Primary
The WeaponType in the object type's first weapon slot.
- 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.
[MYTANK] ; example UnitTypePrimary=MyCannon ; names the [MyCannon] weapon sectionWriting 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.