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 IsMoving when 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 (RejectsOrders even?) upgrade kit on it.
[ ] Decouple Targetable upgrades from aircraft/airborne/parachute into disableground and enableair. Allow all ground actors to be upgradable with disableground.
This can simplify parachuting actors as well, since technically in RA2 all ground infantry and units were parachutable (with the parachute granting disableground, enableair and parachute).
[ ] Add a new DeathType to all weapons, say DefaultDeath. Change explosions to rely on crushing/C4/DefaultDeath killer weapon.
This might even need a patch upstream due to WithBuildingExplosion.
This DefaultDeath can also be used on NotHuman=yes stuff instead of duplicating deathsequences (NotHuman prevented infantry deathanims to play and all deaths just played die1, used on all infantry animals).
[ ] Add the CLeg weapon effect.
Add a Targetable@temporal trait to all (ground?) actors
Let the CLeg have 2 weapons, one which grants disableground and temporal to all ground targets (while affecting Ground and Temporal), and the weapon proposed in #162 should only affect Temporal targets.
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 DefaultDeath at all, but strictly a TemporalDeath, preventing death explosions to happen - as it was in RA2 - and allowing the warpaway animation to be played on all actors, through say an Explosion@temporal trait which has TemporalDeath as DeathType.
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.
#162#258IsMoving
when 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.RejectsOrders
even?) upgrade kit on it.Targetable
upgrades fromaircraft
/airborne
/parachute
intodisableground
andenableair
. Allow all ground actors to be upgradable withdisableground
.disableground
,enableair
andparachute
).DeathType
to all weapons, sayDefaultDeath
. Change explosions to rely on crushing/C4/DefaultDeath
killer weapon.WithBuildingExplosion
.DefaultDeath
can also be used onNotHuman=yes
stuff instead of duplicating deathsequences (NotHuman
prevented infantry deathanims to play and all deaths just played die1, used on all infantry animals).Targetable@temporal
trait to all (ground?) actorsdisableground
andtemporal
to all ground targets (while affectingGround
andTemporal
), and the weapon proposed in #162 should only affectTemporal
targets.Production(Queue)
. The temporal upgrade otherwise can be reused from the jumping trait from the second step.DefaultDeath
at all, but strictly aTemporalDeath
, preventing death explosions to happen - as it was in RA2 - and allowing thewarpaway
animation to be played on all actors, through say anExplosion@temporal
trait which hasTemporalDeath
asDeathType
.