ok kein Problem
here's the method the demolition general uses for its terror units after upgrading the suicide death. I took an example of the rebel:
Code:
WeaponSet
Conditions = None
<...>
Weapon = TERTIARY TerroristSuicideNotARealWeapon
AutoChooseSources = TERTIARY NONE
End
now to the weapon.ini (a dummy weapon that does no damage at all to enemies but kills the rebel)
Code:
;------------------------------------------------------------------------------
; This weapon kills itself (to presumably trigger detonations on death)
; WITHOUT BEING PERMITTED TO TARGET ENEMIES WITH IT!!!!
Weapon TerroristSuicideNotARealWeapon
LeechRangeWeapon = Yes
AttackRange = 0.0
PrimaryDamage = 0.0
PrimaryDamageRadius = 0.0
DamageDealtAtSelfPosition = Yes
RadiusDamageAffects = SUICIDE
DamageType = EXPLOSION
DeathType = SUICIDED
WeaponSpeed = 99999.0
DelayBetweenShots = 0
ClipSize = 1
ClipReloadTime = 0
AutoReloadsClip = No
End
back to the rebel code. The suicide weapon kills him and the module fires the real damage weapon. (If you don't need any upgrade to grant the suicide death, comment out "TriggeredBy" and change "StartsActive = No" into Yes)
Code:
Behavior = FireWeaponWhenDeadBehavior ModuleTag_SuicideBomb01
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = ALL
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_SuicideBomb02
DeathWeapon = Demo_SuicideDynamitePackPlusFire
StartsActive = No
TriggeredBy = Demo_Upgrade_SuicideBomb
DeathTypes = NONE
End
Last but not least the real damage weapon in wepaon.ini
Code:
;------------------------------------------------------------------------------
Weapon Demo_SuicideDynamitePackPlusFire
PrimaryDamage = 500.0
PrimaryDamageRadius = 18.0
SecondaryDamage = 300.0
SecondaryDamageRadius = 50.0
AttackRange = 5.0
DamageType = EXPLOSION
DeathType = SUICIDED
WeaponSpeed = 99999.0
ProjectileObject = NONE
DamageDealtAtSelfPosition = Yes
RadiusDamageAffects = SELF SUICIDE ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 0
ClipSize = 1
ClipReloadTime = 0
AutoReloadsClip = No
FireFX = WeaponFX_DemoSuicideDynamitePackDetonationPlusFire
FireSound = CarBomberDie
End
ok I hope I could help so far. I also learned from this small research for a similiar problem for my mod
