New Armor Types
As part of expanding in-game logic, the NPatch allows brand new armor types to be
employed. However, this does not come without limitations of course. There is a limit
of 96 armor types, which includes the existing 11. In the end, you are able to use
85 new armor types.
That is not the only limitation though. New armor types only read the first 32 characters in the string, so any beyond that are ignored and not used. Keep the armor names concise like Westwood and there won't be any problems.
As such;
[ArmorTypes]
1=new_armor
The new armor is now available for use, however we're not done quite yet.
As such;
[SomeWarhead]
; applicable warhead entries
EVerses=100%
Like the original 11 warheads, percentages with EVerses follows the same rule: if you have, for example, six warheads in [ArmorTypes], you will need six percentage values in your EVerses list.
That is not the only limitation though. New armor types only read the first 32 characters in the string, so any beyond that are ignored and not used. Keep the armor names concise like Westwood and there won't be any problems.
Creating The Armor Types
Creating a new armor type is very simple. All you need is a new section!
As such;
[ArmorTypes]
1=new_armor
The new armor is now available for use, however we're not done quite yet.
Using The New Armor Types
This is a simple operation as well. All you need is a warhead and the new tag
that enables the armor.
As such;
[SomeWarhead]
; applicable warhead entries
EVerses=100%
Like the original 11 warheads, percentages with EVerses follows the same rule: if you have, for example, six warheads in [ArmorTypes], you will need six percentage values in your EVerses list.
