HunterSeeker Superweapon Type
The NPatch re-enables HunterSeekers from Tiberian Sun. The superweapon functions just as it did before.

However, in order to use this properly, there are quite a few items that must be addressed, else you'll likely receive a happy little IE window.
First, you must define a "HunterSeeker" structure where the Hunter will spawn.

eg;
[General]
HSBuildings=[BuildingTypes] ; List of structures that act as the spawn point. Any structures listed here should have Superweapon=[HunterSeekerSW].
Secondly, you must define a HunterSeeker for each side. However, the Seeker can be recycled so that's not a problem. If a faction captures a structure that has a HunterSeeker superweapon attached with no HunterSeeker defined for that faction, there will be an Internal Error.

Example;
[FACTION] ; Not a country. Do not confuse the two.
Hunter=[VehicleType] ; The unit that functions as the Seeker.
Third, you must define the HunterSeeker itself. It requires the Fly locomotor, Selectable=no set and HunterSeeker=yes otherwise the logic will fail.

eg;
[HUNTER]
... applicable INI data
Primary=SuicideBomb
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ; Required as stated above.
MovementZone=Fly
HunterSeeker=yes ; Invokes the HunterSeeker seek and destroy logic.
Selectable=false ; Keeps the logic inline so that if the Seeker's chosen target is destroyed before it gets there, it will be destroyed in mid-flight instead.
Lastly, create the supweapon itself.

Example;
[HunterSeekerSpecial]
... applicable INI data
Type=HunterSeeker
Action=[MouseCursor] ; Adding cursors is detailed over here.