Merge pull request #4900 from pchote/garrison
Add garrison support for player-owned transports
This commit is contained in:
@@ -122,6 +122,9 @@ NEW:
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Added IEffectiveOwner interface for traits/logic that temporarily alter an actor's apparent owner.
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Renamed Spy trait to Disguise, SpyToolTip trait to DisguiseToolTip, and RenderSpy trait to RenderDisguise.
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Overhauled the internal map management and preview generation code.
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Muzzleflash definitions have moved from WithMuzzleFlash to each Armament. Only one WithMuzzleFlash is now required per actor.
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Added an AttackGarrisoned trait that allows passengers to fire through a set of defined ports.
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Maps can define initial cargo for actors by adding "Cargo: actora, actorb, ..." to the actor reference.
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Server:
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Message of the day is now shared between all mods and a default motd.txt gets created in the user directory.
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Asset Browser:
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@@ -123,7 +123,7 @@ namespace OpenRA.Graphics
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// added for contrails
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foreach (var a in world.ActorsWithTrait<IPostRender>())
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if (!a.Actor.Destroyed)
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if (a.Actor.IsInWorld && !a.Actor.Destroyed)
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a.Trait.RenderAfterWorld(this, a.Actor);
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if (world.OrderGenerator != null)
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@@ -67,7 +67,7 @@ namespace OpenRA.Mods.RA.Activities
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var cargo = self.TraitOrDefault<Cargo>();
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if (cargo != null)
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init.Add( new CargoInit( cargo.Passengers.ToArray() ) );
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init.Add( new RuntimeCargoInit( cargo.Passengers.ToArray() ) );
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var a = w.CreateActor( ToActor, init );
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@@ -44,16 +44,25 @@ namespace OpenRA.Mods.RA
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[Desc("Recoil recovery per-frame")]
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public readonly WRange RecoilRecovery = new WRange(9);
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[Desc("Muzzle flash sequence to render")]
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public readonly string MuzzleSequence = null;
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[Desc("Use multiple muzzle images if non-zero")]
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public readonly int MuzzleSplitFacings = 0;
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public object Create(ActorInitializer init) { return new Armament(init.self, this); }
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}
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public class Armament : ITick
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public class Armament : ITick, IExplodeModifier
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{
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public readonly ArmamentInfo Info;
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public readonly WeaponInfo Weapon;
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public readonly Barrel[] Barrels;
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public readonly Actor self;
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Lazy<Turreted> Turret;
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Lazy<IBodyOrientation> Coords;
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Lazy<LimitedAmmo> limitedAmmo;
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List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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public WRange Recoil;
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public int FireDelay { get; private set; }
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@@ -61,11 +70,13 @@ namespace OpenRA.Mods.RA
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public Armament(Actor self, ArmamentInfo info)
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{
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this.self = self;
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Info = info;
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// We can't resolve these until runtime
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Turret = Lazy.New(() => self.TraitsImplementing<Turreted>().FirstOrDefault(t => t.Name == info.Turret));
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Coords = Lazy.New(() => self.Trait<IBodyOrientation>());
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limitedAmmo = Lazy.New(() => self.TraitOrDefault<LimitedAmmo>());
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Weapon = Rules.Weapons[info.Weapon.ToLowerInvariant()];
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Burst = Weapon.Burst;
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@@ -94,27 +105,44 @@ namespace OpenRA.Mods.RA
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if (FireDelay > 0)
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--FireDelay;
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Recoil = new WRange(Math.Max(0, Recoil.Range - Info.RecoilRecovery.Range));
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for (var i = 0; i < delayedActions.Count; i++)
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{
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var x = delayedActions[i];
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if (--x.First <= 0)
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x.Second();
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delayedActions[i] = x;
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}
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delayedActions.RemoveAll(a => a.First <= 0);
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}
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void ScheduleDelayedAction(int t, Action a)
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{
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if (t > 0)
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delayedActions.Add(Pair.New(t, a));
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else
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a();
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}
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// Note: facing is only used by the legacy positioning code
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// The world coordinate model uses Actor.Orientation
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public void CheckFire(Actor self, AttackBase attack, IFacing facing, Target target)
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public Barrel CheckFire(Actor self, IFacing facing, Target target)
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{
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if (FireDelay > 0)
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return;
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return null;
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null && !limitedAmmo.HasAmmo())
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return;
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if (limitedAmmo.Value != null && !limitedAmmo.Value.HasAmmo())
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return null;
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if (!target.IsInRange(self.CenterPosition, Weapon.Range))
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return;
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return null;
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if (Weapon.MinRange != WRange.Zero && target.IsInRange(self.CenterPosition, Weapon.MinRange))
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return;
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return null;
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if (!Weapon.IsValidAgainst(target, self.World))
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return;
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return null;
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var barrel = Barrels[Burst % Barrels.Length];
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var muzzlePosition = self.CenterPosition + MuzzleOffset(self, barrel);
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@@ -134,7 +162,7 @@ namespace OpenRA.Mods.RA
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GuidedTarget = target
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};
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attack.ScheduleDelayedAction(Info.FireDelay, () =>
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ScheduleDelayedAction(Info.FireDelay, () =>
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{
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if (args.Weapon.Projectile != null)
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{
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@@ -159,9 +187,12 @@ namespace OpenRA.Mods.RA
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FireDelay = Weapon.ROF;
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Burst = Weapon.Burst;
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}
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return barrel;
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}
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public bool IsReloading { get { return FireDelay > 0; } }
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public bool ShouldExplode(Actor self) { return !IsReloading; }
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public WVec MuzzleOffset(Actor self, Barrel b)
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{
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@@ -184,5 +215,7 @@ namespace OpenRA.Mods.RA
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orientation += Turret.Value.LocalOrientation(self);
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return orientation;
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}
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public Actor Actor { get { return self; } }
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}
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}
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@@ -13,37 +13,45 @@ using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public abstract class AttackBaseInfo : ITraitInfo
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{
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[Desc("Armament names")]
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public readonly string[] Armaments = { "primary", "secondary" };
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public readonly string Cursor = "attack";
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public readonly string OutsideRangeCursor = "attackoutsiderange";
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public abstract object Create(ActorInitializer init);
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}
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public abstract class AttackBase : IIssueOrder, IResolveOrder, ITick, IExplodeModifier, IOrderVoice, ISync
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public abstract class AttackBase : IIssueOrder, IResolveOrder, IOrderVoice, ISync
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{
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[Sync] public bool IsAttacking { get; internal set; }
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public IEnumerable<Armament> Armaments { get { return GetArmaments(); } }
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protected Lazy<IFacing> facing;
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protected Lazy<Building> building;
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protected Func<IEnumerable<Armament>> GetArmaments;
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readonly Actor self;
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readonly AttackBaseInfo info;
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protected Lazy<IFacing> facing;
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Lazy<IEnumerable<Armament>> armaments;
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protected IEnumerable<Armament> Armaments { get { return armaments.Value; } }
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List<Pair<int, Action>> delayedActions = new List<Pair<int, Action>>();
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public AttackBase(Actor self, AttackBaseInfo info)
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{
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this.self = self;
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this.info = info;
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armaments = Lazy.New(() => self.TraitsImplementing<Armament>());
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var armaments = Lazy.New(() => self.TraitsImplementing<Armament>()
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.Where(a => info.Armaments.Contains(a.Info.Name)));
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GetArmaments = () => armaments.Value;
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facing = Lazy.New(() => self.TraitOrDefault<IFacing>());
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building = Lazy.New(() => self.TraitOrDefault<Building>());
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}
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protected virtual bool CanAttack(Actor self, Target target)
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@@ -51,6 +59,10 @@ namespace OpenRA.Mods.RA
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if (!self.IsInWorld)
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return false;
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// Building is under construction or is being sold
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if (building.Value != null && !building.Value.BuildComplete)
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return false;
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if (!target.IsValidFor(self))
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return false;
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@@ -63,38 +75,13 @@ namespace OpenRA.Mods.RA
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return true;
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}
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public bool ShouldExplode(Actor self) { return !IsReloading(); }
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public bool IsReloading() { return Armaments.Any(a => a.IsReloading); }
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public virtual void Tick(Actor self)
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{
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for (var i = 0; i < delayedActions.Count; i++)
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{
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var x = delayedActions[i];
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if (--x.First <= 0)
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x.Second();
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delayedActions[i] = x;
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}
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delayedActions.RemoveAll(a => a.First <= 0);
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}
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internal void ScheduleDelayedAction(int t, Action a)
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{
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if (t > 0)
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delayedActions.Add(Pair.New(t, a));
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else
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a();
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}
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public virtual void DoAttack(Actor self, Target target)
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{
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if (!CanAttack(self, target))
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return;
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foreach (var a in Armaments)
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a.CheckFire(self, this, facing.Value, target);
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a.CheckFire(self, facing.Value, target);
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}
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public IEnumerable<IOrderTargeter> Orders
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@@ -148,7 +135,13 @@ namespace OpenRA.Mods.RA
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public abstract Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove);
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public bool HasAnyValidWeapons(Target t) { return Armaments.Any(a => a.Weapon.IsValidAgainst(t, self.World)); }
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public WRange GetMaximumRange() { return Armaments.Max(a => a.Weapon.Range); }
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public WRange GetMaximumRange()
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{
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if (!Armaments.Any())
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return WRange.Zero;
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return Armaments.Max(a => a.Weapon.Range);
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}
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public Armament ChooseArmamentForTarget(Target t) { return Armaments.FirstOrDefault(a => a.Weapon.IsValidAgainst(t, self.World)); }
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA
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class AttackCharge : AttackOmni, ITick, INotifyAttack, ISync
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{
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readonly AttackChargeInfo aci;
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readonly AttackChargeInfo info;
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[Sync] int charges;
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[Sync] int timeToRecharge;
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@@ -37,27 +37,25 @@ namespace OpenRA.Mods.RA
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public AttackCharge(Actor self, AttackChargeInfo info)
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: base(self, info)
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{
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aci = self.Info.Traits.Get<AttackChargeInfo>();
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charges = aci.MaxCharges;
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this.info = info;
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charges = info.MaxCharges;
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}
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public override void Tick(Actor self)
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public void Tick(Actor self)
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{
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if (--timeToRecharge <= 0)
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charges = aci.MaxCharges;
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base.Tick(self);
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charges = info.MaxCharges;
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}
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public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
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{
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--charges;
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timeToRecharge = aci.ReloadTime;
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timeToRecharge = info.ReloadTime;
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}
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public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
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{
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return new ChargeAttack(newTarget);
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return new ChargeAttack(this, newTarget);
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}
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public override void ResolveOrder(Actor self, Order order)
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@@ -70,9 +68,12 @@ namespace OpenRA.Mods.RA
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class ChargeAttack : Activity
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{
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readonly AttackCharge attack;
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readonly Target target;
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public ChargeAttack(Target target)
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public ChargeAttack(AttackCharge attack, Target target)
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{
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this.attack = attack;
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this.target = target;
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}
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@@ -80,23 +81,22 @@ namespace OpenRA.Mods.RA
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{
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if (IsCanceled || !target.IsValidFor(self))
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return NextActivity;
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var initDelay = self.Info.Traits.Get<AttackChargeInfo>().InitialChargeDelay;
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var attack = self.Trait<AttackCharge>();
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if (attack.charges == 0 || !attack.CanAttack(self, target))
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return this;
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self.Trait<RenderBuildingCharge>().PlayCharge(self);
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return Util.SequenceActivities(new Wait(initDelay), new ChargeFire(target), this);
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return Util.SequenceActivities(new Wait(attack.info.InitialChargeDelay), new ChargeFire(attack, target), this);
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}
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}
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class ChargeFire : Activity
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{
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readonly AttackCharge attack;
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readonly Target target;
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public ChargeFire(Target target)
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public ChargeFire(AttackCharge attack, Target target)
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{
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this.attack = attack;
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this.target = target;
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}
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@@ -105,15 +105,12 @@ namespace OpenRA.Mods.RA
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if (IsCanceled || !target.IsValidFor(self))
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return NextActivity;
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var chargeDelay = self.Info.Traits.Get<AttackChargeInfo>().ChargeDelay;
|
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|
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var attack = self.Trait<AttackCharge>();
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if (attack.charges == 0)
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return NextActivity;
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|
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attack.DoAttack(self, target);
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|
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return Util.SequenceActivities(new Wait(chargeDelay), this);
|
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return Util.SequenceActivities(new Wait(attack.info.ChargeDelay), this);
|
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}
|
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}
|
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}
|
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|
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103
OpenRA.Mods.RA/Attack/AttackFollow.cs
Normal file
103
OpenRA.Mods.RA/Attack/AttackFollow.cs
Normal file
@@ -0,0 +1,103 @@
|
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#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.Mods.RA.Activities;
|
||||
using OpenRA.Mods.RA.Move;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
public class AttackFollowInfo : AttackBaseInfo
|
||||
{
|
||||
public override object Create(ActorInitializer init) { return new AttackFollow(init.self, this); }
|
||||
}
|
||||
|
||||
public class AttackFollow : AttackBase, ITick, ISync
|
||||
{
|
||||
public Target Target { get; protected set; }
|
||||
|
||||
public AttackFollow(Actor self, AttackFollowInfo info)
|
||||
: base(self, info) { }
|
||||
|
||||
protected override bool CanAttack(Actor self, Target target)
|
||||
{
|
||||
if (!target.IsValidFor(self))
|
||||
return false;
|
||||
|
||||
return base.CanAttack(self, target);
|
||||
}
|
||||
|
||||
public virtual void Tick(Actor self)
|
||||
{
|
||||
DoAttack(self, Target);
|
||||
IsAttacking = Target.IsValidFor(self);
|
||||
}
|
||||
|
||||
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
|
||||
{
|
||||
return new AttackActivity(self, newTarget, allowMove);
|
||||
}
|
||||
|
||||
public override void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
base.ResolveOrder(self, order);
|
||||
|
||||
if (order.OrderString == "Stop")
|
||||
Target = Target.Invalid;
|
||||
}
|
||||
|
||||
class AttackActivity : Activity
|
||||
{
|
||||
readonly AttackFollow attack;
|
||||
readonly IMove move;
|
||||
readonly Target target;
|
||||
|
||||
public AttackActivity(Actor self, Target target, bool allowMove)
|
||||
{
|
||||
attack = self.Trait<AttackFollow>();
|
||||
move = allowMove ? self.TraitOrDefault<IMove>() : null;
|
||||
|
||||
// HACK: Mobile.OnRails is horrible
|
||||
var mobile = move as Mobile;
|
||||
if (mobile != null && mobile.Info.OnRails)
|
||||
move = null;
|
||||
|
||||
this.target = target;
|
||||
}
|
||||
|
||||
public override Activity Tick(Actor self)
|
||||
{
|
||||
if (IsCanceled || !target.IsValidFor(self))
|
||||
return NextActivity;
|
||||
|
||||
if (self.IsDisabled())
|
||||
return this;
|
||||
|
||||
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
|
||||
var weapon = attack.ChooseArmamentForTarget(target);
|
||||
|
||||
if (weapon != null)
|
||||
{
|
||||
var range = WRange.FromCells(Math.Max(0, weapon.Weapon.Range.Range / 1024 - RangeTolerance));
|
||||
|
||||
attack.Target = target;
|
||||
|
||||
if (move != null)
|
||||
return Util.SequenceActivities(move.MoveFollow(self, target, range), this);
|
||||
}
|
||||
|
||||
return NextActivity;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
192
OpenRA.Mods.RA/Attack/AttackGarrisoned.cs
Normal file
192
OpenRA.Mods.RA/Attack/AttackGarrisoned.cs
Normal file
@@ -0,0 +1,192 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
* see COPYING.
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Mods.RA.Buildings;
|
||||
using OpenRA.Mods.RA.Move;
|
||||
using OpenRA.Mods.RA.Render;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
public class FirePort
|
||||
{
|
||||
public WVec Offset;
|
||||
public WAngle Yaw;
|
||||
public WAngle Cone;
|
||||
}
|
||||
|
||||
public class AttackGarrisonedInfo : AttackFollowInfo, Requires<CargoInfo>
|
||||
{
|
||||
[Desc("Fire port offsets in local coordinates")]
|
||||
public readonly WRange[] PortOffsets = {};
|
||||
|
||||
[Desc("Fire port yaw angles")]
|
||||
public readonly WAngle[] PortYaws = {};
|
||||
|
||||
[Desc("Fire port yaw cone angle")]
|
||||
public readonly WAngle[] PortCones = {};
|
||||
|
||||
public override object Create(ActorInitializer init) { return new AttackGarrisoned(init.self, this); }
|
||||
}
|
||||
|
||||
public class AttackGarrisoned : AttackFollow, INotifyPassengerEntered, INotifyPassengerExited, IRender
|
||||
{
|
||||
public readonly FirePort[] Ports;
|
||||
|
||||
AttackGarrisonedInfo info;
|
||||
Lazy<IBodyOrientation> coords;
|
||||
List<Armament> armaments;
|
||||
List<AnimationWithOffset> muzzles;
|
||||
Dictionary<Actor, IFacing> paxFacing;
|
||||
Dictionary<Actor, IPositionable> paxPos;
|
||||
Dictionary<Actor, RenderSprites> paxRender;
|
||||
|
||||
|
||||
public AttackGarrisoned(Actor self, AttackGarrisonedInfo info)
|
||||
: base(self, info)
|
||||
{
|
||||
this.info = info;
|
||||
coords = Lazy.New(() => self.Trait<IBodyOrientation>());
|
||||
armaments = new List<Armament>();
|
||||
muzzles = new List<AnimationWithOffset>();
|
||||
paxFacing = new Dictionary<Actor, IFacing>();
|
||||
paxPos = new Dictionary<Actor, IPositionable>();
|
||||
paxRender = new Dictionary<Actor, RenderSprites>();
|
||||
|
||||
GetArmaments = () => armaments;
|
||||
|
||||
|
||||
if (info.PortOffsets.Length % 3 != 0 || info.PortOffsets.Length == 0)
|
||||
throw new InvalidOperationException("PortOffsets array length must be a multiple of three");
|
||||
|
||||
if (info.PortYaws.Length * 3 != info.PortOffsets.Length)
|
||||
throw new InvalidOperationException("FireYaw must define an angle for each port");
|
||||
|
||||
if (info.PortCones.Length * 3 != info.PortOffsets.Length)
|
||||
throw new InvalidOperationException("PortCones must define an angle for each port");
|
||||
|
||||
var p = new List<FirePort>();
|
||||
for (var i = 0; i < info.PortOffsets.Length / 3; i++)
|
||||
{
|
||||
p.Add(new FirePort
|
||||
{
|
||||
Offset = new WVec(info.PortOffsets[3*i], info.PortOffsets[3*i + 1], info.PortOffsets[3*i + 2]),
|
||||
Yaw = info.PortYaws[i],
|
||||
Cone = info.PortCones[i],
|
||||
});
|
||||
}
|
||||
|
||||
Ports = p.ToArray();
|
||||
}
|
||||
|
||||
public void PassengerEntered(Actor self, Actor passenger)
|
||||
{
|
||||
paxFacing.Add(passenger, passenger.Trait<IFacing>());
|
||||
paxPos.Add(passenger, passenger.Trait<IPositionable>());
|
||||
paxRender.Add(passenger, passenger.Trait<RenderSprites>());
|
||||
armaments = armaments.Append(passenger.TraitsImplementing<Armament>()
|
||||
.Where(a => info.Armaments.Contains(a.Info.Name))
|
||||
.ToArray()).ToList();
|
||||
}
|
||||
|
||||
public void PassengerExited(Actor self, Actor passenger)
|
||||
{
|
||||
paxFacing.Remove(passenger);
|
||||
paxPos.Remove(passenger);
|
||||
paxRender.Remove(passenger);
|
||||
armaments.RemoveAll(a => a.Actor == passenger);
|
||||
}
|
||||
|
||||
|
||||
FirePort SelectFirePort(Actor self, WAngle targetYaw)
|
||||
{
|
||||
// Pick a random port that faces the target
|
||||
var bodyYaw = facing.Value != null ? WAngle.FromFacing(facing.Value.Facing) : WAngle.Zero;
|
||||
var indices = Exts.MakeArray(Ports.Length, i => i).Shuffle(self.World.SharedRandom);
|
||||
foreach (var i in indices)
|
||||
{
|
||||
var yaw = bodyYaw + Ports[i].Yaw;
|
||||
var leftTurn = (yaw - targetYaw).Angle;
|
||||
var rightTurn = (targetYaw - yaw).Angle;
|
||||
if (Math.Min(leftTurn, rightTurn) <= Ports[i].Cone.Angle)
|
||||
return Ports[i];
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
WVec PortOffset(Actor self, FirePort p)
|
||||
{
|
||||
var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
|
||||
return coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
|
||||
}
|
||||
|
||||
public override void DoAttack(Actor self, Target target)
|
||||
{
|
||||
if (!CanAttack(self, target))
|
||||
return;
|
||||
|
||||
var pos = self.CenterPosition;
|
||||
var targetYaw = WAngle.FromFacing(Traits.Util.GetFacing(target.CenterPosition - self.CenterPosition, 0));
|
||||
|
||||
foreach (var a in Armaments)
|
||||
{
|
||||
var port = SelectFirePort(self, targetYaw);
|
||||
if (port == null)
|
||||
return;
|
||||
|
||||
var muzzleFacing = targetYaw.Angle / 4;
|
||||
paxFacing[a.Actor].Facing = muzzleFacing;
|
||||
paxPos[a.Actor].SetVisualPosition(a.Actor, pos + PortOffset(self, port));
|
||||
|
||||
var barrel = a.CheckFire(a.Actor, facing.Value, target);
|
||||
if (barrel != null && a.Info.MuzzleSequence != null)
|
||||
{
|
||||
// Muzzle facing is fixed once the firing starts
|
||||
var muzzleAnim = new Animation(paxRender[a.Actor].GetImage(a.Actor), () => muzzleFacing);
|
||||
var sequence = a.Info.MuzzleSequence;
|
||||
|
||||
if (a.Info.MuzzleSplitFacings > 0)
|
||||
sequence += Traits.Util.QuantizeFacing(muzzleFacing, a.Info.MuzzleSplitFacings).ToString();
|
||||
|
||||
var muzzleFlash = new AnimationWithOffset(muzzleAnim,
|
||||
() => PortOffset(self, port),
|
||||
() => false,
|
||||
p => WithTurret.ZOffsetFromCenter(self, p, 1024));
|
||||
|
||||
muzzles.Add(muzzleFlash);
|
||||
muzzleAnim.PlayThen(sequence, () => muzzles.Remove(muzzleFlash));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public IEnumerable<IRenderable> Render(Actor self, WorldRenderer wr)
|
||||
{
|
||||
// Display muzzle flashes
|
||||
foreach (var m in muzzles)
|
||||
foreach (var r in m.Render(self, wr, wr.Palette("effect"), 1f))
|
||||
yield return r;
|
||||
}
|
||||
|
||||
public override void Tick(Actor self)
|
||||
{
|
||||
base.Tick(self);
|
||||
|
||||
// Take a copy so that Tick() can remove animations
|
||||
foreach (var m in muzzles.ToList())
|
||||
m.Animation.Tick();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -25,7 +25,8 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
public override void DoAttack(Actor self, Target target)
|
||||
{
|
||||
if (!CanAttack(self, target)) return;
|
||||
if (!CanAttack(self, target))
|
||||
return;
|
||||
|
||||
var arm = Armaments.FirstOrDefault();
|
||||
if (arm == null)
|
||||
@@ -34,9 +35,8 @@ namespace OpenRA.Mods.RA
|
||||
if (!target.IsInRange(self.CenterPosition, arm.Weapon.Range))
|
||||
return;
|
||||
|
||||
var facing = self.TraitOrDefault<IFacing>();
|
||||
foreach (var a in Armaments)
|
||||
a.CheckFire(self, this, facing, target);
|
||||
a.CheckFire(self, facing.Value, target);
|
||||
|
||||
if (target.Actor != null)
|
||||
target.Actor.ChangeOwner(self.Owner);
|
||||
|
||||
@@ -8,7 +8,7 @@
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using OpenRA.Mods.RA.Buildings;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
@@ -18,34 +18,25 @@ namespace OpenRA.Mods.RA
|
||||
public override object Create(ActorInitializer init) { return new AttackOmni(init.self, this); }
|
||||
}
|
||||
|
||||
class AttackOmni : AttackBase, INotifyBuildComplete, ISync
|
||||
class AttackOmni : AttackBase, ISync
|
||||
{
|
||||
[Sync] bool buildComplete = false;
|
||||
public void BuildingComplete(Actor self) { buildComplete = true; }
|
||||
|
||||
public AttackOmni(Actor self, AttackOmniInfo info)
|
||||
: base(self, info) { }
|
||||
|
||||
protected override bool CanAttack(Actor self, Target target)
|
||||
{
|
||||
var isBuilding = self.HasTrait<Building>() && !buildComplete;
|
||||
return base.CanAttack(self, target) && !isBuilding;
|
||||
}
|
||||
|
||||
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
|
||||
{
|
||||
return new SetTarget(newTarget, this);
|
||||
return new SetTarget(this, newTarget);
|
||||
}
|
||||
|
||||
class SetTarget : Activity
|
||||
{
|
||||
readonly Target target;
|
||||
readonly AttackOmni ao;
|
||||
readonly AttackOmni attack;
|
||||
|
||||
public SetTarget(Target target, AttackOmni ao)
|
||||
public SetTarget(AttackOmni attack, Target target)
|
||||
{
|
||||
this.target = target;
|
||||
this.ao = ao;
|
||||
this.attack = attack;
|
||||
}
|
||||
|
||||
public override Activity Tick(Actor self)
|
||||
@@ -53,7 +44,7 @@ namespace OpenRA.Mods.RA
|
||||
if (IsCanceled || !target.IsValidFor(self))
|
||||
return NextActivity;
|
||||
|
||||
ao.DoAttack(self, target);
|
||||
attack.DoAttack(self, target);
|
||||
return this;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -35,19 +35,20 @@ namespace OpenRA.Mods.RA
|
||||
int idleTicks = 0;
|
||||
PopupState state = PopupState.Open;
|
||||
Turreted turret;
|
||||
bool skippedMakeAnimation;
|
||||
|
||||
public AttackPopupTurreted(ActorInitializer init, AttackPopupTurretedInfo info)
|
||||
: base(init.self, info)
|
||||
{
|
||||
this.info = info;
|
||||
buildComplete = init.Contains<SkipMakeAnimsInit>();
|
||||
turret = turrets.FirstOrDefault();
|
||||
rb = init.self.Trait<RenderBuilding>();
|
||||
skippedMakeAnimation = init.Contains<SkipMakeAnimsInit>();
|
||||
}
|
||||
|
||||
protected override bool CanAttack(Actor self, Target target)
|
||||
{
|
||||
if (state == PopupState.Transitioning || !buildComplete)
|
||||
if (state == PopupState.Transitioning || !building.Value.BuildComplete)
|
||||
return false;
|
||||
|
||||
if (!base.CanAttack(self, target))
|
||||
@@ -90,17 +91,14 @@ namespace OpenRA.Mods.RA
|
||||
}
|
||||
}
|
||||
|
||||
public override void BuildingComplete(Actor self)
|
||||
public void BuildingComplete(Actor self)
|
||||
{
|
||||
// Set true for SkipMakeAnimsInit
|
||||
if (buildComplete)
|
||||
if (!skippedMakeAnimation)
|
||||
{
|
||||
state = PopupState.Closed;
|
||||
rb.PlayCustomAnimRepeating(self, "closed-idle");
|
||||
turret.desiredFacing = null;
|
||||
}
|
||||
|
||||
buildComplete = true;
|
||||
}
|
||||
|
||||
public float GetDamageModifier(Actor attacker, WarheadInfo warhead)
|
||||
|
||||
@@ -10,23 +10,21 @@
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.Mods.RA.Activities;
|
||||
using OpenRA.Mods.RA.Buildings;
|
||||
using OpenRA.Mods.RA.Move;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA
|
||||
{
|
||||
class AttackTurretedInfo : AttackBaseInfo, Requires<TurretedInfo>
|
||||
class AttackTurretedInfo : AttackFollowInfo, Requires<TurretedInfo>
|
||||
{
|
||||
public override object Create(ActorInitializer init) { return new AttackTurreted(init.self, this); }
|
||||
}
|
||||
|
||||
class AttackTurreted : AttackBase, INotifyBuildComplete, ISync
|
||||
class AttackTurreted : AttackFollow, ITick, ISync
|
||||
{
|
||||
public Target Target { get; protected set; }
|
||||
protected IEnumerable<Turreted> turrets;
|
||||
[Sync] protected bool buildComplete;
|
||||
|
||||
public AttackTurreted(Actor self, AttackTurretedInfo info)
|
||||
: base(self, info)
|
||||
@@ -36,10 +34,7 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
protected override bool CanAttack(Actor self, Target target)
|
||||
{
|
||||
if (self.HasTrait<Building>() && !buildComplete)
|
||||
return false;
|
||||
|
||||
if (!target.IsValidFor(self))
|
||||
if (!base.CanAttack(self, target))
|
||||
return false;
|
||||
|
||||
var canAttack = false;
|
||||
@@ -47,70 +42,7 @@ namespace OpenRA.Mods.RA
|
||||
if (t.FaceTarget(self, target))
|
||||
canAttack = true;
|
||||
|
||||
if (!canAttack)
|
||||
return false;
|
||||
|
||||
return base.CanAttack(self, target);
|
||||
}
|
||||
|
||||
public override void Tick(Actor self)
|
||||
{
|
||||
base.Tick(self);
|
||||
DoAttack(self, Target);
|
||||
IsAttacking = Target.IsValidFor(self);
|
||||
}
|
||||
|
||||
public override Activity GetAttackActivity(Actor self, Target newTarget, bool allowMove)
|
||||
{
|
||||
return new AttackActivity(newTarget, allowMove);
|
||||
}
|
||||
|
||||
public override void ResolveOrder(Actor self, Order order)
|
||||
{
|
||||
base.ResolveOrder(self, order);
|
||||
|
||||
if (order.OrderString == "Stop")
|
||||
Target = Target.Invalid;
|
||||
}
|
||||
|
||||
public virtual void BuildingComplete(Actor self) { buildComplete = true; }
|
||||
|
||||
class AttackActivity : Activity
|
||||
{
|
||||
readonly Target target;
|
||||
readonly bool allowMove;
|
||||
|
||||
public AttackActivity(Target newTarget, bool allowMove)
|
||||
{
|
||||
this.target = newTarget;
|
||||
this.allowMove = allowMove;
|
||||
}
|
||||
|
||||
public override Activity Tick(Actor self)
|
||||
{
|
||||
if (IsCanceled || !target.IsValidFor(self))
|
||||
return NextActivity;
|
||||
|
||||
if (self.IsDisabled())
|
||||
return this;
|
||||
|
||||
var attack = self.Trait<AttackTurreted>();
|
||||
const int RangeTolerance = 1; /* how far inside our maximum range we should try to sit */
|
||||
var weapon = attack.ChooseArmamentForTarget(target);
|
||||
|
||||
if (weapon != null)
|
||||
{
|
||||
var range = WRange.FromCells(Math.Max(0, weapon.Weapon.Range.Range / 1024 - RangeTolerance));
|
||||
|
||||
attack.Target = target;
|
||||
var mobile = self.TraitOrDefault<Mobile>();
|
||||
|
||||
if (allowMove && mobile != null && !mobile.Info.OnRails)
|
||||
return Util.SequenceActivities(mobile.MoveFollow(self, target, range), this);
|
||||
}
|
||||
|
||||
return NextActivity;
|
||||
}
|
||||
return canAttack;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -27,7 +27,7 @@ namespace OpenRA.Mods.RA
|
||||
public override object Create(ActorInitializer init) { return new AttackBomber(init.self, this); }
|
||||
}
|
||||
|
||||
class AttackBomber : AttackBase, ISync, INotifyRemovedFromWorld
|
||||
class AttackBomber : AttackBase, ITick, ISync, INotifyRemovedFromWorld
|
||||
{
|
||||
AttackBomberInfo info;
|
||||
[Sync] Target target;
|
||||
@@ -43,10 +43,8 @@ namespace OpenRA.Mods.RA
|
||||
this.info = info;
|
||||
}
|
||||
|
||||
public override void Tick(Actor self)
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
base.Tick(self);
|
||||
|
||||
var cp = self.CenterPosition;
|
||||
var bombTarget = Target.FromPos(cp - new WVec(0, 0, cp.Z));
|
||||
var wasInAttackRange = inAttackRange;
|
||||
@@ -59,7 +57,7 @@ namespace OpenRA.Mods.RA
|
||||
continue;
|
||||
|
||||
inAttackRange = true;
|
||||
a.CheckFire(self, this, facing.Value, bombTarget);
|
||||
a.CheckFire(self, facing.Value, bombTarget);
|
||||
}
|
||||
|
||||
// Guns only fire when approaching the target
|
||||
@@ -74,7 +72,7 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
var t = Target.FromPos(cp - new WVec(0, a.Weapon.Range.Range / 2, cp.Z).Rotate(WRot.FromFacing(f)));
|
||||
inAttackRange = true;
|
||||
a.CheckFire(self, this, facing.Value, t);
|
||||
a.CheckFire(self, facing.Value, t);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -72,27 +72,33 @@ namespace OpenRA.Mods.RA
|
||||
if (!self.IsIdle || !info.TargetWhenDamaged)
|
||||
return;
|
||||
|
||||
if (e.Attacker.Destroyed)
|
||||
var attacker = e.Attacker;
|
||||
if (attacker.Destroyed || Stance < UnitStance.ReturnFire)
|
||||
return;
|
||||
|
||||
if (Stance < UnitStance.ReturnFire) return;
|
||||
if (!attacker.IsInWorld && !attacker.Destroyed)
|
||||
{
|
||||
// If the aggressor is in a transport, then attack the transport instead
|
||||
var passenger = attacker.TraitOrDefault<Passenger>();
|
||||
if (passenger != null && passenger.Transport != null)
|
||||
attacker = passenger.Transport;
|
||||
}
|
||||
|
||||
// not a lot we can do about things we can't hurt... although maybe we should automatically run away?
|
||||
if (!attack.HasAnyValidWeapons(Target.FromActor(e.Attacker)))
|
||||
if (!attack.HasAnyValidWeapons(Target.FromActor(attacker)))
|
||||
return;
|
||||
|
||||
// don't retaliate against own units force-firing on us. It's usually not what the player wanted.
|
||||
if (e.Attacker.AppearsFriendlyTo(self))
|
||||
if (attacker.AppearsFriendlyTo(self))
|
||||
return;
|
||||
|
||||
// don't retaliate against healers
|
||||
if (e.Damage < 0)
|
||||
return;
|
||||
|
||||
Aggressor = e.Attacker;
|
||||
|
||||
Aggressor = attacker;
|
||||
if (at == null || !at.IsReachableTarget(at.Target, info.AllowMovement && Stance != UnitStance.Defend))
|
||||
Attack(self, e.Attacker);
|
||||
Attack(self, Aggressor);
|
||||
}
|
||||
|
||||
public void TickIdle(Actor self)
|
||||
|
||||
@@ -98,19 +98,23 @@ namespace OpenRA.Mods.RA.Buildings
|
||||
}
|
||||
}
|
||||
|
||||
public class Building : INotifyDamage, IOccupySpace, INotifyCapture, ISync, ITechTreePrerequisite, INotifyAddedToWorld, INotifyRemovedFromWorld
|
||||
public class Building : INotifyDamage, IOccupySpace, INotifyCapture, INotifyBuildComplete, INotifySold, ISync, ITechTreePrerequisite, INotifyAddedToWorld, INotifyRemovedFromWorld
|
||||
{
|
||||
readonly Actor self;
|
||||
public readonly BuildingInfo Info;
|
||||
public bool BuildComplete { get; private set; }
|
||||
[Sync] readonly CPos topLeft;
|
||||
readonly Actor self;
|
||||
|
||||
PowerManager PlayerPower;
|
||||
|
||||
[Sync] public bool Locked; /* shared activity lock: undeploy, sell, capture, etc */
|
||||
/* shared activity lock: undeploy, sell, capture, etc */
|
||||
[Sync] public bool Locked = true;
|
||||
|
||||
public bool Lock()
|
||||
{
|
||||
if (Locked) return false;
|
||||
if (Locked)
|
||||
return false;
|
||||
|
||||
Locked = true;
|
||||
return true;
|
||||
}
|
||||
@@ -133,6 +137,7 @@ namespace OpenRA.Mods.RA.Buildings
|
||||
.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
|
||||
|
||||
CenterPosition = topLeft.CenterPosition + FootprintUtils.CenterOffset(Info);
|
||||
BuildComplete = init.Contains<SkipMakeAnimsInit>();
|
||||
}
|
||||
|
||||
public int GetPowerUsage()
|
||||
@@ -172,5 +177,14 @@ namespace OpenRA.Mods.RA.Buildings
|
||||
self.World.ActorMap.RemovePosition(self, this);
|
||||
self.World.ScreenMap.Remove(self);
|
||||
}
|
||||
|
||||
public void BuildingComplete(Actor self)
|
||||
{
|
||||
BuildComplete = true;
|
||||
Locked = false;
|
||||
}
|
||||
|
||||
public void Selling(Actor self) { BuildComplete = false; }
|
||||
public void Sold(Actor self) { }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -44,9 +44,21 @@ namespace OpenRA.Mods.RA
|
||||
self = init.self;
|
||||
Info = info;
|
||||
|
||||
if (init.Contains<CargoInit>())
|
||||
if (init.Contains<RuntimeCargoInit>())
|
||||
{
|
||||
cargo = init.Get<CargoInit, Actor[]>().ToList();
|
||||
cargo = init.Get<RuntimeCargoInit, Actor[]>().ToList();
|
||||
totalWeight = cargo.Sum(c => GetWeight(c));
|
||||
}
|
||||
else if (init.Contains<CargoInit>())
|
||||
{
|
||||
foreach (var u in init.Get<CargoInit, string[]>())
|
||||
{
|
||||
var unit = self.World.CreateActor(false, u.ToLowerInvariant(),
|
||||
new TypeDictionary { new OwnerInit(self.Owner) });
|
||||
|
||||
cargo.Add(unit);
|
||||
}
|
||||
|
||||
totalWeight = cargo.Sum(c => GetWeight(c));
|
||||
}
|
||||
else
|
||||
@@ -56,9 +68,10 @@ namespace OpenRA.Mods.RA
|
||||
var unit = self.World.CreateActor(false, u.ToLowerInvariant(),
|
||||
new TypeDictionary { new OwnerInit(self.Owner) });
|
||||
|
||||
if (CanLoad(self, unit))
|
||||
Load(self, unit);
|
||||
cargo.Add(unit);
|
||||
}
|
||||
|
||||
totalWeight = cargo.Sum(c => GetWeight(c));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -131,6 +144,7 @@ namespace OpenRA.Mods.RA
|
||||
foreach (var npe in self.TraitsImplementing<INotifyPassengerExited>())
|
||||
npe.PassengerExited(self, a);
|
||||
|
||||
a.Trait<Passenger>().Transport = null;
|
||||
return a;
|
||||
}
|
||||
|
||||
@@ -165,6 +179,8 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
foreach (var npe in self.TraitsImplementing<INotifyPassengerEntered>())
|
||||
npe.PassengerEntered(self, a);
|
||||
|
||||
a.Trait<Passenger>().Transport = self;
|
||||
}
|
||||
|
||||
public void Killed(Actor self, AttackInfo e)
|
||||
@@ -186,8 +202,22 @@ namespace OpenRA.Mods.RA
|
||||
});
|
||||
}
|
||||
|
||||
bool initialized;
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
// Notify initial cargo load
|
||||
if (!initialized)
|
||||
{
|
||||
foreach (var c in cargo)
|
||||
{
|
||||
c.Trait<Passenger>().Transport = self;
|
||||
|
||||
foreach (var npe in self.TraitsImplementing<INotifyPassengerEntered>())
|
||||
npe.PassengerEntered(self, c);
|
||||
}
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
var cell = self.CenterPosition.ToCPos();
|
||||
if (currentCell != cell)
|
||||
{
|
||||
@@ -200,12 +230,21 @@ namespace OpenRA.Mods.RA
|
||||
public interface INotifyPassengerEntered { void PassengerEntered(Actor self, Actor passenger); }
|
||||
public interface INotifyPassengerExited { void PassengerExited(Actor self, Actor passenger); }
|
||||
|
||||
public class CargoInit : IActorInit<Actor[]>
|
||||
public class RuntimeCargoInit : IActorInit<Actor[]>
|
||||
{
|
||||
[FieldFromYamlKey]
|
||||
public readonly Actor[] value = { };
|
||||
public CargoInit() { }
|
||||
public CargoInit(Actor[] init) { value = init; }
|
||||
public RuntimeCargoInit() { }
|
||||
public RuntimeCargoInit(Actor[] init) { value = init; }
|
||||
public Actor[] Value(World world) { return value; }
|
||||
}
|
||||
|
||||
public class CargoInit : IActorInit<string[]>
|
||||
{
|
||||
[FieldFromYamlKey]
|
||||
public readonly string[] value = { };
|
||||
public CargoInit() { }
|
||||
public CargoInit(string[] init) { value = init; }
|
||||
public string[] Value(World world) { return value; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,13 +23,15 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
public class CombatDebugOverlay : IPostRender
|
||||
{
|
||||
Lazy<IEnumerable<Armament>> armaments;
|
||||
Lazy<AttackBase> attack;
|
||||
Lazy<IBodyOrientation> coords;
|
||||
Lazy<Health> health;
|
||||
DeveloperMode devMode;
|
||||
|
||||
public CombatDebugOverlay(Actor self)
|
||||
{
|
||||
armaments = Lazy.New(() => self.TraitsImplementing<Armament>());
|
||||
attack = Lazy.New(() => self.TraitOrDefault<AttackBase>());
|
||||
coords = Lazy.New(() => self.Trait<IBodyOrientation>());
|
||||
health = Lazy.New(() => self.TraitOrDefault<Health>());
|
||||
|
||||
var localPlayer = self.World.LocalPlayer;
|
||||
@@ -44,10 +46,35 @@ namespace OpenRA.Mods.RA
|
||||
if (health.Value != null)
|
||||
wr.DrawRangeCircle(self.CenterPosition, health.Value.Info.Radius, Color.Red);
|
||||
|
||||
// No armaments to draw
|
||||
if (attack.Value == null)
|
||||
return;
|
||||
|
||||
var wlr = Game.Renderer.WorldLineRenderer;
|
||||
var c = Color.White;
|
||||
|
||||
foreach (var a in armaments.Value)
|
||||
// Fire ports on garrisonable structures
|
||||
var garrison = attack.Value as AttackGarrisoned;
|
||||
if (garrison != null)
|
||||
{
|
||||
var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
|
||||
foreach (var p in garrison.Ports)
|
||||
{
|
||||
var pos = self.CenterPosition + coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
|
||||
var da = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw + p.Cone)).Rotate(bodyOrientation));
|
||||
var db = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw - p.Cone)).Rotate(bodyOrientation));
|
||||
|
||||
var o = wr.ScreenPosition(pos);
|
||||
var a = wr.ScreenPosition(pos + da * 224 / da.Length);
|
||||
var b = wr.ScreenPosition(pos + db * 224 / db.Length);
|
||||
wlr.DrawLine(o, a, c, c);
|
||||
wlr.DrawLine(o, b, c, c);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var a in attack.Value.Armaments)
|
||||
{
|
||||
foreach (var b in a.Barrels)
|
||||
{
|
||||
|
||||
@@ -485,6 +485,8 @@
|
||||
<Compile Include="World\BuildableTerrainLayer.cs" />
|
||||
<Compile Include="Buildings\LaysTerrain.cs" />
|
||||
<Compile Include="RemoveImmediately.cs" />
|
||||
<Compile Include="Attack\AttackFollow.cs" />
|
||||
<Compile Include="Attack\AttackGarrisoned.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\OpenRA.FileFormats\OpenRA.FileFormats.csproj">
|
||||
|
||||
@@ -30,6 +30,7 @@ namespace OpenRA.Mods.RA
|
||||
{
|
||||
public readonly PassengerInfo info;
|
||||
public Passenger( PassengerInfo info ) { this.info = info; }
|
||||
public Actor Transport;
|
||||
|
||||
public IEnumerable<IOrderTargeter> Orders
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
#region Copyright & License Information
|
||||
/*
|
||||
* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
|
||||
* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
|
||||
* This file is part of OpenRA, which is free software. It is made
|
||||
* available to you under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation. For more information,
|
||||
@@ -8,25 +8,39 @@
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System.Linq;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.Traits;
|
||||
|
||||
namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
class RenderUnitReloadInfo : RenderUnitInfo
|
||||
class RenderUnitReloadInfo : RenderUnitInfo, Requires<ArmamentInfo>, Requires<AttackBaseInfo>
|
||||
{
|
||||
public override object Create(ActorInitializer init) { return new RenderUnitReload(init.self); }
|
||||
[Desc("Armament name")]
|
||||
public readonly string Armament = "primary";
|
||||
|
||||
public override object Create(ActorInitializer init) { return new RenderUnitReload(init.self, this); }
|
||||
}
|
||||
|
||||
class RenderUnitReload : RenderUnit
|
||||
{
|
||||
public RenderUnitReload(Actor self)
|
||||
: base(self) { }
|
||||
readonly AttackBase attack;
|
||||
readonly Armament armament;
|
||||
|
||||
public RenderUnitReload(Actor self, RenderUnitReloadInfo info)
|
||||
: base(self)
|
||||
{
|
||||
attack = self.Trait<AttackBase>();
|
||||
armament = self.TraitsImplementing<Armament>()
|
||||
.Single(a => a.Info.Name == info.Armament);
|
||||
}
|
||||
|
||||
public override void Tick(Actor self)
|
||||
{
|
||||
var attack = self.TraitOrDefault<AttackBase>();
|
||||
var sequence = (armament.IsReloading ? "empty-" : "") + (attack.IsAttacking ? "aim" : "idle");
|
||||
if (sequence != anim.CurrentSequence.Name)
|
||||
anim.ReplaceAnim(sequence);
|
||||
|
||||
if (attack != null)
|
||||
anim.ReplaceAnim((attack.IsReloading() ? "empty-" : "")
|
||||
+ (attack.IsAttacking ? "aim" : "idle"));
|
||||
base.Tick(self);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -19,67 +19,56 @@ namespace OpenRA.Mods.RA.Render
|
||||
{
|
||||
class WithMuzzleFlashInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<AttackBaseInfo>, Requires<ArmamentInfo>
|
||||
{
|
||||
[Desc("Sequence name to use")]
|
||||
public readonly string Sequence = "muzzle";
|
||||
|
||||
[Desc("Armament name")]
|
||||
public readonly string Armament = "primary";
|
||||
|
||||
[Desc("Are the muzzle facings split into multiple shps?")]
|
||||
public readonly bool SplitFacings = false;
|
||||
|
||||
[Desc("Number of separate facing images that are defined in the sequences.")]
|
||||
public readonly int FacingCount = 8;
|
||||
|
||||
public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self, this); }
|
||||
public object Create(ActorInitializer init) { return new WithMuzzleFlash(init.self); }
|
||||
}
|
||||
|
||||
class WithMuzzleFlash : INotifyAttack, IRender, ITick
|
||||
{
|
||||
readonly WithMuzzleFlashInfo info;
|
||||
Dictionary<Barrel, bool> visible = new Dictionary<Barrel, bool>();
|
||||
Dictionary<Barrel, AnimationWithOffset> anims = new Dictionary<Barrel, AnimationWithOffset>();
|
||||
Func<int> getFacing;
|
||||
|
||||
public WithMuzzleFlash(Actor self, WithMuzzleFlashInfo info)
|
||||
public WithMuzzleFlash(Actor self)
|
||||
{
|
||||
this.info = info;
|
||||
var render = self.Trait<RenderSprites>();
|
||||
var facing = self.TraitOrDefault<IFacing>();
|
||||
|
||||
var arm = self.TraitsImplementing<Armament>()
|
||||
.Single(a => a.Info.Name == info.Armament);
|
||||
|
||||
foreach (var b in arm.Barrels)
|
||||
foreach (var arm in self.TraitsImplementing<Armament>())
|
||||
{
|
||||
var barrel = b;
|
||||
var turreted = self.TraitsImplementing<Turreted>()
|
||||
.FirstOrDefault(t => t.Name == arm.Info.Turret);
|
||||
// Skip armaments that don't define muzzles
|
||||
if (arm.Info.MuzzleSequence == null)
|
||||
continue;
|
||||
|
||||
getFacing = turreted != null ? () => turreted.turretFacing :
|
||||
facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
|
||||
foreach (var b in arm.Barrels)
|
||||
{
|
||||
var barrel = b;
|
||||
var turreted = self.TraitsImplementing<Turreted>()
|
||||
.FirstOrDefault(t => t.Name == arm.Info.Turret);
|
||||
|
||||
var muzzleFlash = new Animation(render.GetImage(self), getFacing);
|
||||
visible.Add(barrel, false);
|
||||
anims.Add(barrel,
|
||||
new AnimationWithOffset(muzzleFlash,
|
||||
() => arm.MuzzleOffset(self, barrel),
|
||||
() => !visible[barrel],
|
||||
p => WithTurret.ZOffsetFromCenter(self, p, 2)));
|
||||
getFacing = turreted != null ? () => turreted.turretFacing :
|
||||
facing != null ? (Func<int>)(() => facing.Facing) : () => 0;
|
||||
|
||||
var muzzleFlash = new Animation(render.GetImage(self), getFacing);
|
||||
visible.Add(barrel, false);
|
||||
anims.Add(barrel,
|
||||
new AnimationWithOffset(muzzleFlash,
|
||||
() => arm.MuzzleOffset(self, barrel),
|
||||
() => !visible[barrel],
|
||||
p => WithTurret.ZOffsetFromCenter(self, p, 2)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Attacking(Actor self, Target target, Armament a, Barrel barrel)
|
||||
{
|
||||
if (a.Info.Name != info.Armament)
|
||||
var sequence = a.Info.MuzzleSequence;
|
||||
if (sequence == null)
|
||||
return;
|
||||
|
||||
if (a.Info.MuzzleSplitFacings > 0)
|
||||
sequence += Traits.Util.QuantizeFacing(getFacing(), a.Info.MuzzleSplitFacings).ToString();
|
||||
|
||||
visible[barrel] = true;
|
||||
var sequence = info.Sequence;
|
||||
|
||||
if (info.SplitFacings)
|
||||
sequence += Traits.Util.QuantizeFacing(getFacing(), info.FacingCount).ToString();
|
||||
|
||||
anims[barrel].Animation.PlayThen(sequence, () => visible[barrel] = false);
|
||||
}
|
||||
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
|
||||
using System.Drawing;
|
||||
using System.Linq;
|
||||
using OpenRA.FileFormats;
|
||||
using OpenRA.Graphics;
|
||||
using OpenRA.Traits;
|
||||
|
||||
@@ -20,15 +21,23 @@ namespace OpenRA.Mods.RA
|
||||
void Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition);
|
||||
}
|
||||
|
||||
class RenderRangeCircleInfo : ITraitInfo, IPlaceBuildingDecoration
|
||||
class RenderRangeCircleInfo : ITraitInfo, IPlaceBuildingDecoration, Requires<AttackBaseInfo>
|
||||
{
|
||||
public readonly string RangeCircleType = null;
|
||||
|
||||
[Desc("Range to draw if no armaments are available")]
|
||||
public readonly WRange FallbackRange = WRange.Zero;
|
||||
|
||||
public void Render(WorldRenderer wr, World w, ActorInfo ai, WPos centerPosition)
|
||||
{
|
||||
var range = ai.Traits.WithInterface<ArmamentInfo>()
|
||||
.Select(a => Rules.Weapons[a.Weapon.ToLowerInvariant()].Range)
|
||||
.Max();
|
||||
var armaments = ai.Traits.WithInterface<ArmamentInfo>();
|
||||
var range = FallbackRange;
|
||||
|
||||
if (armaments.Any())
|
||||
range = armaments.Select(a => Rules.Weapons[a.Weapon.ToLowerInvariant()].Range).Max();
|
||||
|
||||
if (range == WRange.Zero)
|
||||
return;
|
||||
|
||||
wr.DrawRangeCircleWithContrast(
|
||||
centerPosition,
|
||||
@@ -49,8 +58,13 @@ namespace OpenRA.Mods.RA
|
||||
class RenderRangeCircle : IPostRenderSelection
|
||||
{
|
||||
Actor self;
|
||||
AttackBase attack;
|
||||
|
||||
public RenderRangeCircle(Actor self) { this.self = self; }
|
||||
public RenderRangeCircle(Actor self)
|
||||
{
|
||||
this.self = self;
|
||||
attack = self.Trait<AttackBase>();
|
||||
}
|
||||
|
||||
public void RenderAfterWorld(WorldRenderer wr)
|
||||
{
|
||||
@@ -59,7 +73,7 @@ namespace OpenRA.Mods.RA
|
||||
|
||||
wr.DrawRangeCircleWithContrast(
|
||||
self.CenterPosition,
|
||||
self.Trait<AttackBase>().GetMaximumRange(),
|
||||
attack.GetMaximumRange(),
|
||||
Color.FromArgb(128, Color.Yellow),
|
||||
Color.FromArgb(96, Color.Black)
|
||||
);
|
||||
|
||||
@@ -174,6 +174,54 @@ namespace OpenRA.Utility
|
||||
i.Value.Nodes.Add(new MiniYamlNode("OccupiesSpace", "false"));
|
||||
}
|
||||
|
||||
// Armaments and muzzleflashes were reworked to support garrisoning
|
||||
if (engineVersion < 20140321)
|
||||
{
|
||||
if (depth == 0)
|
||||
{
|
||||
var muzzles = node.Value.Nodes.Where(n => n.Key.StartsWith("WithMuzzleFlash"));
|
||||
var armaments = node.Value.Nodes.Where(n => n.Key.StartsWith("Armament"));
|
||||
|
||||
// Shift muzzle flash definitions to Armament
|
||||
foreach (var m in muzzles)
|
||||
{
|
||||
var muzzleArmNode = m.Value.Nodes.SingleOrDefault(n => n.Key == "Armament");
|
||||
var muzzleSequenceNode = m.Value.Nodes.SingleOrDefault(n => n.Key == "Sequence");
|
||||
var muzzleSplitFacingsNode = m.Value.Nodes.SingleOrDefault(n => n.Key == "SplitFacings");
|
||||
var muzzleFacingsCountNode = m.Value.Nodes.SingleOrDefault(n => n.Key == "FacingCount");
|
||||
|
||||
var muzzleArmName = muzzleArmNode != null ? muzzleArmNode.Value.Value.Trim() : "primary";
|
||||
var muzzleSequence = muzzleSequenceNode != null ? muzzleSequenceNode.Value.Value.Trim() : "muzzle";
|
||||
var muzzleSplitFacings = muzzleSplitFacingsNode != null ? FieldLoader.GetValue<bool>("SplitFacings", muzzleSplitFacingsNode.Value.Value) : false;
|
||||
var muzzleFacingsCount = muzzleFacingsCountNode != null ? FieldLoader.GetValue<int>("FacingsCount", muzzleFacingsCountNode.Value.Value) : 8;
|
||||
|
||||
foreach (var a in armaments)
|
||||
{
|
||||
var armNameNode = m.Value.Nodes.SingleOrDefault(n => n.Key == "Name");
|
||||
var armName = armNameNode != null ? armNameNode.Value.Value.Trim() : "primary";
|
||||
|
||||
if (muzzleArmName == armName)
|
||||
{
|
||||
a.Value.Nodes.Add(new MiniYamlNode("MuzzleSequence", muzzleSequence));
|
||||
if (muzzleSplitFacings)
|
||||
a.Value.Nodes.Add(new MiniYamlNode("MuzzleSplitFacings", muzzleFacingsCount.ToString()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var m in muzzles.ToList().Skip(1))
|
||||
node.Value.Nodes.Remove(m);
|
||||
}
|
||||
|
||||
// Remove all but the first muzzle flash definition
|
||||
if (depth == 1 && node.Key.StartsWith("WithMuzzleFlash"))
|
||||
{
|
||||
node.Key = "WithMuzzleFlash";
|
||||
node.Value.Nodes.RemoveAll(n => n.Key == "Armament");
|
||||
node.Value.Nodes.RemoveAll(n => n.Key == "Sequence");
|
||||
}
|
||||
}
|
||||
|
||||
UpgradeActorRules(engineVersion, ref node.Value.Nodes, node, depth + 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,10 +68,12 @@ HELI:
|
||||
Armament@PRIMARY:
|
||||
Weapon: HeliAGGun
|
||||
LocalOffset: 128,-213,-85, 128,213,-85
|
||||
MuzzleSequence: muzzle
|
||||
Armament@SECONDARY:
|
||||
Name: secondary
|
||||
Weapon: HeliAAGun
|
||||
LocalOffset: 128,-213,-85, 128,213,-85
|
||||
MuzzleSequence: muzzle
|
||||
AttackHeli:
|
||||
FacingTolerance: 20
|
||||
LimitedAmmo:
|
||||
@@ -83,9 +85,7 @@ HELI:
|
||||
RenderUnit:
|
||||
WithRotor:
|
||||
Offset: 0,0,85
|
||||
WithMuzzleFlash@PRIMARY:
|
||||
WithMuzzleFlash@SECONDARY:
|
||||
Armament: secondary
|
||||
WithMuzzleFlash:
|
||||
WithShadow:
|
||||
LeavesHusk:
|
||||
HuskActor: HELI.Husk
|
||||
@@ -197,14 +197,14 @@ A10:
|
||||
RenderUnit:
|
||||
WithShadow:
|
||||
AttackBomber:
|
||||
Armaments: gun, bombs
|
||||
Guns: gun
|
||||
Bombs: bombs
|
||||
Armament@GUNS:
|
||||
Name: gun
|
||||
Weapon: Vulcan
|
||||
LocalOffset: 1024,0,-85
|
||||
WithMuzzleFlash@SECONDARY:
|
||||
Armament: gun
|
||||
WithMuzzleFlash:
|
||||
Armament@BOMBS:
|
||||
Name: bombs
|
||||
Weapon: Napalm
|
||||
|
||||
@@ -441,6 +441,8 @@ VICE:
|
||||
Armament:
|
||||
Weapon: Chemspray
|
||||
LocalOffset: 384,0,0
|
||||
MuzzleSequence: muzzle
|
||||
MuzzleSplitFacings: 8
|
||||
AttackFrontal:
|
||||
AttackWander:
|
||||
RenderUnit:
|
||||
|
||||
@@ -103,6 +103,8 @@ E4:
|
||||
Weapon: Flamethrower
|
||||
LocalOffset: 341,0,256
|
||||
FireDelay: 3
|
||||
MuzzleSequence: muzzle
|
||||
MuzzleSplitFacings: 8
|
||||
AttackFrontal:
|
||||
WithMuzzleFlash:
|
||||
SplitFacings: true
|
||||
@@ -138,6 +140,8 @@ E5:
|
||||
Weapon: Chemspray
|
||||
LocalOffset: 341,0,256
|
||||
FireDelay: 3
|
||||
MuzzleSequence: muzzle
|
||||
MuzzleSplitFacings: 8
|
||||
AttackFrontal:
|
||||
WithMuzzleFlash:
|
||||
SplitFacings: true
|
||||
|
||||
@@ -524,6 +524,7 @@ GUN:
|
||||
Armament:
|
||||
Weapon: TurretGun
|
||||
LocalOffset: 512,0,112
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
AutoTarget:
|
||||
@@ -566,6 +567,7 @@ SAM:
|
||||
RenderBuildingTurreted:
|
||||
Armament:
|
||||
Weapon: SAMMissile
|
||||
MuzzleSequence: muzzle
|
||||
AttackPopupTurreted:
|
||||
WithMuzzleFlash:
|
||||
AutoTarget:
|
||||
@@ -639,6 +641,7 @@ GTWR:
|
||||
Armament:
|
||||
Weapon: HighV
|
||||
LocalOffset: 256,0,256
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
BodyOrientation:
|
||||
QuantizedFacings: 8
|
||||
|
||||
@@ -98,16 +98,16 @@ APC:
|
||||
Recoil: 96
|
||||
RecoilRecovery: 18
|
||||
LocalOffset: 85,85,299, 85,-85,299
|
||||
MuzzleSequence: muzzle
|
||||
Armament@SECONDARY:
|
||||
Name: secondary
|
||||
Weapon: APCGun.AA
|
||||
Recoil: 96
|
||||
RecoilRecovery: 18
|
||||
LocalOffset: 85,85,299, 85,-85,299
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash@PRIMARY:
|
||||
WithMuzzleFlash@SECONDARY:
|
||||
Armament: secondary
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
WithTurret:
|
||||
AutoTarget:
|
||||
@@ -141,6 +141,7 @@ ARTY:
|
||||
Armament:
|
||||
Weapon: ArtilleryShell
|
||||
LocalOffset: 624,0,208
|
||||
MuzzleSequence: muzzle
|
||||
AttackFrontal:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -175,6 +176,8 @@ FTNK:
|
||||
Armament:
|
||||
Weapon: BigFlamer
|
||||
LocalOffset: 512,128,42, 512,-128,42
|
||||
MuzzleSequence: muzzle
|
||||
MuzzleSplitFacings: 8
|
||||
AttackFrontal:
|
||||
RenderUnit:
|
||||
AutoTarget:
|
||||
@@ -212,6 +215,7 @@ BGGY:
|
||||
Armament:
|
||||
Weapon: MachineGun
|
||||
LocalOffset: 171,0,43
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -283,6 +287,7 @@ JEEP:
|
||||
Armament:
|
||||
Weapon: MachineGun
|
||||
LocalOffset: 171,0,85
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -318,6 +323,7 @@ LTNK:
|
||||
Recoil: 85
|
||||
RecoilRecovery: 17
|
||||
LocalOffset: 720,0,90
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -355,6 +361,7 @@ MTNK:
|
||||
Recoil: 128
|
||||
RecoilRecovery: 26
|
||||
LocalOffset: 768,0,90
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -396,14 +403,16 @@ HTNK:
|
||||
LocalOffset: 900,180,340, 900,-180,340
|
||||
Recoil: 170
|
||||
RecoilRecovery: 42
|
||||
MuzzleSequence: muzzle
|
||||
Armament@SECONDARY:
|
||||
Name: secondary
|
||||
Weapon: MammothMissiles
|
||||
LocalOffset: -85,384,340, -85,-384,340
|
||||
LocalYaw: -100, 100
|
||||
Recoil: 42
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash@PRIMARY:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
WithTurret:
|
||||
AutoTarget:
|
||||
|
||||
@@ -190,6 +190,7 @@ DEVAST:
|
||||
Armament:
|
||||
Weapon: DevBullet
|
||||
LocalOffset: 256,0,32
|
||||
MuzzleSequence: muzzle
|
||||
AttackFrontal:
|
||||
WithMuzzleFlash:
|
||||
AutoTarget:
|
||||
|
||||
@@ -172,6 +172,7 @@ RAIDER:
|
||||
Armament:
|
||||
Weapon: HMGo
|
||||
LocalOffset: 256,0,128
|
||||
MuzzleSequence: muzzle
|
||||
AttackFrontal:
|
||||
AutoTarget:
|
||||
Explodes:
|
||||
@@ -206,6 +207,7 @@ STEALTHRAIDER:
|
||||
Armament:
|
||||
Weapon: HMGo
|
||||
LocalOffset: 256,0,128
|
||||
MuzzleSequence: muzzle
|
||||
AttackFrontal:
|
||||
Explodes:
|
||||
Weapon: UnitExplodeTiny
|
||||
|
||||
@@ -471,6 +471,7 @@ WALL:
|
||||
Armament:
|
||||
Weapon: TurretGun
|
||||
LocalOffset: 448,0,128
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
AutoTarget:
|
||||
RenderDetectionCircle:
|
||||
|
||||
@@ -130,6 +130,7 @@ TRIKE:
|
||||
Armament:
|
||||
Weapon: HMG
|
||||
LocalOffset: -416,0,0
|
||||
MuzzleSequence: muzzle
|
||||
AttackFrontal:
|
||||
AutoTarget:
|
||||
Explodes:
|
||||
@@ -218,6 +219,7 @@ QUAD.starport:
|
||||
Recoil: 128
|
||||
RecoilRecovery: 32
|
||||
LocalOffset: 256,0,0
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -267,6 +269,7 @@ SIEGETANK:
|
||||
Recoil: 150
|
||||
RecoilRecovery: 19
|
||||
LocalOffset: 512,0,320
|
||||
MuzzleSequence: muzzle
|
||||
AttackFrontal:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
|
||||
@@ -147,10 +147,12 @@ YAK:
|
||||
Armament@PRIMARY:
|
||||
Weapon: ChainGun.Yak
|
||||
LocalOffset: 256,-213,0
|
||||
MuzzleSequence: muzzle
|
||||
Armament@SECONDARY:
|
||||
Name: secondary
|
||||
Weapon: ChainGun.Yak
|
||||
LocalOffset: 256,213,0
|
||||
MuzzleSequence: muzzle
|
||||
AttackPlane:
|
||||
FacingTolerance: 20
|
||||
Plane:
|
||||
@@ -171,9 +173,7 @@ YAK:
|
||||
ReloadTicks: 11
|
||||
IronCurtainable:
|
||||
ReturnOnIdle:
|
||||
WithMuzzleFlash@PRIMARY:
|
||||
WithMuzzleFlash@SECONDARY:
|
||||
Armament: secondary
|
||||
WithMuzzleFlash:
|
||||
Contrail:
|
||||
Offset: -853,0,0
|
||||
LeavesHusk:
|
||||
@@ -295,10 +295,12 @@ HIND:
|
||||
Armament@PRIMARY:
|
||||
Weapon: ChainGun
|
||||
LocalOffset: 85,-213,-85
|
||||
MuzzleSequence: muzzle
|
||||
Armament@SECONDARY:
|
||||
Name: secondary
|
||||
Weapon: ChainGun
|
||||
LocalOffset: 85,213,-85
|
||||
MuzzleSequence: muzzle
|
||||
AttackHeli:
|
||||
FacingTolerance: 20
|
||||
Helicopter:
|
||||
@@ -321,9 +323,7 @@ HIND:
|
||||
IronCurtainable:
|
||||
Selectable:
|
||||
Bounds: 38,32,0,0
|
||||
WithMuzzleFlash@PRIMARY:
|
||||
WithMuzzleFlash@SECONDARY:
|
||||
Armament: secondary
|
||||
WithMuzzleFlash:
|
||||
LeavesHusk:
|
||||
HuskActor: HIND.Husk
|
||||
SmokeTrailWhenDamaged:
|
||||
|
||||
@@ -47,8 +47,12 @@ E1:
|
||||
HP: 50
|
||||
Mobile:
|
||||
Speed: 56
|
||||
Armament:
|
||||
Armament@PRIMARY:
|
||||
Weapon: M1Carbine
|
||||
Armament@GARRISONED:
|
||||
Name: garrisoned
|
||||
Weapon: Vulcan
|
||||
MuzzleSequence: garrison-muzzle
|
||||
AttackFrontal:
|
||||
TakeCover:
|
||||
-RenderInfantry:
|
||||
@@ -75,10 +79,14 @@ E2:
|
||||
HP: 50
|
||||
Mobile:
|
||||
Speed: 71
|
||||
Armament:
|
||||
Armament@PRIMARY:
|
||||
Weapon: Grenade
|
||||
LocalOffset: 0,0,555
|
||||
FireDelay: 15
|
||||
Armament@GARRISONED:
|
||||
Name: garrisoned
|
||||
Weapon: Grenade
|
||||
FireDelay: 15
|
||||
AttackFrontal:
|
||||
TakeCover:
|
||||
-RenderInfantry:
|
||||
@@ -113,6 +121,9 @@ E3:
|
||||
Armament@SECONDARY:
|
||||
Weapon: Dragon
|
||||
LocalOffset: 0,0,555
|
||||
Armament@GARRISONED:
|
||||
Name: garrisoned
|
||||
Weapon: Dragon
|
||||
AttackFrontal:
|
||||
TakeCover:
|
||||
-RenderInfantry:
|
||||
@@ -139,10 +150,13 @@ E4:
|
||||
HP: 40
|
||||
Mobile:
|
||||
Speed: 56
|
||||
Armament:
|
||||
Armament@PRIMARY:
|
||||
Weapon: Flamer
|
||||
LocalOffset: 427,0,341
|
||||
FireDelay: 8
|
||||
Armament@GARRISONED:
|
||||
Name: garrisoned
|
||||
Weapon: Flamer
|
||||
AttackFrontal:
|
||||
TakeCover:
|
||||
-RenderInfantry:
|
||||
@@ -252,6 +266,10 @@ E7:
|
||||
Weapon: Colt45
|
||||
Armament@SECONDARY:
|
||||
Weapon: Colt45
|
||||
Armament@GARRISONED:
|
||||
Name: garrisoned
|
||||
Weapon: Colt45
|
||||
MuzzleSequence: garrison-muzzle
|
||||
AttackFrontal:
|
||||
TakeCover:
|
||||
-RenderInfantry:
|
||||
@@ -429,9 +447,12 @@ SHOK:
|
||||
Speed: 56
|
||||
RevealsShroud:
|
||||
Range: 4c0
|
||||
Armament:
|
||||
Armament@PRIMARY:
|
||||
Weapon: PortaTesla
|
||||
LocalOffset: 427,0,341
|
||||
Armament@GARRISONED:
|
||||
Name: garrisoned
|
||||
Weapon: PortaTesla
|
||||
AttackFrontal:
|
||||
TakeCover:
|
||||
-RenderInfantry:
|
||||
@@ -465,8 +486,12 @@ SNIPER:
|
||||
Range: 6c0
|
||||
AutoTarget:
|
||||
InitialStance: ReturnFire
|
||||
Armament:
|
||||
Armament@PRIMARY:
|
||||
Weapon: Sniper
|
||||
Armament@GARRISONED:
|
||||
Name: garrisoned
|
||||
Weapon: Sniper
|
||||
MuzzleSequence: garrison-muzzle
|
||||
AttackFrontal:
|
||||
TakeCover:
|
||||
-RenderInfantry:
|
||||
|
||||
@@ -181,6 +181,7 @@ CA:
|
||||
LocalOffset: 480,-100,40, 480,100,40
|
||||
Recoil: 171
|
||||
RecoilRecovery: 34
|
||||
MuzzleSequence: muzzle
|
||||
Armament@SECONDARY:
|
||||
Name: secondary
|
||||
Turret: secondary
|
||||
@@ -188,10 +189,9 @@ CA:
|
||||
LocalOffset: 480,-100,40, 480,100,40
|
||||
Recoil: 171
|
||||
RecoilRecovery: 34
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash@PRIMARY:
|
||||
WithMuzzleFlash@SECONDARY:
|
||||
Armament: secondary
|
||||
WithMuzzleFlash:
|
||||
Selectable:
|
||||
Bounds: 44,44
|
||||
RenderUnit:
|
||||
@@ -262,11 +262,13 @@ PT:
|
||||
Armament@PRIMARY:
|
||||
Weapon: 2Inch
|
||||
LocalOffset: 208,0,48
|
||||
MuzzleSequence: muzzle
|
||||
Armament@SECONDARY:
|
||||
Name: secondary
|
||||
Weapon: DepthCharge
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash@PRIMARY:
|
||||
WithMuzzleFlash:
|
||||
Selectable:
|
||||
Bounds: 32,32
|
||||
RenderUnit:
|
||||
|
||||
@@ -351,6 +351,7 @@ AGUN:
|
||||
Armament:
|
||||
Weapon: ZSU-23
|
||||
LocalOffset: 432,150,-30, 432,-150,-30
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
AutoTarget:
|
||||
@@ -400,9 +401,15 @@ DOME:
|
||||
PBOX:
|
||||
Inherits: ^Building
|
||||
Tooltip:
|
||||
Name: Pillbox (Unarmed)
|
||||
Name: Pillbox
|
||||
Building:
|
||||
Power: -15
|
||||
Buildable:
|
||||
Queue: Defense
|
||||
BuildPaletteOrder: 20
|
||||
Prerequisites: tent
|
||||
Owner: allies
|
||||
Hotkey: p
|
||||
-GivesBuildableArea:
|
||||
Valued:
|
||||
Cost: 400
|
||||
@@ -422,133 +429,67 @@ PBOX:
|
||||
Types: Infantry
|
||||
MaxWeight: 1
|
||||
PipCount: 1
|
||||
InitialUnits: e1
|
||||
-EmitInfantryOnSell:
|
||||
DrawLineToTarget:
|
||||
TransformOnPassenger@e1:
|
||||
PassengerTypes: e1
|
||||
OnEnter: pbox.e1
|
||||
OnExit: pbox
|
||||
SkipMakeAnims: true
|
||||
TransformOnPassenger@e3:
|
||||
PassengerTypes: e3
|
||||
OnEnter: pbox.e3
|
||||
OnExit: pbox
|
||||
SkipMakeAnims: true
|
||||
TransformOnPassenger@e4:
|
||||
PassengerTypes: e4
|
||||
OnEnter: pbox.e4
|
||||
OnExit: pbox
|
||||
SkipMakeAnims: true
|
||||
TransformOnPassenger@e7:
|
||||
PassengerTypes: e7
|
||||
OnEnter: pbox.e7
|
||||
OnExit: pbox
|
||||
SkipMakeAnims: true
|
||||
TransformOnPassenger@SHOK:
|
||||
PassengerTypes: shok
|
||||
OnEnter: pbox.shok
|
||||
OnExit: pbox
|
||||
SkipMakeAnims: true
|
||||
TransformOnPassenger@Sniper:
|
||||
PassengerTypes: sniper
|
||||
OnEnter: pbox.sniper
|
||||
OnExit: pbox
|
||||
SkipMakeAnims: true
|
||||
AttackGarrisoned:
|
||||
Armaments: garrisoned
|
||||
PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
|
||||
PortYaws: 0, 176, 341, 512, 682, 853
|
||||
PortCones: 86, 86, 86, 86, 86, 86
|
||||
RenderRangeCircle:
|
||||
FallbackRange: 6c0
|
||||
AutoTarget:
|
||||
|
||||
# Legacy definitions to keep compatibility with outdated maps
|
||||
PBOX.E1:
|
||||
Inherits: PBOX
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
|
||||
PBOX.E3:
|
||||
Inherits: PBOX
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
|
||||
PBOX.E4:
|
||||
Inherits: PBOX
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
|
||||
PBOX.E7:
|
||||
Inherits: PBOX
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
|
||||
PBOX.SHOK:
|
||||
Inherits: PBOX
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
|
||||
PBOX.SNIPER:
|
||||
Inherits: PBOX
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
|
||||
HBOX:
|
||||
Inherits: ^Building
|
||||
Tooltip:
|
||||
Name: Camo Pillbox
|
||||
Building:
|
||||
Power: -15
|
||||
Buildable:
|
||||
Queue: Defense
|
||||
BuildPaletteOrder: 20
|
||||
Prerequisites: tent
|
||||
Owner: allies
|
||||
Hotkey: p
|
||||
Tooltip:
|
||||
Name: Pillbox (Guns)
|
||||
Description: Basic defensive structure.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: Vulcan
|
||||
LocalOffset: 384,0,88
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
Cargo:
|
||||
InitialUnits: e1
|
||||
|
||||
PBOX.E3:
|
||||
Inherits: PBOX
|
||||
Tooltip:
|
||||
Name: Pillbox (Rockets)
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: Dragon
|
||||
LocalOffset: 384,0,88
|
||||
AttackTurreted:
|
||||
|
||||
PBOX.E4:
|
||||
Inherits: PBOX
|
||||
Tooltip:
|
||||
Name: Pillbox (Flamethrower)
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: Flamer
|
||||
LocalOffset: 384,0,88
|
||||
AttackTurreted:
|
||||
|
||||
PBOX.E7:
|
||||
Inherits: PBOX
|
||||
Tooltip:
|
||||
Name: Pillbox (Tanya)
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: Colt45
|
||||
LocalOffset: 384,0,88
|
||||
AttackTurreted:
|
||||
|
||||
PBOX.SHOK:
|
||||
Inherits: PBOX
|
||||
Tooltip:
|
||||
Name: Pillbox (Tesla)
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: PortaTesla
|
||||
LocalOffset: 384,0,88
|
||||
AttackTurreted:
|
||||
|
||||
PBOX.SNIPER:
|
||||
Inherits: PBOX
|
||||
Tooltip:
|
||||
Name: Pillbox (Sniper)
|
||||
RenderBuilding:
|
||||
Image: PBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: Sniper
|
||||
LocalOffset: 384,0,88
|
||||
AttackTurreted:
|
||||
|
||||
HBOX:
|
||||
Inherits: ^Building
|
||||
Tooltip:
|
||||
Name: Camo Pillbox (Unarmed)
|
||||
Building:
|
||||
Power: -15
|
||||
Hotkey: l
|
||||
-GivesBuildableArea:
|
||||
Valued:
|
||||
Cost: 600
|
||||
@@ -571,128 +512,56 @@ HBOX:
|
||||
Types: Infantry
|
||||
MaxWeight: 1
|
||||
PipCount: 1
|
||||
InitialUnits: e1
|
||||
-EmitInfantryOnSell:
|
||||
DrawLineToTarget:
|
||||
TransformOnPassenger@e1:
|
||||
PassengerTypes: e1
|
||||
OnEnter: HBOX.e1
|
||||
OnExit: HBOX
|
||||
SkipMakeAnims: true
|
||||
TransformOnPassenger@e3:
|
||||
PassengerTypes: e3
|
||||
OnEnter: HBOX.e3
|
||||
OnExit: HBOX
|
||||
SkipMakeAnims: true
|
||||
TransformOnPassenger@e4:
|
||||
PassengerTypes: e4
|
||||
OnEnter: HBOX.e4
|
||||
OnExit: HBOX
|
||||
SkipMakeAnims: true
|
||||
TransformOnPassenger@e7:
|
||||
PassengerTypes: e7
|
||||
OnEnter: HBOX.e7
|
||||
OnExit: HBOX
|
||||
SkipMakeAnims: true
|
||||
TransformOnPassenger@SHOK:
|
||||
PassengerTypes: shok
|
||||
OnEnter: HBOX.shok
|
||||
OnExit: HBOX
|
||||
SkipMakeAnims: true
|
||||
TransformOnPassenger@Sniper:
|
||||
PassengerTypes: sniper
|
||||
OnEnter: HBOX.sniper
|
||||
OnExit: HBOX
|
||||
SkipMakeAnims: true
|
||||
DetectCloaked:
|
||||
Range: 6
|
||||
RenderRangeCircle:
|
||||
FallbackRange: 6c0
|
||||
AutoTarget:
|
||||
AttackGarrisoned:
|
||||
Armaments: garrisoned
|
||||
PortOffsets: 384,0,128, 224,-341,128, -224,-341,128, -384,0,128, -224,341,128, 224,341,128
|
||||
PortYaws: 0, 176, 341, 512, 682, 853
|
||||
PortCones: 86, 86, 86, 86, 86, 86
|
||||
|
||||
# Legacy definitions to keep compatibility with outdated maps
|
||||
HBOX.E1:
|
||||
Inherits: HBOX
|
||||
Buildable:
|
||||
Queue: Defense
|
||||
BuildPaletteOrder: 20
|
||||
Prerequisites: tent
|
||||
Owner: allies
|
||||
Hotkey: l
|
||||
Tooltip:
|
||||
Name: Camo Pillbox (Guns)
|
||||
Description: Hidden defensive structure.\nCan detect cloaked units.\n Strong vs Infantry, Light Vehicles\n Weak vs Tanks, Aircraft
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: HBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: Vulcan
|
||||
LocalOffset: 400,0,48
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
Cargo:
|
||||
InitialUnits: e1
|
||||
|
||||
HBOX.E3:
|
||||
Inherits: HBOX
|
||||
Tooltip:
|
||||
Name: Camo Pillbox (Rockets)
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: HBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: Dragon
|
||||
LocalOffset: 400,0,48
|
||||
AttackTurreted:
|
||||
|
||||
HBOX.E4:
|
||||
Inherits: HBOX
|
||||
Tooltip:
|
||||
Name: Camo Pillbox (Flamethrower)
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: HBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: Flamer
|
||||
LocalOffset: 400,0,48
|
||||
AttackTurreted:
|
||||
|
||||
HBOX.E7:
|
||||
Inherits: HBOX
|
||||
Tooltip:
|
||||
Name: Camo Pillbox (Tanya)
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: HBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: Colt45
|
||||
LocalOffset: 400,0,48
|
||||
AttackTurreted:
|
||||
|
||||
HBOX.SHOK:
|
||||
Inherits: HBOX
|
||||
Tooltip:
|
||||
Name: Camo Pillbox (Tesla)
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: HBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: PortaTesla
|
||||
LocalOffset: 400,0,48
|
||||
AttackTurreted:
|
||||
|
||||
HBOX.SNIPER:
|
||||
Inherits: HBOX
|
||||
Tooltip:
|
||||
Name: Camo Pillbox (Sniper)
|
||||
-Buildable:
|
||||
RenderBuilding:
|
||||
Image: HBOX
|
||||
RenderRangeCircle:
|
||||
AutoTarget:
|
||||
Armament:
|
||||
Weapon: Sniper
|
||||
LocalOffset: 400,0,48
|
||||
AttackTurreted:
|
||||
|
||||
GUN:
|
||||
Inherits: ^Building
|
||||
@@ -723,6 +592,7 @@ GUN:
|
||||
Armament:
|
||||
Weapon: TurretGun
|
||||
LocalOffset: 512,0,112
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
AutoTarget:
|
||||
@@ -802,6 +672,7 @@ SAM:
|
||||
RenderBuildingTurreted:
|
||||
Armament:
|
||||
Weapon: Nike
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
AutoTarget:
|
||||
|
||||
@@ -55,6 +55,7 @@ V2RL:
|
||||
Recoil: 85
|
||||
RecoilRecovery: 25
|
||||
LocalOffset: 768,0,90
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -95,6 +96,7 @@ V2RL:
|
||||
Recoil: 128
|
||||
RecoilRecovery: 38
|
||||
LocalOffset: 720,0,80
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -137,6 +139,7 @@ V2RL:
|
||||
Recoil: 128
|
||||
RecoilRecovery: 38
|
||||
LocalOffset: 768,85,90, 768,-85,90
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -181,14 +184,16 @@ V2RL:
|
||||
LocalOffset: 900,180,340, 900,-180,340
|
||||
Recoil: 171
|
||||
RecoilRecovery: 30
|
||||
MuzzleSequence: muzzle
|
||||
Armament@SECONDARY:
|
||||
Name: secondary
|
||||
Weapon: MammothTusk
|
||||
LocalOffset: -85,384,340, -85,-384,340
|
||||
LocalYaw: -100,100
|
||||
Recoil: 43
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash@PRIMARY:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
WithTurret:
|
||||
AutoTarget:
|
||||
@@ -230,6 +235,7 @@ ARTY:
|
||||
Armament:
|
||||
Weapon: 155mm
|
||||
LocalOffset: 624,0,208
|
||||
MuzzleSequence: muzzle
|
||||
AttackFrontal:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -344,6 +350,7 @@ JEEP:
|
||||
Offset: 0,0,85
|
||||
Armament:
|
||||
Weapon: M60mg
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -377,6 +384,7 @@ APC:
|
||||
Armament:
|
||||
Weapon: M60mg
|
||||
LocalOffset: 0,0,171
|
||||
MuzzleSequence: muzzle
|
||||
AttackFrontal:
|
||||
RenderUnit:
|
||||
WithMuzzleFlash:
|
||||
@@ -608,6 +616,7 @@ FTRK:
|
||||
Weapon: FLAK-23
|
||||
Recoil: 85
|
||||
LocalOffset: 512,0,192
|
||||
MuzzleSequence: muzzle
|
||||
AttackTurreted:
|
||||
WithMuzzleFlash:
|
||||
RenderUnit:
|
||||
@@ -717,6 +726,7 @@ QTNK:
|
||||
-EjectOnDeath:
|
||||
TargetableUnit:
|
||||
TargetTypes: Ground, MADTank
|
||||
|
||||
STNK:
|
||||
Inherits: ^Vehicle
|
||||
Buildable:
|
||||
@@ -761,3 +771,4 @@ STNK:
|
||||
UncloakOnUnload: True
|
||||
DetectCloaked:
|
||||
Range: 6
|
||||
|
||||
|
||||
@@ -64,6 +64,10 @@ e1:
|
||||
Start: 0
|
||||
Length: 6
|
||||
Tick: 1600
|
||||
garrison-muzzle: minigun
|
||||
Start: 0
|
||||
Length: 6
|
||||
Facings: 8
|
||||
icon: e1icon
|
||||
Start: 0
|
||||
|
||||
@@ -132,6 +136,11 @@ sniper:
|
||||
Start: 0
|
||||
Length: 6
|
||||
Tick: 1600
|
||||
garrison-muzzle: minigun
|
||||
Start: 0
|
||||
Length: 3
|
||||
Stride: 6
|
||||
Facings: 8
|
||||
icon: snipericon
|
||||
Start: 0
|
||||
|
||||
@@ -644,6 +653,11 @@ e7:
|
||||
Start: 176
|
||||
Length: 7
|
||||
Facings: 8
|
||||
garrison-muzzle: minigun
|
||||
Start: 0
|
||||
Length: 3
|
||||
Stride: 6
|
||||
Facings: 8
|
||||
icon: e7icon
|
||||
Start: 0
|
||||
|
||||
|
||||
Reference in New Issue
Block a user