The chemical missile basically works the same except you can't fill it up with weed and you would have to replace the nuke.
The nuke, multi-missile, chemical missile and emp were simply projectiles delivering an warhead.
You need to alter the [NukeSpecial] WeaponType to the ChemLauncher (use TS rules.ini code for referencing)
I would also alter the death anims of the [Gas] warhead i.e. virus die or perhaps if your clever an mutation for an viseroid.
Then alter the cameo and replace eva announcements for the nuke announcement.
Also to make the chemical missle "dependent" on another structure. Make a building called [NAWAST] i.e. tiberium weed facility or bio-lab and add AuxBuilding=NAWAST to the nuke special structure.
But as this has shown, you need some reasonable experience in ini coding before you should do this.
|