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
- Waypoint
waypoint
- Waypoint
- 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 namedMultiLauncher. - Keep a weapon named
MultiLauncherin the rules; without one, the action can crash the game. - The missile's top speed is fixed at 50 leptons per frame, about
Speed=20on a weapon's 0 to 100 scale. The [Speed](/keys/speed/#scope-weapontype) ofMultiLauncheris 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/).