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Originally Posted by ImmoMan
1. Just adding the extra special power should work I guess. Don't know though if the handling for the timer (which gets the missile to raise prior to being ready to fire) will work with two timers.
2. No. At least I don't think so. The nuke, I believe, uses a no-damage-type warhead, meaning it does 100% damage no matter what. I'd like to see if it's possible to change this though.
3. Probably. Just copy the existing silo, give it a new name, and edit the stats. Easy. Then make a new commandbutton for it and add it to the dozer command set.
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1. Adding a second nuke isnt all that easy its not just adding the weapon to the silo its deuplicating everything and its very hard. I got Tech Error on everything i tried.
2.You can actualy make the Nuke have 0 damage. This is how the Baikonur Nuke works no damage just Chemical blast which i have done and want to add as second Nuke to the Current Silo.
3.Hmmm didnt try that yet it will take alot of doing and to find a mod tag that isnt used.
CH...
