrop.Aircraft=
. [SuperWeapon]►ParaDrop.Count=
(integer - number of planes)- This controls how many planes should be send to drop paratroopers. Defaults to 1.
You can define every plane for each country, side or the super weapon separately. The syntax is as follows:
[Superweapon]►ParaDrop.ID.PlaneX.*=
- ID is name of the country or side. X is a positive integer, with no
leading zeros, starting with 2 up to Count. To customize the first plane
(which will also act as the default plane), do not use the PlaneX segment.
If you want to set the default properties for all sides, do not use the ID
segment. The
Count
tags can’t have a PlaneX segment.
The Airplane and its contents will be read separately, thus it is possible to
only define Aircraft
; Types
and Nums
will use the default
value by going though the list until the tags are defined. This also works vice
versa.
Types
and Nums
have to be defined together; it is not possible to
change the number of units without restating the types.
Values are read in this order, top down. The first value found is used.
[Superweapon]►ParaDrop.Country.PlaneX.*=
(the SW’s country-specific plane number X)[Superweapon]►ParaDrop.Side.PlaneX.*=
(the SW’s side-specific plane number X)[Superweapon]►ParaDrop.PlaneX.*=
(the SW’s default plane number X)[Superweapon]►ParaDrop.Country.*=
(the SW’s country-specific default plane)[Superweapon]►ParaDrop.Side.*=
(the SW’s side-specific default plane)[Superweapon]►ParaDrop.*=
(the SW’s default plane)[Country]►ParaDrop.*=
(the country-specific default plane)[Side]►ParaDrop.*=
(the side-specific default plane)[General]►*=
(the Rules’ default plane)
Examples:
[Superweapon]►ParaDrop.Russia.Plane3.Types=BORIS
(and properNums
) would replace the contents of the third plane for the countryRussia
.[Superweapon]►ParaDrop.Nod.Aircraft=SPLANE
would replace the aircraft for all Soviet side countries.
Quickstart
To give all countries the same items, use
[Superweapon]►ParaDrop.Count=
, [Superweapon]►ParaDrop.Aircraft=
,
[Superweapon]►ParaDrop.Types=
, and [Superweapon]►ParaDrop.Num=
.
This creates a clone of the American Paradrop.
You can create unlimited new paradrop superweapons with different properties.
Type=ParaDrop
and Type=AmerParaDrop
are treated equally, but they
differ by the default values. The AI will use both types as in the unmodified
game.
New in version 0.2.