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Taunt warhead#2112

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TaranDahl wants to merge 2 commits intoPhobos-developers:developfrom
TaranDahl:TauntWH
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Taunt warhead#2112
TaranDahl wants to merge 2 commits intoPhobos-developers:developfrom
TaranDahl:TauntWH

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@TaranDahl
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Taunt warhead

  • Now you can use the following tags to make the warhead "taunt" the target, override its current mission, and force it to attack the source of the damage.
    • The taunted target will behaves like doing retaliation.
    • If there is no source unit for the damage, the taunt will not take effect.

In rulesmd.ini:

[SOMEWARHEAD]    ; WarheadType
Taunt=false      ; boolean

@TaranDahl TaranDahl added ❓New feature Needs testing ⚙️T1 T1 maintainer review is sufficient labels Feb 21, 2026
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@Coronia
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Coronia commented Feb 22, 2026

feels like this needs a bit more customization. AffectsHouse is definitely needed to make it not trigger a taunt with friendly fire, and an ImmuneToTaunt tag could be given to techno or shield, and such

@TaranDahl
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feels like this needs a bit more customization. AffectsHouse is definitely needed to make it not trigger a taunt with friendly fire, and an ImmuneToTaunt tag could be given to techno or shield, and such

By using ApplyPerTargetEffectsOnDetonate=false, you can control them through vanilla and Ares damage controllers.

@TaranDahl
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I admit that there may be situations where different effects require different controllers, but I think these situations can usually be achieved through ExtraWarhead.
In short, I don't think it's necessary to reinvent the wheel of the controller.
In addition, I suggest that for the additional effects of warheads in the future, there is no need to reinvent the wheel of the controller.

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2 participants