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openra.mods.as's Issues

Sticky bomb logic

Supposed to be used for RA2 Crazy Ivan, thereby finished implementation should be shifted to the RA2 project, with the AS namespace used as testbed.

Sticky bombs themselves would be complete weapons.

StickyBombManager

  • would be a trait on the actor
  • tracks the attached bombs' status
  • would maintain charge bars / decoration animations for the firer

StickyBombRemover

  • trait, should work like ExternalCapture mostly
  • probably this should also have the detection overlay to return decoration overlays for the unit owners, maybe based on UpgradeActorsNear

AttachStickyBombWarhead

  • should have the following tags
    • decoration
    • detonation delay
    • ticksound/tickdelay
    • default visiblity
    • weapon definition
    • allowmultiple

Add deprecation warning to readme.

Please a big deprecation warning and a link to the soft-fork repository to the readme. This should inform others about the state of this repository.

AS Cloning Vats logic

Have a CloningVattable trait which allows the actor to enter actors with the CloningVat trait if said trait is active.

When an actor enters to an actor with CloningVat trait, the actor creates a copy of the enterer, spawns it, then sets the CloningVat trait disabled for a while (probably via a simple charging logic), with the disabling amount could be calculated from the actor's cost or build time.

Rotation speed multiplier.

This is not covered by the speed multiplier, and it also makes temporal speed buffs less effective (as the unit might waste the whole day turning), this could also help dogfights a bit (get hit, turn fast)

Gattling logic idea

NTM.

Have a trait which can check if any AttackBase.IsAttacking is true, if yes, add RateUp to an internal Rate, if no, reduce it with RateDown. Grant upgrades based on values, like GainsExperience does.

Abductor logic

aka Ares Chrono Prison.

Might be easy, via forcing a target to try something along the EnterTransport activity.

This will be required for the Brainwasher atleast, might be used for more.

FireShrapnelWeapon

Should take care of both debris warheads (YR Brute, D2k Death Hand) and traditional shrapnel (RA2 Prism).

Required options:

  • aim probability
  • targettype support
  • amount

FireClusterWeapon is a good start.

Preferably shifted to upstream after implementation with only using the AS namespace for testing purposes.

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