fixed refinery, factories

a little hacky though
This commit is contained in:
Matthias Mailänder
2012-05-25 22:27:26 +02:00
parent 4362a215d9
commit 7f48a242db
5 changed files with 400 additions and 145 deletions

View File

@@ -1,11 +1,11 @@
# brick walls don't fit, requires updated RenderBuildingWall
# factories and refinery require overlays (something like RenderWeaponFactory)
# make structures appear earlier when errecting from ground
# harvester unload frames missing (too few DATA.R8 frames in general)
# carryalls should automatically transport harvesters (needs complex logic)
# windtrap animations missing
# outpost animations missing
# construction yard crane animations missing
# welding animation (factories) missing
# chimney animation (refinery) missing
# Arrakis tileset crashes the game
# create a tileset extractor for gamefiles to remove copyrighted content from distribution
# replace ore with spice and mines with spice blooms

View File

@@ -207,7 +207,9 @@ REFA:
RevealsShroud:
Range: 6
Bib:
RenderBuilding:
-RenderBuilding:
RenderBuildingWarFactory:
Image: REFA
PlayerPalette: d2kplayer
OreRefinery:
StoresOre:
@@ -273,7 +275,9 @@ LIGHTA:
RevealsShroud:
Range: 4
Bib:
RenderBuilding:
-RenderBuilding:
RenderBuildingWarFactory:
Image: LIGHTA
PlayerPalette: d2kplayer
RallyPoint:
Exit@1:
@@ -307,7 +311,9 @@ HEAVYA:
RevealsShroud:
Range: 4
Bib:
RenderBuilding:
-RenderBuilding:
RenderBuildingWarFactory:
Image: HEAVYA
PlayerPalette: d2kplayer
RallyPoint:
Exit@1:

View File

@@ -93,11 +93,22 @@ radara:
refa:
idle:
Start: 1
Start: 0
Length: 1
make: refmake
Start: 0
Length: *
damaged-idle:
Start: 0
build-top:
Start: 1
Length: 1
damaged-build-top:
Start: 2
Length: 1
idle-top:
Start: 1
damaged-idle-top:
Start: 2
siloa:
@@ -141,20 +152,42 @@ palacea:
lighta:
idle:
Start: 1
Start: 0
Length: 1
make: lightmake
Start: 0
Length: *
damaged-idle:
Start: 0
build-top:
Start: 1
Length: 1
damaged-build-top:
Start: 2
Length: 1
idle-top:
Start: 1
damaged-idle-top:
Start: 2
heavya:
idle:
Start: 1
Start: 0
Length: 1
make: heavymake
Start: 0
Length: *
damaged-idle:
Start: 0
build-top:
Start: 1
Length: 1
damaged-build-top:
Start: 2
Length: 1
idle-top:
Start: 1
damaged-idle-top:
Start: 2
carryall:

View File

@@ -1,3 +1,51 @@
M1Carbine:
ROF: 20
Range: 5
Report: GUN11
Projectile: Bullet
Speed: 100
Warhead:
Spread: 3
Versus:
Wood: 25%
Light: 30%
Heavy: 10%
Concrete: 10%
Explosion: piffs
InfDeath: 1
Damage: 15
Dragon:
ROF: 50
Range: 5
Report: MISSILE6
ValidTargets: Ground
Projectile: Missile
Speed: 25
Arm: 2
High: true
Shadow: false
Proximity: true
Trail: smokey
ContrailLength: 10
Inaccuracy: 3
Image: DRAGON
ROT: 5
RangeLimit: 35
Warhead:
Spread: 3
Versus:
None: 10%
Wood: 75%
Light: 35%
Concrete: 20%
Explosion: med_explosion
WaterExplosion: med_splash
InfDeath: 3
SmudgeType: Crater
Damage: 50
ImpactSound: kaboom12
QuadRockets:
ROF: 60
Range: 7
@@ -30,6 +78,109 @@ QuadRockets:
SmudgeType: Crater
Damage: 35
TurretGun:
ROF: 30
Range: 7
Report: TURRET1
Projectile: Bullet
Speed: 40
Image: 120MM
Warhead:
Spread: 3
Versus:
None: 20%
Wood: 75%
Light: 75%
Concrete: 50%
Explosion: small_explosion
WaterExplosion: small_splash
InfDeath: 3
SmudgeType: Crater
Damage: 60
25mm:
ROF: 13
Range: 4
Report: CANNON2
Projectile: Bullet
Speed: 50
Image: 120MM
Warhead:
Spread: 3
Versus:
None: 30%
Wood: 40%
Heavy: 40%
Concrete: 30%
Explosion: small_explosion
WaterExplosion: small_splash
InfDeath: 3
SmudgeType: Crater
Damage: 16
90mm:
ROF: 50
Range: 4.75
Report: CANNON1
Projectile: Bullet
Speed: 40
Image: 120MM
Warhead:
Spread: 3
Versus:
None: 20%
Wood: 75%
Light: 75%
Concrete: 50%
Explosion: small_explosion
WaterExplosion: small_splash
InfDeath: 3
SmudgeType: Crater
Damage: 30
105mm:
ROF: 70
Range: 4.75
Report: CANNON1
Burst: 2
BurstDelay: 4
Projectile: Bullet
Speed: 40
Image: 120MM
Warhead:
Spread: 3
Versus:
None: 20%
Wood: 75%
Light: 75%
Concrete: 50%
Explosion: small_explosion
WaterExplosion: small_splash
InfDeath: 3
SmudgeType: Crater
Damage: 40
120mm:
ROF: 90
Range: 4.75
Report: CANNON1
Burst: 2
Projectile: Bullet
Speed: 40
Image: 120MM
Warhead:
Spread: 3
Versus:
None: 20%
Wood: 75%
Light: 75%
Concrete: 50%
Explosion: small_explosion
WaterExplosion: small_splash
InfDeath: 3
SmudgeType: Crater
Damage: 50
227mm:
ROF: 80
Range: 10
@@ -60,4 +211,182 @@ QuadRockets:
WaterExplosion: med_splash
ImpactSound: kaboom12
SmudgeType: Crater
Damage: 25
Damage: 25
#for rocket turret
MammothTusk:
ROF: 60
Range: 8
Report: MISSILE6
Burst: 2
ValidTargets: Ground, Air
Projectile: Missile
Speed: 30
Arm: 2
High: true
Shadow: false
Proximity: true
# Trail: smokey
ContrailLength: 10
Inaccuracy: 3
Image: DRAGON
ROT: 5
RangeLimit: 40
Warhead:
Spread: 6
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Explosion: med_explosion
WaterExplosion: med_splash
InfDeath: 2
SmudgeType: Crater
Damage: 45
155mm:
ROF: 85
Range: 14
MinRange: 3
Report: TANK5
Projectile: Bullet
Speed: 12
High: true
Angle: .1
Inaccuracy: 40
Image: 120MM
ContrailLength: 30
Warhead:
Spread: 10
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Concrete: 50%
Explosion: large_explosion
WaterExplosion: med_splash
InfDeath: 2
SmudgeType: Crater
Damage: 220
TTankZap:
ROF: 120
Range: 7
Report: TESLA1
Charges: yes
Projectile: TeslaZap
Warhead:
Spread: 1
InfDeath: 5
Damage: 100
Demolish:
Warhead:
ImpactSound: kaboom25
Explosion: building
Crush:
Warhead:
ImpactSound: squishy2
Damage: 100
Atomic:
Warhead@impact:
Damage: 1000
Spread: 6
Ore: true
Versus:
None: 90%
Light: 60%
Heavy: 25%
Concrete: 50%
Explosion: nuke
WaterExplosion: nuke
InfDeath: 4
ImpactSound: kaboom1
Warhead@areanuke:
DamageModel: PerCell
Damage: 250
SmudgeType: Scorch
Size: 5,4
Ore: true
Versus:
None: 90%
Light: 60%
Heavy: 25%
Concrete: 50%
Delay: 4
InfDeath: 4
ImpactSound: kaboom22
CrateNuke:
Warhead@impact:
Damage: 1000
Spread: 6
Ore: true
Versus:
None: 90%
Light: 60%
Heavy: 25%
Concrete: 50%
Explosion: nuke
WaterExplosion: nuke
InfDeath: 4
ImpactSound: kaboom1
Warhead@areanuke:
DamageModel: PerCell
Damage: 250
SmudgeType: Scorch
Size: 5,4
Ore: true
Versus:
None: 90%
Light: 60%
Heavy: 25%
Concrete: 50%
Delay: 4
InfDeath: 4
ImpactSound: kaboom22
CrateExplosion:
Warhead:
Damage: 500
Spread: 10
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Explosion: self_destruct
WaterExplosion: self_destruct
InfDeath: 3
ImpactSound: kaboom15
UnitExplode:
Warhead:
Damage: 500
Spread: 10
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Explosion: self_destruct
WaterExplosion: large_splash
InfDeath: 3
ImpactSound: kaboom22
UnitExplodeSmall:
Warhead:
Damage: 40
Spread: 10
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Explosion: large_explosion
InfDeath: 3
ImpactSound: kaboom15

View File

@@ -1,7 +1,7 @@
^Vehicle:
AppearsOnRadar:
Mobile:
Crushes: atmine, crate, apmine
Crushes: crate
TerrainSpeeds:
Clear: 80
Rough: 40
@@ -11,11 +11,10 @@
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
Voice:
TargetableUnit:
TargetTypes: Ground
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
IronCurtainable:
@@ -25,18 +24,16 @@
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlst1.aud
Notification:
ProximityCaptor:
Types:Vehicle
GivesBounty:
GpsDot:
String:Vehicle
WithSmoke:
^Tank:
AppearsOnRadar:
Mobile:
Crushes: wall, atmine, crate, apmine
Crushes: crate
TerrainSpeeds:
Clear: 80
Rough: 70
@@ -46,26 +43,23 @@
ROT: 5
SelectionDecorations:
Selectable:
Voice: VehicleVoice
Voice:
TargetableUnit:
TargetTypes: Ground
Repairable:
Chronoshiftable:
Passenger:
CargoType: Vehicle
IronCurtainable:
AttackMove:
HiddenUnderFog:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlst1.aud
Notification:
ProximityCaptor:
Types:Tank
GivesBounty:
GpsDot:
String:Vehicle
WithSmoke:
^Infantry:
@@ -77,7 +71,7 @@
RevealsShroud:
Range: 4
Mobile:
Crushes: apmine, crate
Crushes: crate
SharesCell: true
TerrainSpeeds:
Clear: 90
@@ -87,7 +81,7 @@
Beach: 80
SelectionDecorations:
Selectable:
Voice: GenericVoice
Voice:
TargetableUnit:
TargetTypes: Ground
RenderInfantry:
@@ -96,55 +90,25 @@
Passenger:
CargoType: Infantry
HiddenUnderFog:
TeslaInstantKills:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: unitlst1.aud
Notification:
ProximityCaptor:
Types:Infantry
GivesBounty:
GpsDot:
String:Infantry
ParachuteAttachment:
Offset: 0,-10
CrushableInfantry:
CrushSound: squishy2.aud
CrushSound:
^Ship:
AppearsOnRadar:
Mobile:
Crushes: crate
TerrainSpeeds:
Water: 100
SelectionDecorations:
Selectable:
Voice: ShipVoice
TargetableUnit:
TargetTypes: Ground, Water
DetectCloaked:
Range: 3
HiddenUnderFog:
AttackMove:
GainsExperience:
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: navylst1.aud
ProximityCaptor:
Types:Ship
GivesBounty:
GpsDot:
String:Ship
WithSmoke:
^Plane:
^Helicopter:
AppearsOnRadar:
UseLocation: yes
SelectionDecorations:
Selectable:
Voice: GenericVoice
Voice:
TargetableAircraft:
TargetTypes: Air
GroundedTargetTypes: Ground
@@ -153,7 +117,7 @@
GivesExperience:
DrawLineToTarget:
ActorLostNotification:
Notification: aunitl1.aud
Notification:
DebugAircraftFacing:
DebugAircraftSubPxX:
DebugAircraftSubPxY:
@@ -161,16 +125,9 @@
ProximityCaptor:
Types:Plane
EjectOnDeath:
PilotActor: E1
PilotActor: RIFLE
SuccessRate: 50
GivesBounty:
GpsDot:
String:Plane
^Helicopter:
Inherits: ^Plane
GpsDot:
String:Helicopter
^Building:
AppearsOnRadar:
@@ -187,18 +144,18 @@
Capturable:
CapturableBar:
SoundOnDamageTransition:
DamagedSound: kaboom1.aud
DestroyedSound: kaboom22.aud
DamagedSound:
DestroyedSound:
RenderBuilding:
WithBuildingExplosion:
RepairableBuilding:
EmitInfantryOnSell:
ActorTypes: e1,e1,e1,c1,c2,e6
ActorTypes: rifle,rifle,rifle,rifle,rifle,rifle
MustBeDestroyed:
GivesExperience:
# FrozenUnderFog:
CaptureNotification:
Notification: strucap1.aud
Notification:
EditorAppearance:
RelativeToTopLeft: yes
ShakeOnDeath:
@@ -213,12 +170,12 @@
Building:
Dimensions: 1,1
Footprint: x
BuildSounds: placbldg.aud
BuildSounds:
Adjacent: 7
TerrainTypes: Clear,Road
SoundOnDamageTransition:
DamagedSound: sandbag2.aud
DestroyedSound: sandbag2.aud
DamagedSound:
DestroyedSound:
Wall:
CrushClasses: wall
LineBuild:
@@ -230,81 +187,11 @@
TargetTypes: Ground
RenderBuildingWall:
HasMakeAnimation: false
Palette: terrain
Palette: d2k
GivesExperience:
EditorAppearance:
RelativeToTopLeft: yes
AutoTargetIgnore:
ProximityCaptor:
Types:Wall
Sellable:
^CivBuilding:
Inherits: ^Building
-RepairableBuilding:
Health:
HP: 400
Armor:
Type: Wood
Tooltip:
Name: Civilian Building
ProximityCaptor:
Types:CivilianBuilding
-AcceptsSupplies:
-GivesBuildableArea:
-Sellable:
-Capturable:
-CapturableBar:
^CivField:
Inherits: ^CivBuilding
-Selectable:
Tooltip:
Name: Field
-ProximityCaptor:
ProximityCaptor:
Types:CivilianField
^Tree:
Tooltip:
Name: Tree
RenderBuilding:
Palette: terrain
Building:
Footprint: x
Dimensions: 1,1
AppearsOnRadar:
RadarColorFromTerrain:
Terrain: Tree
EditorAppearance:
RelativeToTopLeft: yes
ProximityCaptor:
Types:Tree
^Husk:
Husk:
RenderUnit:
Health:
HP: 140
Armor:
Type: Heavy
HiddenUnderFog:
AppearsOnRadar:
Burns:
ProximityCaptor:
Types:Husk
^Bridge:
Tooltip:
Name: Bridge
BelowUnits:
TargetableBuilding:
TargetTypes: Ground, Water
Building:
Footprint: ____ ____
Dimensions: 4,2
Health:
HP: 1000
ProximityCaptor:
Types:Bridge
AutoTargetIgnore:
Sellable: