Oops, here's the weapon, I did do it, I just forgot to add it:
Code:
Weapon JetNuclearBomb
PrimaryDamage = 1000.0
PrimaryDamageRadius = 40.0
AttackRange = 350.0 ; this needs to be pretty high, since the Aurora moves so fast
AcceptableAimDelta = 45 ; we don't really need to be aimed directly at the target.
DamageType = AURORA_BOMB
DeathType = EXPLODED
WeaponSpeed = 1000
ProjectileObject = SupW_AuroraFuelAirBomb
; FireFX = FX_AuroraBombLaunch
; ProjectileDetonationFX = FX_AuroraBombDetonate
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 5000 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon
ShowsAmmoPips = Yes
; 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