Type=ChronoSphere¶
The ChronoSphere type super weapon needs a ChronoWarp type super weapon. If you have more than one ChronoSphere super weapons, you can reuse the same ChronoWarp super weapon for all of them, or create dedicated super weapons if you want to. See SW.PostDependent.
Default values for general tags:
[SuperWeapon]►SW.Range=
(float,integer)- Range affected by the chronoshift. Defaults to 3,3.
[SuperWeapon]►SW.Animation=
(Animation)- The placement animation indicating the source location for the chronoshift.
Defaults to
[General]►ChronoPlacement
. [SuperWeapon]►SW.AnimationHeight=
(integer)- The height the
SW.Animation
is played above the ground. Defaults to 5. [SuperWeapon]►SW.AITargeting=
(enumeration)- Defaults to none. The AI cannot use this.
[SuperWeapon]►SW.AffectsHouse=
(enumeration)- Specifies the houses affected by the chronoshift. Defaults to all.
[SuperWeapon]►SW.AffectsTarget=
(enumeration)Specifies which types the chronoshift affects. Defaults to infantry,units.
Note
Please note that buildings with
Chronoshift.IsVehicle=yes
are considered units and not buildings, ifChronosphere.ReconsiderBuildings=yes
is set.[SuperWeapon]►SW.PostDependent=
(super weapon)- Specifies the super weapon used to select the target cell for the chronoshift by ID. Defaults to the first ChronoWarp type super weapon in the SuperWeaponTypes list.
[SuperWeapon]►Cursor=
(mouse cursor)- Defaults to Chronosphere.
Chronosphere specific tags:
[SuperWeapon]►Chronosphere.BlastSrc=
(Animation)- The Animation played above the source when the chronoshift is started.
Defaults to
[General]►ChronoBlast
. [SuperWeapon]►Chronosphere.BlastDest=
(Animation)- The Animation played above the destination when the chronoshift is started.
Defaults to
[General]►ChronoBlastDest
. [SuperWeapon]►Chronosphere.ReconsiderBuildings=
(boolean)- Defines whether the chronoshift will consider buildings with
Chronoshift.IsVehicle=yes
as vehicles instead. Otherwise deployed-vehicle type buildings always count as buildings like with the original Chronosphere. Defaults to yes. [SuperWeapon]►Chronosphere.KillOrganic=
(boolean)- Defines whether the chronoshift will kill all organic units. Otherwise the units will not be killed by the chronoshift and teleport instead. Defaults to yes.
[SuperWeapon]►Chronosphere.KillTeleporters=
(boolean)- Defines whether the chronoshift will kill units with
Teleporter=yes
set. Otherwise the units will be chronoshifted. Defaults to no. [SuperWeapon]►Chronosphere.AffectsIronCurtain=
(boolean)- Defines whether the chronoshift will affect iron curtained units. Otherwise
the units will be ignored. Defaults to
no
. [SuperWeapon]►Chronosphere.AffectsUnwarpable=
(boolean)- Defines whether the chronoshift will affect units with
Warpable=no
set. Otherwise the units will be ignored. Defaults toyes
. [SuperWeapon]►Chronosphere.AffectsUndeployable=
(boolean)Defines whether the chronoshift will affect buildings that can be undeployed into units again. Effectively, if a building has
UndeploysInto=
set and this value is yes,SW.AffectsTarget
andChronoshift.IsVehicle
are bypassed and the building is chronoshifted with vehicle placement rules. Defaults to no.Note
“Undeployable” means buildings that can undeploy, rather than vehicles that cannot deploy.
[SuperWeapon]►Chronosphere.BlowUnplaceable=
(boolean)- Defines whether the chronoshift will destroy buildings that don’t fit in the target location, otherwise the buildings will stay at the source location. This function will not spare units that have been deployed into buildings. Defaults to yes.
[SuperWeapon]►Chronosphere.KillCargo=
(boolean)- Whether all passengers and occupants should be killed when the object is chronshifted. Defaults to no.
Other changes:
It is now possible to chronoshift buildings. Note that there is a difference to
chronoporting units: If a building cannot be placed in the target location it
will blow up in the source location (if the default
Chronosphere.BlowUnplaceable=yes
is used). Vehicle-type buildings will
try to find a fitting place just like units would.
See Chronoshift to prevent objects from being chronoshifted.
Warning
There are several known issues with chronoshifting buildings that haven’t been fixed yet. For example, buildup animations will restart and the turret facing is reset.
New in version 0.2.
Type=ChronoWarp¶
The ChronoWarp
type super weapon is fired at the target location of the
chronoshift and marks the position the units will be teleported to. If you have
a ChronoSphere type super weapon you have to have one
ChronoWarp type super weapon, too.
From the ChronoWarp type super weapon only the targeting and cursor
properties are used, as well as Range to indicate the area of effect by
drawing radial lines around the cursor. SW.Range
is not used.
For the actual chronoshifting tags, see ChronoSphere.
Default values for general tags:
[SuperWeapon]►SW.AITargeting=
(enumeration)- Defaults to none. The AI cannot use this.
[SuperWeapon]►Cursor=
(mouse cursor)- Defaults to Chronosphere.
New in version 0.2.