diff --git a/OpenRA.Mods.RA/AutoTarget.cs b/OpenRA.Mods.RA/AutoTarget.cs index 8b2d3e42b7..053e3a0575 100644 --- a/OpenRA.Mods.RA/AutoTarget.cs +++ b/OpenRA.Mods.RA/AutoTarget.cs @@ -76,6 +76,8 @@ namespace OpenRA.Mods.RA { if (!self.IsIdle) return; + if (!e.Attacker.Info.Traits.Contains()) return; + // not a lot we can do about things we can't hurt... although maybe we should automatically run away? if (!Combat.HasAnyValidWeapons(self, e.Attacker)) return; diff --git a/OpenRA.Mods.RA/Effects/NukeLaunch.cs b/OpenRA.Mods.RA/Effects/NukeLaunch.cs index 94ff2c746a..5b4e697e59 100755 --- a/OpenRA.Mods.RA/Effects/NukeLaunch.cs +++ b/OpenRA.Mods.RA/Effects/NukeLaunch.cs @@ -93,7 +93,7 @@ namespace OpenRA.Mods.RA.Effects void Explode(World world) { world.AddFrameEndTask(w => w.Remove(this)); - Combat.DoExplosion(silo, "Atomic", pos.ToInt2(), 0); + Combat.DoExplosion(silo.Owner.PlayerActor, "Atomic", pos.ToInt2(), 0); world.WorldActor.traits.Get().AddEffect(20, pos, 5); }