Use Explodes instead of WithBuildingExplosion in TS

Additionally, make Refinery and Tib Silo spawn tiberium on destruction unless empty.
This commit is contained in:
reaperrr
2016-11-01 19:56:46 +01:00
parent a0934418cf
commit 5046855a7d
3 changed files with 15 additions and 2 deletions

View File

@@ -126,8 +126,10 @@
DamagedSounds: expnew01.aud
DestroyedSounds: crmble2.aud
WithSpriteBody:
WithBuildingExplosion:
Sequences: building, large_bang, large_brnl, verylarge_clsn, large_tumu
Explodes:
Weapon: BuildingExplosions
EmptyWeapon: BuildingExplosions
Type: Footprint
EngineerRepairable:
ShakeOnDeath:
AcceptsSupplies:

View File

@@ -107,6 +107,8 @@ PROC:
FactionImages:
gdi: proc.gdi
nod: proc.nod
Explodes:
Weapon: TiberiumExplosion
GASILO:
Inherits: ^Building
@@ -150,6 +152,8 @@ GASILO:
Amount: -10
SelectionDecorations:
VisualBounds: 80, 48, -5, 0
Explodes:
Weapon: TiberiumExplosion
ANYPOWER:
AlwaysVisible:

View File

@@ -34,6 +34,13 @@ UnitExplodeSmall:
SmudgeType: SmallCrater
InvalidTargets: Building, Wall
BuildingExplosions:
Warhead@1Eff: CreateEffect
Explosions: building, large_bang, large_brnl, verylarge_clsn, large_tumu
ExplosionPalette: effectalpha75
Warhead@2Smu: LeaveSmudge
SmudgeType: MediumCrater
CyborgExplode:
Warhead@1Eff: CreateEffect
Explosions: medium_bang