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NukeSilo
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| Flag: | NukeSilo |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | BuildingTypes |
Specify whether this building is a nuke silo. Just like the original Soviet Nuclear Missile Silo.
Notes
Once a nuclear missile is about to be launched, the game checks every building the firing player owns for NukeSilo=yes.
The first building to be found to be a nuke silo will fire the nuclear missile and play the corresponding animations.
This is also why multiple nuke silos do not work (only the first one found by the game would fire the nuke).
Bugs/Side-Effects/Unexpected Limitations
If a building with NukeSilo=yes also has Turret=yes, then when this building acts as a silo and launches a super weapon of Type=MultiMissile or Type=ChemMissile, its mission will remain stuck on Missile, so that it can no longer fire.
- You can use a warhead to apply a 1-frame EMP effect to it in order to refresh its state.
See Also
- [Powerups]→ICBM= (Crate Parameters)
- Nuke.SiloLaunch (Ares Only)