Merge pull request #11407 from reaperrr/ts-infantry-tweaks

Various TS infantry fixes
This commit is contained in:
abcdefg30
2016-06-12 14:42:12 +02:00
committed by GitHub
16 changed files with 405 additions and 1405 deletions

View File

@@ -19,8 +19,9 @@ WEEDGUY:
Voice: Attack
-SpawnActorOnDeath@FLAMEGUY:
WithDeathAnimation@fire:
DeathSequence: die-
DeathTypes:
FireDeath: 5
FireDeath: burning
UMAGON:
Inherits: ^Soldier
@@ -44,7 +45,7 @@ UMAGON:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -100,7 +101,7 @@ MUTANT:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -125,7 +126,7 @@ MWMN:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -150,7 +151,7 @@ MUTANT3:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -172,7 +173,7 @@ TRATOS:
Range: 4c0
-AutoTarget:
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
OXANNA:
Inherits: ^Soldier
@@ -190,7 +191,7 @@ OXANNA:
Range: 4c0
-AutoTarget:
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
SLAV:
Inherits: ^Soldier
@@ -208,10 +209,11 @@ SLAV:
Range: 4c0
-AutoTarget:
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
DOGGIE:
Inherits: ^Infantry
Inherits@1: ^Infantry
Inherits@2: ^RegularInfantryDeath
Tooltip:
Name: Tiberian Fiend
Health:
@@ -241,8 +243,9 @@ DOGGIE:
MaxMoveDelayInTicks: 45
-SpawnActorOnDeath@FLAMEGUY:
WithDeathAnimation@fire:
DeathSequence: die-
DeathTypes:
FireDeath: 5
FireDeath: burning
VISC_SML:
Inherits: ^Visceroid
@@ -282,7 +285,7 @@ VISC_LRG:
CIV1:
Inherits: ^CivilianInfantry
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
Armament:
Weapon: Pistola
AttackFrontal:
@@ -295,7 +298,7 @@ CIV2:
CIV3:
Inherits: ^CivilianInfantry
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
Armament:
Weapon: Pistola
AttackFrontal:

View File

@@ -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 +304,55 @@
UpgradeTypes: hospitalheal
UpgradeMinEnabledLevel: 1
^RegularInfantryDeath:
WithDeathAnimation@normal:
DeathSequence: die-
DeathTypes:
BulletDeath: twirling
SmallExplosionDeath: flying
WithDeathAnimation@explosion:
DeathSequence: die-
DeathSequencePalette: effect
DeathPaletteIsPlayerPalette: False
DeathTypes:
ExplosionDeath: exploding
WithDeathAnimation@energy:
DeathSequence: die-
DeathSequencePalette: ra
DeathPaletteIsPlayerPalette: False
DeathTypes:
EnergyDeath: melting
WithDeathAnimation:
CrushedSequence: die-crushed
CrushedSequencePalette: player
CrushedPaletteIsPlayerPalette: true
DeathSounds@NORMAL:
DeathTypes: BulletDeath, SmallExplosionDeath, ExplosionDeath
DeathSounds@EXPLOSION:
Voice: Explode
DeathTypes: ExplosionDeath
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: TriggerVisceroid
RequiresLobbyCreeps: true
SpawnActorOnDeath@FLAMEGUY:
Actor: FLAMEGUY
DeathType: FireDeath
^Soldier:
Inherits: ^Infantry
Inherits@1: ^Infantry
Inherits@2: ^RegularInfantryDeath
RevealsShroud:
Range: 4c0
MustBeDestroyed:
@@ -354,42 +366,43 @@
DamageTriggers: TriggerProne
WithInfantryBody:
IdleSequences: idle1,idle2
WithDeathAnimation:
CrushedSequence: die-crushed
CrushedSequencePalette: player
CrushedPaletteIsPlayerPalette: true
^Cyborg:
Inherits@1: ^Infantry
Inherits@2: ^EmpDisableMobile
ExplosionOnDamageTransition:
Weapon: CyborgExplode
DamageState: Critical
TriggerOnlyOnce: true
Explodes:
Weapon: CyborgExplode
EmptyWeapon: CyborgExplode
DeathSounds:
RevealsShroud:
Range: 4c0
MustBeDestroyed:
-Crushable:
PoisonedByTiberium:
Weapon: TiberiumHeal
WithPermanentInjury:
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
IdleSequences: idle1,idle2
UpgradeOnDamage@CRITICAL:
Upgrades: criticalspeed
ValidDamageStates: Critical
GrantPermanently: true
SpeedMultiplier@CRITICAL:
UpgradeTypes: criticalspeed
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

View File

@@ -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

View File

@@ -21,7 +21,7 @@ E3:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
@@ -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
@@ -127,5 +119,3 @@ MHIJACK:
RevealsShroud:
Range: 6c0
-AutoTarget:
WithInfantryBody:
AttackSequence: shoot

View File

@@ -25,7 +25,7 @@ E1:
AttackFrontal:
Voice: Attack
WithInfantryBody:
AttackSequence: shoot
AttackSequence: attack
ProducibleWithLevel:
Prerequisites: barracks.upgraded
RenderSprites: