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.