diff --git a/mods/ra/rules.ini b/mods/ra/rules.ini index baf46ad20f..da9560bf61 100644 --- a/mods/ra/rules.ini +++ b/mods/ra/rules.ini @@ -89,621 +89,6 @@ TeamDelay=.6 ; interval between checking for and creating teams FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings? LowPowerSlowdown=3 - -; ******* Weapon Statistics ******* -; The weapons specified here are attached to the various combat -; units and buildings. - -; Burst = number of rapid succession shots from this weapon (def=1) -; Charges = Does it have charge-up-before-firing logic (def=no)? -; Damage = the amount of damage (unattenuated) dealt with every bullet -; Projectile = projectile characteristic to use -; ROF = delay between shots [15 = 1 second at middle speed setting] -; Range = maximum cell range -; Report = sound to play when firing -; Speed = speed of projectile to target (100 is maximum) -; Warhead = warhead to attach to projectile -; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft? - -; Tanya pistol -[Colt45] -Damage=50 -ROF=5 -Range=5.75 -Projectile=Invisible -Speed=100 -Warhead=HollowPoint -Report=GUN5 - -; anti-aircraft multiple cannon -[ZSU-23] -Damage=25 -ROF=10 -Range=6 -Projectile=Ack -Speed=100 -Warhead=AP -Report=AACANON3 - -; rapid fire machine gun -[Vulcan] -Damage=40 -ROF=40 -Range=5 -Projectile=Invisible -Speed=100 -Warhead=SA -Report=GUN13 - -; air-to-surface homing missile (launched from jet) -[Maverick] -Damage=50 -ROF=3 -Range=6 -Projectile=HeatSeeker -Speed=30 -Warhead=AP -Report=MISSILE7 - -; fireball from flame turret -[FireballLauncher] -Damage=125 -ROF=50 -Range=4 -Projectile=Fireball -Speed=12 -Warhead=Fire - -; hand-held flame thrower type -[Flamer] -Damage=70 -ROF=50 -Range=5 -Projectile=Fireball -Speed=12 -Warhead=Fire - -; sniper rifle -[Sniper] -Damage=100 -ROF=5 -Range=3.75 -Projectile=Invisible -Speed=100 -Warhead=HollowPoint -Report=SILENCER - -; rapid fire aircraft gun -[ChainGun] -Damage=40 -ROF=3 -Range=5 -Projectile=Invisible -Speed=100 -Warhead=SA -Report=GUN13 - -; civilian pistol -[Pistol] -Damage=1 -ROF=7 -Range=1.75 -Projectile=Invisible -Speed=100 -Warhead=SA -Report=GUN27 - -; rifle soldier weapons (multiple shots) -[M1Carbine] -Damage=15 -ROF=20 -Range=5 -Projectile=Invisible -Speed=100 -Warhead=SA -Report=GUN11 - -; man-packed anti-tank missile (bazooka type) -[Dragon] -Damage=35 -ROF=50 -Range=5 -Projectile=HeatSeeker -Speed=25 -Warhead=AP -Report=MISSILE6 - -; air-to-surface homing missile (launched from helicopter) -[Hellfire] -Damage=40 -ROF=60 -Range=4 -Projectile=HeatSeeker -Speed=30 -Warhead=AP -Report=MISSILE6 - -; hand grenade -[Grenade] -Damage=50 -ROF=60 -Range=4 -Projectile=Lobbed -Speed=5 -Warhead=HE - -; small anti-armor cannon -[75mm] -Damage=25 -ROF=40 -Range=4 -Projectile=Cannon -Speed=40 -Warhead=AP -Report=CANNON2 - -; light anti-armor cannon -[90mm] -Damage=30 -ROF=50 -Range=4.75 -Projectile=Cannon -Speed=40 -Warhead=AP -Report=CANNON1 - -; medium anti-armor cannon -[105mm] -Damage=30 -ROF=70 -Range=4.75 -Projectile=Cannon -Speed=40 -Warhead=AP -Report=CANNON1 - -; large anti-armor cannon -[120mm] -Damage=40 -ROF=80 -Range=4.75 -Projectile=Cannon -Speed=40 -Warhead=AP -Report=CANNON1 -Burst=2 - -; turret cannon -[TurretGun] -Damage=40 -ROF=50 -Range=6 -Projectile=Cannon -Speed=40 -Warhead=AP -Report=TURRET1 - -; Vehicle carried anti-tank missile -[MammothTusk] -Damage=75 -ROF=80 -Range=5 -Projectile=HeatSeeker -Speed=30 -Warhead=HE -Report=MISSILE6 -Burst=2 - -; artillery cannon -[155mm] -Damage=150 -ROF=65 -Range=6 -Projectile=Ballistic -Speed=12 -Warhead=HE -Report=TANK5 - -; vehicle mounted machine gun -[M60mg] -Damage=15 -ROF=20 -Range=4 -Projectile=Invisible -Speed=100 -Warhead=SA -Report=PILLBOX1 - -; napalm bomblets (dropped from plane) -[Napalm] -Damage=100 -ROF=20 -Range=4.5 -Projectile=Bomblet -Speed=5 -Warhead=Fire - -; Crate napalm -[CrateNapalm] -Damage=600 -ROF=20 -Range=4.5 -Projectile=Bomblet -Speed=5 -Warhead=Fire - -; Tesla coil zap -[TeslaZap] -Damage=100 -ROF=120 -Range=8.5 -Projectile=Invisible -Speed=100 -Warhead=Super -Report=TESLA1 -Charges=yes - -; anti-aircraft missile (fired from SAM site) -[Nike] -Damage=50 -ROF=20 -Range=7.5 -Projectile=AAMissile -Speed=50 -Warhead=AP -Report=MISSILE1 - -; man-packed surface to air missile -[RedEye] -Damage=50 -ROF=50 -Range=7.5 -Projectile=AAMissile -Speed=50 -Warhead=AP -Report=MISSILE1 - -; 8 inch cruiser cannon -[8Inch] -Damage=500 -ROF=160 -Range=22 -Projectile=Ballistic -Speed=6 -Warhead=HE -Report=TURRET1 - -; gunboat mounted anti-aircraft rocket -[Stinger] -Damage=30 -ROF=60 -Range=9 -Projectile=LaserGuided -Speed=20 -Warhead=AP -Report=MISSILE6 -Burst=2 -TurboBoost=yes - -; torpedo tube -[TorpTube] -Damage=90 -ROF=60 -Range=9 -Projectile=Torpedo -Speed=15 -Warhead=AP -Report=TORPEDO1 - -; destroyer mounted 2 inch cannon -[2Inch] -Damage=25 -ROF=60 -Range=5.5 -Projectile=Cannon -Speed=25 -Warhead=AP -Report=CANNON2 - -; anti-submarine weapon -[DepthCharge] -Damage=80 -ROF=60 -Range=5 -Projectile=Catapult -Speed=5 -Warhead=AP - -; parachute bomb -[ParaBomb] -Damage=300 -ROF=4 -Range=4.5 -Projectile=Parachute -Speed=5 -Warhead=Nuke -Report=CHUTE1 - -; dog bite -[DogJaw] -Damage=100 -ROF=10 -Range=2.2 -Projectile=LeapDog -Speed=20 -Warhead=Organic -Report=DOGG5P - -; medic healing -[Heal] -Damage=-50 -ROF=80 -Range=4 ;; 1.83 -Projectile=Invisible -Speed=100 -Warhead=Organic -Report=HEAL2 - -; SCUD launcher -[SCUD] -Damage=600 -ROF=400 -Range=10 -Projectile=FROG -Speed=25 -Warhead=HE -Report=MISSILE1 - -;Nuke (special case for Nuclear missile) -[Atomic] -Damage=1000 -Projectile=NukeDown -Warhead=Nuke - - -; ******* Projectile Statistics ******* -; Projectiles describe how and what image to use as the weapon flies -; to its target. Think of the projectile as the "delivery method" used -; to get the warhead to the desired target. - -; AA = Can this weapon fire upon flying aircraft (def=no)? -; AG = Can this weapon fire upon ground objects (def=yes)? -; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)? -; Arcing = Does it have a ballistic trajectory (def=no)? -; Arm = arming delay (def=0) -; Degenerates = Does the bullet strength weaken as it travels (def=no)? -; High = Can it fly over walls (def=no)? -; Image = image to use during flight -; Inaccurate = Is it inherently inaccurate (def=no)? -; Parachuted = Equipped with a parachute for dropping from plane (def=no)? -; Proximity = Does it blow up when near its target (def=no)? -; ROT = Rate Of Turn [non zero implies homing] (def=0) -; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes) -; UnderWater = Does the projectile travel under water? -; Trail = image to use for smoke puffs etc (def=null) -; RangeLimit = maximum flight time (def=0=unlimited) - -; invisible flight to target -[Invisible] - -; special case for dog -[LeapDog] -Image=DOGBULLT -Proximity=yes -ROT=20 - -; straight high-speed ballistic shot -[Cannon] -Image=120MM - -; anti aircraft artillery projectile -[Ack] -AA=true -AG=false - -; Sub-surface projectile. -[Torpedo] -UnderWater=yes -Image=MISSILE -ASW=yes - -; Free Rocket Over Ground -[FROG] -Arm=10 -High=yes -Shadow=no -Proximity=yes -Trail=smokey -Inaccurate=yes -Image=V2 - -; small homing missile (targets vehicles best) -[HeatSeeker] -Arm=2 -High=yes -Shadow=no -Proximity=yes -Trail=smokey -Inaccurate=yes -AA=yes -Image=DRAGON -ROT=5 -RangeLimit=20 - -; small missile with deadly accuracy -[LaserGuided] -Arm=3 -High=yes -Shadow=no -Proximity=yes -Trail=smokey -AA=yes -Image=DRAGON -ROT=20 -RangeLimit=20 - -; anti aircraft missile -[AAMissile] -Arm=3 -High=yes -Shadow=no -Proximity=yes -Trail=smokey -AA=yes -AG=no -Image=MISSILE -ROT=20 -RangeLimit=30 - -; lobbed tumbling grenade -[Lobbed] -High=yes -Arcing=yes -Inaccurate=yes -Image=BOMB - -; Depth charge catapult -[Catapult] -High=yes -Arcing=yes -Inaccurate=yes -Image=BOMB -ASW=yes -AG=no - -; dropped from plane tumbling object -[Bomblet] -Arm=24 -RangeLimit=24 -High=yes -Image=BOMBLET - -; arcing ballistic projectile -[Ballistic] -High=yes -Arcing=yes -Inaccurate=yes -Image=120MM - -; parachute bomb -[Parachute] -Arm=24 -RangeLimit=24 -High=yes -;Image=PARABOMB - -; Allied free radar (GPS satellite) -[GPSSatellite] -High=yes -Image=SPUTNIK - -; Nuclear missile, flying up -[NukeUp] -High=yes -Image=ATOMICUP - -; Nuclear missile, flying down -[NukeDown] -High=yes -Image=ATOMICDN - -; wizard's fireball -[Fireball] -Trail=fb2 -Image=FB1 - -; ******* Warhead Characteristics ******* -; This is what gives the "rock, paper, scissors" character to the game. -; It describes how the damage is to be applied to the target. The -; values should take into consideration the 'area of effect'. -; example: Although an armor piercing tank round would instantly -; kill a soldier IF it hit, the anti-infantry rating is still -; very low because the tank round has such a limited area of -; effect, lacks pinpoint accuracy, and acknowledges the fact that -; tanks pose little threat to infantry that take cover. - -; Spread = damage spread factor [larger means greater spread] (def=1) -; [A value of 1 means the damage is halved every pixel distant from center point. -; a value of 2 means damage is halved every 2 pixels, etc.] -; Wall = Does this warhead damage concrete walls (def=no)? -; Wood = Does this warhead damage wood walls (def=no)? -; Ore = Does this warhead destroy ore (def=no)? -; Verses = damage value verses various armor types (as percentage of full damage)... -; -vs- none, wood (buildings), light armor, heavy armor, concrete -; Explosion = which explosion set to use when warhead of this type impacts (def=0) -; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke -; InfDeath = which infantry death animation to use (def=0) -; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro - -; general multiple small arms fire -[SA] -Spread=3 -Verses=100%,50%,60%,25%,25% -Explosion=2 -InfDeath=1 - -; high explosive (shrapnel) -[HE] -Spread=6 -Wall=yes -Wood=yes -Verses=90%,75%,60%,25%,100% -Explosion=5 -InfDeath=2 -SmudgeType=Crater - -; armor piercing (discarding sabot, narrow effect) -[AP] -Spread=3 -Wall=yes -Wood=yes -Verses=30%,75%,75%,100%,50% -Explosion=4 -InfDeath=3 -SmudgeType=Crater - -; napalm and fire in general -[Fire] -Spread=4 -Wood=yes -Verses=90%,100%,60%,25%,50% -Explosion=3 -InfDeath=4 -SmudgeType=Scorch -ImpactSound=firebl3 - -; anti-infantry rifle bullet (single shot -- very effective verses infantry) -[HollowPoint] -Spread=1 -Verses=100%,5%,5%,5%,5% -Explosion=1 -InfDeath=1 - -; special case damage effect (do not use for regular weapons) -[Super] -Spread=1 -Verses=100%,100%,100%,100%,100% -InfDeath=5 - -; special case to only affect infantry (do not use for regular weapons) -[Organic] -Spread=5 -Verses=100%,0%,0%,0%,0% -InfDeath=0 - -; Nuclear warhead (same as fire) -[Nuke] -Spread=6 -Wall=yes -Wood=yes -Ore=yes -Verses=90%,100%,60%,25%,50% -Explosion=6 -InfDeath=4 -SmudgeType=Scorch -SmudgeSize=5,4 - - ; ******* Land Characteristics ******* ; This section specifies the characteristics of the various ; terrain types. The primary purpose is to differentiate the @@ -794,201 +179,3 @@ Track=100% Wheel=100% Float=100% Buildable=no - -[WeaponTypes] -Colt45 -ZSU-23 -Vulcan -Maverick -FireballLauncher -Flamer -Sniper -ChainGun -Pistol -M1Carbine -Dragon -Hellfire -Grenade -75mm -90mm -105mm -120mm -TurretGun -MammothTusk -155mm -M60mg -Napalm -TeslaZap -Nike -RedEye -8Inch -Stinger -TorpTube -2Inch -DepthCharge -ParaBomb -DogJaw -Heal -SCUD -UnitExplode -Atomic -CrateNapalm -CrateExplosion - -[TeslaZap] -RenderAsTesla=true - -[UnitExplode] -Damage=500 -Speed=100 -Projectile=Invisible -Warhead=UnitExplodeWarhead - -[CrateExplosion] -Damage=500 -Speed=100 -Projectile=Invisible -Warhead=UnitExplodeWarhead - -[ProjectileTypes] -Invisible -LeapDog -Cannon -Ack -Torpedo -FROG -HeatSeeker -LaserGuided -AAMissile -Lobbed -Catapult -Bomblet -Ballistic -Parachute -GPSSatellite -NukeUp -NukeDown -Fireball - - - - -[WarheadTypes] -SA -HE -AP -Fire -HollowPoint -Super -Organic -Nuke -UnitExplodeWarhead -Crush -APMine -ATMine -DemolishWarhead - -[HE] -ImpactSound=kaboom25 -WaterImpactSound=splash9 - -[UnitExplodeWarhead] -Spread=10 -Verses=90%,75%,60%,25%,100% -Explosion=8 -InfDeath=3 -ImpactSound=kaboom15 - -[Crush] -Verses=100%,100%,100%,100%,100% -ImpactSound=squishy2 - -[ATMine] -Verses=0%,0%,100%,100%,0% -ImpactSound=mineblo1 -Explosion=5 - -[APMine] -Verses=100%,0%,0%,0%,0% -ImpactSound=mine1 -InfDeath=2 -Explosion=3 - -[DemolishWarhead] -Verses=100%,100%,100%,100%,100% -ImpactSound=kaboom25 -Explosion=7 - - - -[VoiceTypes] -GenericVoice -VehicleVoice -EngineerVoice -MedicVoice -TanyaVoice -DogVoice -SpyVoice -ThiefVoice -CivilianMaleVoice -CivilianFemaleVoice -EinsteinVoice - -;; explicit extension on voice clips overrides the normal `variants` mechanism -[GenericVoice] -SovietVariants=.r01,.r03 -AlliedVariants=.v01,.v03 -Select=await1,ready,report1,yessir1 -Move=ackno,affirm1,noprob,overout,ritaway,roger,ugotit -Die=dedman1.aud,dedman2.aud,dedman3.aud,dedman4.aud,dedman5.aud,dedman6.aud,dedman7.aud,dedman8.aud,dedman10.aud - -[VehicleVoice] -SovietVariants=.r00,.r02 -AlliedVariants=.v00,.v02 -Select=vehic1,yessir1,report1,await1 -Move=ackno,affirm1 - -[EngineerVoice] -Select=eengin1,eyessir1 -Move=eaffirm1,emovout1 -Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10 - -[MedicVoice] -Select=mrespon1,myessir1 -Move=maffirm1,mmovout1 -Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10 - -[TanyaVoice] -Select=yo1,yes1,yeah1 -Move=rokroll1,onit1,cmon1 -Attack=tuffguy1,bombit1,gotit1 -Die=tandeth1 - -[DogVoice] -Select= -Move=dogy1 -Attack=dogg5p,dogw3px -Die=dogw5,dogw6,dogw7 - -[SpyVoice] -Select=syessir1,scomnd1 -Move=sonway1,sindeed1 -Attack=sking1 -Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10 - -[ThiefVoice] -Select=swhat1,syeah1 -Move=saffirm1,smout1,sokay1 -Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10 - -[CivilianMaleVoice] -Select=guyyeah1 -Move=guyokay1 - -[CivilianFemaleVoice] -Select=girlyeah -Move=girlokay - -[EinsteinVoice] -Select=einah1,einok1,einyes1 -Move=einah1,einok1,einyes1 diff --git a/mods/ra/weapons.yaml b/mods/ra/weapons.yaml index 0f6e68fa06..d1e1a35636 100644 --- a/mods/ra/weapons.yaml +++ b/mods/ra/weapons.yaml @@ -374,11 +374,6 @@ Napalm: Damage: 100 CrateNapalm: - ROF: 20 - Range: 4.5 - Bullet: - Image: BOMBLET - Speed: 5 Warhead: Spread: 4 Wood: yes @@ -389,6 +384,16 @@ CrateNapalm: ImpactSound: firebl3 Damage: 600 +CrateExplosion: + Warhead: + Damage: 500 + Spread: 10 + Verses: 90%,75%,60%,25%,100% + Explosion: 8 + InfDeath: 3 + ImpactSound: kaboom15 + + TeslaZap: ROF: 120 Charges: true @@ -623,7 +628,7 @@ SCUD: InfDeath: 2 SmudgeType: Crater Damage: 600 - + Atomic: Nuke: Image: Nuke @@ -637,4 +642,38 @@ Atomic: Explosion: 6 InfDeath: 4 SmudgeType: Scorch - SmudgeSize: 5,4 \ No newline at end of file + SmudgeSize: 5,4 + +UnitExplode: + Warhead: + Damage: 500 + Spread: 10 + Verses: 90%,75%,60%,25%,100% + Explosion: 8 + InfDeath: 3 + ImpactSound: kaboom15 + +Crush: + Warhead: + Verses: 100%,100%,100%,100%,100% + ImpactSound: squishy2 + Damage: 100 + +ATMine: + Warhead: + Verses: 0%,0%,100%,100%,0% + ImpactSound: mineblo1 + Explosion: 5 + +APMine: + Warhead: + Verses: 100%,0%,0%,0%,0% + ImpactSound: mine1 + InfDeath: 2 + Explosion: 3 + +Demolish: + Warhead: + Verses: 100%,100%,100%,100%,100% + ImpactSound: kaboom25 + Explosion: 7 \ No newline at end of file