I've suggest a tag(e.g. AffectsArea.Value=) to override the game's judgement on whether to consider air units in the spread or not.
The tag AffectsArea.Value behaves like this(a little like NavalTargeting):
0 = (default)decide automatically
(using altitude intercept above ground as it is in the original game)
1 = damage both ground and air units despite the altitude intercept
2 = only damage ground units
In [NUKE], simply set AffectsArea.value=1 so nukes are able to kill aircrafts ALWAYS;
In [DemobombWH] set AffectsArea.value=0 so a demo truck won't harm Rocketeers even detonates on a bridge. (Then a demo truck raised by a Magnetron won't damage air units if blows up either.)
I've suggest a tag(e.g. AffectsArea.Value=) to override the game's judgement on whether to consider air units in the spread or not.
The tag AffectsArea.Value behaves like this(a little like NavalTargeting):
0 = (default)decide automatically
(using altitude intercept above ground as it is in the original game)
1 = damage both ground and air units despite the altitude intercept
2 = only damage ground units
In [NUKE], simply set AffectsArea.value=1 so nukes are able to kill aircrafts ALWAYS;
In [DemobombWH] set AffectsArea.value=0 so a demo truck won't harm Rocketeers even detonates on a bridge. (Then a demo truck raised by a Magnetron won't damage air units if blows up either.)