Range Limits

There are two ways to restrict the targets a super weapon can fire at by range. One is the distance to the building firing the super weapon at the target, the second is the distance of a certain unit to the target area, which is called a designator.

Range around Launch Site

Two tags define the range a super weapon can fire in: the maximum range the target can be away from the super weapon building, and the minimum range, below which the super weapon cannot fire.

A super weapon can fire at a location, if at least one building providing this super weapon satisfies both range requirements. If not, the NoCursor is shown.

[SuperWeapon]►SW.RangeMaximum= (float - cell range)
Distance in cells the target coordinates may be away from a player’s building providing this super weapon. Values below 0.0 mean type-specific default, which usually disables this range check. Defaults to -1.0.
[SuperWeapon]►SW.RangeMinimum= (float - cell range)
Distance in cells the target coordinates must be away from a player’s building providing this super weapon. Values below 0.0 mean type-specific default, which usually disables this range check. Defaults to -1.0.

New in version 0.8.

Designators

A designator is a unit or structure that does the reconnaissance and provides a targeting area around itself. A super weapon requiring a designator can only fire at a location if at least one designator is in range. If no designator is in range, the NoCursor is shown.

[SuperWeapon]►SW.Designators= (list of TechnoTypes)
List of units and structures eligible for designating the target location. An empty list requires no designator. Defaults to none.
[SuperWeapon]►SW.AnyDesignator= (boolean)
Whether any unit or structure is considered a valid designator for this super weapon. Overrides SW.Designators. Defaults to no.

The designator range can be customized for each TechnoType individually.

[TechnoType]►DesignatorRange= (integer - cells)
Range in cells around the unit or structure that becomes targetable by super weapons requiring this object as designator. Defaults to [TechnoType]►Sight.

New in version 0.8.

Inhibitors

In a sense, inhibitors are double negative designators: All enemy units and structures are checked instead of player owned ones, and they disallow firing a super weapon around them instead of being a requirement. In a positive sense, inhibitors protect a player from enemy super weapons.

If at least one enemy inhibitor is in range, the NoCursor is shown to a player and the super weapon cannot fire.

Buildings only inhibit firing a super weapon when they are online, that is when there is sufficient power for them to function or they are overpowered, and they suffice the NeedsEngineer requirement.

[SuperWeapon]►SW.Inhibitors= (list of TechnoTypes)
List of units and structures preventing this super weapon from firing close to any of them. An empty list means no inhibitors. Defaults to none.
[SuperWeapon]►SW.AnyInhibitor= (boolean)
Whether any unit or structure is considered a valid inhibitor for this super weapon. Overrides SW.Inhibitors. Defaults to no.

The inhibitor range can be customized for each TechnoType individually.

[TechnoType]►InhibitorRange= (integer - cells)
Range in cells around the unit or structure that becomes untargetable by super weapons having this object set as inhibitor. Defaults to [TechnoType]►Sight.

New in version 0.9.