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

The first weapon slot decides whether an object counts as armed. It also decides two other things:

  • If the first slot’s projectile is not anti-ground (AG=no), a target scan skips targets standing at the map’s lowest height level, such as an aircraft landed there. The test uses absolute height, so a landed aircraft on raised ground can still be picked.
  • When neither slot’s warhead is Webby=yes and both slots rate equally against a target, the object fires the first slot.

Writing none or <none> empties the slot. A name with no matching weapon section is still accepted, and the slot gets a weapon of that name with every setting at its default.

An object whose first slot is empty is unarmed for targeting:

  • It does not retaliate when attacked, except against vein damage.
  • When scanning for targets without a range limit, it accepts any target within its GuardRange instead of testing weapon range.
  • If it is a structure, objects of a human house that are not on a team do not pick it as a target automatically. Engineers still do. The rule covers every structure except one that can undeploy into a vehicle; a construction yard is covered even if it can undeploy.

An elite object fires its Elite weapon from this slot. A structure first checks its installed upgrades, and the first upgrade with a weapon in this slot replaces it. The elite weapon covers both rules. These substitutions also decide whether the object counts as armed.