Comment 5 for bug 895972

Revision history for this message
EricAnimeFreak (ericanimefreak) wrote :

Yes, but that does not work like SW.Multifire= would. If you have a super weapon and put it on multiple buildings, only the first one constructed will fire.

One of my thought was to ask for ares team to make SW.AITargeting=Self be respected like multifire would be, but a multifire tag is better as it allows aitargeting to be left alone but still allows the use of multiple clone sws. Each clone, superweapon, would use its own aitargeting per building basis.

Example if self was respected on aitargetingtypes it would help if i was making repair tower stations throughout base, but would not help if i wanted to build multiple missile silo's. With Multifire i can have 1 missile silo, with 1 weak missile or 5 silo's, with 5 weak combined missile strikes. If i Set them to autofire, it will strike via the aitargetting from each building, but if not, and left to the human to target, all building/missile silos with the super weapon will independently fire at your targeting coordinates in unison.

Also upon further thopught, another tag will be important for multifire sw clones.

[SuperWeapon]►SW.MultifireCost= (integer – credits)
    This many credits are added to the firing player's account when the super weapon is fired, regardless of how many Super weapon clones were fired. Use a negative number to subtract credits.SW.MultifireCost=
Note this tag will only work if SW.Multifire=yes.

If you do not use SW.MultifireCost= on a SW.Multifire=yes super weapon, it will use these default tags on the superweapon and charge you for each instance of the sw being used.

[SuperWeapon]►Money.Amount= (integer – credits)
[SuperWeapon]►Money.DrainAmount= (integer – credits)
[SuperWeapon]►Money.DrainDelay= (integer – frames)