Well, this is my current code for the unit anyway.
Code: Select all
local unitName = "scout"
local unitDef = {
  
  --Internal settings
    name = "Bolter Scout",
	objectName = "scout.s3o",
	BuildPic = "filename.bmp",
    Category = "TANK SMALL NOTAIR NOTSUB",
    Side = "TANKS",
    TEDClass = "TANK",
    UnitName = "tank",
    script = "tankscript.lua",
    
--Unit limitations and properties
    BuildTime = 100,
    Description = "A small and fast unit.",
    MaxDamage = 800,
    RadarDistance = 0,
    SightDistance = 400,
    SoundCategory = "TANK",
    Upright = 0,
    
--Energy and metal related
    BuildCostEnergy = 100,
    BuildCostMetal = 0,
    
--Pathfinding and related
    Acceleration = 0.50,
    BrakeRate = 0.51,
    FootprintX = 2,
    FootprintZ = 2,
    MaxSlope = 15,
    MaxVelocity = 7.0,
    MaxWaterDepth = 20,
    MovementClass = "Default2x2",
    TurnRate = 900,
    
--Abilities
    Builder = 0,
    CanAttack = 1,
    CanGuard = 1,
    CanMove = 1,
    CanPatrol = 1,
    CanStop = 1,
    LeaveTracks = 0,
    Reclaimable = 0,
--Hitbox
--    collisionVolumeOffsets    =  "0 0 0",
--    collisionVolumeScales     =  "10 10 10",
--    collisionVolumeTest       =  1,
--    collisionVolumeType       =  "10 10 10",
    
--Weapons and related
    BadTargetCategory = "NOTAIR",
    ExplodeAs = "TANKDEATH",
    NoChaseCategory = "AIR",  
 weapons = {
[1]={name  = "scoutbolter",
	onlyTargetCategory = [[LAND]],
	},	
},
}
return lowerkeys({ [unitName] = unitDef })
The weapon loads up another script inside of a weapons folder within the directory, which is: 
Code: Select all
local weaponName="scoutbolter"
local weaponDef={
name="Bullet",
weaponType=[[MissileLauncher]],
Accuracy=2000,
--Physic/flight path
range=1000,
reloadtime=3,
weaponVelocity=500,
startVelocity=500,
weaponAcceleration=50,
flightTime=2.5,
BurnBlow=0,
FixedLauncher=true,
dance=100,--200
wobble=1000,
tolerance=8000,
tracks=false,
Turnrate=0,
collideFriendly=true,
TrajectoryHeight = 2,
----APPEARANCE
model="projectiles/cubebullet.s3o",
smokeTrail=false,
explosionGenerator="custom:redsmoke",
CegTag="smoketrail",
----TARGETING
turret=false,
CylinderTargetting=false,
avoidFeature=false,
avoidFriendly=false,
----BURST
burst                   = 1,--8
burstrate               = 0.1,
--commandfire=true,
----DAMAGE
damage={
default=150,
heavyarmor=150,
},
areaOfEffect=100,
craterMult=0,
--?FIXME***
lineOfSight=true,
--sound
--soundHit=[[kanoba/SabotHitRemake.ogg]],
--soundStart=[[kanoba/RockLit1Remake.ogg]],
}
return lowerkeys ({[weaponName]=weaponDef})
So I don't really know where to add in the code you gave me.