Joined: 10 Dec 2012 Location: I'm too busy conquering the world!
Posted: Tue Jul 02, 2013 1:58 am Post subject:
Charge Logic + Charge Pipscale
I would like to propose these logic to be imply into Ares as a feature. I'm aware that charge logic is only available to FS and was never implied into RA2/YR engine. However, as this should be a feature of Ares and I do highly recommend it. I'm sure that most of modders would be interest to have these logic implied into the game.
It should be similar to the FS, but something that the modders can add to the UNIT tag such as this.
Code:
Charge.Min=0
Charge.Max=200
Charge.NormalRate=1 ;Controls how fast the charging takes.
Charge.DamageRate=0.5 ;Delay charging process when heavily damaged. It can suggest a new tactic method. Though it is a suggestion.
Charge.Deploy=yes ;When the charge is full, player may deploy it to activate cursor for chrono, EMP, or blast.
But this is not only for chrono, it can be used along with like EMP, explosion, or such as timer self-destructive. Just throwing in ideas that can be use as well too. Thus opening up more choices for the modders to choose.
Though, this might be a bit too basic, I don't know what you guys think about this. However, I'm uncertain about some of it. Such as a charge pipscale should be imply as a feature as well along with charge logic? _________________ Mod Leader and founder of World Domination
Charge, InitialCharge, and Pipscale=Charge were one of the things I did back in 2010 or 2011 already (so not included in the TS branch). It can be used for the Mobile EMP, as well as for other deploying units. Charge rate is always 1, though. _________________ QUICK_EDIT
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