From d8312c73a4193498c30835d0515cd115be277e3f Mon Sep 17 00:00:00 2001 From: psydev Date: Thu, 11 Apr 2013 08:39:26 -0700 Subject: [PATCH 1/6] Making bridges indestructible for now. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Making bridges indestructible. Rationale:  -many maps don't work when bridges are destructible (most or all of the crossings are bridges) -bridges will be repairable in the future. At this point, an engi can come and re-open it, but in the meantime, they shouldn't be destroyed. -if someone wants to make a map with destructible bridges, they still can, by editing the .yaml themselves. This should be the default, though. (FWIW, bridges were not destructible in C&C 1.) --- mods/cnc/rules/defaults.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/defaults.yaml b/mods/cnc/rules/defaults.yaml index c18265a22b..dae54e446a 100644 --- a/mods/cnc/rules/defaults.yaml +++ b/mods/cnc/rules/defaults.yaml @@ -418,7 +418,7 @@ TargetTypes: Ground, Water BelowUnits: Health: - HP: 500 +# HP: 500 SoundOnDamageTransition: DamagedSound: xplos.aud DestroyedSound: xplobig4.aud From b21e0f97d09eb968e050bbef0ca0cf0cc0394cd4 Mon Sep 17 00:00:00 2001 From: psydev Date: Thu, 11 Apr 2013 08:41:41 -0700 Subject: [PATCH 2/6] replaced all explosion numbers with names Explosions all have a name description now instead of a vague number. --- mods/cnc/weapons.yaml | 38 +++++++++++++++++++------------------- 1 file changed, 19 insertions(+), 19 deletions(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index a0c228a8ba..b993a680ae 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -29,7 +29,7 @@ UnitExplode: Wood: 75% Light: 60% Heavy: 25% - Explosion: 8 + Explosion: poof InfDeath: 4 ImpactSound: xplobig6 @@ -195,7 +195,7 @@ Pistol: Light: 50% Heavy: 25% InfDeath: 2 - Explosion: 1 + Explosion: piff Damage: 1 M16: @@ -211,7 +211,7 @@ M16: Wood: 25% Light: 30% Heavy: 10% - Explosion: 1 + Explosion: piff InfDeath: 2 Damage: 15 @@ -240,7 +240,7 @@ Rockets: Heavy: 100% Concrete: 25% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 30 @@ -272,7 +272,7 @@ BikeRockets: Heavy: 100% Concrete: 50% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 30 @@ -303,7 +303,7 @@ OrcaAGMissiles: Light: 75% Heavy: 50% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 40 @@ -334,7 +334,7 @@ OrcaAAMissiles: Light: 75% Heavy: 50% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 40 @@ -415,7 +415,7 @@ Grenade: Light: 75% Heavy: 50% InfDeath: 3 - Explosion: 5 + Explosion: small_poof ImpactSound: xplos SmudgeType: Crater Damage: 50 @@ -436,7 +436,7 @@ Grenade: Heavy: 100% Concrete: 50% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 25 @@ -456,7 +456,7 @@ Grenade: Light: 75% Heavy: 100% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 30 @@ -477,7 +477,7 @@ Grenade: Heavy: 100% Concrete: 50% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 40 @@ -500,7 +500,7 @@ Grenade: Heavy: 100% Concrete: 100% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 40 @@ -520,7 +520,7 @@ TurretGun: Light: 75% Heavy: 100% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 60 @@ -550,7 +550,7 @@ MammothMissiles: Light: 75% Heavy: 50% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 75 @@ -613,7 +613,7 @@ MammothMissiles: Light: 100% Heavy: 90% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 60 @@ -687,7 +687,7 @@ BoatMissile: Light: 60% Heavy: 25% InfDeath: 3 - Explosion: 5 + Explosion: small_poof ImpactSound: xplos SmudgeType: Crater Damage: 60 @@ -749,7 +749,7 @@ Napalm.Crate: Light: 60% Heavy: 25% InfDeath: 5 - Explosion: 3 + Explosion: med_napalm ImpactSound: flamer2 SmudgeType: Scorch Damage: 500 @@ -792,7 +792,7 @@ SAMMissile: Light: 100% Heavy: 75% InfDeath: 4 - Explosion: 4 + Explosion: small_frag ImpactSound: xplos SmudgeType: Crater Damage: 55 @@ -820,7 +820,7 @@ HonestJohn: Light: 60% Heavy: 25% InfDeath: 3 - Explosion: 5 + Explosion: small_poof ImpactSound: xplos SmudgeType: Crater Damage: 100 From a5e899999ccde489123b9ad80c4814af0105e1f6 Mon Sep 17 00:00:00 2001 From: psydev Date: Thu, 11 Apr 2013 11:33:40 -0700 Subject: [PATCH 3/6] Sniper range reduced from 7 -> 5.5 MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Sniper range of 7 seems ridiculous, since it's a one-shot kill, and you can build multiple. (I support building multiple). Surprised I never noticed this issue before. The range in C&C 95 was 5.5.  The ScanRadius is set to 5, which is probably why we haven't noticed any OP problems.  It's also a bit ridiculous since the unit's sight radius is only 5. --- mods/cnc/weapons.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/weapons.yaml b/mods/cnc/weapons.yaml index b993a680ae..51966b045a 100644 --- a/mods/cnc/weapons.yaml +++ b/mods/cnc/weapons.yaml @@ -111,7 +111,7 @@ IonCannon: Sniper: Report: RAMGUN2 ROF: 40 - Range: 7 + Range: 5.5 Projectile: Bullet Speed: 100 Warhead: From 777cc626ce7d41cb52ca7d5af502f5567784e4a7 Mon Sep 17 00:00:00 2001 From: psydev Date: Thu, 11 Apr 2013 14:42:15 -0700 Subject: [PATCH 4/6] housekeeping: moveing artillery BuildPaletteOrder --- mods/cnc/rules/vehicles.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index eb131948f5..0f5edd695a 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -134,7 +134,7 @@ ARTY: Icon:artyicnh Description: Long-range artillery.\n Strong vs Infantry, Vehicles\n Weak vs Tanks, Aircraft Buildable: - BuildPaletteOrder: 40 + BuildPaletteOrder: 50 Prerequisites: anyhq Owner: nod Mobile: From 82d99b4e9808a71b1e404e8b9b700f6705379932 Mon Sep 17 00:00:00 2001 From: psydev Date: Thu, 11 Apr 2013 14:52:38 -0700 Subject: [PATCH 5/6] fix Chinook "returning to base" problem Chinook had "Re-arms at: HPAD" entered in its rules, even though it has no weapons. This is what caused it to return to base when you hit 'F' instead of land. Now it lands again when you hit F. *phew* so happy :) --- mods/cnc/rules/aircraft.yaml | 1 - 1 file changed, 1 deletion(-) diff --git a/mods/cnc/rules/aircraft.yaml b/mods/cnc/rules/aircraft.yaml index 6162ccce80..1a47222628 100644 --- a/mods/cnc/rules/aircraft.yaml +++ b/mods/cnc/rules/aircraft.yaml @@ -14,7 +14,6 @@ TRAN: Selectable: Bounds: 41,41 Helicopter: - RearmBuildings: hpad LandWhenIdle: true ROT: 5 Speed: 15 From b292acfedb045715d342a5ec0917c1eb1e6f0805 Mon Sep 17 00:00:00 2001 From: psydev Date: Thu, 11 Apr 2013 19:37:22 -0700 Subject: [PATCH 6/6] housekeeping: moved arty over some more in menu --- mods/cnc/rules/vehicles.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc/rules/vehicles.yaml b/mods/cnc/rules/vehicles.yaml index 0f5edd695a..22e0c2898f 100644 --- a/mods/cnc/rules/vehicles.yaml +++ b/mods/cnc/rules/vehicles.yaml @@ -134,7 +134,7 @@ ARTY: Icon:artyicnh Description: Long-range artillery.\n Strong vs Infantry, Vehicles\n Weak vs Tanks, Aircraft Buildable: - BuildPaletteOrder: 50 + BuildPaletteOrder: 60 Prerequisites: anyhq Owner: nod Mobile: