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SuperWeapon2

A second superweapon a standing structure of this type grants its owner.

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

SuperWeapon2= works exactly like SuperWeapon=, independently and at the same time. Granting and removing the weapon, the AuxBuilding= test, plugs and the missile-silo match all read both keys. A structure can therefore grant two superweapons, as the stock Nod missile silo does with the multi missile and the chem missile. There is no third key.

rules.ini
[NAMISL] ; Missile Silo
SuperWeapon=MultiSpecial
SuperWeapon2=ChemicalSpecial
NukeSilo=yes