Merge pull request #2976 from psydev/patch-2
update for cnc-classic -- updated explosions, more...
This commit is contained in:
@@ -1,16 +1,3 @@
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UnitExplodeSmall:
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Warhead:
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# Damage: 40
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# Spread: 10
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# Versus:
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# None: 90%
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# Wood: 75%
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# Light: 60%
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# Heavy: 25%
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Explosion: 4
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InfDeath: 4
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ImpactSound: xplobig4
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UnitExplode:
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Warhead:
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Damage: 500
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@@ -24,21 +11,43 @@ UnitExplode:
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InfDeath: 4
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ImpactSound: xplobig6
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NapalmExplode:
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MammothExplode: #UnitExplode (artillery's explosion), without as much damage
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Warhead:
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Spread: 8
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Damage: 50
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Spread: 18
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Versus:
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None: 90%
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Wood: 100%
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Wood: 75%
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Light: 60%
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Heavy: 25%
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Concrete: 50%
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InfDeath: 5
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Explosion: 3
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# Explosion: big_napalm
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Explosion: 8
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InfDeath: 4
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ImpactSound: xplobig6
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SmudgeType: Scorch
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Damage: 50
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McvExplode: #For MCV, Harvester
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Warhead:
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Explosion: building
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InfDeath: 4
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ImpactSound: xplobig6
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UnitExplodeSmall:
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Warhead:
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# Damage: 40
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# Spread: 10
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# Versus:
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# None: 90%
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# Wood: 75%
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# Light: 60%
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# Heavy: 25%
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Explosion: 4
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InfDeath: 4
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ImpactSound: xplobig4
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HeliExplode:
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Warhead:
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Explosion: small_building
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InfDeath: 4
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ImpactSound: xplos
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BigNapalmExplode: # For Flame tank, etc.
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Warhead:
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@@ -55,6 +64,21 @@ BigNapalmExplode: # For Flame tank, etc.
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ImpactSound: xplobig6
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SmudgeType: Scorch
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NapalmExplode: #For crate, etc.
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Warhead:
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Spread: 8
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Versus:
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None: 90%
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Wood: 100%
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Light: 60%
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Heavy: 25%
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Concrete: 50%
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InfDeath: 5
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Explosion: med_napalm
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ImpactSound: xplobig6
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SmudgeType: Scorch
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Damage: 50
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GrenadierExplode:
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Warhead:
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Damage: 25
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@@ -67,28 +91,3 @@ GrenadierExplode:
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Explosion: 5
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InfDeath: 3
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ImpactSound: xplosml2
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MammothExplode: #Big artillery explosion, without as much damage
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Warhead:
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Damage: 50
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Spread: 18
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Versus:
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None: 90%
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Wood: 75%
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Light: 60%
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Heavy: 25%
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Explosion: 8
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InfDeath: 4
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ImpactSound: xplobig6
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McvExplode:
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Warhead:
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Explosion: building
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InfDeath: 4
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ImpactSound: xplobig6
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HeliExplode:
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Warhead:
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Explosion: veh1
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InfDeath: 4
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ImpactSound: xplos
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@@ -24,7 +24,7 @@ TRAN:
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Armor:
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Type: Light
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RevealsShroud:
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Range: 8
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Range: 0
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RenderUnit:
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WithRotor@PRIMARY:
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Offset: -597,0,171
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@@ -34,9 +34,8 @@ TRAN:
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WithShadow:
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Cargo:
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Types: Infantry
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MaxWeight: 10
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PipCount: 10
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FallsToEarth:
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MaxWeight: 5
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PipCount: 5
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HELI:
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Inherits: ^Helicopter
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@@ -60,9 +59,9 @@ HELI:
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Health:
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HP: 125
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Armor:
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Type: Light
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Type: Heavy
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RevealsShroud:
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Range: 8
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Range: 0
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Armament:
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Weapon: HeliAGGun
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LocalOffset: 128,-213,-85, 128,213,-85
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@@ -77,7 +76,6 @@ HELI:
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Offset: 0,0,85
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WithMuzzleFlash:
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WithShadow:
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FallsToEarth:
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AutoTarget:
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ORCA:
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@@ -100,29 +98,30 @@ ORCA:
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Speed: 20
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RearmBuildings: hpad.gdi
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Health:
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HP: 100
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HP: 125
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Armor:
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Type: Light
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Type: Heavy
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RevealsShroud:
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Range: 8
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Range: 0
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Armament:
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Weapon: OrcaAGMissiles
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LocalOffset: 427,-171,-213, 427,171,-213
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AttackHeli:
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FacingTolerance: 20
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LimitedAmmo:
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Ammo: 10
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PipCount: 5
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Ammo: 6
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PipCount: 6
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ReloadTicks: 10
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RenderUnit:
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WithShadow:
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FallsToEarth:
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AutoTarget:
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C17:
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ParaDrop:
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LZRange: 1
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Inherits: ^Plane
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Valued:
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Cost: 800
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Tooltip:
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Name: Supply Aircraft
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Plane:
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@@ -131,13 +130,13 @@ C17:
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Health:
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HP: 25
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Armor:
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Type: Heavy
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Type: Light
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RenderUnit:
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WithShadow:
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Cargo:
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# Types: Infantry, Vehicle
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MaxWeight: 10
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PipCount: 10
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MaxWeight: 5
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PipCount: 5
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Invulnerable:
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-Selectable:
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-TargetableUnit:
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@@ -145,16 +144,18 @@ C17:
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A10:
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Inherits: ^Plane
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Valued:
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Cost: 800
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Tooltip:
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Name: A10 Bomber
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Icon: a10icnh
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Plane:
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ROT: 4
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Speed: 40
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Speed: 20
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Health:
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HP: 60
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Armor:
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Type: Heavy
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Type: Light
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RevealsShroud:
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Range: 8
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RenderUnit:
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@@ -31,6 +31,7 @@
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WithSmoke:
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Explodes:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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DebugMuzzlePositions:
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^Tank:
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@@ -65,6 +66,7 @@
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WithSmoke:
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Explodes:
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Weapon: UnitExplodeSmall
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EmptyWeapon: UnitExplodeSmall
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DebugMuzzlePositions:
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^Helicopter:
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@@ -84,6 +86,9 @@
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ActorLostNotification:
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Notification: unitlost.aud
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DebugMuzzlePositions:
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Explodes:
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Weapon: HeliExplode
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EmptyWeapon: HeliExplode
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^Infantry:
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AppearsOnRadar:
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@@ -177,6 +182,9 @@
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ActorLostNotification:
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Notification: unitlost.aud
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DebugMuzzlePositions:
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Explodes:
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Weapon: HeliExplode
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EmptyWeapon: HeliExplode
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^Ship:
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AppearsOnRadar:
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@@ -20,6 +20,8 @@ E1:
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AttackFrontal:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2,idle3,idle4
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DetectCloaked:
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Range: 2
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E2:
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Inherits: ^Infantry
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@@ -48,7 +50,10 @@ E2:
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IdleAnimations: idle1,idle2
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Explodes:
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Weapon: GrenadierExplode
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EmptyWeapon: GrenadierExplode
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Chance: 50
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DetectCloaked:
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Range: 2
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E3:
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Inherits: ^Infantry
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@@ -86,6 +91,8 @@ E3:
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AttackFrontal:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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DetectCloaked:
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Range: 2
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E4:
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Inherits: ^Infantry
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@@ -114,6 +121,8 @@ E4:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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#explodes somehow
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DetectCloaked:
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Range: 2
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E5:
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Inherits: ^Infantry
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@@ -147,6 +156,8 @@ E5:
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-PoisonedByTiberium:
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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DetectCloaked:
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Range: 2
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E6:
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Inherits: ^Infantry
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@@ -178,6 +189,8 @@ E6:
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JustMove: true
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RenderInfantryProne:
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IdleAnimations: idle1,idle2
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DetectCloaked:
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Range: 2
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RMBO:
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Inherits: ^Infantry
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@@ -214,3 +227,5 @@ RMBO:
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IdleAnimations: idle1,idle2,idle3
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AnnounceOnBuild:
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AnnounceOnKill:
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DetectCloaked:
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Range: 2
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@@ -133,8 +133,8 @@ SILO:
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Icon: siloicnh
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Description: Stores processed Tiberium
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 15
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Queue: Building
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BuildPaletteOrder: 200
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Prerequisites: proc
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Owner: gdi,nod
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Building:
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@@ -428,7 +428,7 @@ FIX:
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Description: Repairs vehicles and allows the\nconstruction of additional bases.
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Buildable:
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BuildPaletteOrder: 80
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Prerequisites: vehicleproduction
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Prerequisites: anypower
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Owner: gdi,nod
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Building:
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Power: -30
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@@ -604,7 +604,7 @@ SBAG:
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Description: Stops infantry and blocks enemy fire.\nCan be crushed by tanks.
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Buildable:
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Queue: Defense
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BuildPaletteOrder: 20
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BuildPaletteOrder: 10
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Prerequisites: fact
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Owner: gdi, nod
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Health:
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@@ -46,7 +46,6 @@ Player:
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AllyRepair:
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PlayerResources:
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InitialCash: 5000
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AdviceInterval: 500
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ActorGroupProxy:
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DeveloperMode:
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HackyAI@Default:
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@@ -113,8 +112,8 @@ World:
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Bridges: bridge1, bridge2, bridge3, bridge4
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CrateSpawner:
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Minimum: 1
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Maximum: 3
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SpawnInterval: 120
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Maximum: 255
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SpawnInterval: 180
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WaterChance: 0
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PaletteFromCurrentTileset@terrain:
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Name: terrain
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@@ -186,7 +185,7 @@ World:
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TerrainType: BlueTiberium
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SpriteNames: bti1,bti2,bti3,bti4,bti5,bti6,bti7,bti8,bti9,bti10,bti11,bti12
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ValuePerUnit: 75
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Name: Blue Tiberium
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Name: BlueTiberium
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PipColor: Blue
|
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AllowedTerrainTypes: Clear,Road
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AllowUnderActors: false
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@@ -213,26 +212,109 @@ CRATE:
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Tooltip:
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Name: Crate
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Crate:
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Lifetime: 120
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Lifetime: 600
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TerrainTypes: Clear, Rough, Road, Tiberium, BlueTiberium, Beach
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GiveCashCrateAction:
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Amount: 2000
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SelectionShares: 20
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# All shares have been multiplied by 10 from the values in C&C's rules.ini
|
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# 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?
|
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GiveCashCrateAction@200:
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Amount: 200
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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:
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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: *
|
||||
|
||||
Reference in New Issue
Block a user