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Penetration damage on garrisonable structures #1370

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@FS-21 FS-21 commented Aug 30, 2024

  • Warheads can now damage garrisoned infantry at impact.
  • GarrisonPenetration Enables the logic.
  • GarrisonPenetration.RandomTarget specifies if the damage will go at some random garrisoned soldier or if all infantry should be damaged at the same time.
  • GarrisonPenetration.DamageMultiplier can be used to modify the damage applied against the garrisoned infantry. A random percentage value will be picked between the specified range.
  • GarrisonPenetration.CleanSound can be used to specify a sound to play when the structure lost all the garrisoned soldiers with this logic.
  • ImmuneToGarrisonPenetration can be set on garrisonable buildings to protect the garrisoned infantry. If used on infantry these units won't affected by this logic.

In rulesmd.ini:

[SOMEWARHEAD] ; Warhead
GarrisonPenetration=false ; boolean
GarrisonPenetration.RandomTarget=true ; boolean
GarrisonPenetration.DamageMultiplier=1.0,1.0 ; floating point value - single or comma-sep. range (percentages)
GarrisonPenetration.CleanSound= ; sound entry

[SOMETECHNO] ; TechnoType
ImmuneToGarrisonPenetration=false ; boolean

- Warheads can now damage garrisoned infantry at impact.
- `GarrisonPenetration` Enables the logic.
- `GarrisonPenetration.RandomTarget` specifies if the damage will go at some random garrisoned soldier or if all infantry should be damaged at the same time.
- `GarrisonPenetration.DamageMultiplier` can be used to modify the damage applied against the garrisoned infantry. A random percentage value will be picked between the specified range.
- `GarrisonPenetration.CleanSound` can be used to specify a sound to play when the structure lost all the garrisoned soldiers with this logic.
- `ImmuneToGarrisonPenetration` can be set on garrisonable buildings to protect the garrisoned infantry. If used on infantry these units won't affected by this logic.

In `rulesmd.ini`:

[SOMEWARHEAD]                                 ; Warhead
GarrisonPenetration=false                     ; boolean
GarrisonPenetration.RandomTarget=true         ; boolean
GarrisonPenetration.DamageMultiplier=1.0,1.0  ; floating point value - single or comma-sep. range (percentages)
GarrisonPenetration.CleanSound=               ; sound entry

[SOMETECHNO]                                  ; TechnoType
ImmuneToGarrisonPenetration=false             ; boolean
@FS-21 FS-21 closed this Aug 30, 2024
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@FS-21 FS-21 reopened this Aug 31, 2024
@FS-21
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FS-21 commented Aug 31, 2024

garrison-penetration-01
Reopened because I finally tested it online and is free of desyncs.

@Fryone
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Fryone commented Sep 15, 2024

Isn't it similar to Ares Pass Through? https://ares-developers.github.io/Ares-docs/new/buildings/urbancombattrenches.html
though, Ares did it through projectiles and buildings...

@mevitar
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mevitar commented Sep 18, 2024

There were some issues with that garrison logic that i do not remember right now, and this feature here might allow for better control over what can get cleared and what not.
If anything, this one is much more intuitive.

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3 participants