2 different Nuke clones launched from the same missile silo

Registered by FS-21

Note: Related to Ares 0.2, Ares 0.1P1 doesn't support cloned SW.

Currently a nuke SW clone with "Nuke.SiloLaunch=yes/no" is hardcoded to work only with [building]>"SuperWeapon=" ignoring Nuke.SiloLaunch=yes value when the super weapon is used in "SuperWeapon2=".

The idea is support "Nuke.SiloLaunch=yes" on the secondary SW, then a building with "NukeSilo=yes" should be able to launch 2 nuke clones.

This feature was used in TS, Nod Missile Silo had 2 different SW missiles.

Blueprint information

Status:
Not started
Approver:
None
Priority:
Undefined
Drafter:
None
Direction:
Needs approval
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Definition:
New
Series goal:
None
Implementation:
Unknown
Milestone target:
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The nuke looks for BuildingTypes that either use SuperWeapon= or SuperWeapon2=, so this should work already. It is only ignored if Nuke.SiloLaunch=no or the nuke has been collected from a crate. --AlexB

I talked with AlexB and I told him that the main problem is in reality the special animations for the second super weapon that doesn't work. -- FS-21

(?)

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