RequiredStolenTech for SuperWeapons

Registered by Mustafa Alperen SEKÄ° on 2015-10-13

To crate something like RA1 Sonar Pulse.

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Low
Drafter:
Mustafa Alperen SEKÄ°
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.b
Implementation:
Implemented
Milestone target:
milestone icon 0.b
Started by
AlexB on 2016-03-11
Completed by
AlexB on 2016-03-28

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Sprints

Whiteboard

When infiltrating a building, a super weapon can become available to the infiltrating player, just like the Sonar Pulse in Red Alert when infiltrating a Sub Pen.

[BuildingType]SpyEffect.SuperWeapon= (SuperWeaponType)
Grants this super weapon when infiltrating a building of this type. Not all super weapon types are supported.

[BuildingType]SpyEffect.SuperWeaponPermanent= (boolean, defaults to no)
Whether the granted super weapon will become available permanently. If yes, it will become available uncharged, and it won't be lost once fired. Otherwise, the super weapon will become available pre-charged but disappear again after being fired once.

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16.76.569, both tags appear to work without any issues, including SWs with different firing settings like SW.AutoFire=yes and SW.ManualFire=no (stuff like AI.Targeting=Self doesn't work, but it's to be expected, since there is no structure that fires it :P ). Tested only in singleplayer, though, since i was unable to test it in multiplayer.

(?)

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