Been a long time..
First of all, back-up all your INI files folder. This is MANDATORY!
Add TERTIARY weapon slot at the ProjectileBoneFeedbackEnabledSlots
ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY TERTIARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offsetThen, put this on your SCUD launcher body INI files (either GLA vanilla or your own side). This will update the missile launch system by launching from its own bone. Just simply put it below both WeaponLaunchBone = SECONDARY WeaponC (default and damaged)
DefaultConditionState
WeaponLaunchBone = TERTIARY WeaponCAnd
ConditionState = REALLYDAMAGED
WeaponLaunchBone = TERTIARY WeaponCAfter that, put this into WeaponSet section, just put it below the secondary weapon again.
Weapon = SECONDARY SCUDLauncherGunAnthraxPlusTwoMod
Weapon = TERTIARY SCUDLauncherGunNukeModAnd also, AutoChooseSources below secondary again.
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT FROM_AIFor CommandSet just copy paste it into sticky notes, we will use it later.
GLAVehicleScudLauncherCommandSetScroll down until you find AIUpdateInterface, and put 3rd (TERTIARY) in the ControlledWeaponSlots. This will allowed you to fire the 3rd weaponset.
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 60 ; turn rate, in degrees per sec
TurretPitchRate = 60
FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End
AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
End
Save it, then lets move into Weapon.INI
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You can use my setting or edit on your own, then paste into Weapon.INI below End line Weapon CINE_SCUDLauncherGunExplosive
End
;------------------------------------------------------------------------------
Weapon SCUDLauncherGunNukeMod
PrimaryDamage = 400.0
PrimaryDamageRadius = 50.0
SecondaryDamage = 35.0
SecondaryDamageRadius = 70.0
ScatterRadiusVsInfantry = 30.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 450.0
MinimumAttackRange = 200.0
PreAttackDelay = 500
PreAttackType = PER_SHOT ; Do the delay every single shot
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_ScudLauncherIgnition
ProjectileObject = SCUDMissilePlusTwo
ProjectileExhaust = ScudMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicScudMissileExhaust
RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
FireSound = ScudLauncherWeapon
ProjectileDetonationFX = WeaponFX_NukeCannon
ProjectileDetonationOCL = OCL_RadiationFieldMedium
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 10000 ; how long to reload a Clip, msec
; Uses a clip of one to get the Reloading modelcondition
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End;------------------------------------------------------------------------------
Weapon Duckygun
Save it.
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Then let's move into CommandButton, on here you need to find Command_ChinaNukeWarhead and make a duplicate for SCUD launcher. Here's my own:
End
CommandButton Command_ChinaNukeWarheadMod
Command = SWITCH_WEAPON
WeaponSlot = TERTIARY
Options = CHECK_LIKE OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:NukeWarhead
ButtonImage = SNNukeLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipChinaNukeWarhead
EndCommandButton Command_bla..bla..bla..
Then save it.
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Last section, remember the CommandSet on sticky notes? Let's edit them on CommandSet.INI files, just make another line for the weapon:
CommandSet Nuke_ChinaVehicleScudLauncherCommandSet
1 = Command_GLAExplosiveWarhead
2 = Command_ChinaNukeWarheadMod
3 = Command_GLAAnthraxWarhead
11 = Command_AttackMove
13 = Command_Guard
14 = Command_Stop
EndSave it, and you're done.
Edited by user Monday, June 12, 2017 4:48:28 AM(UTC)
| Reason: Nothing