Refactor handling of hit radii in projectiles.

penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.

The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.

Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.

CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.

Fixes #14151.
This commit is contained in:
Alexis Hunt
2018-01-17 20:50:26 -05:00
committed by reaperrr
parent c4b0ad45e3
commit 08ad7d7f4e
31 changed files with 106 additions and 180 deletions

View File

@@ -229,6 +229,8 @@ namespace OpenRA.Traits
void RemovePosition(Actor a, IOccupySpace ios);
void UpdatePosition(Actor a, IOccupySpace ios);
IEnumerable<Actor> ActorsInBox(WPos a, WPos b);
WDist LargestActorRadius { get; }
}
public interface IRenderModifier

View File

@@ -22,7 +22,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
public class AreaBeamInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
public class AreaBeamInfo : IProjectileInfo
{
[Desc("Projectile speed in WDist / tick, two values indicate a randomly picked velocity per beam.")]
public readonly WDist[] Speed = { new WDist(128) };
@@ -69,28 +69,11 @@ namespace OpenRA.Mods.Common.Projectiles
[Desc("Beam color is the player's color.")]
public readonly bool UsePlayerColor = false;
[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = new WDist(-1);
[Desc("Scan radius for actors damaged by beam. If set to a negative value (default), it will automatically scale to the largest health shape.",
"Only set custom values if you know what you're doing.")]
public WDist AreaVictimScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args)
{
var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
return new AreaBeam(this, args, c);
}
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
if (AreaVictimScanRadius < WDist.Zero)
AreaVictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
}
}
public class AreaBeam : IProjectile, ISync
@@ -225,7 +208,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Check for blocking actors
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, tailPos, headPos,
info.Width, info.BlockerScanRadius, out blockedPos))
info.Width, out blockedPos))
{
headPos = blockedPos;
target = headPos;
@@ -235,7 +218,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Damage is applied to intersected actors every DamageInterval ticks
if (headTicks % info.DamageInterval == 0)
{
var actors = world.FindActorsOnLine(tailPos, headPos, info.Width, info.AreaVictimScanRadius);
var actors = world.FindActorsOnLine(tailPos, headPos, info.Width);
foreach (var a in actors)
{
var adjustedModifiers = args.DamageModifiers.Append(GetFalloff((args.Source - a.CenterPosition).Length));

View File

@@ -23,7 +23,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
public class BulletInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
public class BulletInfo : IProjectileInfo
{
[Desc("Projectile speed in WDist / tick, two values indicate variable velocity.")]
public readonly WDist[] Speed = { new WDist(17) };
@@ -96,24 +96,7 @@ namespace OpenRA.Mods.Common.Projectiles
public readonly int ContrailDelay = 1;
public readonly WDist ContrailWidth = new WDist(64);
[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = new WDist(-1);
[Desc("Extra search radius beyond path for actors with ValidBounceBlockerStances. If set to a negative value (default), ",
"it will automatically scale to the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BounceBlockerScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args) { return new Bullet(this, args); }
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
if (BounceBlockerScanRadius < WDist.Zero)
BounceBlockerScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
}
}
public class Bullet : IProjectile, ISync
@@ -214,7 +197,7 @@ namespace OpenRA.Mods.Common.Projectiles
var shouldExplode = false;
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
info.BlockerScanRadius, out blockedPos))
out blockedPos))
{
pos = blockedPos;
shouldExplode = true;
@@ -237,7 +220,7 @@ namespace OpenRA.Mods.Common.Projectiles
if (flightLengthReached && shouldBounce)
{
shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width + info.BounceBlockerScanRadius, args.SourceActor, true);
shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true);
target += (pos - source) * info.BounceRangeModifier / 100;
var dat = world.Map.DistanceAboveTerrain(target);
target += new WVec(0, 0, -dat.Length);
@@ -255,7 +238,7 @@ namespace OpenRA.Mods.Common.Projectiles
// After first bounce, check for targets each tick
if (remainingBounces < info.BounceCount)
shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width + info.BounceBlockerScanRadius, args.SourceActor, true);
shouldExplode |= AnyValidTargetsInRadius(world, pos, info.Width, args.SourceActor, true);
if (shouldExplode)
Explode(world);
@@ -298,7 +281,7 @@ namespace OpenRA.Mods.Common.Projectiles
bool AnyValidTargetsInRadius(World world, WPos pos, WDist radius, Actor firedBy, bool checkTargetType)
{
foreach (var victim in world.FindActorsInCircle(pos, radius))
foreach (var victim in world.FindActorsOnCircle(pos, radius))
{
if (checkTargetType && !Target.FromActor(victim).IsValidFor(firedBy))
continue;

View File

@@ -19,7 +19,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Simple, invisible, usually direct-on-target projectile.")]
public class InstantHitInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
public class InstantHitInfo : IProjectileInfo
{
[Desc("Maximum offset at the maximum range.")]
public readonly WDist Inaccuracy = WDist.Zero;
@@ -35,12 +35,6 @@ namespace OpenRA.Mods.Common.Projectiles
public WDist BlockerScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args) { return new InstantHit(this, args); }
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
}
}
public class InstantHit : IProjectile
@@ -74,7 +68,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Check for blocking actors
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target.CenterPosition,
info.Width, info.BlockerScanRadius, out blockedPos))
info.Width, out blockedPos))
{
target = Target.FromPos(blockedPos);
}

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@@ -22,7 +22,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
[Desc("Not a sprite, but an engine effect.")]
public class LaserZapInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
public class LaserZapInfo : IProjectileInfo
{
[Desc("The width of the zap.")]
public readonly WDist Width = new WDist(86);
@@ -74,21 +74,11 @@ namespace OpenRA.Mods.Common.Projectiles
[PaletteReference] public readonly string HitAnimPalette = "effect";
[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args)
{
var c = UsePlayerColor ? args.SourceActor.Owner.Color.RGB : Color;
return new LaserZap(this, args, c);
}
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
}
}
public class LaserZap : IProjectile, ISync
@@ -133,7 +123,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Check for blocking actors
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, source, target,
info.Width, info.BlockerScanRadius, out blockedPos))
info.Width, out blockedPos))
{
target = blockedPos;
}

View File

@@ -23,7 +23,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Projectiles
{
public class MissileInfo : IProjectileInfo, IRulesetLoaded<WeaponInfo>
public class MissileInfo : IProjectileInfo
{
[Desc("Name of the image containing the projectile sequence.")]
public readonly string Image = null;
@@ -148,17 +148,7 @@ namespace OpenRA.Mods.Common.Projectiles
"not trigger fast enough, causing the missile to fly past the target.")]
public readonly WDist CloseEnough = new WDist(298);
[Desc("Scan radius for actors with projectile-blocking trait. If set to a negative value (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = new WDist(-1);
public IProjectile Create(ProjectileArgs args) { return new Missile(this, args); }
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius < WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
}
}
// TODO: double check square roots!!!
@@ -453,7 +443,7 @@ namespace OpenRA.Mods.Common.Projectiles
}
// NOTE: It might be desirable to make lookahead more intelligent by outputting more information
// than just the highest point in the lookahead distance
// than just the highest point in the lookahead distance
void InclineLookahead(World world, int distCheck, out int predClfHgt, out int predClfDist, out int lastHtChg, out int lastHt)
{
predClfHgt = 0; // Highest probed terrain height
@@ -849,7 +839,7 @@ namespace OpenRA.Mods.Common.Projectiles
var shouldExplode = false;
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(world, lastPos, pos, info.Width,
info.BlockerScanRadius, out blockedPos))
out blockedPos))
{
pos = blockedPos;
shouldExplode = true;

View File

@@ -90,29 +90,12 @@ namespace OpenRA.Mods.Common.Projectiles
[PaletteReference]
public readonly string HitAnimPalette = "effect";
[Desc("Scan radius for actors damaged by beam. If set to zero (default), it will automatically scale to the largest health shape.",
"Only set custom values if you know what you're doing.")]
public WDist AreaVictimScanRadius = WDist.Zero;
[Desc("Scan radius for actors with projectile-blocking trait. If set to zero (default), it will automatically scale",
"to the blocker with the largest health shape. Only set custom values if you know what you're doing.")]
public WDist BlockerScanRadius = WDist.Zero;
public IProjectile Create(ProjectileArgs args)
{
var bc = BeamPlayerColor ? Color.FromArgb(BeamColor.A, args.SourceActor.Owner.Color.RGB) : BeamColor;
var hc = HelixPlayerColor ? Color.FromArgb(HelixColor.A, args.SourceActor.Owner.Color.RGB) : HelixColor;
return new Railgun(args, this, bc, hc);
}
public void RulesetLoaded(Ruleset rules, WeaponInfo wi)
{
if (BlockerScanRadius == WDist.Zero)
BlockerScanRadius = Util.MinimumRequiredBlockerScanRadius(rules);
if (AreaVictimScanRadius == WDist.Zero)
AreaVictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
}
}
public class Railgun : IProjectile
@@ -156,7 +139,7 @@ namespace OpenRA.Mods.Common.Projectiles
// Check for blocking actors
WPos blockedPos;
if (info.Blockable && BlocksProjectiles.AnyBlockingActorsBetween(args.SourceActor.World, target, args.Source,
info.BeamWidth, info.BlockerScanRadius, out blockedPos))
info.BeamWidth, out blockedPos))
target = blockedPos;
// Note: WAngle.Sin(x) = 1024 * Math.Sin(2pi/1024 * x)
@@ -205,7 +188,7 @@ namespace OpenRA.Mods.Common.Projectiles
args.Weapon.Impact(Target.FromPos(target), args.SourceActor, args.DamageModifiers);
else
{
var actors = world.FindActorsOnLine(args.Source, target, info.BeamWidth, info.AreaVictimScanRadius);
var actors = world.FindActorsOnLine(args.Source, target, info.BeamWidth);
foreach (var a in actors)
args.Weapon.Impact(Target.FromActor(a), args.SourceActor, args.DamageModifiers);
}

View File

@@ -39,9 +39,9 @@ namespace OpenRA.Mods.Common.Traits
.Any(Exts.IsTraitEnabled));
}
public static bool AnyBlockingActorsBetween(World world, WPos start, WPos end, WDist width, WDist overscan, out WPos hit)
public static bool AnyBlockingActorsBetween(World world, WPos start, WPos end, WDist width, out WPos hit)
{
var actors = world.FindActorsOnLine(start, end, width, overscan);
var actors = world.FindActorsOnLine(start, end, width);
var length = (end - start).Length;
foreach (var a in actors)

View File

@@ -177,6 +177,8 @@ namespace OpenRA.Mods.Common.Traits
readonly HashSet<Actor> removeActorPosition = new HashSet<Actor>();
readonly Predicate<Actor> actorShouldBeRemoved;
public WDist LargestActorRadius { get; private set; }
public ActorMap(World world, ActorMapInfo info)
{
this.info = info;
@@ -192,6 +194,8 @@ namespace OpenRA.Mods.Common.Traits
// PERF: Cache this delegate so it does not have to be allocated repeatedly.
actorShouldBeRemoved = removeActorPosition.Contains;
LargestActorRadius = map.Rules.Actors.SelectMany(a => a.Value.TraitInfos<HitShapeInfo>()).Max(h => h.Type.OuterRadius);
}
void INotifyCreated.Created(Actor self)

View File

@@ -188,19 +188,6 @@ namespace OpenRA.Mods.Common
return world.SharedRandom.Next(range[0], range[1]);
}
// TODO: Investigate caching this or moving it to ActorMapInfo
public static WDist MinimumRequiredVictimScanRadius(Ruleset rules)
{
return rules.Actors.SelectMany(a => a.Value.TraitInfos<HitShapeInfo>()).Max(h => h.Type.OuterRadius);
}
// TODO: Investigate caching this or moving it to ActorMapInfo
public static WDist MinimumRequiredBlockerScanRadius(Ruleset rules)
{
return rules.Actors.Where(a => a.Value.HasTraitInfo<IBlocksProjectilesInfo>())
.SelectMany(a => a.Value.TraitInfos<HitShapeInfo>()).Max(h => h.Type.OuterRadius);
}
public static string FriendlyTypeName(Type t)
{
if (t.IsGenericType && t.GetGenericTypeDefinition() == typeof(HashSet<>))

View File

@@ -1796,6 +1796,24 @@ namespace OpenRA.Mods.Common.UtilityCommands
}
}
if (engineVersion < 20180219)
{
if (node.Key.StartsWith("Warhead", StringComparison.Ordinal) && node.Value.Value == "CreateEffect")
{
var victimScanRadius = node.Value.Nodes.FirstOrDefault(n => n.Key == "VictimScanRadius");
if (victimScanRadius != null)
{
if (FieldLoader.GetValue<int>(victimScanRadius.Key, victimScanRadius.Value.Value) == 0)
node.Value.Nodes.Add(new MiniYamlNode("ImpactActors", "false"));
node.Value.Nodes.Remove(victimScanRadius);
}
}
if (node.Key.StartsWith("Projectile"))
node.Value.Nodes.RemoveAll(n => n.Key == "BounceBlockerScanRadius" || n.Key == "BlockerScanRadius" || n.Key == "AreaVictimScanRadius");
}
UpgradeWeaponRules(modData, engineVersion, ref node.Value.Nodes, node, depth + 1);
}
}

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@@ -18,7 +18,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Warheads
{
public class CreateEffectWarhead : Warhead, IRulesetLoaded<WeaponInfo>
public class CreateEffectWarhead : Warhead
{
[Desc("List of explosion sequences that can be used.")]
[SequenceReference("Image")] public readonly string[] Explosions = new string[0];
@@ -45,22 +45,15 @@ namespace OpenRA.Mods.Common.Warheads
"If that's the case, this warhead will consider the explosion position to have the 'Air' TargetType (in addition to any nearby actor's TargetTypes).")]
public readonly WDist AirThreshold = new WDist(128);
[Desc("Scan radius for victims around impact. If set to a negative value (default), it will automatically scale to the largest health shape.",
"Custom overrides should not be necessary under normal circumstances.")]
public WDist VictimScanRadius = new WDist(-1);
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo info)
{
if (VictimScanRadius < WDist.Zero)
VictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
}
[Desc("Whether to consider actors in determining whether the explosion should happen. If false, only terrain will be considered.")]
public readonly bool ImpactActors = true;
static readonly string[] TargetTypeAir = new string[] { "Air" };
public ImpactType GetImpactType(World world, CPos cell, WPos pos, Actor firedBy)
{
// Matching target actor
if (VictimScanRadius > WDist.Zero)
if (ImpactActors)
{
var targetType = GetDirectHitTargetType(world, cell, pos, firedBy, true);
if (targetType == ImpactTargetType.ValidActor)
@@ -78,7 +71,7 @@ namespace OpenRA.Mods.Common.Warheads
public ImpactTargetType GetDirectHitTargetType(World world, CPos cell, WPos pos, Actor firedBy, bool checkTargetValidity = false)
{
var victims = world.FindActorsInCircle(pos, VictimScanRadius);
var victims = world.FindActorsOnCircle(pos, WDist.Zero);
var invalidHit = false;
foreach (var victim in victims)

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@@ -28,15 +28,8 @@ namespace OpenRA.Mods.Common.Warheads
[Desc("Ranges at which each Falloff step is defined. Overrides Spread.")]
public WDist[] Range = null;
[Desc("Extra search radius beyond maximum spread. If set to a negative value (default), it will automatically scale to the largest health shape.",
"Custom overrides should not be necessary under normal circumstances.")]
public WDist VictimScanRadius = new WDist(-1);
void IRulesetLoaded<WeaponInfo>.RulesetLoaded(Ruleset rules, WeaponInfo info)
{
if (VictimScanRadius < WDist.Zero)
VictimScanRadius = Util.MinimumRequiredVictimScanRadius(rules);
if (Range != null)
{
if (Range.Length != 1 && Range.Length != Falloff.Length)
@@ -58,9 +51,7 @@ namespace OpenRA.Mods.Common.Warheads
if (debugVis != null && debugVis.CombatGeometry)
world.WorldActor.Trait<WarheadDebugOverlay>().AddImpact(pos, Range, DebugOverlayColor);
// This only finds actors where the center is within the search radius,
// so we need to search beyond the maximum spread to account for actors with large health radius
var hitActors = world.FindActorsInCircle(pos, Range[Range.Length - 1] + VictimScanRadius);
var hitActors = world.FindActorsOnCircle(pos, Range[Range.Length - 1]);
foreach (var victim in hitActors)
{

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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common
/// <param name="lineEnd">The position the line should end at</param>
/// <param name="lineWidth">How close an actor's health radius needs to be to the line to be considered 'intersected' by the line</param>
/// <returns>A list of all the actors intersected by the line</returns>
public static IEnumerable<Actor> FindActorsOnLine(this World world, WPos lineStart, WPos lineEnd, WDist lineWidth, WDist targetExtraSearchRadius)
public static IEnumerable<Actor> FindActorsOnLine(this World world, WPos lineStart, WPos lineEnd, WDist lineWidth)
{
// This line intersection check is done by first just finding all actors within a square that starts at the source, and ends at the target.
// Then we iterate over this list, and find all actors for which their health radius is at least within lineWidth of the line.
@@ -39,7 +39,7 @@ namespace OpenRA.Mods.Common
var yDir = yDiff < 0 ? -1 : 1;
var dir = new WVec(xDir, yDir, 0);
var overselect = dir * (1024 + lineWidth.Length + targetExtraSearchRadius.Length);
var overselect = dir * (1024 + lineWidth.Length + world.ActorMap.LargestActorRadius.Length);
var finalTarget = lineEnd + overselect;
var finalSource = lineStart - overselect;
@@ -64,6 +64,14 @@ namespace OpenRA.Mods.Common
return intersectedActors;
}
/// <summary>
/// Finds all the actors of which their health radius is intersected by a specified circle.
/// </summary>
public static IEnumerable<Actor> FindActorsOnCircle(this World world, WPos origin, WDist r)
{
return world.FindActorsInCircle(origin, r + world.ActorMap.LargestActorRadius);
}
/// <summary>
/// Find the point (D) on a line (A-B) that is closest to the target point (C).
/// </summary>

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@@ -21,7 +21,7 @@
Warhead@3Eff: CreateEffect
Explosions: small_frag
ImpactSounds: xplos.aud
VictimScanRadius: 0
ImpactActors: false
70mm:
Inherits: ^BallisticWeapon

View File

@@ -11,7 +11,7 @@
Warhead@2Eff: CreateEffect
Explosions: poof
ImpactSounds: xplos.aud
VictimScanRadius: 0
ImpactActors: false
Warhead@3Smu: LeaveSmudge
SmudgeType: Crater
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees, Creep
@@ -92,7 +92,7 @@ BuildingExplode:
Warhead@1Eff: CreateEffect
Explosions: building, building_napalm, med_frag, poof, small_building
Delay: 1
VictimScanRadius: 0
ImpactActors: false
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
Delay: 1

View File

@@ -31,7 +31,7 @@
Warhead@3Eff: CreateEffect
Explosions: small_frag
ImpactSounds: xplos.aud
VictimScanRadius: 0
ImpactActors: false
ValidTargets: Ground, Water, Air
Dragon:
@@ -130,7 +130,7 @@ MammothMissiles:
Warhead@4EffAir: CreateEffect
Explosions: small_building
ImpactSounds: xplos.aud
VictimScanRadius: 0
ImpactActors: false
ValidTargets: Air
227mm:
@@ -208,7 +208,7 @@ BoatMissile:
Warhead@4EffAir: CreateEffect
Explosions: small_building
ImpactSounds: xplos.aud
VictimScanRadius: 0
ImpactActors: false
ValidTargets: Air
TowerMissile:

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@@ -23,7 +23,7 @@
Warhead@3Eff: CreateEffect
Explosions: small_napalm
ImpactSounds: flamer2.aud
VictimScanRadius: 0
ImpactActors: false
Flamethrower:
Inherits: ^FlameWeapon
@@ -144,4 +144,4 @@ Demolish:
Warhead@2Eff: CreateEffect
Explosions: building
ImpactSounds: xplobig6.aud
VictimScanRadius: 0
ImpactActors: false

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@@ -29,7 +29,7 @@ Sniper:
DamageTypes: Prone50Percent, TriggerProne, BulletDeath
Warhead@2Eff: CreateEffect
Explosions: piffs
VictimScanRadius: 0
ImpactActors: false
ValidTargets: Ground, Water, Air
HighV:

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@@ -16,7 +16,7 @@ Atomic:
Warhead@2Eff_impact: CreateEffect
Explosions: nuke_explosion
ImpactSounds: nukexplo.aud
VictimScanRadius: 0
ImpactActors: false
Warhead@3Dam_areanukea: SpreadDamage
Spread: 2c512
Damage: 11000
@@ -41,7 +41,7 @@ Atomic:
Warhead@6Eff_areanukea: CreateEffect
ImpactSounds: xplobig4.aud
Delay: 3
VictimScanRadius: 0
ImpactActors: false
Warhead@7Dam_areanukeb: SpreadDamage
Spread: 3c768
Damage: 5000

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@@ -31,7 +31,7 @@ Debris:
InvalidTargets: Vehicle, Structure
Warhead@3Eff: CreateEffect
Explosions: tiny_explosion
VictimScanRadius: 0
ImpactActors: false
Debris2:
Inherits: Debris

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@@ -25,7 +25,7 @@
InvalidTargets: Vehicle, Structure
Warhead@3Eff: CreateEffect
Explosions: small_napalm
VictimScanRadius: 0
ImpactActors: false
110mm_Gun:
Inherits: ^Cannon

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@@ -30,7 +30,7 @@
InvalidTargets: Vehicle, Structure
Warhead@3Eff: CreateEffect
Explosions: tiny_explosion
VictimScanRadius: 0
ImpactActors: false
ValidTargets: Ground, Air
^Missile:

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@@ -85,7 +85,7 @@ OrniBomb:
Warhead@3Eff: CreateEffect
Explosions: large_explosion
ImpactSounds: EXPLSML4.WAV
VictimScanRadius: 0
ImpactActors: false
Crush:
Warhead@1Dam: SpreadDamage
@@ -100,7 +100,7 @@ Demolish:
Warhead@2Eff: CreateEffect
Explosions: building
ImpactSounds: EXPLLG2.WAV
VictimScanRadius: 0
ImpactActors: false
Atomic:
Warhead@1Dam: SpreadDamage
@@ -121,7 +121,7 @@ Atomic:
Warhead@2Eff: CreateEffect
Explosions: nuke
ImpactSounds: EXPLLG2.WAV
VictimScanRadius: 0
ImpactActors: false
CrateNuke:
Inherits: Atomic
@@ -151,36 +151,36 @@ CrateExplosion:
Warhead@2Eff: CreateEffect
Explosions: large_explosion
ImpactSounds: EXPLSML4.WAV
VictimScanRadius: 0
ImpactActors: false
UnitExplodeSmall:
Warhead@1Eff: CreateEffect
Explosions: self_destruct
ImpactSounds: EXPLSML1.WAV
VictimScanRadius: 0
ImpactActors: false
UnitExplodeMed:
Warhead@1Eff: CreateEffect
Explosions: building
ImpactSounds: EXPLSML2.WAV
VictimScanRadius: 0
ImpactActors: false
UnitExplodeLarge:
Warhead@1Eff: CreateEffect
Explosions: large_explosion
ImpactSounds: EXPLLG2.WAV
VictimScanRadius: 0
ImpactActors: false
BuildingExplode:
Warhead@1Eff: CreateEffect
Explosions: building, self_destruct, large_explosion
VictimScanRadius: 0
ImpactActors: false
WallExplode:
Warhead@1Eff: CreateEffect
Explosions: wall_explosion
ImpactSounds: EXPLHG1.WAV
VictimScanRadius: 0
ImpactActors: false
grenade:
ReloadDelay: 50
@@ -211,7 +211,7 @@ grenade:
Warhead@3Eff: CreateEffect
Explosions: med_explosion
ImpactSounds: EXPLMD2.WAV
VictimScanRadius: 0
ImpactActors: false
GrenDeath:
Warhead@1Dam: SpreadDamage
@@ -232,7 +232,7 @@ GrenDeath:
Warhead@3Eff: CreateEffect
Explosions: building
ImpactSounds: EXPLSML4.WAV
VictimScanRadius: 0
ImpactActors: false
SardDeath:
Warhead@1Dam: SpreadDamage
@@ -254,7 +254,7 @@ SardDeath:
Warhead@3Eff: CreateEffect
Explosions: small_napalm
ImpactSounds: EXPLSML2.WAV
VictimScanRadius: 0
ImpactActors: false
SpiceExplosion:
Projectile: Bullet
@@ -284,7 +284,7 @@ SpiceExplosion:
Size: 1
Warhead@3Eff: CreateEffect
Explosions: med_explosion
VictimScanRadius: 0
ImpactActors: false
BloomExplosion:
Report: EXPLMD1.WAV

View File

@@ -19,7 +19,7 @@
DamageTypes: Prone50Percent, TriggerProne, BulletDeath
Warhead@2Eff: CreateEffect
Explosions: piffs
VictimScanRadius: 0
ImpactActors: false
LMG:
Inherits: ^MG

View File

@@ -207,7 +207,7 @@ CrateNuke:
Warhead@3Eff_impact: CreateEffect
Explosions: nuke
ImpactSounds: kaboom1.aud
VictimScanRadius: 0
ImpactActors: false
Warhead@4Dam_areanuke1: SpreadDamage
Spread: 1c0
Damage: 6000
@@ -224,7 +224,7 @@ CrateNuke:
Warhead@6Eff_areanuke1: CreateEffect
ImpactSounds: kaboom22.aud
Delay: 5
VictimScanRadius: 0
ImpactActors: false
Warhead@6Smu_areanuke1: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall, Trees
@@ -255,7 +255,7 @@ MiniNuke:
Warhead@3Eff_impact: CreateEffect
Explosions: nuke
ImpactSounds: kaboom1.aud
VictimScanRadius: 0
ImpactActors: false
Warhead@4Dam_areanuke1: SpreadDamage
Spread: 2c0
Damage: 6000
@@ -273,7 +273,7 @@ MiniNuke:
Warhead@6Eff_areanuke1: CreateEffect
ImpactSounds: kaboom22.aud
Delay: 5
VictimScanRadius: 0
ImpactActors: false
Warhead@7Dam_areanuke2: SpreadDamage
Spread: 3c0
Damage: 6000

View File

@@ -41,7 +41,7 @@
Inherits: ^AntiGroundMissile
ValidTargets: Air
Warhead@3Eff: CreateEffect
VictimScanRadius: 0
ImpactActors: false
Maverick:
Inherits: ^AntiGroundMissile

View File

@@ -19,7 +19,7 @@
Warhead@3Eff: CreateEffect
Explosions: napalm
ImpactSounds: firebl3.aud
VictimScanRadius: 0
ImpactActors: false
FireballLauncher:
Inherits: ^FireWeapon
@@ -195,4 +195,4 @@ MADTankDetonate:
Warhead@3Eff: CreateEffect
Explosions: med_explosion
ImpactSounds: mineblo1.aud
VictimScanRadius: 0
ImpactActors: false

View File

@@ -50,7 +50,7 @@ Atomic:
Warhead@4Eff_impact: CreateEffect
Explosions: nuke
ImpactSounds: kaboom1.aud
VictimScanRadius: 0
ImpactActors: false
ValidTargets: Ground, Water, Air
Warhead@5Dam_areanuke1: SpreadDamage
Spread: 2c0
@@ -73,7 +73,7 @@ Atomic:
Warhead@8Eff_areanuke1: CreateEffect
ImpactSounds: kaboom22.aud
Delay: 5
VictimScanRadius: 0
ImpactActors: false
Warhead@9Dam_areanuke2: SpreadDamage
Spread: 3c0
Damage: 6000

View File

@@ -85,7 +85,7 @@ MammothTusk:
Concrete: 28
DamageTypes: Explosion
Warhead@2Eff: CreateEffect
VictimScanRadius: 0
ImpactActors: false
Explosions: medium_twlt
ImpactSounds: expnew07.aud
InvalidImpactTypes: Water
@@ -147,4 +147,4 @@ RedEye2:
Warhead@2Eff: CreateEffect
Explosions: large_grey_explosion
ImpactSounds: expnew13.aud
VictimScanRadius: 0
ImpactActors: false

View File

@@ -80,27 +80,27 @@ IonCannon:
Explosions: ionbeam
ExplosionPalette: effect-ignore-lighting-alpha75
ImpactSounds: ion1.aud
VictimScanRadius: 0
ImpactActors: false
Warhead@5Effect: CreateEffect
Explosions: ionbeam2
ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0
ImpactActors: false
Warhead@6Effect: CreateEffect
Explosions: ionbeam3
ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0
ImpactActors: false
Warhead@7Effect: CreateEffect
Explosions: ionbeam4
ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0
ImpactActors: false
Warhead@8Effect: CreateEffect
Explosions: ionbeam5
ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0
ImpactActors: false
Warhead@9Effect: CreateEffect
Explosions: ionbeam6
ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0
ImpactActors: false
EMPulseCannon:
ReloadDelay: 100
@@ -115,7 +115,7 @@ EMPulseCannon:
Warhead@1Eff: CreateEffect
Explosions: pulse_explosion
ExplosionPalette: effect-ignore-lighting-alpha75
VictimScanRadius: 0
ImpactActors: false
Warhead@emp: GrantExternalCondition
Range: 4c0
Duration: 250
@@ -135,7 +135,7 @@ ClusterMissile:
Explosions: large_explosion
ExplosionPalette: effect-ignore-lighting-alpha75
ImpactSounds: expnew19.aud
VictimScanRadius: 0
ImpactActors: false
Warhead@ResourceDestruction0: DestroyResource
Size: 1
Warhead@ClusterSmudges0: LeaveSmudge