Penetration damage on garrisonable structures
- Warheads can now damage garrisoned infantry at impact.
PenetratesGarrisonEnables the logic.PenetratesGarrison.RandomTargetspecifies if the damage will go at some random garrisoned soldier or if all infantry should be damaged at the same time.PenetratesGarrison.DamageMultipliercan be used to modify the damage applied against the garrisoned infantry. A random percentage value will be picked between the specified range.PenetratesGarrison.CleanSoundcan be used to specify a sound to play when the structure lost all the garrisoned soldiers with this logic.PenetratesGarrison.Allowedcan be set on garrisonable buildings to protect the garrisoned infantry. If used on infantry these units won't affected by this logic.
In rulesmd.ini:
[SOMEWARHEAD] ; WarheadType
PenetratesGarrison=false ; boolean
PenetratesGarrison.RandomTarget=true ; boolean
PenetratesGarrison.DamageMultiplier=1.0,1.0 ; floating point value - single or comma-sep. range (percentages)
PenetratesGarrison.CleanSound= ; sound entry
[SOMETECHNO] ; TechnoType
PenetratesGarrison.Allowed=false ; boolean
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Reopened because I finally tested it online and is free of desyncs.
Isn't it similar to Ares Pass Through? https://ares-developers.github.io/Ares-docs/new/buildings/urbancombattrenches.html though, Ares did it through projectiles and buildings...
There were some issues with that garrison logic that i do not remember right now, and this feature here might allow for better control over what can get cleared and what not. If anything, this one is much more intuitive.