Type=MultiMissile

Default values for general tags:

[SuperWeapon]►SW.Damage= (integer)
The damage the nuclear missile delivers. Negative values indicate to use the payload weapon’s damage. Defaults to -1.
[SuperWeapon]►SW.Warhead= (Warhead)
The warhead used to deal the damage of the nuke. If this is empty, the payload weapon’s warhead will be used. Defaults to none.
[SuperWeapon]►SW.ActivationSound= (Sound)
The nuke warn siren played at the destination. Defaults to [AudioVisual]►DigSound.
[SuperWeapon]►SW.AITargeting= (enumeration)
Defaults to Nuke.
[SuperWeapon]►Light.*= (integer)
Default to Light.Ambient=200, Light.Red=175, Light.Green=150, and Light.Blue=125 respectively.
[SuperWeapon]►Cursor= (mouse cursor)
Defaults to Nuke.

Nuclear missile specific tags:

[SuperWeapon]►Nuke.Payload= (Weapon)

The Weapon used to display the downward-pointing nuke and as default, if SW.Damage and SW.Warhead aren’t set. Defaults to NukePayload.

Note

The weapon used as Nuke.Payload has to be put into the WeaponTypes section. The Weedguy hack will not work.

[SuperWeapon]►Nuke.TakeOff= (Animation)
The Animation played on the missile silo when the missile is launched. Defaults to [General]►NukeTakeOff.
[SuperWeapon]►Nuke.PsiWarning= (Animation)
The Animation played at the nuke target, detectable by Psychic Sensors. Defaults to PSIWARN.
[SuperWeapon]►Nuke.SiloLaunch= (boolean)
Whether this missile is launched from a building with NukeSilo=yes providing this super weapon. Otherwise the weapon defined by Nuke.Payload is created off-screen, aiming for the target cell. Defaults to yes.

Other changes:

Use WeaponType to control the properties of the upward flying animation (especially its Projectile). Ares respects the WeaponType for every nuke, it will not use the WeaponType of the first superweapon with Type=Nuke like Yuri’s Revenge did. Also mind to set NukeMaker=yes on the WeaponType, otherwise the nuke will not come down again.

Ares supports multiple buildings with NukeSilo=yes providing this super weapon. Yuri’s Revenge only tried to find the first building type that matched those criteria.

Ares adds support to launch the missile and have it aim for the target directly like in Tiberian Sun instead of going straight up from the silo and coming down on the target. This is controlled by Vertical on the projectile.

Yuri’s Revenge supported the nuke impact animation only for the warhead called NUKE, hardcoded to NUKEBALL. To change this animation in Ares, have a look at PreImpactAnim.

New in version 0.2.