CommandSet AmericaStrategyCenterCommandSet 
1 = Command_InitiateBattlePlanBombardment 
2 = Command_InitiateBattlePlanSearchAndDestroy 
3 = Command_InitiateBattlePlanHoldTheLine 
4 = Command_OmegaBlast 
6 = Command_UpgradeSeaRepair 
7 = Command_UpgradeSeaArmour 
8 = Command_UpgradeAmericaCompositeArmor 
9 = Command_UpgradeAmericaAdvancedTraining 
10 = Command_UpgradeAmericaDroneArmor 
11 = Command_StrategyCenter_Stop 
12 = Command_Sell 
End 
CommandSet SCIENCE_AMERICA_CommandSetRank3 
1 = Command_PurchaseSciencePathfinder 
2 = Command_PurchaseScienceOmegaBlast 
4 = Command_PurchaseScienceParadrop1 
5 = Command_PurchaseScienceParadrop2 
6 = Command_PurchaseScienceParadrop3 
7 = Command_PurchaseScienceA10ThunderboltMissileStrike1 
8 = Command_PurchaseScienceA10ThunderboltMissileStrike2 
9 = Command_PurchaseScienceA10ThunderboltMissileStrike3 
10 = Command_PurchaseScienceEmergencyRepair1 
11 = Command_PurchaseScienceEmergencyRepair2 
12 = Command_PurchaseScienceEmergencyRepair3 
END 
File CommandButton.ini : 
CommandButton Command_OmegaBlast 
Command = SPECIAL_POWER 
SpecialPower = SuperweaponOmegaBlast 
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND 
TextLabel = CONTROLBAR:TempDescription 
ButtonImage = SSEMP 
ButtonBorderType = ACTION 
DescriptLabel = CONTROLBAR:TempDescription 
RadiusCursorType = EMPPULSE 
InvalidCursorName = GenericInvalid 
End 
CommandButton Command_PurchaseScienceOmegaBlast 
Command = PURCHASE_SCIENCE 
Science = SCIENCE_OmegaBlast 
ButtonImage = SSEMP 
ButtonBorderType = UPGRADE 
End 
File FactionBuilding.ini :
Add this to the Strategy Center, at end of "ModuleTag_12" :
Behavior = OCLSpecialPower ModuleTag_50 
SpecialPowerTemplate = SuperweaponOmegaBlast 
OCL = SUPERWEAPON_OmegaBlast 
CreateLocation = CREATE_AT_LOCATION
 
End 
File FactionUnit.ini :
Add this at the end :
;------------------------------------------------------------------------------ 
Object OmegaBlast 
; *** ART Parameters *** 
Draw = W3DModelDraw ModuleTag_01 
OkToChangeModelColor = Yes 
DefaultConditionState 
Model = EXAMine_A 
End 
End 
; ***DESIGN parameters *** 
DisplayName = OBJECT:EMPPulseBomb 
Side = America 
EditorSorting = SYSTEM 
TransportSlotCount = 1 
VisionRange = 0 
ArmorSet 
Conditions = None 
Armor = ProjectileArmor 
DamageFX = None 
End 
; *** AUDIO Parameters *** 
; *** ENGINEERING Parameters *** 
KindOf = IMMOBILE 
Body = ActiveBody ModuleTag_02 
MaxHealth = 100.0 
InitialHealth = 100.0 
End 
; alas, this DOES need ai... 
Behavior = AIUpdateInterface ModuleTag_03 
End 
Locomotor = SET_NORMAL None 
Behavior = PhysicsBehavior ModuleTag_04 
Mass = 75.0 
AerodynamicFriction = 1 ; 
ForwardFriction = 33 ; 
CenterOfMassOffset = 2 ; 
End 
Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 
DeathWeapon = OmegaBlast 
StartsActive = Yes 
End 
Behavior = HeightDieUpdate ModuleTag_06 
TargetHeight = 15.0 
TargetHeightIncludesStructures = No 
End 
Behavior = CreateObjectDie ModuleTag_07 
CreationList = OCL_OmegaBlastSpheroid 
End 
Behavior = FXListDie ModuleTag_08 
DeathFX = WeaponFX_EMPPulseImpact 
OrientToObject = No 
End 
Behavior = DestroyDie ModuleTag_09 
;nothing 
End 
Geometry = SPHERE ;Collision geometry 
GeometryMajorRadius = 1.0 ;Collision major radius 
GeometryMinorRadius = 1.0 ;Collision minor radius 
GeometryHeight = 1.0 ;Height for geometry 
GeometryIsSmall = Yes ;Is small geometry 
End 
File ObjectCreationList.ini :
Add this:
ObjectCreationList SUPERWEAPON_OmegaBlast 
CreateObject 
ObjectNames = OmegaBlast 
Disposition = RANDOM_FORCE
 
Count = 1 
MinLifetime = 3000 
MaxLifetime = 3000 
End 
End 
File Science.ini : 
Add this:
Science SCIENCE_OmegaBlast 
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank3 
SciencePurchasePointCost = 1 
IsGrantable = Yes 
DisplayName = SCIENCE:Tempname 
Description = CONTROLBAR:TempDescription 
End 
File SpecialPower.ini :
; --------------------------------------------------------------- 
SpecialPower SuperweaponOmegaBlast 
Enum = SPECIAL_TERROR_CELL 
ReloadTime = 320000 ; in milliseconds 
RequiredScience = SCIENCE_OmegaBlast 
PublicTimer = No 
SharedSyncedTimer = Yes 
RadiusCursorRadius = 200 
End 
File System.ini :
;---------------------------------------------------------------- 
Object OmegaBlastSpheroid 
KindOf = NO_COLLIDE 
EditorSorting = SYSTEM 
Draw = W3DModelDraw ModuleTag_01 
ConditionState = None 
Model = EXEMPSphere 
Animation = EXEMPSphere.EXEMPSphere 
End 
End 
Behavior = EMPUpdate ModuleTag_02 
DisabledDuration = 30000 
Lifetime = 3000 
StartFadeTime = 300
 
StartScale = 0.01 
TargetScaleMin = 6.00
 
TargetScaleMax = 7.00 
; SpinRateMax = 0.05; NIX'D by MLorenzen, nov 11 
StartColor = R:255 G:100 B:100 
EndColor = R:0 G:0 B:0 
DisableFXParticleSystem = EMPSparks 
End 
Geometry = SPHERE 
GeometryMajorRadius = 30.0 
GeometryIsSmall = No 
End 
File Weapon.ini :
;---------------------------------------------------------------- 
Weapon OmegaBlast 
PrimaryDamage = 1.0 
PrimaryDamageRadius = 150.0 
AttackRange = 150.0 
DamageType = KILL_PILOT 
DeathType = NORMAL 
WeaponSpeed = 99999.0 
FireFX = NONE 
FireSound = RebelWeapon 
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS 
ProjectileObject = NONE 
DelayBetweenShots = 0 
ClipSize = 1 
ClipReloadTime = 0 
AutoReloadsClip = No 
End 
If you get a 'red X' cursor check your code again.
The game only requires the name of the module to be unique for that object. The numeration 
is just a way to help the coders know 'what to put where'.