I asked for a similar feature before, but after some thought I think one bit of it might actually be useful, so how about this:
Split the usual UIName= into 2 separate tooltips, one for the sidebar and one for the battlefield tooltips
Code:
UIName.Sidebar=(csf key)
UIName.World=(csf key)
both default to UIName, the tags allow to override contents of the text box for sidebar and battlefield tooltips respectively. This way you can put additional info about a unit or a structure into the game, while keeping the unit names displayed on the battlefield (when you hover over them with a mouse) as short as needed.
The other feature, this time more useful and more practical, would be displaying the owner's name in the battlefield tooltip of an object, like it is in Generals and later C&C games. Since the game can add cost into the tooltip box for sidebar tooltips, perhaps there's a way to make it add player's name into tooltips displayed on the battlefield. Some thoughts of how it can work:
- Displaying owner's name in battlefield tooltips can be enabled or disabled with a respective [General] tag, smth like TooltipsShowOwner=t/f (defaults to false).
- Owner's name is only shown for objects owned by actual players, such as human players and skirmish AIs. Non-playable neutral sides are ignored.
- If the unit is disguised as other player's unit, display that player's name instead. If possible, show the real owner for the real owner, his allies and spectator. So if Player1 has disguised his Spy as Player2's Conscript, Player2, his allies and neutrals will see the following tooltip:
Code:
Player2
Conscript
while Player1, his allies and Observers will see this:
Code:
Player1
Conscript
- Additionally, if it's possible to make tooltip text boxes display text of different colors, owner's name should be displayed in his remap color.
Displaying owner's names will make observers' life much easier, and will circumvent the issue with different housecolors looking too similar on some units (whether because of choice of housecolors by mod's creator or because of units' remap areas using different shades of remap color, which makes units of the same player have slightly different remap color). QUICK_EDIT
1) A variant of the VehicleMakeUpKit that lets it disguise as other vehicles (by referencing their Image= probably)
2) While disguised via 1), the disguised vehicle also uses the Speed of this vehicle and references if it hovers (essentially replacing its movement type with the movement type of the vehicle it disguises as - for extra hilarity (and easier coding) it could even use this to gain movement types it does not normally have (like Amphibic or Jumpjet)
Alternately one could make it reference the type of the current target (e.g. having a Vehicle type vehicle and trying to disguise as Aircraft) and only adopt the disguise if the type is identical.
Or alternately only checking the Side and defaulting to a certain vehicle of the Side (e.g. the Spy Hovercraft being coded disguise=(unit1, unit2, unit3) - for Side 1, Side 2, and Side 3
It would require same careful coding on the end user's part to make sure all Sides are accounted for (superflous additional Sides are probably ignored, and if no side is found, it could default to the standard disguise (which in this case would be the Spy units own Image= )
3) I wanted the Spy to be able to Swim - which in turn would need a function to reference the Spy's own frames (where I would add the SEAL's swimming frames, probably the bomb planting flame for the Spy's MakeUpKit weapon (to make it look like he is taking a photograph) when the Infantry he disguises as has no Swim animation.
4) AbsorbUnit and AbsorbInfantry (from Yuri's BioReactor) currently are only referenced to make the Reactor generate extra power - but it would probably also make a good base for other functions e.g. creating a Prison Camp and have each Infantry in it generate a set amount of money (like with the extrapower=100)
Another related function would be CanLeave=yes/no
if no, the absorbed units cannot get out and also are not unloaded when the building or unit that absorbed them is destroyed (instead they die at that time, probably using the same logic as for transports when destroyed on water)
Then there is of course combining this with the Chrono Prison, e.g. giving the tank different stats (e.g. increase in range, decrease in speed) depending on the amount of units it has absorbed.
5) AoE2 Style Gradual Conversion i.e. a sufficient amount of exposure results in Permanent Mind Control (switch sides, can be mind controlled again by a third party) - this would probably work best using the Temporal weapon logic.
One could of course also go for different variations here, e.g. using a percentage of the strength or a fixed amount (like the Spy Thief logic in Ares)
Or going even further, a Priest could attempt several conversions at once, using the Mental Link logic from mind control units.
(and then there is of course mind control and hacking i.e. using a copy of mind control and renaming it so you can have Yuris and Hackers in the same mod)
BTW, what happens if a mind controller gets mind controlled by a third party (or even the original second party) - do the mind controlled units switch to the new party, too?
6) A way for the Gatling Logic to reference Strength i.e. the unit getting stronger (or weaker) the more damage it takes.
Or even a completely separated variant of it e.g. a unit moving faster (or slower) depending on its remaining Strength
7) Extra veteran level abilities like Sapper, VehicleThief, ImmuneToPsionics, Infiltrate etc.
I want to build a Gangster Infantry that gains VehicleThief at Veteran Level and Thief at Elite Veteran Level (aside from that it is a dirt cheap T1 unit and also does not get significantly stronger with Veteran Levels)
8 ) A function (probably based on the Rubble Logic for CivBuildings) that leaves Ore Behind (Percentage of Cost is determined in the master function, like Repair Speed) when destroyed - this of course can also be applied to Units - and does automatically override Rubble if both are =yes) ideally with a master switch like Fog of War
9) Prerequisites for Deployment (e.g. a unit can only deploy into building B if you have building A)
Essetially,
DeployPerequisite=(same default as Prerequisite) and
EliteDeploy=
(overrides normal deploy (if it has any) with the EliteDeploy (kind of like an OmniCrusher (do they get Veteran Levels for that?) only gains a ranged weapon once it reaches EliteVeteran) like with EliteWeapons
10) How does the coding for superweapons (or more precisely which of them are disabled via toggle before the mission) work? My mod has a suitcase nuke infantry and I want to only enable it when superweapons are enabled
11) Could the EVA announcement system (3 different EVA voiceclips for each Tech Building, chosen based on Side) logic also be used to give the same unit 3 different voice clips depending on Side (e.g. the engineer)
Or conversely, could the Paratrooper and Crew selection system be used to pick the side-specific engineer when the ConYard is destroyed - same with the borked up Dog logic QUICK_EDIT
BigInfantry sounds like it could lead to great SHP-based units.
Why don't we go one better by adding a flag to change the healthbar / selectionbracket, allowing said BigInfantry to also have the vehicle-size healthbar? QUICK_EDIT
Make Genetic Converter SW respect the veterancy of converted infantries, so that the one you get after conversion keeps its original veterancy instead of always produce rookies (havent infiltrated other's barracks) or veterans (have infiltrated other's barracks) QUICK_EDIT
The effects of the Genetic Converter SW is done by the MakeInfantry logic on the anim used by the warhead attached to the SW. So it would instead be better to add such a tag on the anim with MakeInfantryVeterancy= etc
However the MakeInfantry logic doesn't actually "convert" the infantry, but instead kills it & then spawns a new one in its place. So it might not be possible to the link the two together & carry the veterancy over. _________________
cxtian39, silverwind, I sent him PM. Now we need to wait for response.
Anyway, I think tag like RandomDirections=no should be also needed for infantry types, as many infantry types like infantry terror drone, or infantry in bikes, quads should not behave like regular infantry, thus do not need to randomly change directions all time when do nothing. Or Yuri in hover device or any todays custom infantry riding some devices or bikes or whatever. It looks ugly randomly to constantly change directions jut like any regular infantry. They should stay in one place just like vehicles. _________________
Perhaps it could be handled the way mouse cursors are currently handled, with a separate [SelectionBrackets] section for defining them, and a pointer in TechnoTypes' sections for overriding the default ones with those from the former section. QUICK_EDIT
Allow AI to automatically scan for and recruit units that have the same GroupAs= tag, this will be really useful especially with the new unit conversion tag.
Units that get promoted via conversion get stuck unless you make a script to join another team if they exist which is super painful. _________________
ayylmao on Discord QUICK_EDIT
Some thoughts about Chaos-like weapons to screw up enemy formations:
1. Generals ZH has a special weapon effect that makes the affected units uncontrollable, as if their connection with the HQ was lost. While very similar to EMP, the effect still allows units to act on their own, such as fire back and continue movement if they were moving. I guess the control disruption effect could be borrowed from chaos logic code-wise.
Code:
[Warhead]DisruptControl.Duration=int
When the control is disabled, units can't be controlled just the way they can't be controlled when under Chaos effect. If the unit was following the waypoint route, cancel the route.
2. There's also an idea for a potentially interesting feature: a warhead effect that allows to change unit's "mood" for a set amount of frames (set the victim to Hunt, Sleep, etc), which, if combined with the previous suggestion, allows to emulate chaos-like effects, where units keep doing their own thing that isn't necessarily attacking their allies. After the effect expires, the unit's mood is reset to its previous state.
3. Special effects like these would benefit from custom tint effects, if these won't be limited to LaserTargetColor, IronCurtainColor, BerserkColor and ForceShieldColor anymore. Something like:
Each hit with such warhead adds a tint effect to the unit, for a set amount of frames. There's a problem with multiple tint change effects potentially being applied at the same time however, but it's up to modders to restrict these coloring weapons so it doesn't happen. QUICK_EDIT
Damfoos, I like this one
[Warhead]
ColorEffect=R,G,B
ColorEffect.Duration=int
That would definitively would be needed for many purposes _________________
Some sort of Research logic,? Like the clearance levels used by the Allies in Red Alert 3. Essentially this would be an upgrade which automatically places itself onto a building once complete. _________________ Please ignore anything I say on tuesdays. That is my friend Phil, and he's completely addicted to bananas and Hammer tank. You have been warned. QUICK_EDIT
Some sort of Research logic,? Like the clearance levels used by the Allies in Red Alert 3. Essentially this would be an upgrade which automatically places itself onto a building once complete.
That doesn’t sound like it’s placed on a building. In RA3, purchased clearance won’t be lost when the construction yard undeploys to MCV and deploys again. So the MCV also needs to carry the information of purchased clearance. QUICK_EDIT
Good point actually, using it like the normal upgrade would be unreliable and ineffective. Something like an auto-place function for structures could have a lot of applications, if it's possible.
In fact, it seems like it probably would already be possible, I just haven't seen a way yet. _________________ Please ignore anything I say on tuesdays. That is my friend Phil, and he's completely addicted to bananas and Hammer tank. You have been warned. QUICK_EDIT
You can already use a UnitDelivery superweapon to make automatically placed tech upgrades.
Its activation in the UI is a bit different though, with the RA3 system you would start the research by clicking on it & then it would be automatically applied when finished. Using the UnitDelivery SW it will instead be automatically researched & then you click on it once it's finished to apply the upgrade. Both only require the player to click on a cameo once, just at different times to get the same outcome. _________________
Is it possible to have a XXXXWO.shp function for buildings/shp turrets it would come in handy if these buildings/Turrets had a reload mechanism or visible large missiles.
Example
[technoType]
Aux0.Shp=XXXXWO.shp
Aux1.Shp=XXXXWO1.shp
Aux2.Shp=XXXXWO2.shp
Aux.Recover=Incremental/Onestep (if set to incremental the building for example building will move from the last Aux to first Aux by passing through each single Aux set, If set to one setp it will ignore the every Aux and will head straight through the first - Last to First)
Aux.Step=Incremental/Onestep (Vice versa to previous logic) QUICK_EDIT
Wasn't sure where it'd be best to post this, but I think here it's best.
Can we get a "stretch" button/toggle under Resolution?
I find myself peeved when I run RA2 in 1152x864 (it's the max I'm comfortable with) on my 1920x1080 & 1500x1000 monitors and have to deal with the black bars on both sides.
Display Changer is a handy little thing that changes the resolution on the fly, and if specified will keep the custom/supported resolution as long as the program of your choosing is running and reverts to the one you last set via display/resolution options in the control panel.
It has the option of enforcing the resolution you set (didn't work for me, tho), and the option to stretch the custom resolution to fill the actual monitor, thereby eliminating the black bars.
And for the question: "why lower the resolution?"
FA2 performs rather terribly when too high above 720p/576p
Here's the link, and here's what I have in my BAT:
The end result is a 1152x864 display output stretched to... well, apparently it's still 1152x864, judging by the screenshot, but it's stretched to the brim of the 1920x1080 / 3kx2k (w/ 200% zoom) monitor.
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Last edited by TAK02 on Fri Aug 16, 2019 6:37 pm; edited 1 time in total QUICK_EDIT
Edit by Mig Eater: I resized the images to a more manageable size.
EDIT by TAK02: 1) Thanks, mig!
2) This is NOT for FA2. FA2 here was used only as a demonstration for pictures so you guys know what I meant when I say "stretch to fit the monitor regardless of resolution".
This has nothing to do with FA2, only TS, FS, RA2, YR (Ares in- or excluded) and potentially the other C&C games of old.
When it comes to FA2, I already have DisplayChanger.
My request is the "force" and "stretch" feature from DisplayChanger for Ares, so there are no black bars on the side.
I'm not sure if DisplayChanger can actually do the job and I missed something, but I tried and failed.
Maybe you'll have luck than I did.
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_________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Here is one thing I never really noticed with TibSun/RA2:YR compared to C&C1/RA1 untill I messed about with OpenRA infantry the other day.
In C&C1/RA1 "non" turreted vehicles turn ASAP to face their target even if they have not reloaded their weapon while TibSun/RA2:YR only does it once they have reloaded their weapon and are ready to fire their weapon. (Like Mirage Tank or V3's or Tank Destroyers as an example.)
This makes vehicles without turrets less responsive in combat in TibSun/RA2:YR compared to C&C1/RA1 when they face a direction that their target is not in because they only turn once they reloaded their weapon imposing a delay between fully reloading and shooting.
During that short delay something mabe has the time to kill said non turreted vehicle or or something other very important is happening.
It would be nice to get a new optional flag (default to not turn ASAP) or get this fully fixed so that non turreted vehicles turn ASAP to face their target (I do not want this on infantry, that is how OpenRA does infantry).
It would improve the responsiveness of all turretless vehicles, having turned before they reloaded their weapon is always a plus in a combat situation.
It works correctly for stuff with turrets just like it did in C&C1/RA1.
Now I know why I always tought turretless vehicles like Mirage Tank & V3 & Tank Destroyers acted like shit in RA2:YR (beside being turretless), just never tought about it for all these years I have played/modded TibSun/RA2.
I wonder if WW changed the behavior between C&C1/RA1 and TibSun/RA2 intentionally, I do not really see a reason for it to be changed, probably not. QUICK_EDIT
Can we get a "stretch" button/toggle under Resolution?
Ares adds support for lots of new resolution settings, so why cant you just use a 16:9 resolution that fits your monitor properly. Instead of using a non-standard 4:3 resolution & then demanding the Ares adds a feature to stretch it to 16:9? _________________
Can we get a "stretch" button/toggle under Resolution?
Ares adds support for lots of new resolution settings, so why cant you just use a 16:9 resolution that fits your monitor properly. Instead of using a non-standard 4:3 resolution & then demanding the Ares adds a feature to stretch it to 16:9?
Because else I'd need to have my calculator on stand-by since the resolutions don't have the ratio listed, just the pixel numbers, and it's clearly possible, one way or another, if DisplayChanger is anything to go by.
In addition, there are monitors with ratios the game doesn't do unless it's the absolute max.
Say for instance 3:2 for the Surface line: the only resolution I can get with 3:2 is 3kx2k, the maximum resolution on my 13,5" machine, which is way too high. I think I even posted an image somewhere playing that resolution.
I'd have preferred something like 1500x1000 (i.e. 3000x2000 with 200% zoom) or lower, but those options doesn't exist.
But this is all moot, since Alex told me yesterday he wouldn't do the force-stretch.
It'd be nice if could get something like "800x600 (4:3)" in the resolution list, tho. Would save some time playing around with the different resolutions, and punching random numbers into a calculator
And if there were some way to do completely custom resolutions, that'd be nice too.
Tho judging from E1's links, this is beyond Ares' scope, and more of job for the render DLLs, as long they work for your particular machine.
EDIT: resized to the 19cm x 28.5cm that is my SB2 screen on max res. See how small everything is?
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3kx2k on a 13,5" screen. Oh, and welcome to San Fierro!
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_________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Last edited by TAK02 on Tue Aug 20, 2019 4:54 pm; edited 1 time in total QUICK_EDIT
I am unable to understand what your issue is, are you unable to simply punch in 960x540/1500x1000 for like a native 1920x1080 resolution monitor/Surface Book(3000x2000) into the [Video] section in RA2MD.ini and then run the game. (Or run the game in windowed mode and whatever resolution you want so you can easier multitask like me.)
Imo never run a resolution that is not a multiple of 2 unless you want scaling issues/artifacts. Also running a different X:Y ratio like 4:3 on a 16:9 screen stretched (fullscreen) without black borders is fugly imo, it looks like those super akward recorded videos on youtube where some noob/kid streched some gameplay or whatever to 16:9 widescreen)
Also the game is not picking up those resolutions you want because it is not a resolution that is normally supported by stupid Windows but you can add support for those specific resolutions you want to Windows that RA2:YR in turn will pickup via Custom Resolution Utility that is found here (unless I am misstaken that RA2:YR reads valid non custom resolutions from Windows): https://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU
Not to mention the builtin scaling option of windows itself (atleast when using windowed mode).
Also I wish you edit your post and rescale that picture to half its X & Y size so that the whole page of thread does not gets it width affected so badly for us 1920 width resolution plebs or worse. (Or somehow put the pics in spoiler tags.)
Also is it really that hard to divide a resolution by 2, you said you needed a calculator for a rather simple division/multiplication or whatever. QUICK_EDIT
I am unable to understand what your issue is, are you unable to simply punch in 960x540/1500x1000 for like a native 1920x1080 resolution monitor/Surface Book(3000x2000) into the [Video] section in RA2MD.ini and then run the game. (Or run the game in windowed mode and whatever resolution you want so you can easier multitask like me.)
I am able to PUNCH IN the numbers, it's the game that won't co-operate as-is. I'll see what I can do with what E1 Elite suggested in the post above, see if that one works.
djohe wrote:
Imo never run a resolution that is not a multiple of 2 unless you want scaling issues/artifacts. Also running a different X:Y ratio like 4:3 on a 16:9 screen stretched (fullscreen) without black borders is fugly imo, it looks like those super akward recorded videos on youtube where some noob/kid streched some gameplay or whatever to 16:9 widescreen)
Running FA2 in 1152x864 (4:3) stretched to either 16:9 or 3:2, depending on whether or not the 1920x1080 ASUS is connected, I have to disagree with you.
djohe wrote:
Also the game is not picking up those resolutions you want because it is not a resolution that is normally supported by stupid Windows but you can add support for those specific resolutions you want to Windows that RA2:YR in turn will pickup via Custom Resolution Utility that is found here (unless I am misstaken that RA2:YR reads valid non custom resolutions from Windows): https://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU
Not to mention the builtin scaling option of windows itself (atleast when using windowed mode).
Just tried, and I'll have to look into it a little bit more. It didn't work on my first try. I'll re-chk & retry when I can.
djohe wrote:
Also I wish you edit your post and rescale that picture to half its X & Y size so that the whole page of thread does not gets it width affected so badly for us 1920 width resolution plebs or worse. (Or somehow put the pics in spoiler tags.)
Wish granted. You now have two wishes left
djohe wrote:
Also is it really that hard to divide a resolution by 2, you said you needed a calculator for a rather simple division/multiplication or whatever.
In my defense, we don't learn that in school/university/college nowadays. Today's education standards are lower than they were before.
Why a few months ago, graduating school-students in Bavaria, Germany, were complaining about the difficulty of their math exams (tho apparently it had more to do with how far off-course the questions themselves were, rather than the difficulty of the course material).
Also, @mods: topic-split or is this fine? QUICK_EDIT
Am i the only one that didn't suggest for a 'teleporter entrance/exit' and 'tele-death of telefrag' logic? _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
Actually gattling sequences require a AG projectile for primary weapon and AA projectile for secondary weapon ... However, if gattling sequence have primary and secondary with AG proyectile. Secondary weapon cant target... Can solve this problem? QUICK_EDIT
If you only want to use AG weapons then make the secondary weapons dummy ones that cant target anything, the game will just ignore them & only use the primary AG weapons then.
If you want to have multiple independent Gattling weapons on a unit then you can use Initial Payload to add dummy infantry with the extra weapons. _________________
If you only want to use AG weapons then make the secondary weapons dummy ones that cant target anything, the game will just ignore them & only use the primary AG weapons then.
I need use secondary too... If you want code primary against units and secondary against buildings with gattling sequence, you cant...
Mig Eater wrote:
you want to have multiple independent Gattling weapons on a unit then you can use Initial Payload to add dummy infantry with the extra weapons.
Nope, dummy infantry cant use the unit turret... I need a secondary weapon... QUICK_EDIT
I think he wants to have just 2 AG weapons - one for units and one for buildings, but he also wants the unit firing them to have a turret.
My suggestion is to use good old Primary and Secondary as 'Gattling Level 1', and then use 2 dummy infantry (one with a gattling version of each weapon) to increase the damage. QUICK_EDIT
I wish for residual fires to be decoupled from Scorch=yes on animations and have its own tag for it. In both TibSun and ARES it is tied to Scorch=yes and the fire creation was just not functional/disabled in RA2/RA2:YR without ARES but would still create scorch marks.
EDIT 1: Actually it would be better to just make it possible to run multiple animations of any type in parallell instead of just having it only be capable of producing fire animations.
EDIT 3: Using the method with Ion Cannon was not the best and prevented it from spawning fires when debries hit the ground and also had other abit annoying limitations. It would be best if if it was possible to just decouple fire animation from scorch marks and also the ability to define what animation and warhead it should use (instead of being bound to SmallFire= & FlameDamage= & FlameDamage2=) and the ability to define if allowed to spawn the animation in the air or not. QUICK_EDIT
Use Next= on the weapons explosion to spawn a fire anim, it will look exactly the same as using Scorch=yes but without the addition of the burnt ground overlay. _________________
Nah, I do not want it to appear after the explosion, I am well aware of what Next= does so you can not fool me
Also I am well aware of how it looks when using Next= as I am already using that as a workaround for a few cases but it would be even better if my suggestion actually existed.
Also I said any animation not just limited to residual fires and Next= is not a universal solution to doing that in many cases.
Also if you used Next= it would still be able to spawn fires for explosions in the middle of the air if it was used by like a shared AG / AA weapon (alot of examples troughout C&C Series for shared weaponry)
Also this thread is Ideas and Suggestions (Next= is not a solution to what I said if you think about it for a minute or so and I clearly provided a possible solution for my own suggestion that could do 2 anims at same time but had some kinda nasty limitations sadly) QUICK_EDIT
How about prism forwarding, as in prism towers, but in units?
Also chargeanim for units. Prism tank turret is NOT the same because it doesn't charge in advance, it can shoot instantly and is otherwise a normal weapon except for the turret changing. _________________
chargeanim for units. Prism tank turret is NOT the same because it doesn't charge in advance, it can shoot instantly and is otherwise a normal weapon except for the turret changing.
Mental Omega's Mastadon and Tarchia Cannon already have that, more or less.
The only question is how the MO team managed it.
But how knows, maybe their hack isn't a "clean" one and they too want such a feature properly implemented... QUICK_EDIT
I'd rather see Alex work on a completely new feature rather then just a more user friendly version of something that can already be done with a workaround. _________________
Expanding some logics originally limited to turreted units, i.e. IFV and chargeturret, to non-turreted units can also be quite useful, I think.
The MO chargeanim units are just gattling cycles, and because the "fake" weapons are still considered as attacks, they attract enemy units before their "real" weapons can fire. QUICK_EDIT
How about prism forwarding, as in prism towers, but in units?
Also chargeanim for units. Prism tank turret is NOT the same because it doesn't charge in advance, it can shoot instantly and is otherwise a normal weapon except for the turret changing.
Yes! prism forward and charge for units is definitively something I support as well. _________________
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