Add a 'Death Timer' function for units so that they take damage over time

Bug #895040 reported by Marshall
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
Graion Dilach

Bug Description

As soon as a unit is created (e.g. through mutation, or built at a Barracks) it starts taking damage.

[MYUNIT]
Strength=200
ProduceDeathAmount=20 ;HP damage taken every delay
ProduceDeathDelay=100 ;frame delay

So this unit would die after 1000 frames (or less if it actually gets attacked as well)

This would be quite a versatile option (MAD tanks, zombies, etc)

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

This would also serve as a great way tp control re-generation of health as well!

[MYUNIT2]
Strength=200
ProduceDeathAmount=-10 ;HP damage taken every delay
ProduceDeathDelay=200 ;frame delay

Revision history for this message
Marshall (m-edward) wrote :

Nice idea, so this feature would therefore make SelfHealing= obsolete, giving us a 'per unit' version.

Another enhancement to this feature could be ProduceDeathIdle=yes/no
so that the effect only happens while they are standing still.

Have raised a separate Issue (#400) for the concept of a CriticalWound system, which could potentially supercede this Issue (#370).

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mireazma (mireazma) wrote :

Original and nifty idea!

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chrisse (bersse) wrote :

This could probably also be a good function for Weapons themselves, making a projectile Damage over time.

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Bug Importer (bug-importer) wrote :

Making Sticky= tag on animations work would do the same trick. I'm currently developing EM Mine for my mod, which creates a damaging animation when firing, so it destroys iself after some time. But this only works on stationary targets, so Sticky= (best with Warhead= on animations fixed as well) would be just as good...

But if you make it so as requested, and make it for weapons too, then please also include a ProduceDeathWarhead=, so that the warhead the weapon does for lasting damage is not necessarily the same as the first-stage 'impact' wh. for example, you have a toxic bullet. It should do damage like a normal bullet to everything, but since buildings and tanks/vehicles cannot be poisoned, ProduceDeathWarhead=PoisonWH (where PoisonWH only affects infantry) on the weapon limits the effect to soldiers:

Best setting names would be:

; weapon
[ToxicRifle]
Damage=150
Warhead=SA ;

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

Uh, NC, just make two separate weapons with different verses and effects instead of whipping up semi-duplicating functionality. The only additional Warhead I'm inclined to add to animations would be ExpireWH to be used when (duh) firing the ExpireAnim after the anim is done, no more. Additionally, you can use Next= to duplicate the lingering effect.

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

Yes, but if I create different weapons, I could only hit with either instant damage OR loop damage. There would be no way of having a lasting effect that is different from the initial hit...

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DCoder DCoder (dcoder1337) wrote :

Why?

Revision history for this message
MT1337 (mt1337) wrote :

A great idea, especially on weapons (will you implement it on weapons too?).

Revision history for this message
Graion Dilach (graiondilach) wrote :

Closed as implemented via TechnoType AttachEffect animation damage.

Changed in ares:
status: In Progress → Fix Released
assignee: Renegade (renegade) → Graion Dilach (graiondilach)
milestone: outdated-0.3 → none
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