Open Coronia opened 1 month ago
Would be nice if there was also:
AutoDeath.IsAI=
That would work when owner of techno isn't human player.
Thanks for the suugestion. I've added AutoDeath.OwnedByPlayer
and AutoDeath.OwnedByAI
One way is to regroup it into the AttachEffect system, so that you can apply an AE under a given condition. That might be a huge change to the code structure.
Why not just fire a weapon on itself instead?
1 - added the following AutoDeath conditions:
OwnedByPlayer
/OwnedByAI
: The object will die if its owner house is / isn't a human player.MoneyExceed
/MoneyBelow
: The object will die if its owner house has credits greater / smaller than (or equal to) set value.LowPower
/FullPower
: The object will die if its owner house is in low / full power.PassengersExceed
/PassengersBelow
: The object will die if its current passenger amount is greater / smaller than (or equal to) set value.2 - instead of firing AutoDeath when any condition is met, you can now set
OnAnyCondition
to false to make it trigger only when all conditions are met3 - AutoDeath now support
convert
behavior. If the object is a unit, it will be changed into the TechnoType inConvert.AutoDeath
instead of destroyed.In
rulesmd.ini
: