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finally sucessful change of units weapons...
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finally sucessful change of units weapons...
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all the pieces to complete remaining mods are now done..
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all the pieces to complete remaining mods are now done..
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posting this here to help people make there own mods
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posting this here to help people make there own mods
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\n
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\n
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[spoiler]
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[spoiler]
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\n
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local targetNames = {
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local targetNames = {
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Mariner = true,
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Mariner = true,
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Hunter = true,
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Hunter = true,
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Mistral = true,
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Mistral = true,
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Corsair = true,
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Corsair = true,
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Siren = true,
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Siren = true,
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Envoy = true,
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Envoy = true,
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Cutter = true,
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Cutter = true,
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Zephyr = true,
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Zephyr = true,
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Seawolf = true,
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Seawolf = true,
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Shogun = true,
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Shogun = true,
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Reef = true,
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Reef = true,
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Scylla = true
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Scylla = true
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}
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}
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\n
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\n
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local newWeaponType = {
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local newWeaponType = {
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{
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{
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def = "newnewnew",
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def = "newnewnew",
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badTargetCategory = "FIXEDWING GUNSHIP",
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badTargetCategory = "FIXEDWING GUNSHIP",
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onlyTargetCategory = "SWIM FIXEDWING HOVER LAND SINK TURRET FLOAT SHIP GUNSHIP",
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onlyTargetCategory = "SWIM FIXEDWING HOVER LAND SINK TURRET FLOAT SHIP GUNSHIP",
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}
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}
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}
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}
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\n
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\n
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local newWeaponDef = {
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local newWeaponDef = {
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newnewnew = {
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newnewnew = {
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name = "Torpedo Missile",
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name = "Torpedo Missile",
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areaOfEffect = 32,
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areaOfEffect = 32,
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cegTag = "missiletrailyellow",
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cegTag = "missiletrailyellow",
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craterBoost = 1,
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craterBoost = 1,
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craterMult = 2,
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craterMult = 2,
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customparams = {
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customparams = {
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burst = Shared.BURST_RELIABLE,
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burst = Shared.BURST_RELIABLE,
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light_color = "1 0.6 0.2",
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light_color = "1 0.6 0.2",
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light_radius = 180,
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light_radius = 180,
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},
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},
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damage = {
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damage = {
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default = 130.01,
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default = 130.01,
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},
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},
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explosionGenerator = "custom:INGEBORG",
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explosionGenerator = "custom:INGEBORG",
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flightTime = 1.5,
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flightTime = 1.5,
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impulseBoost = 0,
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impulseBoost = 0,
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impulseFactor = 0.4,
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impulseFactor = 0.4,
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interceptedByShieldType = 1,
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interceptedByShieldType = 1,
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leadlimit = 1,
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leadlimit = 1,
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model = "wep_m_ajax.s3o",
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model = "wep_m_ajax.s3o",
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noSelfDamage = true,
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noSelfDamage = true,
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projectiles = 1,
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projectiles = 1,
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range = 232,
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range = 232,
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reloadtime = 2,
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reloadtime = 2,
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smokeTrail = true,
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smokeTrail = true,
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soundHit = "weapon/cannon/cannon_hit2",
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soundHit = "weapon/cannon/cannon_hit2",
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soundStart = "weapon/missile/missile_fire9",
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soundStart = "weapon/missile/missile_fire9",
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startVelocity = 140,
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startVelocity = 140,
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texture2 = "lightsmoketrail",
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texture2 = "lightsmoketrail",
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tolerance = 1000,
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tolerance = 1000,
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tracks = true,
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tracks = true,
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trajectoryHeight = 0.4,
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trajectoryHeight = 0.4,
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turnRate = 29000,
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turnRate = 29000,
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turret = true,
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turret = true,
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weaponAcceleration = 90,
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weaponAcceleration = 90,
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weaponType = "MissileLauncher",
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weaponType = "MissileLauncher",
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weaponVelocity = 220,
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weaponVelocity = 220,
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}
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}
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}
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}
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\n
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\n
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for name, ud in pairs(UnitDefs) do
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for name, ud in pairs(UnitDefs) do
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if targetNames[ud.name] and ud.speed and ud.speed > 0 then
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if targetNames[ud.name] and ud.speed and ud.speed > 0 then
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if not ud.weapondefs then
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if not ud.weapondefs then
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ud.weapondefs = {}
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ud.weapondefs = {}
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end
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end
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\n
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\n
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for defName, defData in pairs(newWeaponDef) do
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for defName, defData in pairs(newWeaponDef) do
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ud.weapondefs[defName] = defData
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ud.weapondefs[defName] = defData
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end
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end
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\n
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\n
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if not ud.weapons then
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if not ud.weapons then
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ud.weapons = {}
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ud.weapons = {}
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end
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end
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\n
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\n
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for _, weaponType in ipairs(newWeaponType) do
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for _, weaponType in ipairs(newWeaponType) do
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table.insert(ud.weapons, weaponType)
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table.insert(ud.weapons, weaponType)
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end
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end
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end
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end
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end
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end
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\n
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\n
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\n
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[/spoiler]
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[/spoiler]
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