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95 — Nuke strike...

Flies a cluster missile in from the nearest map edge and detonates it on the waypoint.

Editor data
Numeric ID
95
Engine ID
TACTION_MULTI_MISSILE
Editor name
Nuke strike...
Need token
NEED_WAYPOINT
Parameters
  1. Waypointwaypoint
Attachment
none
INI example
[Actions]
<TriggerID>=1,95,0,0,0,0,0,0,<Waypoint>
Caveats
  • No superweapon, silo, charge or owning house is involved, and nothing is announced. The missile appears at the map edge nearest the waypoint.
  • The projectile, warhead, damage and [ProjectileRange](/keys/projectilerange/) all come from the weapon named MultiLauncher.
  • Keep a weapon named MultiLauncher in the rules; without one, the action can crash the game.
  • The missile's top speed is fixed at 50 leptons per frame, about Speed=20 on a weapon's 0 to 100 scale. The [Speed](/keys/speed/#scope-weapontype) of MultiLauncher is ignored.
  • Where a bridge spans the waypoint's cell, the missile strikes the bridge deck. If the bridge is gone before the missile arrives, it strikes the ground.
  • The blast credits no attacker, so its kills earn no score and no veterancy and make no house angry. Objects it hits do not spring [Attacked by any house](/mapping/events/tevent-attacked/) or [Destroyed by any house](/mapping/events/tevent-destroyed/).