The MissileObject.INI included is for reference Only. It is not used in SF2 Series of Titles. The "Ordnance Shop" was developed before the knowledge of how Effects would be handled by the new Series. I plan to Up-date the "Ordnance Shop" to include atleast the Weapon's Effect Classes. Use the old MissileObject.INI to include the Weapon's Effect Class to each Weapon's Data.INI. I'll use a Mk40 Hydra Mk67Mod1 2.75 FFAR as an Example. Between the dotted Lines is how a Weapon's Data.INI should look with the Effect Class added. Each "Custom" Effect is added this way. That's why the old MissileObject.INI plays an important part as a Reference.
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[WeaponData001]
TypeName=Mk40_Hydra_Mk67mod1
FullName=2.75" Mk 40 Rocket (Red Smoke) w/Mk67 MOD 1
ModelName=Mk40_Hydra_lores
Mass=10.660000
Diameter=0.070000
Length=1.440000
SubsonicDragCoeff=0.120000
SupersonicDragCoeff=0.222000
AttachmentType=
SpecificStationCode=
NationName=
StartYear=0
EndYear=0
Availability=0
BaseQuantity=0
Exported=FALSE
ExportStartYear=0
ExportEndYear=0
ExportAvailability=0
WeaponDataType=1
RailLaunched=FALSE
RocketPod=TRUE
Retarded=FALSE
FinStabilized=TRUE
SpinStabilized=TRUE
HasGrowl=FALSE
EffectClassName=WPRedRocketEffect <<<<< Important
ReleaseDelay=0.000000
WarheadType=0
Explosives=0.000000
FusingDistance=0.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=0
Accuracy=70
MaxTurnRate=0.000000
MaxLaunchG=2.500000
LockonChance=0
LaunchReliability=70
ArmingTime=2.000000
SeekerFOV=0.000000
SeekerGimbleLimit=0.000000
SeekerTrackRate=0.000000
SeekerRange=0.000000
CLmax=14.000000
MinFreq=0.000000
MaxFreq=0.000000
MinLaunchRange=0.000000
MaxLaunchRange=0.000000
Duration=60.000000
CounterCountermeasure=20.000000
NoiseRejection=20.000000
CapabilityFlags=0x00000000
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
BoosterStart=0.000000
BoosterDuration=1.700000
BoosterAccel=122.449997
BoosterEffectName=RocketFireEffect
BoosterSoundName=Rocket
BoosterNodeName=
BoosterPosition=0.000000,-0.730000,0.000000
SustainerDuration=0.000000
SustainerAccel=0.000000
SustainerEffectName=
SustainerSoundName=
SustainerPosition=0.000000,-0.730000,0.000000
InFlightEffectName=RocketInFlightEffect
InFlightSoundName=
ReleaseAnimationID=1
ReleaseAnimationTime=0.500000
ReleaseAnimationDelay=0.000000
EODisplayFlags=0
CEP=0.000000
[WpRedRocketEffect] <<<<<<< Seen it before, Huh?
GroundHitEffectName=RedWilliePeteGroundExplosion
GroundHitSoundName=SmallExplosion.wav
WaterHitEffectName=MediumRocketWaterHitEffect
WaterHitSoundName=
ObjectHitEffectName=RedWilliePeteGroundExplosion
ObjectHitSoundName=SmallExplosion.wav
ArmorHitEffectName=RedWilliePeteGroundExplosion
ArmorHitSoundName=SmallExplosion.wav
CraterModelName=
CraterType=1
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The above, between the dotted Lines, is how each Weapon's Data.ini should look like if You are adding a "Custom" Effect to a Weapon. If the Effect is a "Default" Effect already being used in Game, The Effect Class is not nessary.
Be sure You have the "Custom" Effect in Your "Effects" Folder with all .INI's and .Tga's with it.
If using a "Custom Sound", be sure You've added the .Wav File to Your "Sounds" Folder and Edit Your SoundsList.INI to reflect Your "Custom Sound" and place it in Your "Flight" Folder for the Sound to work.
GUNs and their Data.INI's are handled in the same fashion. (The same Way)
**** THIS FORMAT IS FOR SF2 ONLY ********
331KillerBee