Multirole Missiles

This forum has been archived. Please use the new modding forum. If you need to retrieve a thread from here, contact BattleGoat.

Moderators: Balthagor, BattleGoat

Post Reply
Message
Author
Hullu Hevonen
General
Posts: 3602
Joined: Dec 11 2008
Location: Turunmaa/Turunseutu, Suomi
Contact:

Multirole Missiles

#1 Post by Hullu Hevonen » Apr 16 2014

What value should I use if I wan't to make a missile work on all possible platforms. In the wiki's default.unit.xls it gives these examples
bitmask: 1-land, 2-air, 4-sea, 8-sub, 16-silo

Also do you set nuclear capability by giving a missile a yield under "Kt yeild"?
Happy Linux user!
Links: List of Mods

SGTscuba
General
Posts: 1819
Joined: Dec 08 2007
Location: Tipton, UK

Re: Multirole Missiles

#2 Post by SGTscuba » Apr 16 2014

Isn't it an addition of the values that you want it to be, so an Land/Air/Sea missile would have a value of 7.
My SR:U Model Project, get the latest and post suggestions here:

http://www.bgforums.com/forums/viewtopi ... 79&t=28040

dax1
Colonel
Posts: 470
Joined: Apr 05 2012
Human: Yes
Location: Italy

Re: Multirole Missiles

#3 Post by dax1 » Apr 16 2014

..and 31 for all platforms
Con forza ed ardimento

Hullu Hevonen
General
Posts: 3602
Joined: Dec 11 2008
Location: Turunmaa/Turunseutu, Suomi
Contact:

Re: Multirole Missiles

#4 Post by Hullu Hevonen » Apr 16 2014

Ok I must try those :D
Happy Linux user!
Links: List of Mods

Post Reply

Return to “Modding 1936”