Type
A superweapon's hard-coded behavior, or under the sync-bug settings the object kind named for the playback trap.
Superweapon behavior
- Applies to
- SuperWeaponType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- string
- When omitted
none
Seven names are recognized, in any letter case: MultiMissile, EMPulse, Firestorm, IonCannon, HunterSeeker, ChemMissile and DropPod. Each selects one of the effects the engine can deliver; everything else about the weapon — its delay, its cameo, its cursor, the structure that grants it — comes from the other settings in the section, so several sections may name the same behavior and remain independent weapons.
A name the engine does not recognize is not rejected and does not clear the value: the assignment is skipped and whatever was already in force stands. In a section that has never named a behavior, that leaves the weapon with none, and it charges, shows a cameo and can be fired while delivering nothing.
The value is also what the firestorm defense needs before raising and lowering the wall does anything, even though the drain state machine that governs it is switched on by UseChargeDrain=yes instead.
Sync-bug trap object kind
- Applies to
- multiplayer settings
- File
SUN.INI- Section
[SyncBug]- Value
- string
- When omitted
NONE- Used by the game
- No — loaded but not used
The sync-bug settings are read only as the multiplayer menu is entered, and only while recording playback is armed. AIRCRAFT, ANIM, BUILDING, BULLET, INFANTRY and UNIT are recognized here without regard to letter case, and every other value, NONE included, narrows the search to nothing in particular.
The name promises the kind of object the hunt should look through, but the routine that would do the looking has an empty body. No gameplay path reads the choice.