Versus 0% appears to have that effect, as there was a way to make a unit with dedicated anti-infantry and anti-armor weapons on the same unit. Granted, they're separate weapons using the Primary= and Secondary= slots, to which you should not give said unit an Elite weapon (Elite=).
However, the mechanism works using Armor Type parameter, not Unit Type (As weapon targeting and damage does not factor in whether the object is Infantry, Unit or Building).
So if a weapon has vs 100%,100%,0%,0%,0% (None,Wood,Light,Heavy,Concrete) then said weapon will automatically target units with no armor and Wood armor. If there is no secondary weapon that covers the vs0%, then the Primary will fire regardless of % Versus.
My recommendation would be to give your armored units Armor=Heavy so your dedicated anti-armor weapon will always be the default weapon it fires.
If my wording's confusing, just try it out. :p
Note: Infantry are given Armor=None be default, saved for a few hero/special/commando infantry. Check the Armor= key for more info. QUICK_EDIT
Custom armor type is not supported, unfortunately. Don't know if HyperPatch will have it, though I doubt it will.
So we're basically stuck with Armor Type=[None/Wood/Light/Heavy/Concrete] in that order. Therefore, if you're looking to make an anti-infantry weapon, make sure that the first and third vs number is given a value while the rest are given 0%. (Armor=Wood is used by the Powerplants and the Hover MLRS.)
You can change the armor types of units, so it's flexible enough to avoid having problems with the system. QUICK_EDIT
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