No, the game requires a weapon to exist by the name "NukePayload". I guess it also has to be referenced by at least one unit or building. _________________ QUICK_EDIT
But in RA2, NukePayload isn't referenced on anything. Its only used as a DeathWeapon= on the Nancrt. Unless the game references the weapon that way, thenm I don't think NukePayload is the problem. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
That's how the weapon is added to a [WeaponTypes] list in the original game. If a TechnoType carries it in rules, as a weapon or deathweapon, it's automatically added to one. _________________ mentalomega.com QUICK_EDIT
Posted: Sun Mar 03, 2013 7:30 am Post subject:
Red alert 2 has encounterd an internal error
well nukepayload wasnt even referenced in the nuclear reactor, the deathweapon was NukeExplosion, if I reference nukepayload, i will get the error when nuclear reactor blows up.
Edit: Just looked at the attached rules.ini. The NukePayload weapon is not used by anything, thus it crashes as I said. Create a new unbuildable unit, add it to the VehicleTypes section and give it Primary=NukePayload. To be clear: Without doing that, the nuke will always crash.
Giving the NukePayload to a building, as DeathWeapon or Primary or whatever will not crash the game, because then the game will know that it also has to read the NukePayload weapon and thus it will become available to be used by the nuke.
You got all the information needed to fix this already. Can't help you any further. _________________ QUICK_EDIT
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