Garrison Clearing Projectiles
Dunno if you were all aware of this, but RA2 did, in fact, have a garrison clearing logic already in (Assaulter=yes, anyone?), so this should be really easy to implement. Basically, have some special weapon, a grenade or such, able to do what the Assaulter= logic did, and that was to simply clear all units out and play a little animation for the occasion at all of the garrison fire ports (UCBLOOD was supposed to be an explosion, but was never completed; the assaulter logic works great, but the only way to invoke it was to have the unit "enter" the building).
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tags associated would problably be on the weapon or the warhead, take your pick, and it would be something like "GarrisonClearer=" You could even add a "ClearingChance=" to set a percent chance that the weapon will clear, or possibly "HitsToClear=" to make the weapon hit a building a set amount of times to clear the garrison.
The last two are optional, with the last one being just a fun little add-on of little importance.
Blueprint information
- Status:
- Not started
- Approver:
- None
- Priority:
- Undefined
- Drafter:
- None
- Direction:
- Needs approval
- Assignee:
- None
- Definition:
- Drafting
- Series goal:
- None
- Implementation:
- Unknown
- Milestone target:
- None
- Started by
- Completed by