Add DetonationAltitude to NukePower
And RemoveMissileOnDetonation boolean. Allows airburst, and optionally missile continuing until it hits the ground (without a second explosion).
This commit is contained in:
@@ -35,6 +35,13 @@ namespace OpenRA.Mods.Common.Traits
|
||||
[Desc("Offset from the actor the missile spawns on.")]
|
||||
public readonly WVec SpawnOffset = WVec.Zero;
|
||||
|
||||
[Desc("Altitude offset from the target position at which the warhead should detonate.")]
|
||||
public readonly WDist DetonationAltitude = WDist.Zero;
|
||||
|
||||
[Desc("Should nuke missile projectile be removed on detonation above ground.",
|
||||
"'False' will make the missile continue until it hits the ground and disappears (without triggering another explosion).")]
|
||||
public readonly bool RemoveMissileOnDetonation = true;
|
||||
|
||||
[Desc("Palette to use for the missile weapon image.")]
|
||||
[PaletteReference("IsPlayerPalette")] public readonly string MissilePalette = "effect";
|
||||
|
||||
@@ -133,7 +140,7 @@ namespace OpenRA.Mods.Common.Traits
|
||||
var palette = info.IsPlayerPalette ? info.MissilePalette + self.Owner.InternalName : info.MissilePalette;
|
||||
var missile = new NukeLaunch(self.Owner, info.MissileWeapon, info.WeaponInfo, palette, info.MissileUp, info.MissileDown,
|
||||
self.CenterPosition + body.LocalToWorld(info.SpawnOffset),
|
||||
targetPosition,
|
||||
targetPosition, info.DetonationAltitude, info.RemoveMissileOnDetonation,
|
||||
info.FlightVelocity, info.MissileDelay, info.FlightDelay, info.SkipAscent,
|
||||
info.FlashType,
|
||||
info.TrailImage, info.TrailSequences, info.TrailPalette, info.TrailUsePlayerPalette, info.TrailDelay, info.TrailInterval);
|
||||
|
||||
Reference in New Issue
Block a user