And the action=nuke
However, no matter what I change in Ares, they still leave lots of radiation and fall with the old giant nuke animations.
(this is even though I have changed the animations and negated the radiation)
I suspect it is related to "Nukemaker=yes" and the like, however, this is hardcoded! Otherwise, the anims will not work.
Quote:
On superweapons:
[MenemMislSW]
UIName=Name:Nuke
Name=N U K E !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=0.1
RechargeTime=2
Type=MultiMissile
SidebarImage=NukeIcon
Action=Nuke
WeaponType=MenemMislCarrier
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes ;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2
SW.Damage=200
SW.ActivationSound=
SW.Warhead=MenemMislWH
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
SW.AITargeting=MultiMissile
On Weapons:
[MenemMislPayload]
Damage=250
Range=30
Projectile=V3MislDown ;MultiMissile
Speed=10
RadLevel=0
Warhead=MenemMislWH
Report=
[MenemMislCarrier]
Projectile=V3MislUp
Speed=100
Warhead=MenemMislMaker
NukeMaker=yes
On projectiles:
[V3MislUp]
Arm=2
Shadow=no
Image=V3MSLUP
Acceleration=1
Vertical=yes ; Not a missile or a projectile. Just go up until...
DetonationAltitude=20000 ; All this does is create the downward pointing one over the target
FirersPalette=yes
[V3MislDown]
Arm=2
Shadow=no
Image=V3MSLDN
Acceleration=1
Vertical=yes ; //like blimp bomb
DetonationAltitude=30000;
FirersPalette=yes
OnWarheads:
[MenemMislWH]
CellSpread=2
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,80%,50%,80%,60%,50%,100%,75%,50%,80%,50%
Conventional=yes
Rocker=yes
InfDeath=2
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
AnimList=TWLT100 ;MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=50% ; Presumes air burst
[MenemMislSW]
UIName=Name:Nuke
Name=N U K E !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=0.1
RechargeTime=2
Type=MultiMissile
SidebarImage=NukeIcon
Action=Nuke
WeaponType=MenemMislCarrier
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes ;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2
SW.Damage=200
SW.ActivationSound=
SW.Warhead=MenemMislWH
Light.Ambient=100
Light.Red=100
Light.Green=100
Light.Blue=100
SW.AITargeting=MultiMissile
On Weapons:
[MenemMislPayload]
Damage=250
Range=30
Projectile=V3MislDown ;MultiMissile
Speed=10
RadLevel=0
Warhead=MenemMislWH
Report=
[MenemMislCarrier]
Projectile=V3MislUp
Speed=100
Warhead=MenemMislMaker
NukeMaker=yes
On projectiles:
[V3MislUp]
Arm=2
Shadow=no
Image=V3MSLUP
Acceleration=1
Vertical=yes ; Not a missile or a projectile. Just go up until...
DetonationAltitude=20000 ; All this does is create the downward pointing one over the target
FirersPalette=yes
[V3MislDown]
Arm=2
Shadow=no
Image=V3MSLDN
Acceleration=1
Vertical=yes ; //like blimp bomb
DetonationAltitude=30000;
FirersPalette=yes
OnWarheads:
[MenemMislWH]
CellSpread=2
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,80%,50%,80%,60%,50%,100%,75%,50%,80%,50%
Conventional=yes
Rocker=yes
InfDeath=2
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
AnimList=TWLT100 ;MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=50% ; Presumes air burst
before you ask, everything is added on lists... even things which shouldn't such as in animations:
619=V3MSLDN
620=V3MSLUP
In fact, the warhead triggers, because it displays the changed anim; the reduced damage too applies. But I still get a giant nuke and a radiated mess even though I explicitely changed it...