Skip to content

AllowedToStartInMultiplayer

Lets a vehicle or infantry type appear among the units each house is handed at a multiplayer start.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
boolean
When omitted
yes
rules.ini
[MYSUPERTANK] ; a UnitType registered in [VehicleTypes]
AllowedToStartInMultiplayer=no

Only a UnitType’s and an InfantryType’s value is read; a BuildingType or AircraftType stores it and is never asked. The pass that reads it runs once, as a multiplayer or skirmish scenario finishes loading, and never in a campaign.

The setting is spent twice in that pass. First, every allowed vehicle except the BaseUnit and every allowed infantry type contributes its Cost to one game-wide average price. Each house is then given a budget of that average multiplied by the lobby’s unit count, one less than the lobby figure when bases are enabled, because the base unit is paid for out of it.

Second, each house builds its own shortlist from the same allowed types, keeping only those its TechLevel reaches and its Owner admits. The budget is then spent one object at a time, at that object’s own cost: a vehicle drawn at random while the spend is still under two thirds of the budget, and an infantry type after that. Denying a type therefore does two separate things — it removes the type from every shortlist, and it moves the average price that decides how many objects everybody gets.

See alsoBaseUnit, Cost, TechLevel, Owner