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Chrono Legionnaire - tasklist
This is a tasklist/tracking issue for Chrono Legionairre implementation. Mostly for me, I guess but also better to be written, because it'll require some rewirings within the mod to make it work as it should.
- [x] Add the Chrono Legionnaire into the sequences/enable it at the gameplay ~~#162~~ #258
- [ ] Add the Chrono Legionnaire jump
- The trait should check for
IsMovingwhen it's yes, calculate the distance between current position and destination, move the actor to destination, then divide the distance with a constant defined on the trait and apply upgrades to the actor with the result used as duration.- Incase of the CLeg, the best would be an EMP-alike (
RejectsOrderseven?) upgrade kit on it.
- Incase of the CLeg, the best would be an EMP-alike (
- The trait should check for
- [ ] Decouple
Targetableupgrades fromaircraft/airborne/parachuteintodisablegroundandenableair. Allow all ground actors to be upgradable withdisableground.- This can simplify parachuting actors as well, since technically in RA2 all ground infantry and units were parachutable (with the parachute granting
disableground,enableairandparachute).
- This can simplify parachuting actors as well, since technically in RA2 all ground infantry and units were parachutable (with the parachute granting
- [ ] Add a new
DeathTypeto all weapons, sayDefaultDeath. Change explosions to rely on crushing/C4/DefaultDeathkiller weapon.- This might even need a patch upstream due to
WithBuildingExplosion. - This
DefaultDeathcan also be used onNotHuman=yesstuff instead of duplicating deathsequences (NotHumanprevented infantry deathanims to play and all deaths just played die1, used on all infantry animals).
- This might even need a patch upstream due to
- [ ] Add the CLeg weapon effect.
- Add a
Targetable@temporaltrait to all (ground?) actors - Let the CLeg have 2 weapons, one which grants
disablegroundandtemporalto all ground targets (while affectingGroundandTemporal), and the weapon proposed in #162 should only affectTemporaltargets.- In RA2, the temporal effect disabled all functions, including production and whatnot. Might be easier to transfer the target ownership to hostile neutral (Creeps?) to achieve this as part of the first weapon than to say, add upgrade support to
Production(Queue). The temporal upgrade otherwise can be reused from the jumping trait from the second step. - The CLeg weapons should not have
DefaultDeathat all, but strictly aTemporalDeath, preventing death explosions to happen - as it was in RA2 - and allowing thewarpawayanimation to be played on all actors, through say anExplosion@temporaltrait which hasTemporalDeathasDeathType.
- In RA2, the temporal effect disabled all functions, including production and whatnot. Might be easier to transfer the target ownership to hostile neutral (Creeps?) to achieve this as part of the first weapon than to say, add upgrade support to
- Add a
- [ ] Add the sinus beam rendering.
How the status for the other tasks?
Sinus beam is already in: #656
@GraionDilach wants to work on this. In fact most of the other points have been solved by downstream mods already.
See https://github.com/AttacqueSuperior/Engine/blob/master/OpenRA.Mods.AS/Traits/Warpable.cs