Merge pull request #2976 from psydev/patch-2

update for cnc-classic -- updated explosions, more...
This commit is contained in:
Matthias Mailänder
2013-04-06 04:53:53 -07:00
8 changed files with 292 additions and 115 deletions

View File

@@ -1,16 +1,3 @@
UnitExplodeSmall:
Warhead:
# Damage: 40
# Spread: 10
# Versus:
# None: 90%
# Wood: 75%
# Light: 60%
# Heavy: 25%
Explosion: 4
InfDeath: 4
ImpactSound: xplobig4
UnitExplode:
Warhead:
Damage: 500
@@ -24,21 +11,43 @@ UnitExplode:
InfDeath: 4
ImpactSound: xplobig6
NapalmExplode:
MammothExplode: #UnitExplode (artillery's explosion), without as much damage
Warhead:
Spread: 8
Damage: 50
Spread: 18
Versus:
None: 90%
Wood: 100%
Wood: 75%
Light: 60%
Heavy: 25%
Concrete: 50%
InfDeath: 5
Explosion: 3
# Explosion: big_napalm
Explosion: 8
InfDeath: 4
ImpactSound: xplobig6
SmudgeType: Scorch
Damage: 50
McvExplode: #For MCV, Harvester
Warhead:
Explosion: building
InfDeath: 4
ImpactSound: xplobig6
UnitExplodeSmall:
Warhead:
# Damage: 40
# Spread: 10
# Versus:
# None: 90%
# Wood: 75%
# Light: 60%
# Heavy: 25%
Explosion: 4
InfDeath: 4
ImpactSound: xplobig4
HeliExplode:
Warhead:
Explosion: small_building
InfDeath: 4
ImpactSound: xplos
BigNapalmExplode: # For Flame tank, etc.
Warhead:
@@ -55,6 +64,21 @@ BigNapalmExplode: # For Flame tank, etc.
ImpactSound: xplobig6
SmudgeType: Scorch
NapalmExplode: #For crate, etc.
Warhead:
Spread: 8
Versus:
None: 90%
Wood: 100%
Light: 60%
Heavy: 25%
Concrete: 50%
InfDeath: 5
Explosion: med_napalm
ImpactSound: xplobig6
SmudgeType: Scorch
Damage: 50
GrenadierExplode:
Warhead:
Damage: 25
@@ -67,28 +91,3 @@ GrenadierExplode:
Explosion: 5
InfDeath: 3
ImpactSound: xplosml2
MammothExplode: #Big artillery explosion, without as much damage
Warhead:
Damage: 50
Spread: 18
Versus:
None: 90%
Wood: 75%
Light: 60%
Heavy: 25%
Explosion: 8
InfDeath: 4
ImpactSound: xplobig6
McvExplode:
Warhead:
Explosion: building
InfDeath: 4
ImpactSound: xplobig6
HeliExplode:
Warhead:
Explosion: veh1
InfDeath: 4
ImpactSound: xplos

View File

@@ -24,7 +24,7 @@ TRAN:
Armor:
Type: Light
RevealsShroud:
Range: 8
Range: 0
RenderUnit:
WithRotor@PRIMARY:
Offset: -597,0,171
@@ -34,9 +34,8 @@ TRAN:
WithShadow:
Cargo:
Types: Infantry
MaxWeight: 10
PipCount: 10
FallsToEarth:
MaxWeight: 5
PipCount: 5
HELI:
Inherits: ^Helicopter
@@ -60,9 +59,9 @@ HELI:
Health:
HP: 125
Armor:
Type: Light
Type: Heavy
RevealsShroud:
Range: 8
Range: 0
Armament:
Weapon: HeliAGGun
LocalOffset: 128,-213,-85, 128,213,-85
@@ -77,7 +76,6 @@ HELI:
Offset: 0,0,85
WithMuzzleFlash:
WithShadow:
FallsToEarth:
AutoTarget:
ORCA:
@@ -100,29 +98,30 @@ ORCA:
Speed: 20
RearmBuildings: hpad.gdi
Health:
HP: 100
HP: 125
Armor:
Type: Light
Type: Heavy
RevealsShroud:
Range: 8
Range: 0
Armament:
Weapon: OrcaAGMissiles
LocalOffset: 427,-171,-213, 427,171,-213
AttackHeli:
FacingTolerance: 20
LimitedAmmo:
Ammo: 10
PipCount: 5
Ammo: 6
PipCount: 6
ReloadTicks: 10
RenderUnit:
WithShadow:
FallsToEarth:
AutoTarget:
C17:
ParaDrop:
LZRange: 1
Inherits: ^Plane
Valued:
Cost: 800
Tooltip:
Name: Supply Aircraft
Plane:
@@ -131,13 +130,13 @@ C17:
Health:
HP: 25
Armor:
Type: Heavy
Type: Light
RenderUnit:
WithShadow:
Cargo:
# Types: Infantry, Vehicle
MaxWeight: 10
PipCount: 10
MaxWeight: 5
PipCount: 5
Invulnerable:
-Selectable:
-TargetableUnit:
@@ -145,16 +144,18 @@ C17:
A10:
Inherits: ^Plane
Valued:
Cost: 800
Tooltip:
Name: A10 Bomber
Icon: a10icnh
Plane:
ROT: 4
Speed: 40
Speed: 20
Health:
HP: 60
Armor:
Type: Heavy
Type: Light
RevealsShroud:
Range: 8
RenderUnit:

View File

@@ -31,6 +31,7 @@
WithSmoke:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
DebugMuzzlePositions:
^Tank:
@@ -65,6 +66,7 @@
WithSmoke:
Explodes:
Weapon: UnitExplodeSmall
EmptyWeapon: UnitExplodeSmall
DebugMuzzlePositions:
^Helicopter:
@@ -84,6 +86,9 @@
ActorLostNotification:
Notification: unitlost.aud
DebugMuzzlePositions:
Explodes:
Weapon: HeliExplode
EmptyWeapon: HeliExplode
^Infantry:
AppearsOnRadar:
@@ -177,6 +182,9 @@
ActorLostNotification:
Notification: unitlost.aud
DebugMuzzlePositions:
Explodes:
Weapon: HeliExplode
EmptyWeapon: HeliExplode
^Ship:
AppearsOnRadar:

View File

@@ -20,6 +20,8 @@ E1:
AttackFrontal:
RenderInfantryProne:
IdleAnimations: idle1,idle2,idle3,idle4
DetectCloaked:
Range: 2
E2:
Inherits: ^Infantry
@@ -48,7 +50,10 @@ E2:
IdleAnimations: idle1,idle2
Explodes:
Weapon: GrenadierExplode
EmptyWeapon: GrenadierExplode
Chance: 50
DetectCloaked:
Range: 2
E3:
Inherits: ^Infantry
@@ -86,6 +91,8 @@ E3:
AttackFrontal:
RenderInfantryProne:
IdleAnimations: idle1,idle2
DetectCloaked:
Range: 2
E4:
Inherits: ^Infantry
@@ -114,6 +121,8 @@ E4:
RenderInfantryProne:
IdleAnimations: idle1,idle2
#explodes somehow
DetectCloaked:
Range: 2
E5:
Inherits: ^Infantry
@@ -147,6 +156,8 @@ E5:
-PoisonedByTiberium:
RenderInfantryProne:
IdleAnimations: idle1,idle2
DetectCloaked:
Range: 2
E6:
Inherits: ^Infantry
@@ -178,6 +189,8 @@ E6:
JustMove: true
RenderInfantryProne:
IdleAnimations: idle1,idle2
DetectCloaked:
Range: 2
RMBO:
Inherits: ^Infantry
@@ -214,3 +227,5 @@ RMBO:
IdleAnimations: idle1,idle2,idle3
AnnounceOnBuild:
AnnounceOnKill:
DetectCloaked:
Range: 2

View File

@@ -133,8 +133,8 @@ SILO:
Icon: siloicnh
Description: Stores processed Tiberium
Buildable:
Queue: Defense
BuildPaletteOrder: 15
Queue: Building
BuildPaletteOrder: 200
Prerequisites: proc
Owner: gdi,nod
Building:
@@ -428,7 +428,7 @@ FIX:
Description: Repairs vehicles and allows the\nconstruction of additional bases.
Buildable:
BuildPaletteOrder: 80
Prerequisites: vehicleproduction
Prerequisites: anypower
Owner: gdi,nod
Building:
Power: -30
@@ -604,7 +604,7 @@ SBAG:
Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
Buildable:
Queue: Defense
BuildPaletteOrder: 20
BuildPaletteOrder: 10
Prerequisites: fact
Owner: gdi, nod
Health:

View File

@@ -46,7 +46,6 @@ Player:
AllyRepair:
PlayerResources:
InitialCash: 5000
AdviceInterval: 500
ActorGroupProxy:
DeveloperMode:
HackyAI@Default:
@@ -113,8 +112,8 @@ World:
Bridges: bridge1, bridge2, bridge3, bridge4
CrateSpawner:
Minimum: 1
Maximum: 3
SpawnInterval: 120
Maximum: 255
SpawnInterval: 180
WaterChance: 0
PaletteFromCurrentTileset@terrain:
Name: terrain
@@ -186,7 +185,7 @@ World:
TerrainType: BlueTiberium
SpriteNames: bti1,bti2,bti3,bti4,bti5,bti6,bti7,bti8,bti9,bti10,bti11,bti12
ValuePerUnit: 75
Name: Blue Tiberium
Name: BlueTiberium
PipColor: Blue
AllowedTerrainTypes: Clear,Road
AllowUnderActors: false
@@ -213,26 +212,109 @@ CRATE:
Tooltip:
Name: Crate
Crate:
Lifetime: 120
Lifetime: 600
TerrainTypes: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
GiveCashCrateAction:
Amount: 2000
SelectionShares: 20
# All shares have been multiplied by 10 from the values in C&C's rules.ini
# For cash, the rules.ini says shares==50, and the maximum cash=2000. I've never seen above 1000 in playing cnc, though. maybe 1000 is max in multiplayer?
GiveCashCrateAction@200:
Amount: 200
SelectionShares: 100
UseCashTick: yes
RevealMapCrateAction:
SelectionShares: 1
Effect: reveal-map
LevelUpCrateAction:
SelectionShares: 20
CloakCrateAction:
SelectionShares: 5
InitialDelay: 15
CloakDelay: 125
GiveCashCrateAction@400:
Amount: 400
SelectionShares: 100
UseCashTick: yes
GiveCashCrateAction@600:
Amount: 600
SelectionShares: 100
UseCashTick: yes
GiveCashCrateAction@800:
Amount: 800
SelectionShares: 100
UseCashTick: yes
GiveCashCrateAction@1000:
Amount: 1000
SelectionShares: 100
UseCashTick: yes
CloakCrateAction:
SelectionShares: 50
InitialDelay: 25
CloakDelay: 90
CloakSound: trans1.aud
UncloakSound: appear1.aud
UncloakSound: trans1.aud
Effect: cloak
ExplodeCrateAction@fire:
Weapon: Napalm.Crate
SelectionShares: 50
ExplodeCrateAction@boom:
Weapon: CrateExplosion
SelectionShares: 50
ExplodeCrateAction@atomic:
Weapon: Atomic
SelectionShares: 10
RevealMapCrateAction:
SelectionShares: 10
Effect: reveal-map
HideMapCrateAction:
SelectionShares: 10
Effect: hide-map
SupportPowerCrateAction@napalm:
SelectionShares: 30
Proxy: powerproxy.napalm
SupportPowerCrateAction@ion:
SelectionShares: 10
Proxy: powerproxy.ion
SupportPowerCrateAction@nuke:
SelectionShares: 0
Proxy: powerproxy.nuke
# Viceroid is currently disabled as a precaution since Scott said that it might cause problems if a map doesn't have "Creeps" as a team name.
# GiveUnitCrateAction@vice:
# SelectionShares: 50
# Unit: vice
# Owner: Creeps
# The total shares for receiving a unit should be 200, so I made each unit (14 total) have 14 shares. 14 x 14 = 196, which is close.
# There are 2 or 3 different kinds of infantry crates you should get, so once those get included, the value of the other unit crates should be adjusted, so that the total is close to 200.
GiveUnitCrateAction@bggy:
SelectionShares: 14
Unit: bggy
GiveUnitCrateAction@bike:
SelectionShares: 14
Unit: bike
GiveUnitCrateAction@jeep:
SelectionShares: 14
Unit: jeep
GiveUnitCrateAction@apc:
SelectionShares: 14
Unit: apc
GiveUnitCrateAction@ltnk:
SelectionShares: 14
Unit: ltnk
GiveUnitCrateAction@arty:
SelectionShares: 14
Unit: arty
GiveUnitCrateAction@ftnk:
SelectionShares: 14
Unit: ftnk
GiveUnitCrateAction@mtnk:
SelectionShares: 14
Unit: mtnk
GiveUnitCrateAction@msam:
SelectionShares: 14
Unit: msam
GiveUnitCrateAction@stnk:
SelectionShares: 14
Unit: stnk
GiveUnitCrateAction@htnk:
SelectionShares: 14
Unit: htnk
GiveUnitCrateAction@mlrs:
SelectionShares: 14
Unit: htnk
GiveUnitCrateAction@harv:
SelectionShares: 14
Unit: harv
GiveMcvCrateAction:
SelectionShares: 2
SelectionShares: 14
NoBaseSelectionShares: 9001
Unit: mcv
RenderSimple:
@@ -241,6 +323,47 @@ CRATE:
Types:Crate
Passenger:
powerproxy.napalm:
AirstrikePower:
Image: bombicnh
ChargeTime: 160
Description: Air Strike
LongDesc: Deploy an aerial napalm strike.\nBurns buildings and infantry along a line.
OneShot: yes
AllowMultiple: no #should be "yes", but the feature is broken
EndChargeSound: airredy1.aud
SelectTargetSound: select1.aud
UnitType: a10
powerproxy.ion
IonCannonPower:
Image: ionicnh
ChargeTime: 200
Description: Ion Cannon
LongDesc: Initiate an Ion Cannon strike.\nApplies instant damage to a small area.
OneShot: yes
AllowMultiple: no #should be "yes", but the feature is broken
BeginChargeSound: ionchrg1.aud
EndChargeSound: ionredy1.aud
LaunchSound: ion1.aud
SelectTargetSound: select1.aud
#nuke is broken, using it will crash the game.
powerproxy.nuke:
NukePower:
Image: atomicnh
ChargeTime: 260
Description: Nuclear Strike
LongDesc: Launch a tactical nuke.\nApplies heavy damage over a large area.
OneShot: yes
AllowMultiple: no #should be "yes", but the feature is broken
BeginChargeSound:
EndChargeSound: nukavail.aud
SelectTargetSound: select1.aud
LaunchSound: nukemisl.aud
MissileWeapon: atomic
# SpawnOffset: 28,12
mpspawn:
Waypoint:
RenderEditorOnly:

View File

@@ -7,8 +7,8 @@ MCV:
Icon: mcvicnh
Description: Deploys into another Construction Yard.\n Unarmed
Buildable:
BuildPaletteOrder: 70
Prerequisites: fix
BuildPaletteOrder: 100
Prerequisites: techbuilding
Owner: gdi,nod
Selectable:
Priority: 3
@@ -46,14 +46,14 @@ HARV:
Icon: harvicnh
Description: Collects Tiberium for processing.\n Unarmed
Buildable:
BuildPaletteOrder: 10
BuildPaletteOrder: 5
Prerequisites: proc
Owner: gdi,nod
Selectable:
Priority: 7
Bounds: 44,44
Bounds: 36,36
Harvester:
Resources: Tiberium, Blue Tiberium
Resources: Tiberium, BlueTiberium
PipCount: 7
Capacity: 28
UnloadTicksPerBale: 16
@@ -134,7 +134,7 @@ APC:
ROT: 10
Armament:
Weapon: MachineGun
AttackTurreted:
AttackFrontal:
WithMuzzleFlash:
RenderUnitTurreted:
AutoTarget:
@@ -217,8 +217,8 @@ ARTY:
Icon:artyicnh
Description: Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft
Buildable:
BuildPaletteOrder: 40
Prerequisites: hq
BuildPaletteOrder: 50
Prerequisites: afld
Owner: nod
Mobile:
ROT: 2
@@ -250,7 +250,7 @@ FTNK:
Icon: ftnkicnh
Description: Heavily armored flame-throwing vehicle.\n Strong vs Infantry, Buildings\n Weak vs Aircraft
Buildable:
BuildPaletteOrder: 50
BuildPaletteOrder: 60
Prerequisites: hq
Owner: nod
Mobile:
@@ -284,7 +284,7 @@ LTNK:
Icon: ltnkicnh
Description: Light Tank, good for scouting.\n Strong vs Light Vehicles\n Weak vs Tanks, Aircraft
Buildable:
BuildPaletteOrder: 30
BuildPaletteOrder: 40
Prerequisites: afld
Owner: nod
Mobile:
@@ -317,7 +317,7 @@ MTNK:
Icon: mtnkicnh
Description: General-Purpose GDI Tank.\n Strong vs Tanks, Light Vehicles\n Weak vs Infantry, Aircraft
Buildable:
BuildPaletteOrder: 30
BuildPaletteOrder: 40
Prerequisites: weap
Owner: gdi
Mobile:
@@ -433,7 +433,7 @@ MLRS:
Icon: mlrsicnh
Description: Long range artillery.\n Strong vs Infantry, Aircraft\n Weak vs Tanks, Aircraft
Buildable:
BuildPaletteOrder: 60
BuildPaletteOrder: 80
Prerequisites: obli
Owner: nod
Mobile:
@@ -472,11 +472,12 @@ STNK:
Icon: stnkicnh
Description: Missile tank that can bend light around \nitself to become invisible\n Strong vs Infantry, Aircraft\n Weak vs Tanks
Buildable:
BuildPaletteOrder: 90
BuildPaletteOrder: 70
Prerequisites: hq
Owner: nod
Mobile:
Speed: 30
Crushes: crate, infantry
Health:
HP: 110
Armor:
@@ -486,10 +487,10 @@ STNK:
# Range: 4
# In practice, it seems that OpenRA renders vision range differently. Will set at +2 from C&C Gold values for now to properly emulate.
Cloak:
InitialDelay: 125
CloakDelay: 125
InitialDelay: 90
CloakDelay: 90
CloakSound: trans1.aud
UncloakSound: appear1.aud
UncloakSound: trans1.aud
Armament:
Weapon: 227mm.stnk
LocalOffset: 213,43,128, 213,-43,128

View File

@@ -85,22 +85,52 @@ explosion:
8: art-exp1 #artillery explosion
Start: 0
Length: *
big_napalm: napalm3 #biggest napalm explosion
Start: 0
Length: *
veh1: veh-hit1 # resembles building explosion, but smaller. For Orcas, etc.
Start: 0
Length: *
building: fball1
Start: 0
Length: *
6: atomsfx
Start: 0
Length: *
6w: atomsfx
Start: 0
Length: *
chemball: chemball
veh1: veh-hit1 # resembles building explosion, but smaller. For Orcas, etc.
Start: 0
Length: *
piff: piff
Start: 0
Length: *
piffs: piffpiff
Start: 0
Length: *
chemball: chemball #same size as small_napalm, but bright green.
Start: 0
Length: *
small_napalm: napalm1 #not used by much. currently used for flamethrower.
Start: 0
Length: *
med_napalm: napalm2 #explosion for bomblets
Start: 0
Length: *
big_napalm: napalm3 #huge; not used. (SSM used this explosion in C&C Gold?)
Start: 0
Length: *
small_frag: veh-hit3 #the most common weapon-hit explosion. For rockets, tank shells, etc.
Start: 0
Length: *
med_frag: frag1 #fragmentation-style; quite large. (MLRS used this explosion in C&C Gold?)
Start: 0
Length: *
big_frag: frag3 #Same as med_frag, except fire hangs around longer.
Start: 0
Length: *
small_poof: veh-hit2 #for Grenades; tower missiles; boat missiles; APC AA gun.
Start: 0
Length: *
poof: art-exp1 #For UnitExplode (artillery); artillery shell hit; GrenadierExplode,
Start: 0
Length: *
small_building: veh-hit1 #like "building' explosion, but much smaller. (Used for heli-explosion in C&C Gold?)
Start: 0
Length: *
building: fball1 #Large explosion, for when a building explodes.
Start: 0
Length: *
@@ -248,4 +278,4 @@ overlay:
moveflsh:
idle:
Start: 0
Length: *
Length: *