Use Armament.ReloadingCondition on RA V2

The new property makes the AmmoPool work-around obsolete.
This commit is contained in:
reaperrr
2018-05-15 03:28:08 +02:00
committed by Paul Chote
parent e4738ce722
commit 1408fb74b2
4 changed files with 5 additions and 13 deletions

View File

@@ -305,8 +305,6 @@ ARTY:
V2RL:
Health:
HP: 10000
ReloadAmmoPool:
Delay: 280
4TNK:
Health:

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@@ -146,6 +146,7 @@ FLAK-23:
SCUD:
Range: 7c0
ReloadDelay: 280
Projectile: Bullet
Arm: 10
TrailImage: smokey

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@@ -24,21 +24,14 @@ V2RL:
Range: 4c0
Armament:
Weapon: SCUD
PauseOnCondition: !ammo
ReloadingCondition: reloading
AutoTarget:
ScanRadius: 10
AmmoPool:
Ammo: 1
PipCount: 0
AmmoCondition: ammo
ReloadAmmoPool:
Delay: 240
Count: 1
AttackFrontal:
WithFacingSpriteBody:
RequiresCondition: ammo
RequiresCondition: !reloading
WithFacingSpriteBody@EMPTY:
RequiresCondition: !ammo
RequiresCondition: reloading
Sequence: empty-idle
SelectionDecorations:
Explodes:

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@@ -319,7 +319,7 @@ SubMissileAA:
SCUD:
Inherits: ^AntiGroundMissile
ReloadDelay: 0
ReloadDelay: 240
Range: 10c0
MinRange: 4c0
Report: missile1.aud