QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

A superweapons allowed multiplayer option (checkbox).
this should be possible, and i dont see why not

QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

A superweapon launch anim.
Logic is present last time i looked (2007 or so), ill take a look at what stops this logic from executing...
QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

Air strikes (possibly you could adapt the Hunter Seeker's logic for this).
This is a plan, but i cant guarantee anything.
QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

EMPulseSparkles= moved from [AudioVisual] to the (EMP) weapon or warhead (this way the visual effect an EMP weapon has on a vehicle can differ per weapon).
I can do this, no problem

QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

Sticky anims (warhead animations that stick to units, just like the EMP sparkles). It might be useful to know that when you add Next= to EMP_FX01 (the default EMP sparkle anim), the animation specified after Next= will stick to the unit when it moves.
Really? Interesting, something to definatly look into.
QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

the Shockwave from Ion Cannon to be made optional (so it can either be disabled for the Ion Cannon or be assigned to other weapons).
I think DCoder recently made this possible, maybe ill have a chat with him.
QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

Dogfights
Of course

QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

The possiblity for units to pick multiple (possibly have a definable limit) firepower or armor power-ups, just like in Sole Survivor (it's already possible with speed upgrades I believe). Currently when a unit that already picked up a firepower upgrade or armor upgrade picks up another crate which is supposed to contain a firepower or armor upgrade, it'll be a money crate instead (even if money crates are turned off).
Noted, cant promise anything though.
QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

ROF power-ups (also like in Sole Survivor).
Never looked into adding CrateTypes, i dont think there would be a problem...
QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

The option for stealth crates to be temporary (so units that pick up a stealth crate will uncloak again after a certain amount of time). If reversing the effects of a stealth crate is not possible, maybe have a stealth crate attach an invisible sticky anim to the unit which after a certain amount of time (set via a number of invisible frames and framerate) jumps to another invisible sticky anim with 1 frame (via Next=) which deals 1 damage point, then jumps to another invisible sticky anim with 1 frame which heals 1 damage point and constantly keeps looping these 2 single frame anims.
Temporary Stealth Effect, this is interesting...
QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

I believe animations can't heal units, so animations that can heal units (like weapons or particle systems can).
So they can damage of course? What controls this?
QUOTE (Bittah Commander @ Aug 5 2009, 01:50 AM)

The ability to select a target for a hunter seeker (like you would do with any other super weapon). This would for example allow modders to modify the hunter seeker into a missile which can be shot down for (or just a plain hunter seeker which attacks the target you want it to attack). I'd suggest the possibility for normal missiles to be shot down... But I doubt there's even a point in bothering

HunterSeeker code is something i have never been able to put my head around, we will see...