If you're interested, here's how I did it:
weapons.dat:
- Changed Fusion Cutter's range to 10. (This step in unnecessary.)
- Set its behavior to "Flies to Target".
flingy.dat:
- Copied Lockdown's/Longbolt's/Hellfire's top speed, acceleration, and halt distance.
- Changed Move Control to "Partially Mobile, Weapon".
images.dat:
- Changed GRP File to 424, "neutral\OreChunk.grp".
iscript.bin:
- Edited Fusion Cutter's script to this, following Longbolt's:
CODE
.headerstart
IsId 237
Type 2
Init FusionCutterInit
Death FusionCutterDeath
GndAttkInit FusionCutterGndAttkInit
AirAttkInit [NONE]
.headerend
# ----------------------------------------------------------------------------- #
FusionCutterInit:
wait 1
sigorder 1
wait 1
FusionCutterGndAttkInit:
sprol0f 505 0 0 # This is an extra little effect, not necessary
wait 3
goto FusionCutterGndAttkInit
FusionCutterDeath:
playsnd 9 # Misc\ExploSm.wav
imgol08 332 0 0 # TerranBuildingExplosionsmall (thingy\tBangS.grp)
domissiledmg
wait 1
end
So basically I just followed Longbolt as a model but kept to Fusion Cutter.
If you're that afraid of iscript and don't mind weird sounds and messing up the Missile Turret's attack, you can just change the SCV's attack to Longbolt Missile and change the Longbolt's GRP file to 424.