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extend the emp logic
Renegade edited this page Dec 4, 2011
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This specification was automatically generated from a feature request imported into Ares's LaunchPad bugtracker. If you are interested in fleshing out this feature, please update this page.
Some features for an extended logic. Write down some more!
The EMP logic should support TypeImmune=. If a unit has a weapon that has an EMEffect=yes warhead, type immunity should not affect it. (Tiberian Sun way.)
- AND/OR - There should be a [TechnoType] tag ImmuneToEMP=yes/no (default: no) that controls whether a unit can be EMP'd. (This would be more flexible.)
Stacking should not be the default. Duration should not stack, if this is not wanted. This has already been proposed as Duration.Cap.
A way to remove the EMEffect would be nice. Decreasing the time could be realised by negative durations. An additional Cap=0 would remove it completely.
Buildings should show a sign of the EMP effect like the EMPulseSparkles or display dimmed.
- This needs to be filled by a supporter/drafter of this specification.
- This needs to be filled by a supporter/drafter of this specification.
- Original request by AlexB/alexander-b
- Imported request at LaunchPad
- Blueprint meta-data at LaunchPad