This would be a useful thing to have for rockets or bombs, for example, what it actually adds is a "Blast radius" damage, where the highest damage is in the center and it fades away the further it is. Here are some example of the variables that may be used.
hasBlastRadius = true/false: determines if the projectile has a blast radius or not.
blastRadius: this variable must have a number after it, 0 being no radius (What is currently used), 1 is a normal explosive, 2 is a big explosion or flak and so on until you reach a max (I think 10 is a good max).
So how are these variables actually used? well, the first one is quite simple, it states that the projectile will have use blast damage or not.
The second one is more in depth. when the damage is dealt, it is dealt in a "cone-like" shape., where the most damage is done where the projectile hit, and the damage fades out based on the 'blastRadius' stat.
Yup, this is one of the things planned for a 9.x release. The radius will probably be stated in pixels, but apart from that, what you describe is pretty much what's going to be in there.
Air Lord, Engineering Corps
Do you have a list of things planned for 9.X you'd let us see?
Sure, with the caveat that plans can change!
I get it, that's why they are called plans after all.
Build queues will make big campaigns so much smoother, much less of the annoying kind of micromanaging.
What do you mean by frame-based animations?
If I was to guess, it would be a frame-by-frame animation done in a strip, much like the current block animations