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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.
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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
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.
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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Taunt warhead
In
rulesmd.ini: