; Soviet Clone Nuclear Missile
[NANMISL]
UIName=Name:NANMISL
Name=Soviet Nuclear Missile Silo
BuildCat=Combat
SuperWeapon=NukeSpecial
; HY SuperWeapon2=ChemicalSpecial
Prerequisite=NACNST,NAMISL
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=4
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Estonia,NorthKorea,Japan
AIBasePlanningSide=1 ; gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1 ; Number of minutes left at which weapon should switch to charged state Geoff is god!
; DeathWeapon=NukePayload
; Explodes=Yes
AIBuildThis=yes
SuperAnimThree=NAMISL_G
SuperAnimThreeYSort=543
SuperAnimThreeZAdjust=-4
ProtectWithWall=yes
BuildLimit=3
DamageSelf=yes
; ***** ARES Features *****
SpyEffect.Custom=yes
SpyEffect.ResetSuperweapons=yes
SpyEffect.SuperWeapon=NukeSpecial
SpyEffect.SuperWeaponPermanent=no ; If yes, it will become available uncharged, and it won’t be lost once fired. If No will become available pre-charged but disappear again after being fired once. QUICK_EDIT
You need to make multiple missile silos & have diffrent NukeSpecial super weapons for each one. You can then use Prerequisite= & Prerequisite.Negative= to make each of them buildable one after the other.
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