Comment 1 for bug 894987

Revision history for this message
Bug Importer (bug-importer) wrote :

Code related to this issue has just been checked in!
Author: AlexB
Location: ft-superweapons, r847
Commit contains DLL: Yes
Revision comment:
Fixed issue 300: Super weapons are prevented from firing if the player can't afford them. New tags added to support UseChargeDrain super weapons. Features requested in the comments: If SW needs money, the tool tip shows the amount like units do. Insufficient Funds event is played (customizable).
Fixed issue 312: Individual charge to drain ratio for super weapons.
Fixed issue 424: SuperClass::Launch has bee rewritten. No testing needed. If the SWs work, so does SuperClass::Launch. Needs some more docs for the other devs.
Related to issue 1256: Added logging for the problem described in the comments. The original problem is fixed, though.
Fixed issue 1268: Lightning storms can be fired everywhere. New tag added to define who is affected by the radar outage.
Fixed issue 1273: Added two new AITargeting modes: self targets the first building you own that can fire this SW, base fires into your own base. Requests from Marshall in the comments section have been implemented, too. See below.

Generally: Some more SW-related tags have been added, like EVA events in case you don't have enough funds to fire an SW and the Impatient event in case you click a SW that's not ready. You can show a text message in case of insufficient funds. You can disallow the manual launch of SWs now, so for example the player can never click the Lightning Storm icon and get a targeting cursor in case there is an LS active already. Auto-fire super weapons can be set to show no cameo icon in the sidebar.

Charge/Drain SWs now support Money and they can be made unstoppable once fired. An UseChargeDrain SW draining Money will stop and reset once the player doesn't have enough money any more.

Note: Text.On has been renamed to Text.Active.

Documentation updated.
SVN: http://svn.renegadeprojects.com/Ares/847