Bounty
The Bounty Logic brings a Generals-GLA-like money-for-kills system into YR.
This page should show you how to use it for your mod.
| Globals |
You should define some global Bounty values first, which can be done in the CombatDamage section.
Add and modify these tags:
[CombatDamage] BountyCostMult=0.0 VeteranBountyCostMult=0.0 EliteBountyCostMult=0.0 BountyAnim=MONEY
The three floating point values are multiplied with the killed unit's cost in order to calculate the bounty amount.
Example:
You kill a veteran unit which costs 600 credits.
VeteranBountyCostMult is set to let's say 0.2.
So the Bounty you get is 0.2 * 600 = 120 credits.
The BountyAnim tag wants an AnimationType that will be played over the attacker.
| Attacking Unit |
Since you don't want all of the game's units to get a bounty by default (if you want that, copy-and-paste, there's no global tag for it), I introduced these tags:
[ATTACKER] (...) GetsBounty=yes VeteranGetsBounty=yes EliteGetsBounty=yes
Obviously, these tags determine whether the unit gets a bounty once it kills an enemy unit. If you want it to get a bounty only if it's an elite unit, only set EliteGetsBounty to yes, and so on.
Their default value is no. However, if GetsBounty is set to yes, VeteranGetsBounty and EliteGetsBounty will be auto-set to yes as well. This might save you a bunch of lines.
| Killed Unit |
A few overrides:
[KILLED] (...) Bounty=0 VeteranBounty=0 EliteBounty=0
These values are optional.
As said above, the bounty gets calculated out of the cost and the global multiplier.
That should be fine for most units, you need these values in special cases only.
If you want a unit to cause a special amount of bounty or no bounty at all, you can use these overrides.
For instance, if you want your unit to cause a bounty only if it was killed as an elite, set both Bounty= and VeteranBounty= to zero.
EliteBounty will then be calculated as always, while Bounty and VeteranBounty will always be 0.
| Notes |
You can't use bounty system with weapons which havn't owner.(like Parasite=yes, Animation, etc)
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Last change: 15.02.07