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[Customized] No rearm and reload in EMP or temporal #1471

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@CrimRecya CrimRecya commented Dec 28, 2024

  • Now you can make technos unable to rearm and reload when they are in EMP or locked by a temporal weapon. Defaults to values in [General]. This will not affect the reloading of the airport aircraft.

In rulesmd.ini:

[General]
NoRearm.Inactive=false   ; boolean
NoRearm.Temporal=false   ; boolean
NoReload.Inactive=false  ; boolean
NoReload.Temporal=false  ; boolean

[SOMETECHNO]             ; TechnoType
NoRearm.Inactive=        ; boolean
NoRearm.Temporal=        ; boolean
NoReload.Inactive=       ; boolean
NoReload.Temporal=       ; boolean

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@CrimRecya
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Using a simple and crude method in Update to achieve the goal. This method can also be adapted to the digital display of the prompt ROF in the form of RearmTimer.GetTimeLeft() / ChargeTurretDelay. And there is also an uncertain idea about whether it is necessary to use AttachEffect to make more general-purpose functions?

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@Coronia Coronia left a comment

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codes are fine, but here're some thoughts:

  • Phobos often handle EMP states and Deactivated in the same time (e.g. checking if the techno is active when processing AE/shield). Perhaps this should be considered here as well, and rename the tag to something like NoRearm.InActive and NoRearm.Temporal
  • Reload should probably split from rearm and become their own tags

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