SpecialPower.ini
Quote:
SpecialPower SuperweaponDaisyCutter
Enum = SPECIAL_DAISY_CUTTER
ReloadTime = 360000 ; in milliseconds
RequiredScience = SCIENCE_DaisyCutter
PublicTimer = Yes
SharedNSync = Yes
ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player
ViewObjectRange = 250 ; And how far it can see
RadiusCursorRadius = 100
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This may seem simple, but there is more:
Quote:
;-----------------------------------------------------------------------------
;Colonel Burton places remote C4 charges in order to detonate them at his
;leisure. This is actually used by two different buttons. One requires no
;target, and that tells the ability system that it wants to explode all
;charges. With a target it decides to add a new charge.
;Author: Kris -- July 2002
;-----------------------------------------------------------------------------
SpecialPower SpecialAbilityColonelBurtonRemoteCharges
Enum = SPECIAL_REMOTE_CHARGES
ReloadTime = 0 ; in milliseconds
PublicTimer = No
End
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Not only superweapons are stated here, but also special powers. Wheter this is a blessing or a curse still needs to be found out, but I tend to think positive on this one
SpecialPower The tag to indicate a special power or superweapon is starting. Also, it tells the game what string it should look for in the csf file.
EnumI think this may be the Action/Type thingie of RA2. Every superweapon or power has it's own, but duplicates may be parsed. Only one way to find out. Necassery.
ReloadTime Is the reload time, in milliseconds (regular seconds is this setting divided trough 1000). Note that it should minimaly be twice the opening/closing time of doors, as stated with the ScudStorm. No default. Always necassery!
PublicTimer Is the timer to be seen by other players? (Just like the Nuke timer and the abscence of it with paratroopers)
RequiredScience Which Science is required for the SuperWeapon? Default = none
SharedNSync If this superweapon requires a unit for deployment. The default is no. (Not sure yet. DZ?)
ViewObjectDuration How long can the SuperWeapon "see" in milliseconds. Default is zero.
ViewObjectRange How far can it see. When ViewObjectDuration is used, this should also be specified, otherwise you won't see a thing. Default is zero.
RadiusCursorRadius What's the radius the cursor will have? Default is zero.
End Ends the specialpower.