Comment 37 for bug 895468

Revision history for this message
FS-21 (jagarni1983) wrote :

I tested revision 1.492 and:
- Siege Chopper bug is fixed
- Slave miner bug with slaves is fixed.
- V3 rockets are destroyed in Air (as expected) but not when the V3 launcher is preparing the shot (when the V3 is moving the V3 rockets to a good angle to launch missiles), in that case you can EMP the V3 launcher but the missiles will be launched. This happen with other units with similar missile system (boomer).
- Ships that launch aircrafts when are EMP loose his aircrafts as expected.
- EMPed Infantry transports when you are deploying the infantry out of the vehicle they are EMPed but the infantry still exit from the vehicle, and they can re-enter in the EMPed vehicle but you can click to deploy until the EMP effect finish (I don't know if that that is what you expected but I report this by precaution).
- EMPed hover vehicles that are in the water are destroyed as expected
- EMPed Radars are disabled as expected.
- EMPed SW counters are stopped as expected.

I should suggest to use the same method you applied with Siege Chopper deploy bug to EMP the Slave Miner when is deploying/undeploying, I mean EMPing the unit after the deploy/undeploy animation because in this momment SM is immune to EMP during the deploy/undeploy.

Until now is easy to detect what Power plants has been touched by the EMP because its animations are stopped temporally. So another suggestion is if is possible to disable EMPed Power plant buildings producing 0 of power until the EMP effect dissappear. By default this should not happen but adding ImmuneToEMP=no should produce this effect.