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EM Pulse Cannon Super Weapon
Bringing back the EMPulse Cannon SW known from Tiberian Sun.
- The EMPulse should at least support everything TS supported.
- In TS, the Type=EMPulse was tied to the EMPulseCannon=yes tag on buildings.
Type=EMPulse implements the super weapon known from Tiberian Sun, with several extensions. The SW requires buildings with EMPulseCannon=yes or a list of custom building types, and sets them to fire at the selected target.
Please note that EMPulseCannon=yes buildings do not actually fire. The building just turns, plays an animation and creates a bullet moving in the target's direction. This means that several firing effects will not work.
The AI cannot make use of this SW yet, because it wouldn't respect ranges.
[SuperWeapon]EMPulse.Cannons= (list of BuildingType, defaults to none): The building types considered to check the range and to fire. If the list is empty, all buildings with EMPulseCannon=yes are considered. The buildings need a primary weapon.
[SuperWeapon]EMPulse.TargetSelf= (boolean, defaults to no): Whether each cannon to fire should fire its Primary weapon at itself. The cannon does not actually fire; the weapon just detonates on the cannon building immediately, similar to the death weapon. To actually damage itself, the building needs DamageSelf=yes.
[SuperWeapon]EMPulse.Linked= (boolean, defaults to no): Whether only one cannon needs to have the target in weapon's range. All other cannons will then considered regardless of range. Requires SW.MaxCount != 1. The difference to just making the cannon itself a designator is that the cannon can be made to not provide fire clearance on their own.
[SuperWeapon]EMPulse.PulseBall= (Animation, defaults to PULSBALL): The animation played at the FLH before the EMP Cannon fires. Use to disable the pulse ball. This does not disable the delay.
[SuperWeapon]EMPulse.PulseDelay= (integer, defaults to 32): The delay after the cannon rotated towards the target before firing.
SW.AITargeting=None
SW.MaxCount=1
SW.RangeMinimum=0.0
SW.RangeMaximum=-1.0
SW.Cursor=(Attack)
SW.NoCursor=(NoAttack)