1/ Don't know about negative health regen.
2/ For enviroEffect it is not possible.
Here are the limitations for enviroEffects:
// Note: there are limitations, since we're not using a projectile and nobody is actually shooting
// 1. no power bonus based on shooting unit's stats (nobody is shooting)
// 2. no power range reduction (there is no projectile, range = 0)
// 3. no AOE damage from explosions (targets are damaged directly without affecting anyone/anything)
// 4. no terrain damage
// 5. no self-destruct
// 6. no vanilla target morale loss when hurt; vanilla morale loss for fatal wounds still applies though
//
// 7. no setting target on fire (...could be added if needed)
// 8. no fire extinguisher
Thank you for listing the
enviroEffects: limitations.
You've saved me a lot of trial and error.
Corpse cannot have grenade type as this make holes in recovery logic, but on other hand we could allow corpses to explode same as grenades
We could consider specab a precedent of this feature.
If the problem is that the unit no longer exists after the 'between turn' damage then using the corpse as a way to pass the explosion data into the next turn sounds like a good solution.
You can create identical armor, one of them with desired effect, and then switch them via startingconditions.
I hadn't considered using those variables for units other than X-Com's own soldiers.
That really opens up some interesting options, thank you for pointing it out.
Tinkering with this looks like its going to be a lot of fun.
Then make the corpse be the timed grenade, allready primed.
Even if the corpse itself cannot be the grenade
(currently) your post reminded me of a script I saw posted by
Greenscarf in the
[Documentation][y-script] OXCE Script examples thread.Perhaps
Greenscarf's '
Automatic Priming' script could be used to load enemy units with a pre-primed grenade that explodes on their death?
Although related its a bit off topic so as not to derail this thread I'll post a new topic in the
[Modding -> Help] about using this script as a makeshift way to achieve something like the
specab: 1 effect while using either
enviroEffects: or decaying health. (
Spawning a unit with builtInWeaponSets: that has a grenade?)