This was the hardest mod ive ever made, also with the most coding. UPDATE: not anymore, the "00Messiah00" mod is now the mod with most coding. The Nukem Mortar MKII Higher damage Big blast radius Smaller mag Consumes 3 ammo per shot Still very heavy unlike the first mortar, this mortar is for long to extra long range use, and should never be used in medium or short range, or else you'll die. Even harder to aim with. This mortar does not fire "small nukes". Again, you do not aim this weapon like a rocket launcher. NEVER USE INDOORS! Upgrades Nukem ####################################################################### set GD_Weap_Launchers.Projectiles.Projectile_Rocket_Torgue_Nukem:BehaviorProviderDefinition_0.Behavior_Explode_6 DamageRadiusFormula (BaseValueConstant=5000.000000) set GD_Explosions.explosive.Explosion_Nukem ExplosionScale ((ExplosionPSTemplate=ParticleSystem'FX_WEP_Launchers.Particles.Part_RL_Nuke',MinRadius=0,MaxRadius=192,MinParticleScale=0.000000,MaxParticleScale=0.750000,ExplosionAkEvent=AkEvent'Ake_Exp_Elemental.Exp_Explosive.Ak_Play_Exp_Elemental_Explosive_SM',CameraAnim=CameraAnim'Anim_CameraAnimations.Explosions.Canim_Explosion_Minor',MinCameraEffectDistance=0.000000,MaxCameraEffectDistance=180.000000,FFWaveform=ForceFeedbackWaveform'GD_Explosions.explosive.Explosion_Nukem:ForceFeedbackWaveform_3',ImpactEffect=WillowExplosionImpactDefinition'GD_Impacts.ExplosiveImpacts.ExplosiveImpactNormal128',bDamageOverPeriodOfTime=False,MaxDamageDuration=0.000000,DamageInterval=0.000000,bDamageEachTargetOnlyOnce=False,bExpandRadiusOverTime=False),(ExplosionPSTemplate=ParticleSystem'FX_WEP_Launchers.Particles.Part_RL_Nuke',MinRadius=193,MaxRadius=384,MinParticleScale=0.400000,MaxParticleScale=0.800000,ExplosionAkEvent=AkEvent'Ake_Exp_Elemental.Exp_Explosive.Ak_Play_Exp_Elemental_Explosive_MED',CameraAnim=CameraAnim'Anim_CameraAnimations.Explosions.Canim_Explosion_Medium',MinCameraEffectDistance=150.000000,MaxCameraEffectDistance=650.000000,FFWaveform=ForceFeedbackWaveform'GD_Explosions.explosive.Explosion_Nukem:ForceFeedbackWaveform_4',ImpactEffect=WillowExplosionImpactDefinition'GD_Impacts.ExplosiveImpacts.ExplosiveImpactNormal256',bDamageOverPeriodOfTime=False,MaxDamageDuration=0.000000,DamageInterval=0.000000,bDamageEachTargetOnlyOnce=False,bExpandRadiusOverTime=False),(ExplosionPSTemplate=ParticleSystem'FX_WEP_Launchers.Particles.Part_RL_Nuke',MinRadius=385,MaxRadius=15000,MinParticleScale=0.500000,MaxParticleScale=15.000000,ExplosionAkEvent=AkEvent'Ake_Exp_Elemental.Exp_Explosive.Ak_Play_Exp_Elemental_Explosive_LG',CameraAnim=CameraAnim'Anim_CameraAnimations.Explosions.Canim_Explosion_Large',MinCameraEffectDistance=300.000000,MaxCameraEffectDistance=1200.000000,FFWaveform=ForceFeedbackWaveform'GD_Explosions.explosive.Explosion_Nukem:ForceFeedbackWaveform_0',ImpactEffect=WillowExplosionImpactDefinition'GD_Impacts.ExplosiveImpacts.ExplosiveImpactNormal512',bDamageOverPeriodOfTime=False,MaxDamageDuration=0.000000,DamageInterval=0.000000,bDamageEachTargetOnlyOnce=False,bExpandRadiusOverTime=False)) set GD_Weap_Launchers.Barrel.L_Barrel_Torgue_Nukem WeaponAttributeEffects ((AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponDamage',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=6.400000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=10.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponProjectileSpeedMultiplier',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=1.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponPerShotAccuracyImpulse',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=100.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponReloadSpeed',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=-1.000000,BaseValueAttribute=AttributeDefinition'D_Attributes.WeaponManufacturer.Weapon_Is_Torgue',InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponShotCost',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=2.000000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.Weapon.WeaponEnquipTime',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=10.400000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=10.000000)))))) set GD_Weap_Launchers.Barrel.L_Barrel_Torgue_Nukem ExternalAttributeEffects ((AttributeToModify=ResourcePoolAttributeDefinition'D_Attributes.AmmoResource_Rocket_Launcher.Ammo_Rocket_Launcher_RegenerationRate',ModifierType=MT_PreAdd,BaseModifierValue=(BaseValueConstant=0.230555,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000)),(AttributeToModify=AttributeDefinition'D_Attributes.GameplayAttributes.FootSpeed',ModifierType=MT_Scale,BaseModifierValue=(BaseValueConstant=-100.400000,BaseValueAttribute=None,InitializationDefinition=None,BaseValueScaleConstant=1.000000))) set GD_Weap_Launchers.FiringModes.FM_Rocket_Torgue_Nukem FiringPatternLines ((StartPoint=(Pitch=15369,Yaw=0,Roll=0),EndPoint=(Pitch=0,Yaw=0,Roll=0),bUseStartPointOnly=True,CustomWaveMotion=(bUseCustomWaveMotion=False,WaveFreq=(X=0.000000,Y=0.000000,Z=0.000000),WaveAmp=(X=0.000000,Y=0.000000,Z=0.000000),WavePhase=(X=0.000000,Y=0.000000,Z=0.000000)))) set GD_Weap_Launchers.Name.Title_Torgue.Title_Legendary_Nukem PartName Nukem Mortar MKII set GD_Weap_Launchers.Name.Title_Torgue.Title_Legendary_Nukem:AttributePresentationDefinition_8 NoConstraintText <font color="#FFFFFF">The Nukem Mortar MKII, The Mark 2 Of The Original Atomic Mortar, Longer Range, Higher Velocity, Less Shots, Bigger Explosive Power And Damage.<br>. Fires Small Nuclear Warheads<br>. High Damage.<br>. Ammo Regenerates Slowly.<br>. This Mortar Is Still Very, Very Heavy.<br>. Consumes 3 Ammo Per Shot.<br><br>Made by Tsunami. set GD_Weap_Launchers.Barrel.L_Barrel_Torgue_Nukem AttributeSlotUpgrades ((SlotName="WeaponMagSize",GradeIncrease=-5,bActivateSlot=True))