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, if Chronosphere.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 to yes.
[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 and Chronoshift.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.