Cellspread Air Layer Damage

Registered by Apollo

Provide a key to toggle on air layer damaging making exception from normal ground detonated warhead handling.
I have an damaging animation with radius but it looks bizarre for its field not to affect aerial units flying over the field.

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Low
Drafter:
Apollo
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.b
Implementation:
Implemented
Milestone target:
milestone icon 0.b
Started by
AlexB
Completed by
AlexB

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[Warhead]DamageAirThreshold= (integer - leptons, defaults to 0)
If the warhead detonates more than this many leptons above the ground, units in the air will be affected. Otherwise, units in the air are not damaged. Use -1 to even damage air units when the warhead detonates on the ground, or a high positive value like 9999 to disable damaging air units.

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16.71.1311, seems to works fine, but only as far as damage is concerned (and damage-based effects, like Psychedelic=yes). Ares effects (EMP, AE, etc) are still always applied to air objects, no matter what threshold is set. Don't know if this is part of this blueprint, though, since i believe those are being applied in a different way. - mevitar

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That's right. This feature is not for special logics beside the original damage functions. AE, IC and EMP will not be affected by this. They would need to be handled manually, which is out of scope for this release.

The other point was hover units. They always hover above the ground, so it's normal that they would trigger air damage behavior (and they also should do in the original game). The problem is that there is no simple solution. You might be tempted to use the same value as HoverHeight to trigger air damage, but that might cause the same problems when hover units move down slopes as flacks have: detonations could still trigger air damage randomly. -AlexB

(?)

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