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Remove parasites in any warhead #1126
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- Warheads are now able to use this logic for removing parasytes or kick them out into the battlefield. - If `CanRemoveParasytes.KickOut.Paralysis` is negative it will work as `CanRemoveParasytes.KickOut.Paralysis=15`. In rulesmd.ini: [SOMEWARHEAD] ; Warhead CanRemoveParasytes=no ; boolean CanRemoveParasytes.ReportSound= ; Sound CanRemoveParasytes.KickOut=no ; boolean CanRemoveParasytes.KickOut.Paralysis=-1 ; integer, game frames CanRemoveParasytes.KickOut.Anim= ; Animation
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I don't know where I saw paras"y"te instead of paras"i"te :-/
regarding default value in CanRemoveParasites.KickOut.Paralysis, 15 instead of -1.
Move code block into a new function called TechnoExt::RemoveParasyte( ... )
Now CanRemoveParasites default value is false.
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IIRC the game handles parasite suppression in
FootClass::ReceiveDamage
, it would be better to check how that's implemented and rewrite the code there (and perhaps also inParasiteClass::AI
) instead of duplicating everywhere. -
RegisterLoss
andRemoveTracking
are not idempotent.
I'll convert this PR again as draft until I rework this feature looking those places you mentioned. But for now I'll update it because I need it in my mod. |
Already implemented in de2eb05 |
What happens with the other tags for customizing the feature? CanRemoveParasites.ReportSound= ; Sound |
Maybe you can try to find a way to detonate a weapon (or AE?) when the parasite gets ejected? |
RemoveParasite= only deletes the parasite so I don't understand the ejected suggestion. Anyways in my mod I only used the extra sound tag when the parasite is erased by the warhead so I won't make a drama if this PR was rejected due to duplicated logics :-D |
CanRemoveParasites.KickOut.Paralysis
is negative it will work asCanRemoveParasites.KickOut.Paralysis=15
.In
rulesmd.ini
:Summary by CodeRabbit