Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

CFE Patch
Don't spawn infantry if building is destroyed by commando
title says it all
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Showing 1-12 of 12 comments
Mr. Thompson 12 Jun, 2020 @ 5:27am 
Yes, would be nice. In vanilla version the Commando's cooldown after C4 usage gives spawned units the chance to hit the commando. As TD doesn't have medics, that can be quite annoying. :/
Mikeagan 12 Jun, 2020 @ 1:46pm 
I also would like this, all other C&C games including red alert 1 make it so that no units spawn when a commando is used. This would bring TD in line with the others in this regard.
chrcoluk 12 Jun, 2020 @ 2:31pm 
support this idea also.
Lambda 12 Jun, 2020 @ 2:36pm 
+1
WakizashiM 12 Jun, 2020 @ 4:32pm 
I support this!
Jack Bauer 13 Jun, 2020 @ 4:36am 
+1
Ronrussel 13 Jun, 2020 @ 10:54am 
Alternativly, if it's easier. Giving the commando a dmg immunity or significantly more HP/armor for a small time span could achieve probably the same. If the damage the commando takes is so small that the player doesn't notice it, everything would work out fine too.
Custom 13 Jun, 2020 @ 11:33am 
+1
Milkey-Wilkey 13 Jun, 2020 @ 11:33am 
I think from the code standpoint it's easier to just remove infantry. should be possible with one "if" statement
ghostnote14 13 Jun, 2020 @ 12:26pm 
Browsing the source code, it looks like it should be as simple as setting the flag IsSurvivorless alongside where it sets the flag IsGoingToBlow in Infantry.cpp.
A__Gun 13 Jun, 2020 @ 12:50pm 
Or on the survivor creating code add a "&& !isgoingtoblow".

A totally different option would be to extend the countdown on the C4, giving the player the chance to move out of range of any survivors. It's not in keeping with the other games and has some extra considerations, but some may consider it more balanced (I'd put an ASCII shrug here if I could be bothered to Google it)
Last edited by A__Gun; 13 Jun, 2020 @ 12:57pm
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