Split SpyEffect.RevealRadar to two separate flags
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:
- 0.4
- Started by
- Renegade
- Completed by
- AlexB
Related branches
Sprints
Whiteboard
Implemented as:
[BuildingType]
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.
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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.
· If the spied Radar has SpyEffect.