sharick said:
@boneys26 - wait a sec... I know what you could try. The effects are separate from units and they are called by unit animation by their tag at a specific time. You could simply substitute nuke explosion effect file with another one. The problem is the real nuke explosion will be affected too.
Make backups. Let me know.
lol ok I'll tell ya what i done and the results i got (but without the SDK i think were time wasting

)
added the unit to the game as normal in the unitinfos.xml i used the ICBM ( only rocket Fraxis gave us

) then where it said
<Class>UNITCLASS_ICBM</Class>
<Type>UNIT_ICBM</Type>
<UniqueNames/>
<Special>SPECIALUNIT_NUKE</Special>
<Capture>NONE</Capture>
i changed to
<Class>UNITCLASS_v2</Class>
<Type>UNIT_v2</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
as normal but down the page it says
iMoves>1</iMoves>
<iAirRange>1</iAirRange>
<iNukeRange>1</iNukeRange>
and i changed it to
iMoves>1</iMoves>
<iAirRange>1</iAirRange>
<iNukeRange>0</iNukeRange> did try -1 but then the rocket just sits there you can't launch it (so if you do this then you got a really big paper weight

)
i aslo changed what resources you need to aluminum and technology to rocketry from uranium
doing all this i tested it the rocket goes to where you want it kills the unit on the tile, theres no mushroom or sound, (there is sound when its going to the target but not when it hits) and the rocket stays there for a few seconds before going away, and even though there was no big mushroom there is still the fall out
But I only tested the xml side as i have no idea about python also
if you find where this is defined
<DefaultUnitAI>UNITAI_ICBM</DefaultUnitAI>
could you let us know, there may be a way to define the v2 as a rocket untill we get the SDK (then some one will do it

)