ebbhead Posted December 21, 2012 Posted December 21, 2012 I've found that by removing the rocket/blaster launcher penalty when moving increases the functional use of these items. Here's how you can fire launchers AFTER moving: Go to the Weapons line for RocketLauncher below: Weapons=(iType=eItem_RocketLauncher,ABILITIES[0]=eAbility_ShredderRocket,ABILITIES[1]=eAbility_RocketLauncher,ABILITIES[2]=eAbility_NONE,ABILITIES[3]=eAbility_NONE,ABILITIES[4]=eAbility_NONE,ABILITIES[5]=eAbility_NONE,Properties[0]=eWP_Explosive,Properties[1]=eWP_Secondary,Properties[2]=eWP_NoReload,Properties[3]=eWP_Heavy,Properties[4]=eWP_None,Properties[5]=eWP_MoveLimited Change the 5th property:Properties[5]=eWP_MoveLimited to: Properties[5]=eWP_None Do the same to the Blaster Launcher line.
Drakous79 Posted December 21, 2012 Posted December 21, 2012 Welcome to the forum :) Good find! Consider putting Weapons=(...) into BB code tags, so it doesn't go off the page.
ebbhead Posted December 21, 2012 Author Posted December 21, 2012 Thanks! Sorry about that. I didn't notice that the string went off page till after I had posted. I just fond this last night and finding I'm using the launchers far more often now.
Drakous79 Posted December 21, 2012 Posted December 21, 2012 (edited) Imagine launchers without charges :) They are quite strong so developers put mechanics like MoveLimited to give aliens a chance to fight. Edit: You can edit your post and add code to long line. Edited December 21, 2012 by Drakous79
Recommended Posts