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Taychon laser weapon for Citadel (Armada antinuke) #2787

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@yozozchomutova yozozchomutova commented Mar 27, 2024

Week ago, I've made suggestion about turning Citadel into laser antinuke weapon. I think that system suits more for armada. People liked it aswell, so I tried to make one, while trying to keep the same balance between Arm & Cor antinukes.
̶A̶l̶s̶o̶ ̶s̶l̶i̶g̶h̶t̶ ̶m̶o̶d̶i̶f̶i̶c̶a̶t̶i̶o̶n̶ ̶i̶n̶ ̶s̶p̶r̶i̶n̶g̶ ̶e̶n̶g̶i̶n̶e̶ ̶m̶i̶g̶h̶t̶ ̶b̶e̶ ̶n̶e̶e̶d̶e̶d̶.̶ Made new gadget instead,

Moved to Release Candidate Units (RCU)

-All interceptors/antinukes have temporary customparam "interceptorgadget", with default value "0". When RCU is enabled, it sets to "1" to all antinukes. This customparam is used in unit_intercept_controller.lua in function gadget:AllowWeaponInterceptTarget. Works as enable/disable for gadget integration. (So with "0", antinukes won't be influenced by this gadget in normal games)

How it differs from Cortex antinuke:

-Players have to now carefully decide about Citadel placement. Because It's laser weapon targeting nukes directly from ground, Citadel cannot stand behind mountains or buildings, that would block laser ray.

For that reason, it would be nice to suggest some small benefit/buff for Citadel.

Gadget unit_intercept_controller.lua

-Gadget for more detailed controlling of interceptors. All Cortex+Armada antinukes are controlled by this gadget. This gadget was necessary for making BeamLaser interceptor to work. In future there can be more types of interceptors implemented. (Legion railgun antinuke for example...)

Work done

  • 3D Model
  • Open/Close animation
  • Projectile visuals
  • Ignore ascending/just launched nukes
  • Automatic deactivation
  • Sounds
  • (gadget) Controlling laser antinuke
  • Interface corfmd with new gadget
  • Code cleanup
  • Reliability test/Balancing
  • Final cleanup
  • Move all modified units to Release Candidate U. pack
  • Ready for review and merge

Testing

Spent some time testing and trying to make them behave as they are right now. Getting completely same numbers as before is not really possible, because their behaviour is always different on each send of nukes.
Arm/Cor silos were slightly changed aswell (helped with balancing)

All that Gitters, Eco spot -> Eco spot. How many nukes are able antinukes take down?

Antinuke Test       |  Cor / Arm  | New Cor / Arm |
1  AN               |    5 / 4    |       5 / 4   |
10 AN               |   47 / 39   |      50 / 42  |
1  AN Distance 1000 |    5 / 4    |       5 / 3   |
5 Cor AN + 5 Arm AN |    (43)     |       (45)    |

/give armamd + /give armsilo 1 = fun
/give corfmd in case, if you want to test cortex antinuke

Screenshots:

  • Just a small overview. It's better to pull this branch and see it on your own...
    image
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@yozozchomutova yozozchomutova marked this pull request as ready for review April 1, 2024 02:54
@yozozchomutova yozozchomutova marked this pull request as draft April 1, 2024 09:41
@yozozchomutova yozozchomutova marked this pull request as ready for review April 1, 2024 10:58
@yozozchomutova yozozchomutova marked this pull request as draft April 1, 2024 13:11
@yozozchomutova yozozchomutova marked this pull request as ready for review April 1, 2024 13:13
@yozozchomutova yozozchomutova marked this pull request as draft April 13, 2024 16:13
@yozozchomutova yozozchomutova marked this pull request as ready for review April 14, 2024 07:45
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