Technos keep range after firing
- Technos will maintain a suitable distance after firing if
KeepRangeis not set to 0.KeepRangecontrols how long the distance to maintain when the techno's ROF timer is ticking. What is actually read is its absolute value. If it is a positive value, it will be stayed outside this distance, just like it has a specialMinimumRangeafter firing. If it is a negative value, it will be kept as close as possible to this distance, just like it has a specialRangeafter firing. In addition, if the effective range section is too small, it will be considered unable to fire. It is best to have an effective range of 1.0, and 2.0 is best for Infantry.KeepRange.AllowAIcontrols whether this function is effective for computer.KeepRange.AllowPlayercontrols whether this function is effective for human.
In rulesmd.ini:
[SOMEWEAPON] ; WeaponType
KeepRange=0 ; floating point value
KeepRange.AllowAI=false ; boolean
KeepRange.AllowPlayer=false ; boolean
Nightly build for this pull request:
- compiled-dll-34f7acfa8e9e26e31228df6eaa83b2cdb3aca839.zip These artifacts will expire in 90 days and will not be available for download after that time.
This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build.
If positive KeepRange= is higher than weapon's Range=, or if negative KeepRange= is lower than weapon's MinimumRange=, then the unit will go into melee range between shots. This behavior is probably fine for negative KeepRange=. However, for positive values, i was expecting something like this: a unit with Range=2, KeepRange=8 and long ROF would get close to fire, and then run away to 8 range, and then come back to Range=2 once its ROF timer ends. Unfortunately, that's not the case.
Otherwise appears to be working fine.
If positive KeepRange= is higher than weapon's Range=, or if negative KeepRange= is lower than weapon's MinimumRange=, then the unit will go into melee range between shots. This behavior is probably fine for negative KeepRange=. However, for positive values, i was expecting something like this: a unit with Range=2, KeepRange=8 and long ROF would get close to fire, and then run away to 8 range, and then come back to Range=2 once its ROF timer ends. Unfortunately, that's not the case.
Otherwise appears to be working fine.
Thank you for testing. The original design intention of this feature is indeed to allow technos to make corresponding actions within its range. Therefore, I use this flag to replace the weapon's Range/MinimumRange when the techno is rearming.
I have tested replacing both at the same time to achieve movement beyond the actual range, but this may still cause the techno to shift from attacking targets to moving towards them. This may require more effort.