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
, andLight.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
andSW.Warhead
aren’t set. Defaults to NukePayload.Note
The weapon used as
Nuke.Payload
has to be put into theWeaponTypes
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 byNuke.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.