ok, custom Nuke works!!!!!
You can change (in addition to what is already changeable)
What animation is played instead of NukeTakeOff=
What warhead is used instead of NukeWarhead= (must match the warhead attached to the PayLoad weapon)
What projectile is used instead of NukeDown= (although I dont know if this is used in RA2, in any case its there![Smile Smile](https://forums.renegadeprojects.com/images/smilies/001.gif)
What projectile is used instead of NukeProjectile= (although I dont know if this is used in RA2, in any case its there![Smile Smile](https://forums.renegadeprojects.com/images/smilies/001.gif)
What sound is used instead of DigSound=
What animation is used instead of the NUKEBALL animation
What weapon is used instead of the NukePayload weapon
What animation is used instead of the PSIWARN animation
Note that the weapon used for Payload= (like the weapon used for WeaponType=) needs to be stuck on a dummy unit so that the game will load and read the weapon definition for it.
I also located the code for the lighting effects (flash etc) but I dont yet understand what it does, when I do I might be able to make it possible to disable it or to change it.
I have also confirmed the operation of the NukeMaker=Yes tag on a weapon and the operation of the WeaponType= tag on a superweapon.
Although I have found that there is a bug, basicly, anything other than the nuke/newnuke firing which causes certain weapon fire related code to execute will make it IE
This is because the game used to do a hardcoded comparison with the NUKE warhead name but it now checks against some variable (which hasnt been set properly).
Fixing it is possible, it will just take a little time.
Aparently, any weapon with the warhead NUKE (or in my case, the new customizable setting for it on the NewNuke superweapon) causes special case logic to execute (its how they get the screen flash etc when the soviet nuclear power plant blows up)
So, I have to make sure that Warhead is always set to NUKE except when handling a NewNuke superweapon.
And that FirstAnim is always set to NUKEBALL except when handling a NewNuke superweapon. Other than that, everything else seems to be working.
You can change (in addition to what is already changeable)
What animation is played instead of NukeTakeOff=
What warhead is used instead of NukeWarhead= (must match the warhead attached to the PayLoad weapon)
What projectile is used instead of NukeDown= (although I dont know if this is used in RA2, in any case its there
![Smile Smile](https://forums.renegadeprojects.com/images/smilies/001.gif)
What projectile is used instead of NukeProjectile= (although I dont know if this is used in RA2, in any case its there
![Smile Smile](https://forums.renegadeprojects.com/images/smilies/001.gif)
What sound is used instead of DigSound=
What animation is used instead of the NUKEBALL animation
What weapon is used instead of the NukePayload weapon
What animation is used instead of the PSIWARN animation
Note that the weapon used for Payload= (like the weapon used for WeaponType=) needs to be stuck on a dummy unit so that the game will load and read the weapon definition for it.
I also located the code for the lighting effects (flash etc) but I dont yet understand what it does, when I do I might be able to make it possible to disable it or to change it.
I have also confirmed the operation of the NukeMaker=Yes tag on a weapon and the operation of the WeaponType= tag on a superweapon.
Although I have found that there is a bug, basicly, anything other than the nuke/newnuke firing which causes certain weapon fire related code to execute will make it IE
This is because the game used to do a hardcoded comparison with the NUKE warhead name but it now checks against some variable (which hasnt been set properly).
Fixing it is possible, it will just take a little time.
Aparently, any weapon with the warhead NUKE (or in my case, the new customizable setting for it on the NewNuke superweapon) causes special case logic to execute (its how they get the screen flash etc when the soviet nuclear power plant blows up)
So, I have to make sure that Warhead is always set to NUKE except when handling a NewNuke superweapon.
And that FirstAnim is always set to NUKEBALL except when handling a NewNuke superweapon. Other than that, everything else seems to be working.