From 0161d6823735b3f58f121bcf6ee5ba7a98acee69 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sat, 9 Sep 2017 12:18:27 +0200 Subject: [PATCH] Fix RA TorpTube bridge explosions There were two issues at work here: 1) The combination of default MaximumLaunchAngle and default CruiseAltitude made torpedoes fly a ballistic curve, which combined with BoundToTerrain type made them explode 'in the air' when hitting non-water tiles. This would result in AIr returned as target type, which is invalid for torpedoes. 2) The explosion warheads were missing the Ground target type, which is actually the (only) target type that the bridge tiles you hit with torpedoes have. --- mods/ra/weapons/missiles.yaml | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/mods/ra/weapons/missiles.yaml b/mods/ra/weapons/missiles.yaml index d4f7c3d2da..cd0650200a 100644 --- a/mods/ra/weapons/missiles.yaml +++ b/mods/ra/weapons/missiles.yaml @@ -235,6 +235,8 @@ TorpTube: RangeLimit: 10c819 BoundToTerrainType: Water Palette: shadow + MaximumLaunchAngle: 0 + CruiseAltitude: 0 Warhead@1Dam: SpreadDamage Spread: 426 Damage: 180 @@ -247,13 +249,9 @@ TorpTube: Concrete: 500 DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath Warhead@3Eff: CreateEffect - Explosions: large_explosion - ImpactSounds: kaboom15.aud - InvalidTargets: Water - Warhead@5EffWaterHit: CreateEffect Explosions: artillery_explosion ImpactSounds: kaboom15.aud - ValidTargets: Ship, Structure, Underwater + ValidTargets: Ship, Structure, Underwater, Ground, Bridge Warhead@4EffWater: CreateEffect Explosions: large_splash ImpactSounds: splash9.aud