MultiMissile Superweapon Type
The NPatch allows Nuclear Missile clones, which are just like the original.
In order for this logic to work correctly, the owning structure must have NukeSilo=yes set.
Example;
[NewNukeSpecial]
... applicable INI data
Type=MultiMissile
Action=[MouseCursor] ; Adding cursors is detailed over here.
WeaponType=[Weapon] ; The weapon to use to use as the launch. Also controls the missile flying upward image.
ActivateSound=[Sound] ; Sound to play when a missile is launched.
Warhead=[Warhead] ; The warhead to use when the missile makes impact.
NukeTakeOff=[Animation] ; The animation to play when the missile is launched from the silo. NUKETO is recommended if nothing else is available.
NukeDamage=[int] ; The amount of damage the missile will cause. Equivalent to AtomDamage from [CombatDamage].
NukeFirstAnim=[Animation] ; The animation to play when the missile impacts, and before the actual nuclear explosion.
NukePayload=[Weapon] ; The weapon to invoke to do the damage.
NukePsiWarning=[Animation] ; The animation to play to show where the weapon is being targeted.
Additionally, the weapons defined for WeaponType and NukePayload must be inovked through a dummy unit, like CometFragment or TeslaFragment.
In order for this logic to work correctly, the owning structure must have NukeSilo=yes set.
Example;
[NewNukeSpecial]
... applicable INI data
Type=MultiMissile
Action=[MouseCursor] ; Adding cursors is detailed over here.
WeaponType=[Weapon] ; The weapon to use to use as the launch. Also controls the missile flying upward image.
ActivateSound=[Sound] ; Sound to play when a missile is launched.
Warhead=[Warhead] ; The warhead to use when the missile makes impact.
NukeTakeOff=[Animation] ; The animation to play when the missile is launched from the silo. NUKETO is recommended if nothing else is available.
NukeDamage=[int] ; The amount of damage the missile will cause. Equivalent to AtomDamage from [CombatDamage].
NukeFirstAnim=[Animation] ; The animation to play when the missile impacts, and before the actual nuclear explosion.
NukePayload=[Weapon] ; The weapon to invoke to do the damage.
NukePsiWarning=[Animation] ; The animation to play to show where the weapon is being targeted.
Additionally, the weapons defined for WeaponType and NukePayload must be inovked through a dummy unit, like CometFragment or TeslaFragment.
