Units to be stunnable by a stun weapon

Registered by Renegade

Like EMP but for Infantry.

Stun.Duration on warheads
Infantry could have Stun.DownAnims= Stun.BodyAnims= and Stun.UpAnims= but I think it would be sufficient to simply pause on the last frame of their death anim and then have them instantly stand up when they awoke.

Healing weapons should be able to remove stun effects (and EMP)

Would be very useful if bounty could be awarded by stun. Especially if it were independent of normal bounty:
Unit>Stun.ProduceBountyAmount=
Unit>Stun.ProduceBountyDelay=
(gives bounty over time whilst unit is stunned)
If Delay=0 then only when initially stunned
If Delay=-1 then only when unstunned
If Delay=-2 then when initlaly stunned and when unstunned

Blueprint information

Status:
Not started
Approver:
None
Priority:
Undefined
Drafter:
None
Direction:
Needs approval
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None
Definition:
Drafting
Series goal:
None
Implementation:
Unknown
Milestone target:
None

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I don't really like how it was suggested here. It would be more user friendly if done like EMP is done right now, with similar tags (except "EMP" replaced with "Stun", and a global StunAnim= tag instead of EMPulseSparkles=). The only difference would be that the units don't get darkened like with EMP, and both timers are separate.

EMP also halts infantry on their stand frames and i don't see that as a problem, so stuns could simply handle it the same way EMP does. If someone wants to use stuns to achieve Tiberian Sun's Reaper web effect, they could use a StunAnim= that covers the infantry completely (and in case of different kinds of "stuns" in one mod, disable the global StunAnim= and do the animations with AE).

I also don't think adding cash generation for stunned units is necessary. Using give-cash-weapons, that are already available in the bounty branch, and combining them with stun weapons, would be enough.
- mevitar

(?)

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