Adding a new Nuke SW
The Rock Patch allows you to add clones of the Nuclear Missile.
This example clones the original Nuke, meaning it will behave exactly like the original one:
| "Registering" your Nuke |
Head to the [SuperWeaponTypes] section and add your SuperWeapon to the end of the list.
[SuperWeaponTypes] ... XX=NewNukeSpecial
XX would either be the number following the last entry of the list, or anything you like that is not used yet in that list (numbering is recommended).
| The Code |
The next step is creating the section for the new SuperWeapon. Go to the place where the other SuperWeapons are defined (you don't have to, just to keep it well ordered) and add the following section:
[NewNukeSpecial]
;Basic Stuff
UIName=Name:NewNuke
Name=Nuke Test
IsPowered=true
RechargeTime=10
Type=MultiMissile
Action=NewNM ;check out the Adding custom Actions page to find out more about this
WeaponType=NukeCarrier
SidebarImage=NEWNUKEICON
ShowTimer=no
DisableableFromShell=yes
Range=7
LineMultiplier=2
;New Tags
ActivateSound=NukeSiren ;Activating sound
Warhead=NUKE ;Damaging warhead
NukeTakeOff=NUKETO ;Taking off anim
NukeDamage=1000 ;Damage points when nuclear bomb explodes (regardless of source) )
NukeFirstAnim=NUKEBALL ;The anim played before the explosion itself
NukePayload=NukePayload ;Damaging weapon
NukePsiWarning=PSIWARN ;PsiWarn animation
Also you can use common Super Weapons
tags.
In the example you can see defaults.
NukeDamage is a AtomDamage from CombatDamage
section in RULESMD.INI
| Important |
- The BuildingType you assign your new nuke silo MUST have NukeSilo=yes!
- The Payload= weapon MUST be used by something else (i.e. a dummy unit) so it does not cause an Internal Error!
| New tags from CE version | Old tags | Type |
| NukeTakeOff | TakeOff | AnimType |
| NukeProjectile | Projectile | ProjectileType |
| NukeFirstAnim | FirstAnim | AnimType |
| NukePayload | Payload | WeaponType |
| NukePsiWarning | PsiWarning | AnimType |
Rock Patch Help CE
Main page
Last change: 24.01.07