From f8421fd2f81e7c1edd481566859c61baab1e9fcc Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 5 Jun 2016 18:46:44 +0200 Subject: [PATCH 01/11] Remove obsolete custom electro.shp This shp was originally used to work around a palette issue with the original file inside conquer.mix, but since then we actually made it use the correct palette, without removing this converted shp. In other words, removing this file fixes the colors of the Zapped infantry death. --- mods/ts/bits/electro.shp | Bin 2854 -> 0 bytes 1 file changed, 0 insertions(+), 0 deletions(-) delete mode 100644 mods/ts/bits/electro.shp diff --git a/mods/ts/bits/electro.shp b/mods/ts/bits/electro.shp deleted file mode 100644 index 31e734c14c4817611d6f536e3a751e71abea33e7..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 2854 zcmdUx&5GPs5QR%>{q>(TV|xtQsu5l^2$YrMO(5Xlj3KLl?Oh%tkK#wjV`S+^$RlK{ zT|k?Br%LKk+XErqMKhYdRky0{Ij2hMG5gkDSZ&X&vV$EhuF^l=CuUFa*Z4Q?3IE^t zAB+E(J|6#)ahEbG9ElzmiEr;;(^V^`$qJz6Q`1bA$Es!Z#4MRs zmnAngwM}zU;Hhca=^^6eah7~mXF5^mV3x6%sGikYvq z@B}^B`O@_ZhwB# zLnzkrA|2DHHCv%(-Ft!rYL)?$x)PWoN$msh%Qslhk7(UM7466{7Rj$mv>4$wJ) z+8G%K1|kDaG2*eDLE8%fso4MkED2Ie)>20Wvg8->YwAvst8_Wv@!4x4R5QVuf5=5p8ICJGlsh}bYH=1OLc+-`K z7FBDa0&%gWOYrqywHW{ z{hROA*P40EZLp`5e8xU=O3D02XU*_w_JF+%nW$&jOrvm#ypMh~)Kaz!hYDntB0JEn z;44`wi4r^zna#5%S53QcE%X>@14T*?5*VrpB{K(>!S=9F&+9e+!@%^eJXoYk= zTLP+@9tvS1T{*7SaA^vdvd~2@RH7NvVIaXD1Bs-Bf4hahbI9QDc+q#Gt@_j1+@A&i zsy}A$etB(ly774jQVou?gJXqK8P$0yRl}mzfBA&TrfXYZS$(kXbn04utwth{>OS#f nE~rfYtNiK5@8Wssd)|t`qW8O)$Xky7s=F{SG?lfMws!mnq;LW; From 3455d98289d9269463ea00492906e51b59a40006 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 5 Jun 2016 17:46:31 +0200 Subject: [PATCH 02/11] Refactored TS infantry sequences They now make heavy use of inheritance to cut down duplication. Most infantry in TS uses the Minigunner (E1) sequences, only that some frames are empty (civ2 shoot animation, for example) or used for a different purpose (panic anims for civilians, crippled legs for cyborgs). To make this inheritance a bit easier, the attack sequences were renamed to a generic 'attack', rather than 'shoot' or 'throw', and split off to a separate abstract default inherited only by infantry with valid attack frames. --- mods/ts/rules/civilian-infantry.yaml | 18 +- mods/ts/rules/defaults.yaml | 2 +- mods/ts/rules/gdi-infantry.yaml | 6 +- mods/ts/rules/nod-infantry.yaml | 4 +- mods/ts/rules/shared-infantry.yaml | 2 +- mods/ts/sequences/infantry.yaml | 1689 +++++--------------------- 6 files changed, 326 insertions(+), 1395 deletions(-) diff --git a/mods/ts/rules/civilian-infantry.yaml b/mods/ts/rules/civilian-infantry.yaml index 0bc7ff4495..0d719f1e9c 100644 --- a/mods/ts/rules/civilian-infantry.yaml +++ b/mods/ts/rules/civilian-infantry.yaml @@ -44,7 +44,7 @@ UMAGON: AttackFrontal: Voice: Attack WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack ProducibleWithLevel: Prerequisites: barracks.upgraded @@ -100,7 +100,7 @@ MUTANT: AttackFrontal: Voice: Attack WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack ProducibleWithLevel: Prerequisites: barracks.upgraded @@ -125,7 +125,7 @@ MWMN: AttackFrontal: Voice: Attack WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack ProducibleWithLevel: Prerequisites: barracks.upgraded @@ -150,7 +150,7 @@ MUTANT3: AttackFrontal: Voice: Attack WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack ProducibleWithLevel: Prerequisites: barracks.upgraded @@ -172,7 +172,7 @@ TRATOS: Range: 4c0 -AutoTarget: WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack OXANNA: Inherits: ^Soldier @@ -190,7 +190,7 @@ OXANNA: Range: 4c0 -AutoTarget: WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack SLAV: Inherits: ^Soldier @@ -208,7 +208,7 @@ SLAV: Range: 4c0 -AutoTarget: WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack DOGGIE: Inherits: ^Infantry @@ -282,7 +282,7 @@ VISC_LRG: CIV1: Inherits: ^CivilianInfantry WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack Armament: Weapon: Pistola AttackFrontal: @@ -295,7 +295,7 @@ CIV2: CIV3: Inherits: ^CivilianInfantry WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack Armament: Weapon: Pistola AttackFrontal: diff --git a/mods/ts/rules/defaults.yaml b/mods/ts/rules/defaults.yaml index e57e4390ef..a438ff4887 100644 --- a/mods/ts/rules/defaults.yaml +++ b/mods/ts/rules/defaults.yaml @@ -370,7 +370,7 @@ Weapon: TiberiumHeal WithPermanentInjury: WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack IdleSequences: idle1,idle2 UpgradeOnDamage@CRITICAL: Upgrades: criticalspeed diff --git a/mods/ts/rules/gdi-infantry.yaml b/mods/ts/rules/gdi-infantry.yaml index 2d46d946df..46b3d86c31 100644 --- a/mods/ts/rules/gdi-infantry.yaml +++ b/mods/ts/rules/gdi-infantry.yaml @@ -20,7 +20,7 @@ E2: AttackFrontal: Voice: Attack WithInfantryBody: - AttackSequence: throw + AttackSequence: attack ProducibleWithLevel: Prerequisites: barracks.upgraded @@ -88,7 +88,7 @@ JUMPJET: AttackFrontal: Voice: Attack WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack -TakeCover: ProducibleWithLevel: Prerequisites: barracks.upgraded @@ -129,6 +129,6 @@ GHOST: DetonationDelay: 45 Voice: Attack WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack ProducibleWithLevel: Prerequisites: barracks.upgraded diff --git a/mods/ts/rules/nod-infantry.yaml b/mods/ts/rules/nod-infantry.yaml index 8e7944ffb5..62a2494791 100644 --- a/mods/ts/rules/nod-infantry.yaml +++ b/mods/ts/rules/nod-infantry.yaml @@ -21,7 +21,7 @@ E3: AttackFrontal: Voice: Attack WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack ProducibleWithLevel: Prerequisites: barracks.upgraded @@ -127,5 +127,3 @@ MHIJACK: RevealsShroud: Range: 6c0 -AutoTarget: - WithInfantryBody: - AttackSequence: shoot diff --git a/mods/ts/rules/shared-infantry.yaml b/mods/ts/rules/shared-infantry.yaml index 8ede00b575..bc51f8ee15 100644 --- a/mods/ts/rules/shared-infantry.yaml +++ b/mods/ts/rules/shared-infantry.yaml @@ -25,7 +25,7 @@ E1: AttackFrontal: Voice: Attack WithInfantryBody: - AttackSequence: shoot + AttackSequence: attack ProducibleWithLevel: Prerequisites: barracks.upgraded RenderSprites: diff --git a/mods/ts/sequences/infantry.yaml b/mods/ts/sequences/infantry.yaml index 3d82161d9a..076e07f3c5 100644 --- a/mods/ts/sequences/infantry.yaml +++ b/mods/ts/sequences/infantry.yaml @@ -1,5 +1,5 @@ -e1.gdi: - Defaults: e1 +^BasicInfantry: + Defaults: Tick: 80 stand: Facings: 8 @@ -35,8 +35,10 @@ e1.gdi: Start: 149 Length: 15 ShadowStart: 441 - die3: infdie - Length: * + die3: + Start: 149 + Length: 15 + ShadowStart: 441 die4: s_bang34 Length: * die-crushed: @@ -45,16 +47,6 @@ e1.gdi: ShadowStart: 451 Tick: 800 ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 standup-0: Start: 260 Length: 2 @@ -62,160 +54,256 @@ e1.gdi: ShadowStart: 552 die6: electro Length: * + +^BasicInfantryAttack: + attack: + Start: 164 + Length: 6 + Facings: 8 + ShadowStart: 456 + prone-attack: + Start: 212 + Length: 6 + Facings: 8 + ShadowStart: 504 + +e1.gdi: + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack + Defaults: e1 icon: sidebar-gdi|e1icon e1.nod: + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack Defaults: e1 - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - die3: infdie - Length: * - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * icon: sidebar-nod|e1icon e2: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - die3: infdie - Length: * - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - throw: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-throw: - Tick: 80 - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack icon: e2icon e3: + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack + icon: e4icon + +engineer.gdi: + Inherits: ^BasicInfantry + Defaults: engineer + icon: sidebar-gdi|engnicon + +engineer.nod: + Inherits: ^BasicInfantry + Defaults: engineer + icon: sidebar-nod|engnicon + +umagon: + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack + icon: umagicon + +ghost: + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack + icon: gosticon + +mhijack: + Inherits: ^BasicInfantry + icon: chamicon + +chamspy: + Inherits: ^BasicInfantry + icon: chamicon + +mutant: + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack + icon: mutcicon + +mwmn: + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack + icon: mutcicon + +mutant3: + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack + icon: mutcicon + +tratos: + Inherits: ^BasicInfantry + icon: mutcicon + +oxanna: + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack + +slav: + Inherits: ^BasicInfantry + Inherits@attack: ^BasicInfantryAttack + +civ1: + Inherits: ^BasicInfantry + attack: + Start: 164 + Length: 6 + Facings: 8 + ShadowStart: 456 + panic-attack: + Start: 164 + Length: 6 + Facings: 8 + ShadowStart: 456 + panic-run: + Start: 86 + Length: 6 + Facings: 8 + ShadowStart: 378 + panic-stand: + Start: 86 + Facings: 8 + Stride: 6 + ShadowStart: 378 + +civ2: + Inherits: ^BasicInfantry + panic-run: + Start: 86 + Length: 6 + Facings: 8 + ShadowStart: 378 + panic-stand: + Start: 86 + Facings: 8 + Stride: 6 + ShadowStart: 378 + +civ3: + Inherits: civ1 + +cyborg: Defaults: Tick: 80 stand: Facings: 8 - ShadowStart: 292 + ShadowStart: 370 run: Start: 8 Length: 6 Facings: 8 - ShadowStart: 300 + ShadowStart: 378 idle1: Start: 56 Length: 15 - ShadowStart: 348 + ShadowStart: 426 idle2: Start: 71 Length: 15 + ShadowStart: 441 + crippled-run: + Start: 86 + Length: 6 + Facings: 8 + ShadowStart: 456 + crippled-stand: + Start: 86 + Facings: 8 + Stride: 6 + ShadowStart: 456 + attack: + Start: 164 + Length: 6 + Facings: 8 + ShadowStart: 534 + crippled-attack: + Start: 212 + Length: 6 + Facings: 8 + ShadowStart: 582 + emp-overlay: emp_fx01 + Length: * + ZOffset: 512 + BlendMode: Additive + icon: cybiicon + +cyc2: + stand: + Facings: 8 + ShadowStart: 308 + run: + Start: 8 + Length: 9 + Facings: 8 + ShadowStart: 316 + idle1: + Start: 80 + Length: 15 + ShadowStart: 388 + idle2: + Start: 95 + Length: 15 + ShadowStart: 403 + crippled-run: + Start: 110 + Length: 9 + Facings: 8 + ShadowStart: 418 + crippled-stand: + Start: 110 + Facings: 8 + Stride: 9 + ShadowStart: 418 + die1: + Start: 182 + Length: 15 + ShadowStart: 490 + die2: + Start: 197 + Length: 15 + ShadowStart: 505 + die3: infexpl + Length: * + die4: s_bang34 + Length: * + attack: + Start: 212 + Length: 6 + Facings: 8 + ShadowStart: 520 + crippled-attack: + Start: 260 + Length: 6 + Facings: 8 + ShadowStart: 568 + die6: electro + Length: * + emp-overlay: emp_fx01 + Length: * + ZOffset: 512 + BlendMode: Additive + icon: cybcicon + +medic: + Defaults: + Tick: 80 + stand: + Facings: 8 + ShadowStart: 307 + run: + Start: 8 + Length: 6 + Facings: 8 + ShadowStart: 315 + idle1: + Start: 56 + Length: 15 ShadowStart: 363 + idle2: + Start: 71 + Length: 15 + ShadowStart: 378 prone-run: Start: 86 Length: 6 @@ -229,41 +317,100 @@ e3: die1: Start: 134 Length: 15 - ShadowStart: 426 + ShadowStart: 441 die2: Start: 149 Length: 15 - ShadowStart: 441 - die3: infdie - Length: * - Tick: 80 + ShadowStart: 455 + die3: + Start: 149 + Length: 15 + ShadowStart: 455 die4: s_bang34 Length: * - Tick: 80 die-crushed: Start: 159 Length: 5 ShadowStart: 451 Tick: 800 ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 standup-0: Start: 260 Length: 2 Facings: 8 - ShadowStart: 552 + ShadowStart: 567 + heal: + Start: 292 + Length: 14 + ShadowStart: 599 die6: electro Length: * - icon: e4icon + icon: mediicon + +jumpjet: + Defaults: + Tick: 80 + stand: + Facings: 8 + ShadowStart: 451 + run: + Start: 8 + Length: 6 + Facings: 8 + ShadowStart: 459 + idle1: + Start: 56 + Length: 15 + ShadowStart: 507 + idle2: + Start: 71 + Length: 15 + ShadowStart: 522 + prone-run: + Start: 86 + Length: 6 + Facings: 8 + ShadowStart: 537 + prone-stand: + Facings: 8 + ShadowStart: 451 + die1: # TODO: animation for falling from sky starts at 436 + Start: 445 + Length: 6 + ShadowStart: 896 + die2: # TODO: animation for falling from sky starts at 436 + Start: 445 + Length: 6 + ShadowStart: 896 + die3: # TODO: animation for falling from sky starts at 436 + Start: 445 + Length: 6 + ShadowStart: 896 + die4: s_bang34 + Length: * + die-crushed: + Start: 450 + ShadowStart: 901 + Tick: 800 + ZOffset: -511 + attack: + Start: 164 + Length: 6 + Facings: 8 + ShadowStart: 615 + prone-attack: + Start: 212 + Length: 6 + Facings: 8 + ShadowStart: 663 + standup-0: + Start: 260 + Length: 2 + Facings: 8 + ShadowStart: 711 + die6: electro + Length: * + icon: jjeticon weedguy: Defaults: weed @@ -276,11 +423,11 @@ weedguy: Length: 6 Facings: 8 ShadowStart: 210 - shoot: + attack: Start: 56 Facings: 8 ShadowStart: 258 - prone-shoot: + prone-attack: Start: 56 Facings: 8 ShadowStart: 258 @@ -335,1050 +482,6 @@ weedguy: ShadowStart: 376 Tick: 1000 -medic: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 307 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 315 - idle1: - Start: 56 - Length: 15 - ShadowStart: 363 - idle2: - Start: 71 - Length: 15 - ShadowStart: 378 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 441 - die2: - Start: 149 - Length: 15 - ShadowStart: 455 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 455 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 567 - heal: - Start: 292 - Length: 14 - ShadowStart: 599 - die6: electro - Length: * - icon: mediicon - -engineer.gdi: - Defaults: engineer - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - icon: sidebar-gdi|engnicon - -engineer.nod: - Defaults: engineer - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - icon: sidebar-nod|engnicon - -umagon: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - icon: umagicon - -ghost: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - icon: gosticon - -jumpjet: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 451 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 459 - idle1: - Start: 56 - Length: 15 - ShadowStart: 507 - idle2: - Start: 71 - Length: 15 - ShadowStart: 522 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 537 - prone-stand: - Facings: 8 - ShadowStart: 451 - die1: # TODO: animation for falling from sky starts at 436 - Start: 445 - Length: 6 - ShadowStart: 896 - die2: # TODO: animation for falling from sky starts at 436 - Start: 445 - Length: 6 - ShadowStart: 896 - die3: # TODO: animation for falling from sky starts at 436 - Start: 445 - Length: 6 - ShadowStart: 896 - die4: s_bang34 - Length: * - die-crushed: - Start: 450 - ShadowStart: 901 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 615 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 663 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 711 - die6: electro - Length: * - icon: jjeticon - -mhijack: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - icon: chamicon - -chamspy: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - icon: chamicon - -cyc2: - stand: - Facings: 8 - ShadowStart: 308 - run: - Start: 8 - Length: 9 - Facings: 8 - ShadowStart: 316 - idle1: - Start: 80 - Length: 15 - ShadowStart: 388 - idle2: - Start: 95 - Length: 15 - ShadowStart: 403 - crippled-run: - Start: 110 - Length: 9 - Facings: 8 - ShadowStart: 418 - crippled-stand: - Start: 110 - Facings: 8 - Stride: 9 - ShadowStart: 418 - die1: - Start: 182 - Length: 15 - ShadowStart: 490 - die2: - Start: 197 - Length: 15 - ShadowStart: 505 - die3: infexpl - Length: * - die4: s_bang34 - Length: * - shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 520 - crippled-shoot: - Start: 260 - Length: 6 - Facings: 8 - ShadowStart: 568 - die6: electro - Length: * - emp-overlay: emp_fx01 - Length: * - ZOffset: 512 - BlendMode: Additive - icon: cybcicon - -cyborg: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 370 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 378 - idle1: - Start: 56 - Length: 15 - ShadowStart: 426 - idle2: - Start: 71 - Length: 15 - ShadowStart: 441 - crippled-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 456 - crippled-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 456 - die1: - Start: 134 - Length: 15 - ShadowStart: 504 - die2: - Start: 149 - Length: 15 - ShadowStart: 519 - die3: - Start: 307 - Length: 14 - ShadowStart: 677 - die4: s_bang34 - Length: * - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 534 - crippled-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 582 - die6: electro - Length: * - emp-overlay: emp_fx01 - Length: * - ZOffset: 512 - BlendMode: Additive - icon: cybiicon - -mutant: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - icon: mutcicon - -mwmn: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - Tick: 80 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - icon: mutcicon - -mutant3: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - Tick: 80 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - icon: mutcicon - -tratos: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - Tick: 80 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - icon: mutcicon - -oxanna: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - Tick: 80 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - -slav: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - prone-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - prone-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - Tick: 80 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - prone-shoot: - Start: 212 - Length: 6 - Facings: 8 - ShadowStart: 504 - standup-0: - Start: 260 - Length: 2 - Facings: 8 - ShadowStart: 552 - die6: electro - Length: * - doggie: Defaults: Tick: 80 @@ -1390,7 +493,7 @@ doggie: Length: 6 Facings: 8 ShadowStart: 127 - shoot: + attack: Start: 56 Length: 4 Facings: 8 @@ -1452,175 +555,6 @@ vislrg: ShadowStart: 40 Tick: 80 -civ1: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - panic-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - panic-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - Tick: 80 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - die6: electro - Length: * - -civ2: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - panic-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - panic-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - Tick: 80 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - die6: electro - Length: * - -civ3: - Defaults: - Tick: 80 - stand: - Facings: 8 - ShadowStart: 292 - run: - Start: 8 - Length: 6 - Facings: 8 - ShadowStart: 300 - idle1: - Start: 56 - Length: 15 - ShadowStart: 348 - idle2: - Start: 71 - Length: 15 - ShadowStart: 363 - panic-run: - Start: 86 - Length: 6 - Facings: 8 - ShadowStart: 378 - panic-stand: - Start: 86 - Facings: 8 - Stride: 6 - ShadowStart: 378 - die1: - Start: 134 - Length: 15 - ShadowStart: 426 - die2: - Start: 149 - Length: 15 - ShadowStart: 441 - Tick: 80 - die3: # TODO: copy-paste of die2 - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 - Length: * - die-crushed: - Start: 159 - Length: 5 - ShadowStart: 451 - Tick: 800 - ZOffset: -511 - shoot: - Start: 164 - Length: 6 - Facings: 8 - ShadowStart: 456 - die6: electro - Length: * - flameguy: Defaults: Facings: 8 @@ -1635,4 +569,3 @@ flameguy: Facings: 1 Length: 104 ShadowStart: 192 - From 225f777eaf1d35497ae1d2515f9338e37da4d41c Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 5 Jun 2016 19:05:21 +0200 Subject: [PATCH 03/11] Make Cyborgs explode regardless of death type Also split out death-related traits of all non-cyborg infantry to a separate inheritable default. --- mods/ts/audio/voices.yaml | 8 +-- mods/ts/rules/civilian-infantry.yaml | 3 +- mods/ts/rules/defaults.yaml | 95 ++++++++++++++-------------- mods/ts/rules/nod-infantry.yaml | 8 --- mods/ts/sequences/infantry.yaml | 14 ---- mods/ts/weapons/explosions.yaml | 5 ++ 6 files changed, 58 insertions(+), 75 deletions(-) diff --git a/mods/ts/audio/voices.yaml b/mods/ts/audio/voices.yaml index 2cda082ea7..28f43391ef 100644 --- a/mods/ts/audio/voices.yaml +++ b/mods/ts/audio/voices.yaml @@ -98,18 +98,14 @@ Cyborg: Select: 22-i000, 22-i002, 22-i006 Move: 22-i008, 22-i010, 22-i014, 22-i016, 22-i020 Attack: 22-i008, 22-i010, 22-i012, 22-i018 - Die: 22-n104, 22-n108 - Burned: 22-n106 - Zapped: electro1 + Die: 22-n104, 22-n106, 22-n108 CyborgCommando: Voices: Select: 23-i000, 23-i002, 23-i004, 23-i006 Move: 23-i008, 23-i010, 23-i012, 23-i016 Attack: 23-i014, 23-i018, 23-i020, 23-i022 - Die: 22-n104, 22-n108 - Burned: 22-n106 - Zapped: electro1 + Die: 22-n104, 22-n106, 22-n108 Mutant: Voices: diff --git a/mods/ts/rules/civilian-infantry.yaml b/mods/ts/rules/civilian-infantry.yaml index 0d719f1e9c..8512cba967 100644 --- a/mods/ts/rules/civilian-infantry.yaml +++ b/mods/ts/rules/civilian-infantry.yaml @@ -211,7 +211,8 @@ SLAV: AttackSequence: attack DOGGIE: - Inherits: ^Infantry + Inherits@1: ^Infantry + Inherits@2: ^RegularInfantryDeath Tooltip: Name: Tiberian Fiend Health: diff --git a/mods/ts/rules/defaults.yaml b/mods/ts/rules/defaults.yaml index a438ff4887..47982db07d 100644 --- a/mods/ts/rules/defaults.yaml +++ b/mods/ts/rules/defaults.yaml @@ -274,24 +274,6 @@ QuantizeFacingsFromSequence: Sequence: stand WithInfantryBody: - WithDeathAnimation@normal: - DeathTypes: - BulletDeath: 1 - SmallExplosionDeath: 2 - HeadshotDeath: 3 - SpawnActorOnDeath@FLAMEGUY: - Actor: FLAMEGUY - DeathType: FireDeath - WithDeathAnimation@explosion: - DeathSequencePalette: effect - DeathPaletteIsPlayerPalette: False - DeathTypes: - ExplosionDeath: 4 - WithDeathAnimation@energy: - DeathSequencePalette: ra - DeathPaletteIsPlayerPalette: False - DeathTypes: - EnergyDeath: 6 AutoTarget: AttackMove: Voice: Move @@ -300,27 +282,10 @@ Voice: Move HiddenUnderFog: ActorLostNotification: - Crushable: - CrushSound: squish6.aud PoisonedByTiberium: - SpawnActorOnDeath: - Actor: visc_sml - Probability: 10 - OwnerType: InternalName - InternalOwner: Creeps - DeathType: EnergyDeath # TODO: FIX ME! (Tiberium currently uses the wrong damage type!) - RequiresLobbyCreeps: true Guard: Voice: Move Guardable: - DeathSounds@NORMAL: - DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath - DeathSounds@BURNED: - Voice: Burned - DeathTypes: FireDeath - DeathSounds@ZAPPED: - Voice: Zapped - DeathTypes: EnergyDeath SelfHealing@HOSPITAL: Step: 5 Delay: 100 @@ -339,8 +304,50 @@ UpgradeTypes: hospitalheal UpgradeMinEnabledLevel: 1 +^RegularInfantryDeath: + WithDeathAnimation@normal: + DeathTypes: + BulletDeath: 1 + SmallExplosionDeath: 2 + HeadshotDeath: 3 + WithDeathAnimation@explosion: + DeathSequencePalette: effect + DeathPaletteIsPlayerPalette: False + DeathTypes: + ExplosionDeath: 4 + WithDeathAnimation@energy: + DeathSequencePalette: ra + DeathPaletteIsPlayerPalette: False + DeathTypes: + EnergyDeath: 6 + WithDeathAnimation: + CrushedSequence: die-crushed + CrushedSequencePalette: player + CrushedPaletteIsPlayerPalette: true + DeathSounds@NORMAL: + DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath, HeadshotDeath + DeathSounds@BURNED: + Voice: Burned + DeathTypes: FireDeath + DeathSounds@ZAPPED: + Voice: Zapped + DeathTypes: EnergyDeath + Crushable: + CrushSound: squish6.aud + SpawnActorOnDeath: + Actor: visc_sml + Probability: 10 + OwnerType: InternalName + InternalOwner: Creeps + DeathType: EnergyDeath # TODO: FIX ME! (Tiberium currently uses the wrong damage type!) + RequiresLobbyCreeps: true + SpawnActorOnDeath@FLAMEGUY: + Actor: FLAMEGUY + DeathType: FireDeath + ^Soldier: - Inherits: ^Infantry + Inherits@1: ^Infantry + Inherits@2: ^RegularInfantryDeath RevealsShroud: Range: 4c0 MustBeDestroyed: @@ -354,18 +361,17 @@ DamageTriggers: TriggerProne WithInfantryBody: IdleSequences: idle1,idle2 - WithDeathAnimation: - CrushedSequence: die-crushed - CrushedSequencePalette: player - CrushedPaletteIsPlayerPalette: true ^Cyborg: Inherits@1: ^Infantry Inherits@2: ^EmpDisableMobile + Explodes: + Weapon: CyborgExplode + EmptyWeapon: CyborgExplode + DeathSounds: RevealsShroud: Range: 4c0 MustBeDestroyed: - -Crushable: PoisonedByTiberium: Weapon: TiberiumHeal WithPermanentInjury: @@ -380,16 +386,13 @@ Modifier: 50 ^CivilianInfantry: - Inherits: ^Infantry + Inherits@1: ^Infantry + Inherits@2: ^RegularInfantryDeath Voiced: VoiceSet: Civilian Tooltip: Name: Civilian ScaredyCat: - WithDeathAnimation: - CrushedSequence: die-crushed - CrushedSequencePalette: player - CrushedPaletteIsPlayerPalette: true ^Vehicle: Inherits@1: ^GainsExperience diff --git a/mods/ts/rules/nod-infantry.yaml b/mods/ts/rules/nod-infantry.yaml index 62a2494791..59fc9cd028 100644 --- a/mods/ts/rules/nod-infantry.yaml +++ b/mods/ts/rules/nod-infantry.yaml @@ -57,10 +57,6 @@ CYBORG: VisualBounds: 16,31,0,-10 ProducibleWithLevel: Prerequisites: barracks.upgraded - -SpawnActorOnDeath@FLAMEGUY: - WithDeathAnimation@explosion: - DeathTypes: - FireDeath: 4 CYC2: Inherits: ^Cyborg @@ -96,10 +92,6 @@ CYC2: VisualBounds: 16,32,-1,-12 ProducibleWithLevel: Prerequisites: barracks.upgraded - -SpawnActorOnDeath@FLAMEGUY: - WithDeathAnimation@explosion: - DeathTypes: - FireDeath: 4 MHIJACK: Inherits: ^Soldier diff --git a/mods/ts/sequences/infantry.yaml b/mods/ts/sequences/infantry.yaml index 076e07f3c5..fbff677e46 100644 --- a/mods/ts/sequences/infantry.yaml +++ b/mods/ts/sequences/infantry.yaml @@ -255,18 +255,6 @@ cyc2: Facings: 8 Stride: 9 ShadowStart: 418 - die1: - Start: 182 - Length: 15 - ShadowStart: 490 - die2: - Start: 197 - Length: 15 - ShadowStart: 505 - die3: infexpl - Length: * - die4: s_bang34 - Length: * attack: Start: 212 Length: 6 @@ -277,8 +265,6 @@ cyc2: Length: 6 Facings: 8 ShadowStart: 568 - die6: electro - Length: * emp-overlay: emp_fx01 Length: * ZOffset: 512 diff --git a/mods/ts/weapons/explosions.yaml b/mods/ts/weapons/explosions.yaml index 832a676e89..f51b23ca8e 100644 --- a/mods/ts/weapons/explosions.yaml +++ b/mods/ts/weapons/explosions.yaml @@ -27,6 +27,11 @@ UnitExplodeSmall: Explosions: medium_brnl ImpactSounds: expnew13.aud +CyborgExplode: + Warhead@1Eff: CreateEffect + Explosions: medium_bang + ImpactSounds: expnew10.aud + TiberiumExplosion: Warhead@1Dam: SpreadDamage Spread: 9 From e59a491c1bd3365f81973c9f5eed9a3c1ef87fd5 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 5 Jun 2016 19:20:10 +0200 Subject: [PATCH 04/11] Allow UpgradeOnDamage to grant permanent upgrades Needed to properly implement things like permanently crippled weapons or limbs. --- OpenRA.Mods.Common/Traits/Upgrades/UpgradeOnDamage.cs | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/OpenRA.Mods.Common/Traits/Upgrades/UpgradeOnDamage.cs b/OpenRA.Mods.Common/Traits/Upgrades/UpgradeOnDamage.cs index c058fcaa07..fb5df922e2 100644 --- a/OpenRA.Mods.Common/Traits/Upgrades/UpgradeOnDamage.cs +++ b/OpenRA.Mods.Common/Traits/Upgrades/UpgradeOnDamage.cs @@ -29,6 +29,9 @@ namespace OpenRA.Mods.Common.Traits [Desc("Levels of damage at which to grant upgrades.")] public readonly DamageState ValidDamageStates = DamageState.Heavy | DamageState.Critical; + [Desc("Are upgrades irrevocable once the conditions have been met?")] + public readonly bool GrantPermanently = false; + public object Create(ActorInitializer init) { return new UpgradeOnDamage(init.Self, this); } } @@ -36,6 +39,7 @@ namespace OpenRA.Mods.Common.Traits { readonly UpgradeOnDamageInfo info; readonly UpgradeManager um; + bool granted; public UpgradeOnDamage(Actor self, UpgradeOnDamageInfo info) { @@ -43,12 +47,14 @@ namespace OpenRA.Mods.Common.Traits um = self.TraitOrDefault(); } - bool granted; void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e) { if (um == null) return; + if (granted && info.GrantPermanently) + return; + var rand = Game.CosmeticRandom; if (!granted && info.ValidDamageStates.HasFlag(e.DamageState) && !info.ValidDamageStates.HasFlag(e.PreviousDamageState)) { From ff8af828a33fd046ec598a14504f33df3067f710 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 5 Jun 2016 19:20:44 +0200 Subject: [PATCH 05/11] Fix Cyborgs to stay slow after losing their legs Even if regaining health. --- mods/ts/rules/defaults.yaml | 1 + 1 file changed, 1 insertion(+) diff --git a/mods/ts/rules/defaults.yaml b/mods/ts/rules/defaults.yaml index 47982db07d..1676cfe7dd 100644 --- a/mods/ts/rules/defaults.yaml +++ b/mods/ts/rules/defaults.yaml @@ -381,6 +381,7 @@ UpgradeOnDamage@CRITICAL: Upgrades: criticalspeed ValidDamageStates: Critical + GrantPermanently: true SpeedMultiplier@CRITICAL: UpgradeTypes: criticalspeed Modifier: 50 From 0947e7bdd6ceb92782843bf91d887e993fb39c2d Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 5 Jun 2016 20:28:56 +0200 Subject: [PATCH 06/11] Introduce ExplosionOnDamageTransition And use it for TS cyborgs. --- OpenRA.Mods.Common/OpenRA.Mods.Common.csproj | 1 + .../Traits/ExplosionOnDamageTransition.cs | 70 +++++++++++++++++++ mods/ts/rules/defaults.yaml | 4 ++ 3 files changed, 75 insertions(+) create mode 100644 OpenRA.Mods.Common/Traits/ExplosionOnDamageTransition.cs diff --git a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj index 75b7aa858e..b94ecc9812 100644 --- a/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj +++ b/OpenRA.Mods.Common/OpenRA.Mods.Common.csproj @@ -332,6 +332,7 @@ + diff --git a/OpenRA.Mods.Common/Traits/ExplosionOnDamageTransition.cs b/OpenRA.Mods.Common/Traits/ExplosionOnDamageTransition.cs new file mode 100644 index 0000000000..3e4c2fe113 --- /dev/null +++ b/OpenRA.Mods.Common/Traits/ExplosionOnDamageTransition.cs @@ -0,0 +1,70 @@ +#region Copyright & License Information +/* + * Copyright 2007-2016 The OpenRA Developers (see AUTHORS) + * This file is part of OpenRA, which is free software. It is made + * available to you under the terms of the GNU General Public License + * as published by the Free Software Foundation, either version 3 of + * the License, or (at your option) any later version. For more + * information, see COPYING. + */ +#endregion + +using System.Collections.Generic; +using System.Linq; +using OpenRA.GameRules; +using OpenRA.Mods.Common.Warheads; +using OpenRA.Traits; + +namespace OpenRA.Mods.Common.Traits +{ + [Desc("This actor triggers an explosion on itself when transitioning to a specific damage state.")] + public class ExplosionOnDamageTransitionInfo : ITraitInfo, IRulesetLoaded, Requires + { + [WeaponReference, FieldLoader.Require, Desc("Weapon to use for explosion.")] + public readonly string Weapon = null; + + [Desc("At which damage state explosion will trigger.")] + public readonly DamageState DamageState = DamageState.Heavy; + + [Desc("Should the explosion only be triggered once?")] + public readonly bool TriggerOnlyOnce = false; + + public WeaponInfo WeaponInfo { get; private set; } + + public object Create(ActorInitializer init) { return new ExplosionOnDamageTransition(this, init.Self); } + + public void RulesetLoaded(Ruleset rules, ActorInfo ai) + { + WeaponInfo = string.IsNullOrEmpty(Weapon) ? null : rules.Weapons[Weapon.ToLowerInvariant()]; + } + } + + public class ExplosionOnDamageTransition : INotifyDamageStateChanged + { + readonly ExplosionOnDamageTransitionInfo info; + bool triggered; + + public ExplosionOnDamageTransition(ExplosionOnDamageTransitionInfo info, Actor self) + { + this.info = info; + } + + public void DamageStateChanged(Actor self, AttackInfo e) + { + if (!self.IsInWorld) + return; + + if (triggered) + return; + + if (e.DamageState >= info.DamageState && e.PreviousDamageState < info.DamageState) + { + if (info.TriggerOnlyOnce) + triggered = true; + + // Use .FromPos since the actor might have been killed, don't use Target.FromActor + info.WeaponInfo.Impact(Target.FromPos(self.CenterPosition), e.Attacker, Enumerable.Empty()); + } + } + } +} diff --git a/mods/ts/rules/defaults.yaml b/mods/ts/rules/defaults.yaml index 1676cfe7dd..b2b1b20591 100644 --- a/mods/ts/rules/defaults.yaml +++ b/mods/ts/rules/defaults.yaml @@ -365,6 +365,10 @@ ^Cyborg: Inherits@1: ^Infantry Inherits@2: ^EmpDisableMobile + ExplosionOnDamageTransition: + Weapon: CyborgExplode + DamageState: Critical + TriggerOnlyOnce: true Explodes: Weapon: CyborgExplode EmptyWeapon: CyborgExplode From b84e27ef98bc7630dd466f95dbaf6e6afeeede23 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 5 Jun 2016 20:51:28 +0200 Subject: [PATCH 07/11] Remove TS Headshot DeathType Also fixed a couple of mistakes compared to the original (some weapons still applied the wrong death type). --- mods/ts/rules/defaults.yaml | 7 +++--- mods/ts/sequences/infantry.yaml | 40 ++++++++---------------------- mods/ts/weapons/energyweapons.yaml | 10 ++++---- mods/ts/weapons/smallguns.yaml | 2 +- 4 files changed, 19 insertions(+), 40 deletions(-) diff --git a/mods/ts/rules/defaults.yaml b/mods/ts/rules/defaults.yaml index b2b1b20591..a4f50b12be 100644 --- a/mods/ts/rules/defaults.yaml +++ b/mods/ts/rules/defaults.yaml @@ -309,23 +309,22 @@ DeathTypes: BulletDeath: 1 SmallExplosionDeath: 2 - HeadshotDeath: 3 WithDeathAnimation@explosion: DeathSequencePalette: effect DeathPaletteIsPlayerPalette: False DeathTypes: - ExplosionDeath: 4 + ExplosionDeath: 3 WithDeathAnimation@energy: DeathSequencePalette: ra DeathPaletteIsPlayerPalette: False DeathTypes: - EnergyDeath: 6 + EnergyDeath: 5 WithDeathAnimation: CrushedSequence: die-crushed CrushedSequencePalette: player CrushedPaletteIsPlayerPalette: true DeathSounds@NORMAL: - DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath, HeadshotDeath + DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath DeathSounds@BURNED: Voice: Burned DeathTypes: FireDeath diff --git a/mods/ts/sequences/infantry.yaml b/mods/ts/sequences/infantry.yaml index fbff677e46..514170893a 100644 --- a/mods/ts/sequences/infantry.yaml +++ b/mods/ts/sequences/infantry.yaml @@ -35,11 +35,7 @@ Start: 149 Length: 15 ShadowStart: 441 - die3: - Start: 149 - Length: 15 - ShadowStart: 441 - die4: s_bang34 + die3: s_bang34 Length: * die-crushed: Start: 159 @@ -52,7 +48,7 @@ Length: 2 Facings: 8 ShadowStart: 552 - die6: electro + die5: electro Length: * ^BasicInfantryAttack: @@ -308,11 +304,7 @@ medic: Start: 149 Length: 15 ShadowStart: 455 - die3: - Start: 149 - Length: 15 - ShadowStart: 455 - die4: s_bang34 + die3: s_bang34 Length: * die-crushed: Start: 159 @@ -329,7 +321,7 @@ medic: Start: 292 Length: 14 ShadowStart: 599 - die6: electro + die5: electro Length: * icon: mediicon @@ -368,11 +360,7 @@ jumpjet: Start: 445 Length: 6 ShadowStart: 896 - die3: # TODO: animation for falling from sky starts at 436 - Start: 445 - Length: 6 - ShadowStart: 896 - die4: s_bang34 + die3: s_bang34 Length: * die-crushed: Start: 450 @@ -394,7 +382,7 @@ jumpjet: Length: 2 Facings: 8 ShadowStart: 711 - die6: electro + die5: electro Length: * icon: jjeticon @@ -453,14 +441,10 @@ weedguy: Length: 11 ShadowStart: 368 die4: - Start: 197 - Length: 5 - ShadowStart: 399 - die5: Start: 177 Length: 20 ShadowStart: 379 - die6: electro + die5: electro Length: * die-crushed: Start: 174 @@ -503,11 +487,7 @@ doggie: Start: 99 Length: 10 ShadowStart: 218 - die3: - Start: 99 - Length: 10 - ShadowStart: 218 - die4: s_bang34 + die3: s_bang34 Length: * die-crushed: Start: 105 @@ -515,11 +495,11 @@ doggie: ShadowStart: 224 Tick: 800 ZOffset: -511 - die5: + die4: Start: 109 Length: 10 ShadowStart: 228 - die6: + die5: Start: 109 Length: 10 ShadowStart: 228 diff --git a/mods/ts/weapons/energyweapons.yaml b/mods/ts/weapons/energyweapons.yaml index dddec8b897..e8dba50916 100644 --- a/mods/ts/weapons/energyweapons.yaml +++ b/mods/ts/weapons/energyweapons.yaml @@ -23,7 +23,7 @@ LtRail: Light: 150 Heavy: 110 Concrete: 5 - DamageTypes: Prone100Percent, TriggerProne, SmallExplosionDeath + DamageTypes: Prone100Percent, TriggerProne, ExplosionDeath Warhead@2Dam: SpreadDamage Range: 0, 32 Falloff: 50, 50 # Only does half damage to friendly units @@ -37,7 +37,7 @@ LtRail: Light: 150 Heavy: 110 Concrete: 5 - DamageTypes: Prone100Percent, TriggerProne, SmallExplosionDeath + DamageTypes: Prone100Percent, TriggerProne, ExplosionDeath MechRailgun: ReloadDelay: 60 @@ -62,7 +62,7 @@ MechRailgun: Light: 160 Heavy: 100 Concrete: 25 - DamageTypes: Prone100Percent, TriggerProne, FireDeath + DamageTypes: Prone100Percent, TriggerProne, ExplosionDeath SonicZap: ReloadDelay: 180 @@ -87,7 +87,7 @@ SonicZap: Versus: Heavy: 80 Concrete: 60 - DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath + DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath Warhead@2Dam: SpreadDamage Range: 0, 32 Falloff: 50, 50 @@ -98,7 +98,7 @@ SonicZap: Versus: Heavy: 80 Concrete: 60 - DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath + DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath CyCannon: ReloadDelay: 50 diff --git a/mods/ts/weapons/smallguns.yaml b/mods/ts/weapons/smallguns.yaml index c080e4b1c1..0abdff3594 100644 --- a/mods/ts/weapons/smallguns.yaml +++ b/mods/ts/weapons/smallguns.yaml @@ -274,4 +274,4 @@ Sniper: Light: 5 Heavy: 5 Concrete: 5 - DamageTypes: Prone100Percent, TriggerProne, HeadshotDeath + DamageTypes: Prone100Percent, TriggerProne, BulletDeath From 873e2bfce4164993f3adc06f61f246573b305b1c Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 5 Jun 2016 21:05:54 +0200 Subject: [PATCH 08/11] Fix Tiberium and Vein DamageTypes --- mods/ts/rules/defaults.yaml | 2 +- mods/ts/weapons/otherweapons.yaml | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/mods/ts/rules/defaults.yaml b/mods/ts/rules/defaults.yaml index a4f50b12be..3eb5879650 100644 --- a/mods/ts/rules/defaults.yaml +++ b/mods/ts/rules/defaults.yaml @@ -338,7 +338,7 @@ Probability: 10 OwnerType: InternalName InternalOwner: Creeps - DeathType: EnergyDeath # TODO: FIX ME! (Tiberium currently uses the wrong damage type!) + DeathType: TriggerVisceroid RequiresLobbyCreeps: true SpawnActorOnDeath@FLAMEGUY: Actor: FLAMEGUY diff --git a/mods/ts/weapons/otherweapons.yaml b/mods/ts/weapons/otherweapons.yaml index 1703431112..fe66744197 100644 --- a/mods/ts/weapons/otherweapons.yaml +++ b/mods/ts/weapons/otherweapons.yaml @@ -65,14 +65,14 @@ Tiberium: Warhead@1Dam: SpreadDamage Spread: 42 Damage: 2 - DamageTypes: EnergyDeath # TODO: FIX ME! + DamageTypes: ExplosionDeath, TriggerVisceroid Veins: ReloadDelay: 16 Warhead@Damage: SpreadDamage Spread: 42 Damage: 5 - DamageTypes: EnergyDeath # TODO: FIX ME! + DamageTypes: BulletDeath Warhead@Effect: CreateEffect Explosions: veins ExplosionPalette: player From ce73faaa1f25071fc48086d73f4577bb3d55066e Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 5 Jun 2016 21:21:50 +0200 Subject: [PATCH 09/11] Change WithDeathAnimation to look up string rather than integers For DeathType sequence mapping. --- OpenRA.Mods.Common/Traits/Render/WithDeathAnimation.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/OpenRA.Mods.Common/Traits/Render/WithDeathAnimation.cs b/OpenRA.Mods.Common/Traits/Render/WithDeathAnimation.cs index 7633d97fd9..dc434caad0 100644 --- a/OpenRA.Mods.Common/Traits/Render/WithDeathAnimation.cs +++ b/OpenRA.Mods.Common/Traits/Render/WithDeathAnimation.cs @@ -44,7 +44,7 @@ namespace OpenRA.Mods.Common.Traits.Render [FieldLoader.LoadUsing("LoadDeathTypes")] [Desc("Death animation to use for each damage type (defined on the warheads).", "Is only used if UseDeathTypeSuffix is `True`.")] - public readonly Dictionary DeathTypes = new Dictionary(); + public readonly Dictionary DeathTypes = new Dictionary(); [Desc("Sequence to use when the actor is killed by some non-standard means (e.g. suicide).")] [SequenceReference] public readonly string FallbackSequence = null; @@ -54,8 +54,8 @@ namespace OpenRA.Mods.Common.Traits.Render var md = yaml.ToDictionary(); return md.ContainsKey("DeathTypes") - ? md["DeathTypes"].ToDictionary(my => FieldLoader.GetValue("(value)", my.Value)) - : new Dictionary(); + ? md["DeathTypes"].ToDictionary(my => FieldLoader.GetValue("(value)", my.Value)) + : new Dictionary(); } public object Create(ActorInitializer init) { return new WithDeathAnimation(init.Self, this); } From 4c69fecad52aff899256096c6352445be11d237a Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 5 Jun 2016 21:10:07 +0200 Subject: [PATCH 10/11] Make TS inf death sequences descriptive --- mods/ts/rules/civilian-infantry.yaml | 6 ++-- mods/ts/rules/defaults.yaml | 11 ++++--- mods/ts/sequences/infantry.yaml | 44 ++++++++++++++-------------- 3 files changed, 33 insertions(+), 28 deletions(-) diff --git a/mods/ts/rules/civilian-infantry.yaml b/mods/ts/rules/civilian-infantry.yaml index 8512cba967..d374b5a2e6 100644 --- a/mods/ts/rules/civilian-infantry.yaml +++ b/mods/ts/rules/civilian-infantry.yaml @@ -19,8 +19,9 @@ WEEDGUY: Voice: Attack -SpawnActorOnDeath@FLAMEGUY: WithDeathAnimation@fire: + DeathSequence: die- DeathTypes: - FireDeath: 5 + FireDeath: burning UMAGON: Inherits: ^Soldier @@ -242,8 +243,9 @@ DOGGIE: MaxMoveDelayInTicks: 45 -SpawnActorOnDeath@FLAMEGUY: WithDeathAnimation@fire: + DeathSequence: die- DeathTypes: - FireDeath: 5 + FireDeath: burning VISC_SML: Inherits: ^Visceroid diff --git a/mods/ts/rules/defaults.yaml b/mods/ts/rules/defaults.yaml index 3eb5879650..8ed5d0434d 100644 --- a/mods/ts/rules/defaults.yaml +++ b/mods/ts/rules/defaults.yaml @@ -306,19 +306,22 @@ ^RegularInfantryDeath: WithDeathAnimation@normal: + DeathSequence: die- DeathTypes: - BulletDeath: 1 - SmallExplosionDeath: 2 + BulletDeath: twirling + SmallExplosionDeath: flying WithDeathAnimation@explosion: + DeathSequence: die- DeathSequencePalette: effect DeathPaletteIsPlayerPalette: False DeathTypes: - ExplosionDeath: 3 + ExplosionDeath: exploding WithDeathAnimation@energy: + DeathSequence: die- DeathSequencePalette: ra DeathPaletteIsPlayerPalette: False DeathTypes: - EnergyDeath: 5 + EnergyDeath: melting WithDeathAnimation: CrushedSequence: die-crushed CrushedSequencePalette: player diff --git a/mods/ts/sequences/infantry.yaml b/mods/ts/sequences/infantry.yaml index 514170893a..38eb123b49 100644 --- a/mods/ts/sequences/infantry.yaml +++ b/mods/ts/sequences/infantry.yaml @@ -27,15 +27,15 @@ Facings: 8 Stride: 6 ShadowStart: 378 - die1: + die-twirling: Start: 134 Length: 15 ShadowStart: 426 - die2: + die-flying: Start: 149 Length: 15 ShadowStart: 441 - die3: s_bang34 + die-exploding: s_bang34 Length: * die-crushed: Start: 159 @@ -48,7 +48,7 @@ Length: 2 Facings: 8 ShadowStart: 552 - die5: electro + die-melting: electro Length: * ^BasicInfantryAttack: @@ -296,15 +296,15 @@ medic: Facings: 8 Stride: 6 ShadowStart: 378 - die1: + die-twirling: Start: 134 Length: 15 ShadowStart: 441 - die2: + die-flying: Start: 149 Length: 15 ShadowStart: 455 - die3: s_bang34 + die-exploding: s_bang34 Length: * die-crushed: Start: 159 @@ -321,7 +321,7 @@ medic: Start: 292 Length: 14 ShadowStart: 599 - die5: electro + die-melting: electro Length: * icon: mediicon @@ -352,15 +352,15 @@ jumpjet: prone-stand: Facings: 8 ShadowStart: 451 - die1: # TODO: animation for falling from sky starts at 436 + die-twirling: # TODO: animation for falling from sky starts at 436 Start: 445 Length: 6 ShadowStart: 896 - die2: # TODO: animation for falling from sky starts at 436 + die-flying: # TODO: animation for falling from sky starts at 436 Start: 445 Length: 6 ShadowStart: 896 - die3: s_bang34 + die-exploding: s_bang34 Length: * die-crushed: Start: 450 @@ -382,7 +382,7 @@ jumpjet: Length: 2 Facings: 8 ShadowStart: 711 - die5: electro + die-melting: electro Length: * icon: jjeticon @@ -428,23 +428,23 @@ weedguy: Start: 136 Length: 16 ShadowStart: 338 - die1: + die-twirling: Start: 152 Length: 8 ShadowStart: 354 - die2: + die-flying: Start: 160 Length: 6 ShadowStart: 362 - die3: + die-exploding: Start: 166 Length: 11 ShadowStart: 368 - die4: + die-burning: Start: 177 Length: 20 ShadowStart: 379 - die5: electro + die-melting: electro Length: * die-crushed: Start: 174 @@ -479,15 +479,15 @@ doggie: Start: 91 Length: 8 ShadowStart: 210 - die1: + die-twirling: Start: 99 Length: 10 ShadowStart: 218 - die2: + die-flying: Start: 99 Length: 10 ShadowStart: 218 - die3: s_bang34 + die-exploding: s_bang34 Length: * die-crushed: Start: 105 @@ -495,11 +495,11 @@ doggie: ShadowStart: 224 Tick: 800 ZOffset: -511 - die4: + die-burning: Start: 109 Length: 10 ShadowStart: 228 - die5: + die-melting: Start: 109 Length: 10 ShadowStart: 228 From 46229a50b47b8612146a5e9b26d9b6ab3050d7d2 Mon Sep 17 00:00:00 2001 From: reaperrr Date: Sun, 12 Jun 2016 11:11:59 +0200 Subject: [PATCH 11/11] Add explosion sound to TS explosion inf death --- mods/ts/audio/voices.yaml | 17 +++++++++++++++++ mods/ts/rules/defaults.yaml | 3 +++ 2 files changed, 20 insertions(+) diff --git a/mods/ts/audio/voices.yaml b/mods/ts/audio/voices.yaml index 28f43391ef..74046f1479 100644 --- a/mods/ts/audio/voices.yaml +++ b/mods/ts/audio/voices.yaml @@ -7,6 +7,7 @@ Infantry: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Rocket: Voices: @@ -17,6 +18,7 @@ Rocket: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Umagon: Voices: @@ -26,6 +28,7 @@ Umagon: Die: dedgirl1, dedgirl2, dedgirl4 Burned: dedgirl3 Zapped: electro1 + Explode: expnew10 Ghost: Voices: @@ -35,6 +38,7 @@ Ghost: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Medic: Voices: @@ -44,6 +48,7 @@ Medic: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Engineer: Voices: @@ -53,6 +58,7 @@ Engineer: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 JumpJet: Voices: @@ -63,6 +69,7 @@ JumpJet: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Weed: Voices: @@ -73,6 +80,7 @@ Weed: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Spy: Voices: @@ -83,6 +91,7 @@ Spy: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Hijacker: Voices: @@ -92,6 +101,7 @@ Hijacker: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Cyborg: Voices: @@ -115,6 +125,7 @@ Mutant: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Tratos: Voices: @@ -124,6 +135,7 @@ Tratos: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Oxanna: Voices: @@ -133,6 +145,7 @@ Oxanna: Die: dedgirl1, dedgirl2, dedgirl4 Burned: dedgirl3 Zapped: electro1 + Explode: expnew10 Slavick: Voices: @@ -142,6 +155,7 @@ Slavick: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 Fiend: Voices: @@ -151,6 +165,7 @@ Fiend: Die: fiend1 Burned: fiend1 Zapped: fiend1 + Explode: expnew10 Vehicle: Voices: @@ -179,6 +194,7 @@ Civilian: Die: dedman1, dedman3, dedman4, dedman5, dedman6 Burned: dedman2 Zapped: electro1 + Explode: expnew10 CivilianFemale: #can be used for female mutant as well Voices: @@ -188,6 +204,7 @@ CivilianFemale: #can be used for female mutant as well Die: dedgirl1, dedgirl2, dedgirl4 Burned: dedgirl3 Zapped: electro1 + Explode: expnew10 Scrin: Voices: diff --git a/mods/ts/rules/defaults.yaml b/mods/ts/rules/defaults.yaml index 8ed5d0434d..8db426ba72 100644 --- a/mods/ts/rules/defaults.yaml +++ b/mods/ts/rules/defaults.yaml @@ -328,6 +328,9 @@ CrushedPaletteIsPlayerPalette: true DeathSounds@NORMAL: DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath + DeathSounds@EXPLOSION: + Voice: Explode + DeathTypes: ExplosionDeath DeathSounds@BURNED: Voice: Burned DeathTypes: FireDeath