diff --git a/mods/cnc-classic/explosions.yaml b/mods/cnc-classic/explosions.yaml index 61ad239875..cc85219a56 100644 --- a/mods/cnc-classic/explosions.yaml +++ b/mods/cnc-classic/explosions.yaml @@ -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 diff --git a/mods/cnc-classic/rules/aircraft.yaml b/mods/cnc-classic/rules/aircraft.yaml index 261e3b6407..2027410b01 100644 --- a/mods/cnc-classic/rules/aircraft.yaml +++ b/mods/cnc-classic/rules/aircraft.yaml @@ -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: diff --git a/mods/cnc-classic/rules/defaults.yaml b/mods/cnc-classic/rules/defaults.yaml index 2d0fcf9116..c3437f55f7 100644 --- a/mods/cnc-classic/rules/defaults.yaml +++ b/mods/cnc-classic/rules/defaults.yaml @@ -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: diff --git a/mods/cnc-classic/rules/infantry.yaml b/mods/cnc-classic/rules/infantry.yaml index 2bfa758dc7..254ef72d58 100644 --- a/mods/cnc-classic/rules/infantry.yaml +++ b/mods/cnc-classic/rules/infantry.yaml @@ -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 diff --git a/mods/cnc-classic/rules/structures.yaml b/mods/cnc-classic/rules/structures.yaml index 9618cc3e4f..ff01cfa38b 100644 --- a/mods/cnc-classic/rules/structures.yaml +++ b/mods/cnc-classic/rules/structures.yaml @@ -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: diff --git a/mods/cnc-classic/rules/system.yaml b/mods/cnc-classic/rules/system.yaml index 28ead309e8..196bc5d8b1 100644 --- a/mods/cnc-classic/rules/system.yaml +++ b/mods/cnc-classic/rules/system.yaml @@ -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: diff --git a/mods/cnc-classic/rules/vehicles.yaml b/mods/cnc-classic/rules/vehicles.yaml index 6362447c6e..6a3ea13a93 100644 --- a/mods/cnc-classic/rules/vehicles.yaml +++ b/mods/cnc-classic/rules/vehicles.yaml @@ -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 diff --git a/mods/cnc-classic/sequences/misc.yaml b/mods/cnc-classic/sequences/misc.yaml index 11f6bb4dff..485db322cd 100644 --- a/mods/cnc-classic/sequences/misc.yaml +++ b/mods/cnc-classic/sequences/misc.yaml @@ -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: * \ No newline at end of file + Length: *