Penetration damage on garrisonable structures - #1370
Conversation
- Warheads can now damage garrisoned infantry at impact. - `GarrisonPenetration` Enables the logic. - `GarrisonPenetration.RandomTarget` specifies if the damage will go at some random garrisoned soldier or if all infantry should be damaged at the same time. - `GarrisonPenetration.DamageMultiplier` can be used to modify the damage applied against the garrisoned infantry. A random percentage value will be picked between the specified range. - `GarrisonPenetration.CleanSound` can be used to specify a sound to play when the structure lost all the garrisoned soldiers with this logic. - `ImmuneToGarrisonPenetration` can 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] ; Warhead GarrisonPenetration=false ; boolean GarrisonPenetration.RandomTarget=true ; boolean GarrisonPenetration.DamageMultiplier=1.0,1.0 ; floating point value - single or comma-sep. range (percentages) GarrisonPenetration.CleanSound= ; sound entry [SOMETECHNO] ; TechnoType ImmuneToGarrisonPenetration=false ; boolean
|
Nightly build for this pull request:
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. |
|
Isn't it similar to Ares Pass Through? https://ares-developers.github.io/Ares-docs/new/buildings/urbancombattrenches.html |
|
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. |
Coronia
left a comment
There was a problem hiding this comment.
suggest to change these tags' names into PenetratesGarrison, to keep consistent with the already exists PenetratesBunker tag
2128644 to
799ea22
Compare
From GarrisonPenetration to PenetratesGarrison
b429215 to
280b1c8
Compare
…es-garrison # Conflicts: # CREDITS.md # YRpp # src/Ext/TechnoType/Body.cpp # src/Ext/WarheadType/Detonate.cpp
feba95c to
7809074
Compare
|
the damage part should be done by a proper |
I still don't understand what is suggested, I need to hook inside ReceiveDamage and apply this damage to kill infantry? |
|
You need to do the damage through |
|
probably is done |
|
[SOMETECHNO] ; TechnoType maybe default value is true |
…-garrison # Conflicts: # docs/Whats-New.md
Yes, the first message is very old. I'll update the first comment but always go to the documentation that must be updated to reflect what does the game tags |

Penetration damage on garrisonable structures
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, or used on garrisoned infantry to make them not be affected by this logic.In
rulesmd.ini: