Comment 3 for bug 895972

Revision history for this message
EricAnimeFreak (ericanimefreak) wrote :

I was thinking of posting a feature request for basically this, so I checked the logs to see if anyone else had already made the request. Seeing how a feature request already exists I'll state my reasons for wanting it as well.

For SW.Multifire=yes, this would allow me to make a few things possible which I've had to use clone and multiple building icons for, such as shield generators which fire automatically every so often, to shield any buildings nearby any active generators with the Shield SW. Also this can be used for repair towers put throughout base. Or many other things are also possible.

[SuperWeapon]►SW.Multifire= (boolean)
    Sets whether this super weapon should be launched by all buildings with this Super Weapon. Each building with this super weapon will fire a clone of this Super weapon. Defaults to no.SW.Multifire=

SW.TargetSelf=yes would also be helpful if I or someone in the community, wanted to make the super weapon auto target, but only after I told it to activate. This could be very useful. This would help balance my hacking satellites, and if I or anyone else chose to use repair towers and shield generators in their mods, "which might cost money to activate" that released a healing/shielding aura around base.

I also suggest this following tag "SW.AutoTargetFire=" isntead of SW.TargetSelf=yes, "as SW.TargetSelf=yes could be considered confusing by some".

[SuperWeapon]►SW.AutoTargetFire= (boolean)
    Sets whether this super weapon should be launched automatically after clicking the icon for the Super Weapon. If this is set to yes, the AI targeting options are used to infer the best target cell after the player has clicked the Super Weapons Icon. Defaults to no.SW.AutoTargetFire=