ebbhead Posted December 21, 2012 Share 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. Link to comment Share on other sites More sharing options...
Drakous79 Posted December 21, 2012 Share 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. Link to comment Share on other sites More sharing options...
ebbhead Posted December 21, 2012 Author Share 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. Link to comment Share on other sites More sharing options...
Drakous79 Posted December 21, 2012 Share 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 Link to comment Share on other sites More sharing options...
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