IonCannonPower can now define how many ticks into animation the weapon impact happens (as opposed to at the end of the animation).

This commit is contained in:
UberWaffe
2014-08-01 09:00:17 +02:00
parent 33655afe21
commit 4f18cb5fc0
2 changed files with 22 additions and 5 deletions

View File

@@ -21,13 +21,19 @@ namespace OpenRA.Mods.Cnc
[ActorReference]
[Desc("Actor to spawn when the attack starts")]
public readonly string CameraActor = null;
[Desc("Amount of time to keep the camera alive")]
public readonly int CameraRemoveDelay = 25;
[Desc("Effect sequence to display")]
public readonly string Effect = "ionsfx";
public readonly string EffectPalette = "effect";
[Desc("Which weapon to fire")]
public readonly string Weapon = "IonCannon";
[Desc("Apply the weapon impact this many ticks into the effect")]
public readonly int WeaponDelay = 7;
public override object Create(ActorInitializer init) { return new IonCannonPower(init.self, this); }
}
@@ -50,7 +56,7 @@ namespace OpenRA.Mods.Cnc
{
var info = Info as IonCannonPowerInfo;
Sound.Play(Info.LaunchSound, self.World.Map.CenterOfCell(order.TargetLocation));
w.Add(new IonCannon(self.Owner, info.Weapon, w, order.TargetLocation, info.Effect, info.EffectPalette));
w.Add(new IonCannon(self.Owner, info.Weapon, w, order.TargetLocation, info.Effect, info.EffectPalette, info.WeaponDelay));
if (info.CameraActor == null)
return;