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Re-implement Chrono Dampener to properly use firing cycle + VFX fixes (…
…FAForever#5883) Fixes FAForever#2410. To replicate the issue, start chrono with targeting of a land/sea surface unit, then walk underwater while staying within its 35 range. It will stay locked on and never check its own inability to fire underwater, so it'll keep firing underwater. This is caused by its custom firing cycle that never goes to the OnFire event except in the initial target acquisition. The cycle: `idle -> FireReady -(FireReady.OnFire)-> FiringState (repeat forever) -(FiringState.OnLostTarget)-> Idle` ### Changes - RateOfFire actually determines the fire rate now. - It can no longer fire underwater. - Categories to stun are generated from the BP's stun buff definition instead of being coded in the weapon. - Chrono uses its own range instead of relying completely on the primary weapon. Now the range upgrades adjust the range of Chrono, like they do with overcharge. - The initial stun effects are fixed (target.InitialStunFxApplied was never reset) and the effect was changed to be a more noticeable flash, as if the enemy was suddenly hit by a burst of energy. The flash effect also reduces with distance since the stun is weaker far away. - If you zoomed out or looked away while Chrono was firing, the large ring particle wouldn't emit and you'd never see the effect if you looked back at it. This is changed to always emit because Chrono is rather important. - `AIR*MOBILE` is not a valid target restriction, so Chrono was uselessly firing at aircraft. The target priorities are fixed to only fire at t1-t3 mobile surface units.
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- (#5883) Allow Chrono Dampener to fire immediately when a unit comes into range. | ||
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Previously, Chrono was synced to game time to prevent stunlocking. Now, units have a cooldown before they can be stunned by any Chrono, which prevents stunlocking while allowing the new Chrono to be more responsive. | ||
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- (#5883) Fix Chrono uselessly firing at structures and landed aircraft. |
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- (#5883) Fix Chrono Dampener's visual effect not scaling with gun range upgrades. | ||
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- (#5883) Fix the initial stun effects of Chrono Dampener and make it a flash of energy when a unit gets stunned. |
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- (#5883) Make Chrono Dampener fire rate, stun categories, and range adjustable with blueprint values. Range is also adjustable with `UnitWeapon:ChangeMaxRadius`. |
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