TransientRift

The Ordnance spawns two GameObjects. For most Weapon classlabels, if the weapon has the capability to target another GameObject / location, the TransientRift Ordnance will spawn one GameObject at the weapon owner's location and another at the targeted location. The behavior of the Ordnance is dependent on the Weapon classlabel (a few of which are listed here):

If an AreaCannon or an AreaMissile, the second GameObject that is spawned will appear at the closest targeted unit. If the AreaCannon can find no nearby target GameObjects it will spawn the second GameObject at a "random" location at the end of the range of the Weapon. Note that an AreaMissile will not spawn any GameObjects if it cannot find a target GameObject.

If the Weapon has needTarget = 1 and targetLocation = 1 (and special = 1) two GameObject's will be spawned: one at the weapon owner's location and another at the targeted location.

If a ToggleWeapon (and special = 1), the second GameObject will spawn close to the owner. If special = 0, the second GameObject will spawn at the target's location.

If a Cannon (and Special = 0), the second GameObject will spawn at the target's location.

If a MineLayer, no second GameObject is spawned. If the GameObject that is spawned is a Wormhole, the owner will vanish after traveling into the Wormhole (in truth, it reappears off the map).

If a TransientRiftWeapon or Launcher (and special = 1), no GameObjects will spawn if NeedTarget = 0 and TargetLocation = 0. If special = 0 and NeedTarget and TargetLocation are false, the second GameObject will spawn at the target's location.

Note that if the TransientRift is allowed to miss (Weapon hitChance), the second GameObject will spawn off the map.

Does not use the shotGeometry or sprite ODF command.

Unknown if this affects: Note that the Weapon (if special = 1) that fires this Ordnance must have needTarget = 1, otherwise Armada will crash when the AI / Special Weapons Autonomy uses the weapon.

classlabel = "trans_rift"

Stock ODF Commands

objectName

String, Default: "transwrmhole" *

Determines which GameObject is spawned by the Ordnance. If the spawned object is a Wormhole, the weapon owner will automatically try to enter it (regardless if the engine subsystem is disabled / destroyed). No .odf extension required.

* The GameObject defined by objectName is limited to 16 characters. Must be defined with a valid GameObject or will cause a crash.