Tiberium Damage

Registered by AlexB

Tiberium damage known from Tiberian Sun, but not limited to infantry types.

The damage delivered when entering this cell is customizable, defaulting to a 10th of the tiberium's Power= value, but at least 1.

[General]TiberiumDamageEnabled= (boolean, defaults to no): Whether tiberium damages units that are not tiberium proof.

[TechnoType]TiberiumProof= (boolean) Whether the unit is immune to tiberium damage. TiberiumProof defaults to no for InfantryTypes, otherwise to yes. This is congruent with Tiberian Sun's original behavior.

This feature also supports the veteran ability TIBERIUM_PROOF.

EDIT:
[Tiberium]Damage= (integer, defaults to Power/10)
The damage a unit that is not Tiberium Proof gets from entering a cell containing this type of Tiberium.

[Tiberium]Warhead= (warhead, defaults to [CombatDamage]C4Warhead)
The warhead that deals the Tiberium Damage. This is not used for the Tiberium Explosive feature.

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Medium
Drafter:
AlexB
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.5
Implementation:
Implemented
Milestone target:
milestone icon 0.5
Started by
AlexB
Completed by
AlexB

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____________________________________________________________________________
[By FS-21] Using the version 13.281.750:
- TIBERIUM_PROOF works in veteran and expert abilities.
- [Tiberium]Damage= Works as planned.
- [Tiberium]Warhead= Works. (Off-topic) Moreover, I noticed that is compatible with the mutation logic, making it more flexible.
- [TechnoType]TiberiumProof= Works as planned.
____________________________________________________________________________
Minor change in 13.304.1271: Damage has no effect for units above HoverHeight.

(?)

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