From c7e5c9a8499a658cdcee10f0f8a818c83a8222e3 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 02:40:32 -0700 Subject: [PATCH 01/12] updated explosions -- now uses cnc mod's names --- mods/cnc-classic/sequences/misc.yaml | 52 ++++++++++++++++++++++------ 1 file changed, 41 insertions(+), 11 deletions(-) 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: * From c5d00c785ecb0224a90751a495a4f065d477f620 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 02:55:18 -0700 Subject: [PATCH 02/12] updated aircraft rules, as per nyerguds' rules.ini --- mods/cnc-classic/rules/aircraft.yaml | 46 +++++++++++++++++----------- 1 file changed, 28 insertions(+), 18 deletions(-) diff --git a/mods/cnc-classic/rules/aircraft.yaml b/mods/cnc-classic/rules/aircraft.yaml index 261e3b6407..8270d30d92 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 +34,11 @@ TRAN: WithShadow: Cargo: Types: Infantry - MaxWeight: 10 - PipCount: 10 - FallsToEarth: + MaxWeight: 5 + PipCount: 5 + Explodes: + Weapon: small_building + EmptyWeapon: small_building HELI: Inherits: ^Helicopter @@ -60,9 +62,9 @@ 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 +79,9 @@ HELI: Offset: 0,0,85 WithMuzzleFlash: WithShadow: - FallsToEarth: + Explodes: + Weapon: small_building + EmptyWeapon: small_building AutoTarget: ORCA: @@ -100,29 +104,33 @@ 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: + Explodes: + Weapon: small_building + EmptyWeapon: small_building AutoTarget: C17: ParaDrop: LZRange: 1 Inherits: ^Plane + Valued: + Cost: 800 Tooltip: Name: Supply Aircraft Plane: @@ -131,13 +139,13 @@ 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 +153,18 @@ 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: From f741085b610eb44af27e9e18b5a9b91640a728b4 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 03:07:24 -0700 Subject: [PATCH 03/12] made crates close to original C&C values + misc. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Nuke powerproxy currently doesnt work so I set its shares to zero. "allowmultiple" for support powers is broken, and should be fixed. OpenRA doesn't yet have support for crates full of infantry.  --- mods/cnc-classic/rules/system.yaml | 161 +++++++++++++++++++++++++---- 1 file changed, 142 insertions(+), 19 deletions(-) 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: From 7a1ce8441c7e0cd812e13a2ae1c02d4047e44e67 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 03:25:47 -0700 Subject: [PATCH 04/12] minor fixes MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Silo moved to build queue. Last I checked, GivesBuildableArea didn't work with stuff produced from the support queue. For whatever reason, you can build FIX in C&C Gold right away.  --- mods/cnc-classic/rules/structures.yaml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) 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: From ab72262d256ec5bcc74b7eb4ad4e467a78ee6387 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 03:38:29 -0700 Subject: [PATCH 05/12] misc fixes; bluetiberium apc is actually AttackFrontal fixed palette order a bit harvester harvests BlueTiberium instead of Blue Tiberium. --- mods/cnc-classic/rules/vehicles.yaml | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/mods/cnc-classic/rules/vehicles.yaml b/mods/cnc-classic/rules/vehicles.yaml index 6362447c6e..67d995f10c 100644 --- a/mods/cnc-classic/rules/vehicles.yaml +++ b/mods/cnc-classic/rules/vehicles.yaml @@ -7,7 +7,7 @@ MCV: Icon: mcvicnh Description: Deploys into another Construction Yard.\n Unarmed Buildable: - BuildPaletteOrder: 70 + BuildPaletteOrder: 100 Prerequisites: fix Owner: gdi,nod Selectable: @@ -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: @@ -217,7 +217,7 @@ ARTY: Icon:artyicnh Description: Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft Buildable: - BuildPaletteOrder: 40 + BuildPaletteOrder: 50 Prerequisites: hq Owner: nod Mobile: @@ -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: @@ -472,7 +472,7 @@ 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: From d16d736489792177bec33beeb45905f2b5b99352 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 03:52:29 -0700 Subject: [PATCH 06/12] infantry detect cloaked; grenadierexplode fixed --- mods/cnc-classic/rules/infantry.yaml | 15 +++++++++++++++ 1 file changed, 15 insertions(+) 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 From f7a1e0edce080a5d750aa7357c35e80af2ee637f Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 03:58:17 -0700 Subject: [PATCH 07/12] pre-requisites fix --- mods/cnc-classic/rules/vehicles.yaml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/mods/cnc-classic/rules/vehicles.yaml b/mods/cnc-classic/rules/vehicles.yaml index 67d995f10c..ccf822fdee 100644 --- a/mods/cnc-classic/rules/vehicles.yaml +++ b/mods/cnc-classic/rules/vehicles.yaml @@ -8,7 +8,7 @@ MCV: Description: Deploys into another Construction Yard.\n Unarmed Buildable: BuildPaletteOrder: 100 - Prerequisites: fix + Prerequisites: techbuilding Owner: gdi,nod Selectable: Priority: 3 @@ -218,7 +218,7 @@ ARTY: Description: Long-range artillery.\n Strong vs Infantry, Buildings\n Weak vs Tanks, Aircraft Buildable: BuildPaletteOrder: 50 - Prerequisites: hq + Prerequisites: afld Owner: nod Mobile: ROT: 2 From bb8922cc1acb8b25bd4513cb0cfe7d6f5ca69d93 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 04:04:44 -0700 Subject: [PATCH 08/12] stealth tank cloak & crushes infantry Until cloak issues is fixed (https://github.com/OpenRA/OpenRA/issues/2898), 90 seems a reasonable cloak delay. Stealth tank now crushes infantry. Cloak sound fixed. --- mods/cnc-classic/rules/vehicles.yaml | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/mods/cnc-classic/rules/vehicles.yaml b/mods/cnc-classic/rules/vehicles.yaml index ccf822fdee..6a3ea13a93 100644 --- a/mods/cnc-classic/rules/vehicles.yaml +++ b/mods/cnc-classic/rules/vehicles.yaml @@ -477,6 +477,7 @@ STNK: 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 From f546d867a633a40f6bdf969d60c05d048755276f Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 04:14:03 -0700 Subject: [PATCH 09/12] updated HeliExplode's animation name --- mods/cnc-classic/explosions.yaml | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/mods/cnc-classic/explosions.yaml b/mods/cnc-classic/explosions.yaml index 61ad239875..cb4c01d878 100644 --- a/mods/cnc-classic/explosions.yaml +++ b/mods/cnc-classic/explosions.yaml @@ -89,6 +89,6 @@ McvExplode: HeliExplode: Warhead: - Explosion: veh1 + Explosion: small_building InfDeath: 4 ImpactSound: xplos From 92c0a672553d186309cfa9a57bcd9ebf471dc230 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 04:15:41 -0700 Subject: [PATCH 10/12] removed faulty explosion for helis. (whoops.) --- mods/cnc-classic/rules/aircraft.yaml | 9 --------- 1 file changed, 9 deletions(-) diff --git a/mods/cnc-classic/rules/aircraft.yaml b/mods/cnc-classic/rules/aircraft.yaml index 8270d30d92..2027410b01 100644 --- a/mods/cnc-classic/rules/aircraft.yaml +++ b/mods/cnc-classic/rules/aircraft.yaml @@ -36,9 +36,6 @@ TRAN: Types: Infantry MaxWeight: 5 PipCount: 5 - Explodes: - Weapon: small_building - EmptyWeapon: small_building HELI: Inherits: ^Helicopter @@ -79,9 +76,6 @@ HELI: Offset: 0,0,85 WithMuzzleFlash: WithShadow: - Explodes: - Weapon: small_building - EmptyWeapon: small_building AutoTarget: ORCA: @@ -120,9 +114,6 @@ ORCA: ReloadTicks: 10 RenderUnit: WithShadow: - Explodes: - Weapon: small_building - EmptyWeapon: small_building AutoTarget: C17: From 263c5486c2da02a1c07c9902de42779498c0442e Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 04:18:09 -0700 Subject: [PATCH 11/12] updated default unit explosions for helis, etc. --- mods/cnc-classic/rules/defaults.yaml | 8 ++++++++ 1 file changed, 8 insertions(+) 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: From cf4ed16cf672ec9c3196dcd7d3aae3cf9b7e2222 Mon Sep 17 00:00:00 2001 From: psydev Date: Sat, 6 Apr 2013 04:24:38 -0700 Subject: [PATCH 12/12] Fixed some explosions, added comments tidied up some stuff. re-arranged order as well --- mods/cnc-classic/explosions.yaml | 93 ++++++++++++++++---------------- 1 file changed, 46 insertions(+), 47 deletions(-) diff --git a/mods/cnc-classic/explosions.yaml b/mods/cnc-classic/explosions.yaml index cb4c01d878..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: small_building - InfDeath: 4 - ImpactSound: xplos