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Superweapon Help
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Keanu113
Vehicle Drone


Joined: 17 Dec 2017

PostPosted: Mon Sep 09, 2019 7:56 am    Post subject:  Superweapon Help Reply with quote  Mark this post and the followings unread

How can i create a Superweapon that has no Animations?
for example i want the Allied to have a Nuclear Missile Superweapon but no Silo, but a Radio Center to Call an Attack?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Sep 09, 2019 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't need to do anything?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Sep 09, 2019 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

The building that will actually launch the nuke will need MissileSilo=yes (rechk the NAMISL entry in rules) and SuperWeapon=MultiMissileSpecial (rechk what the nuke is referred to in your INI).

You can make the new nuke SW have an AuxBuilding=, meaning that while the building stated here will not actually launch the nuke, you still can't have access to the nuke without it.

Ex.: The SpyPlane SW. The SW is hooked to the Soviet Radar (so anyone with the Soviet Radar will get to fire the SW after it's charged).
But once the SpyPlaeSpecial has AuxBuilding=NAPOWR set, you'll need to own both the Soviet Radar and Soviet Tesla Reactor explicitly before the SW charges.

But you'll need to use Ares if you want to make a new nuke...

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Sep 09, 2019 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Or are you saying the Weapon Projectile? Change [NukeSpecial]>WeaponType>Projectile from GiantNukeUp to Invisible.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Wed Sep 11, 2019 10:44 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
The building that will actually launch the nuke will need MissileSilo=yes (rechk the NAMISL entry in rules) and SuperWeapon=MultiMissileSpecial (rechk what the nuke is referred to in your INI).

You can make the new nuke SW have an AuxBuilding=, meaning that while the building stated here will not actually launch the nuke, you still can't have access to the nuke without it.

Ex.: The SpyPlane SW. The SW is hooked to the Soviet Radar (so anyone with the Soviet Radar will get to fire the SW after it's charged).
But once the SpyPlaeSpecial has AuxBuilding=NAPOWR set, you'll need to own both the Soviet Radar and Soviet Tesla Reactor explicitly before the SW charges.

But you'll need to use Ares if you want to make a new nuke...

If only Nuke SW was less hardcoded then stuff like MissileSilo=yes would not be needed at all unless launched from a missile silo/SW building because look at the by default disabled Nuke SW powerup crate that gives oneshot Nuke SW: (ICBM=0,CHEMISLE,yes ; nuke missile one time shot) and just falls down from the top of the map and is not launched from a building. (that crate powerup has been in since atleast RA1 (forgot if it was in C&C1) and works just fine in RA1, TibSun, RA2, RA2:YR)

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