Merge pull request #4433 from reaperrr/laserzap-improvement
LaserZap improvements
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@@ -24,6 +24,7 @@ NEW:
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Added support for crates to level up specific unit upgrades.
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Added a new Launch.Replay=$FILEPATH parameter for OpenRA.Game.exe to instantly start watching a *.rep file.
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Added HackyAI settings: ExcessPowerFactor, MinimumExcessPower, IdleBaseUnitsMaximum, RushAttackScanRadius, ProtectUnitScanRadius, RallyPointScanRadius. See the traits documentation for more information.
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Added HitAnimPalette trait for LaserZap projectiles. Laser hit animations can now specify individual palettes. Defaults to effect palette.
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Server:
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Message of the day is now shared between all mods and a default motd.txt gets created in the user directory.
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Asset Browser:
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@@ -23,8 +23,11 @@ namespace OpenRA.Mods.RA.Effects
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public readonly int BeamWidth = 2;
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public readonly int BeamDuration = 10;
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public readonly bool UsePlayerColor = false;
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[Desc("Laser color in (A,)R,G,B.")]
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public readonly Color Color = Color.Red;
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[Desc("Impact animation. Requires a regular animation with idle: sequence instead of explosion special case.")]
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public readonly string HitAnim = null;
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public readonly string HitAnimPalette = "effect";
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public IEffect Create(ProjectileArgs args)
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{
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@@ -86,7 +89,7 @@ namespace OpenRA.Mods.RA.Effects
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}
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if (hitanim != null)
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foreach (var r in hitanim.Render(target, wr.Palette("effect")))
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foreach (var r in hitanim.Render(target, wr.Palette(info.HitAnimPalette)))
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yield return r;
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}
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}
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