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[Some Ideas] OverrideTypes #793
Description
First check
- The suggestion is NOT related to functionality of Ares, HAres, Kratos or any other YR engine extension.
- The suggested feature / enhancement is NOT implemented in Ares/Phobos yet and the existing possibilites are not viable or good enough to achieve the wanted result.
- I agree to elaborate the details if requested and provide thorough testing if the feature is implemented.
- I added a very descriptive title to this issue.
- I used the GitHub search and read the issue list to find a similar issue and didn't find it.
- I thought out how the feature / enhancement should work and described it in the most detailed and clear way.
Description
Override TechnoTypes with warheads:
INI code
[OverrideTypes]
+=TestOverrideEffect1
[WarheadTypes]
OverrideEffectTypes=TestOverrideEffect1
[TestOverrideEffect1]
**Override.AffectTypes**=**TechnoTypes**
;these specified technotypes have Override Effects
**Override.Parts**=**Body/Weapon/Projectiles/Warheads**
;specified which parts to be overridden.
;Body:find the unit's body code and override the code inside the unit.
;Weapon:find the unit's weapon code and override the code inside the weapon.
;Projectiles:find the unit's weapon code and then continue to find weapon's projectile and override the code inside the projectile.
;Warheads::find the unit's weapon code and then continue to find weapon's warhead and override the code inside the warhead.
**Override.CodeCount**=**Y:integers**
;How many pieces of code are there to override.
**Override.X.CodeY**=**Rule's Code**
;Specify what code to override."X" could be "Body/Weapon/Projectiles/Warheads"
**Override.X.CodeY.New**=**Rule's Code**
;Specify new code."X" could be "Body/Weapon/Projectiles/Warheads"
**Override.X.CodeY.Add**=**Rule's Code**
;Add new code."X" could be "Body/Weapon/Projectiles/Warheads"
**Override.X.CodeY.AddedNew**=**Rule's Code**
;Specify new Added code."X" could be "Body/Weapon/Projectiles/Warheads"
**Override.X.CodeY.Delete**=**Rule's Code**
;Delete code."X" could be "Body/Weapon/Projectiles/Warheads"
**Override.Animation**=**Animations**
;Animation that attached to the units affected by the warhead.
**Override.Delay**=**integers**
;Override Effect will not be applied again untill these frames elapse.
**Override.Duration**=**integers**
;Duration of Override Effect.
**Override.InitialDelay**=**integers**
;Initial Delay of Override Effect.
**Override.DiscardOnEntry**=**Boolean**
;whether or not Override Effect will be Discarded after the unit leave the map.
**Override.PenetratesIronCurtain**=**Boolean**
;whether or not Override Effect Penetrates IronCurtain.
;see examples below:Additional context
[OverrideTypes]
1=OverrideGrizzlyOE
[E1]
Primary=M60XX
[M60XX]
Warhead=SAXX
[SAXX]
OverrideEffectTypes=OverrideGrizzlyOE
[OverrideGrizzlyOE]
Override.Animation=INVISO
Override.Delay=0
Override.Duration=500
Override.InitialDelay=0
Override.DiscardOnEntry=no
Override.PenetratesIronCurtain=yes
Override.AffectTypes=MTNK
Override.Parts=Body,Weapon,Projectiles,Warheads
Override.CodeCount=9
Override.Body.Code1=Strength
Override.Body.Code1.New=750;Original is 300,override into 750
Override.Weapon.Code2=Damage
Override.Weapon.Code2.New=250;Original is 65,override into 250
Override.Projectiles.Code3=SubjectToCliffs
Override.Projectiles.Code3.New=no
Override.Projectiles.Code4=SubjectToElevation
Override.Projectiles.Code4.New=no
Override.Projectiles.Code5=SubjectToWalls
Override.Projectiles.Code5.New=no
Override.Warheads.Code6.Add=Rocker
Override.Warheads.Code6.AddedNew=yes
Override.Warheads.Code7.Delete=Conventional
Override.Body.Code8=Image
Override.Body.Code8.New=APOC
Override.Projectiles.Code9.Add=Inaccurate
Override.Projectiles.Code9.AddedNew=yes
Override.Animation=INVISO
Override.Delay=0
Override.Duration=500
Override.InitialDelay=0
Override.DiscardOnEntry=no
Override.PenetratesIronCurtain=yes
;E1's warhead will override Grizzly battle tank's code.