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Primary

The WeaponType in the object type's first weapon slot.

Specification
Applies to
AircraftTypeBuildingTypeInfantryTypeUnitType
File
rules.ini
Section
[<ObjectType ID>]
Value
class
When omitted
none

The first slot is the one every other system falls back on: it decides whether the type counts as armed at all, supplies the projectile the target scan tests for AG, and is the slot a tie in weapon choice resolves to.

rules.ini
[MYTANK] ; example UnitType
Primary=MyCannon ; names the [MyCannon] weapon section

Writing none or <none> empties the slot. A type with an empty first slot is unarmed throughout targeting: it never retaliates, a human house’s objects outside a team will not automatically fire on it while it is a building, and it accepts candidates within GuardRange instead of running a range test.

An ID with no section of its own is not an error — it registers a WeaponType under that name carrying only its defaults.

The slot’s contents are substituted at runtime. An elite object fires its Elite weapon here, and a building resolves the slot through its plugged-in upgrades before either; the elite weapon covers both.