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
[MYTANK] ; example UnitTypePrimary=MyCannon ; names the [MyCannon] weapon sectionThe 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=yesand 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 empty first slot
Section titled “An empty first slot”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
GuardRangeinstead 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.
What fills the slot at runtime
Section titled “What fills the slot at runtime”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.
See also — target-selection, veterancy