Split SpyEffect.RevealRadar to two separate flags

Registered by Renegade

I can see both scenarios being useful to some modders:

A) "You spied this building - if it is destroyed or captured by someone else, you lose the ability to see the old owner's radar and in the latter case get to see the new owner's instead";
B) "You spied this house - even if the building is lost, you still know how to intercept their communications and so continue to see their radar".

Westwood's old flawed implementation and our current one follows scenario A, btw.

Blueprint information

Status:
Complete
Approver:
DCoder DCoder
Priority:
Low
Drafter:
DCoder DCoder
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.4
Implementation:
Implemented
Milestone target:
milestone icon 0.4
Started by
Renegade
Completed by
AlexB

Related branches

Sprints

Whiteboard

Implemented as:
[BuildingType]SpyEffect.KeepRadar= (boolean, defaults to no)
If yes, a player infiltrating this building will still have access to the owning player's radar even if the building is destroyed, sold or captured. Otherwise the spy effect is removed. Requires SpyEffect.Custom=yes and SpyEffect.RevealRadar=yes.

___________________________________________________________________________
Report by FS-21 about this blueprint (with Ares version v04.13.224.270):
· (Playing against a Computer player) if I don't declare the tag SpyEffect.KeepRadar it works as planned: When I spy a radar with SpyEffect.RevealRadar=yes I can see the enemy visible area and when the spied radar is destroyed the feature is disabled.
· If the spied Radar has SpyEffect.RevealRadar=yes & SpyEffect.KeepRadar=yes when the structure is destroyed I still receive updates of the enemy visible area, as planned.

(?)

Work Items

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