Merge branches 'bugfixes', 'helis' and 'plane-attack' into temp
This commit is contained in:
@@ -110,10 +110,13 @@
|
||||
<Compile Include="Traits\AcceptsOre.cs" />
|
||||
<Compile Include="Traits\Activities\Attack.cs" />
|
||||
<Compile Include="Traits\Activities\CaptureBuilding.cs" />
|
||||
<Compile Include="Traits\Activities\Circle.cs" />
|
||||
<Compile Include="Traits\Activities\Demolish.cs" />
|
||||
<Compile Include="Traits\Activities\Fly.cs" />
|
||||
<Compile Include="Traits\Activities\FlyAttack.cs" />
|
||||
<Compile Include="Traits\Activities\FlyTimed.cs" />
|
||||
<Compile Include="Traits\Activities\HeliAttack.cs" />
|
||||
<Compile Include="Traits\Activities\HeliFly.cs" />
|
||||
<Compile Include="Traits\Activities\HeliLand.cs" />
|
||||
<Compile Include="Traits\Activities\IActivity.cs" />
|
||||
<Compile Include="Traits\Activities\DeliverOre.cs" />
|
||||
<Compile Include="Traits\Activities\DeployMcv.cs" />
|
||||
@@ -173,7 +176,9 @@
|
||||
<Compile Include="Traits\APMine.cs" />
|
||||
<Compile Include="Traits\ATMine.cs" />
|
||||
<Compile Include="Traits\AttackBase.cs" />
|
||||
<Compile Include="Traits\AttackHeli.cs" />
|
||||
<Compile Include="Traits\AttackInfo.cs" />
|
||||
<Compile Include="Traits\AttackPlane.cs" />
|
||||
<Compile Include="Traits\AttackTurreted.cs" />
|
||||
<Compile Include="Traits\AutoHeal.cs" />
|
||||
<Compile Include="Traits\AutoTarget.cs" />
|
||||
|
||||
32
OpenRa.Game/Traits/Activities/FlyAttack.cs
Normal file
32
OpenRa.Game/Traits/Activities/FlyAttack.cs
Normal file
@@ -0,0 +1,32 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenRa.Game.Traits.Activities
|
||||
{
|
||||
class FlyAttack : IActivity
|
||||
{
|
||||
public IActivity NextActivity { get; set; }
|
||||
Actor Target;
|
||||
|
||||
public FlyAttack(Actor target) { Target = target; }
|
||||
|
||||
public IActivity Tick(Actor self)
|
||||
{
|
||||
if (Target == null || Target.IsDead)
|
||||
return NextActivity;
|
||||
|
||||
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
|
||||
if (limitedAmmo != null && !limitedAmmo.HasAmmo())
|
||||
return NextActivity;
|
||||
|
||||
return Util.SequenceActivities(
|
||||
new Fly(Target.CenterLocation),
|
||||
new FlyTimed(50, 20),
|
||||
this);
|
||||
}
|
||||
|
||||
public void Cancel(Actor self) { Target = null; NextActivity = null; }
|
||||
}
|
||||
}
|
||||
52
OpenRa.Game/Traits/Activities/HeliAttack.cs
Normal file
52
OpenRa.Game/Traits/Activities/HeliAttack.cs
Normal file
@@ -0,0 +1,52 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenRa.Game.Traits.Activities
|
||||
{
|
||||
class HeliAttack : IActivity
|
||||
{
|
||||
Actor target;
|
||||
const int CruiseAltitude = 20;
|
||||
public HeliAttack( Actor target ) { this.target = target; }
|
||||
|
||||
public IActivity NextActivity { get; set; }
|
||||
|
||||
public IActivity Tick(Actor self)
|
||||
{
|
||||
if (target == null || target.IsDead)
|
||||
return NextActivity;
|
||||
|
||||
var limitedAmmo = self.traits.GetOrDefault<LimitedAmmo>();
|
||||
if (limitedAmmo != null && !limitedAmmo.HasAmmo())
|
||||
return NextActivity;
|
||||
|
||||
var unit = self.traits.Get<Unit>();
|
||||
|
||||
if (unit.Altitude != CruiseAltitude)
|
||||
{
|
||||
unit.Altitude += Math.Sign(CruiseAltitude - unit.Altitude);
|
||||
return this;
|
||||
}
|
||||
|
||||
var range = Rules.WeaponInfo[ self.Info.Primary ].Range - 1;
|
||||
var dist = target.CenterLocation - self.CenterLocation;
|
||||
|
||||
var desiredFacing = Util.GetFacing(dist, unit.Facing);
|
||||
Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT);
|
||||
|
||||
if (!float2.WithinEpsilon(float2.Zero, dist, range * Game.CellSize))
|
||||
{
|
||||
var rawSpeed = .2f * Util.GetEffectiveSpeed(self);
|
||||
self.CenterLocation += (rawSpeed / dist.Length) * dist;
|
||||
self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
|
||||
}
|
||||
|
||||
/* todo: maintain seperation wrt other helis */
|
||||
return this;
|
||||
}
|
||||
|
||||
public void Cancel(Actor self) { target = null; NextActivity = null; }
|
||||
}
|
||||
}
|
||||
49
OpenRa.Game/Traits/Activities/HeliFly.cs
Normal file
49
OpenRa.Game/Traits/Activities/HeliFly.cs
Normal file
@@ -0,0 +1,49 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
namespace OpenRa.Game.Traits.Activities
|
||||
{
|
||||
class HeliFly : IActivity
|
||||
{
|
||||
const int CruiseAltitude = 20;
|
||||
readonly float2 Dest;
|
||||
public HeliFly(float2 dest)
|
||||
{
|
||||
Dest = dest;
|
||||
}
|
||||
|
||||
public IActivity NextActivity { get; set; }
|
||||
bool isCanceled;
|
||||
|
||||
public IActivity Tick(Actor self)
|
||||
{
|
||||
if (isCanceled)
|
||||
return NextActivity;
|
||||
|
||||
var unit = self.traits.Get<Unit>();
|
||||
|
||||
if (unit.Altitude != CruiseAltitude)
|
||||
{
|
||||
unit.Altitude += Math.Sign(CruiseAltitude - unit.Altitude);
|
||||
return this;
|
||||
}
|
||||
|
||||
var dist = Dest - self.CenterLocation;
|
||||
if (float2.WithinEpsilon(float2.Zero, dist, 10))
|
||||
return NextActivity;
|
||||
|
||||
var desiredFacing = Util.GetFacing(dist, unit.Facing);
|
||||
Util.TickFacing(ref unit.Facing, desiredFacing, self.Info.ROT);
|
||||
|
||||
var rawSpeed = .2f * Util.GetEffectiveSpeed(self);
|
||||
self.CenterLocation += (rawSpeed / dist.Length) * dist;
|
||||
self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
|
||||
|
||||
return this;
|
||||
}
|
||||
|
||||
public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
|
||||
}
|
||||
}
|
||||
@@ -5,26 +5,26 @@ using System.Text;
|
||||
|
||||
namespace OpenRa.Game.Traits.Activities
|
||||
{
|
||||
class Circle : IActivity
|
||||
class HeliLand : IActivity
|
||||
{
|
||||
public IActivity NextActivity { get; set; }
|
||||
bool isCanceled;
|
||||
readonly int2 Cell;
|
||||
public HeliLand(bool requireSpace) { this.requireSpace = requireSpace; }
|
||||
|
||||
public Circle(int2 cell) { Cell = cell; }
|
||||
bool requireSpace;
|
||||
bool isCanceled;
|
||||
public IActivity NextActivity { get; set; }
|
||||
|
||||
public IActivity Tick(Actor self)
|
||||
{
|
||||
if (isCanceled) return NextActivity;
|
||||
var unit = self.traits.Get<Unit>();
|
||||
return new Fly(Util.CenterOfCell(Cell))
|
||||
{
|
||||
NextActivity =
|
||||
new FlyTimed(50, 20)
|
||||
{
|
||||
NextActivity = this
|
||||
}
|
||||
};
|
||||
if (unit.Altitude == 0)
|
||||
return NextActivity;
|
||||
|
||||
if (requireSpace && !Game.IsCellBuildable(self.Location, UnitMovementType.Foot))
|
||||
return this; // fail to land if no space
|
||||
|
||||
--unit.Altitude;
|
||||
return this;
|
||||
}
|
||||
|
||||
public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
|
||||
@@ -8,13 +8,34 @@ namespace OpenRa.Game.Traits.Activities
|
||||
class ReturnToBase : IActivity
|
||||
{
|
||||
public IActivity NextActivity { get; set; }
|
||||
|
||||
bool isCanceled;
|
||||
bool isCalculated;
|
||||
Actor dest;
|
||||
|
||||
readonly float2 w1, w2, w3; /* tangent points to turn circles */
|
||||
readonly float2 landPoint;
|
||||
float2 w1, w2, w3; /* tangent points to turn circles */
|
||||
float2 landPoint;
|
||||
|
||||
public ReturnToBase(Actor self, float2 landPos)
|
||||
Actor ChooseAirfield(Actor self)
|
||||
{
|
||||
// todo: handle reservations
|
||||
|
||||
var airfield = Game.world.Actors
|
||||
.Where(a => a.Info == Rules.UnitInfo["AFLD"]
|
||||
&& a.Owner == self.Owner)
|
||||
.FirstOrDefault();
|
||||
|
||||
if (airfield == null)
|
||||
throw new NotImplementedException("nowhere to land; what to do?");
|
||||
|
||||
return airfield;
|
||||
}
|
||||
|
||||
void Calculate(Actor self)
|
||||
{
|
||||
if (dest == null) dest = ChooseAirfield(self);
|
||||
|
||||
var landPos = dest.CenterLocation;
|
||||
var unit = self.traits.Get<Unit>();
|
||||
var speed = .2f * Util.GetEffectiveSpeed(self);
|
||||
var approachStart = landPos - new float2(unit.Altitude * speed, 0);
|
||||
@@ -44,22 +65,26 @@ namespace OpenRa.Game.Traits.Activities
|
||||
w2 = c2 + f;
|
||||
w3 = approachStart;
|
||||
landPoint = landPos;
|
||||
|
||||
isCalculated = true;
|
||||
}
|
||||
|
||||
public ReturnToBase(Actor self, Actor dest)
|
||||
{
|
||||
this.dest = dest;
|
||||
}
|
||||
|
||||
public IActivity Tick(Actor self)
|
||||
{
|
||||
if (isCanceled) return NextActivity;
|
||||
var unit = self.traits.Get<Unit>();
|
||||
return new Fly(w1)
|
||||
{
|
||||
NextActivity = new Fly(w2)
|
||||
{
|
||||
NextActivity = new Fly(w3)
|
||||
{
|
||||
NextActivity = new Land(landPoint)
|
||||
}
|
||||
}
|
||||
};
|
||||
if (!isCalculated)
|
||||
Calculate(self);
|
||||
|
||||
return Util.SequenceActivities(
|
||||
new Fly(w1),
|
||||
new Fly(w2),
|
||||
new Fly(w3),
|
||||
new Land(landPoint));
|
||||
}
|
||||
|
||||
public void Cancel(Actor self) { isCanceled = true; NextActivity = null; }
|
||||
|
||||
35
OpenRa.Game/Traits/AttackHeli.cs
Normal file
35
OpenRa.Game/Traits/AttackHeli.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRa.Game.Traits.Activities;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class AttackHeli : AttackBase
|
||||
{
|
||||
public AttackHeli(Actor self) : base(self) { }
|
||||
|
||||
const int facingTolerance = 20;
|
||||
public override void Tick(Actor self)
|
||||
{
|
||||
base.Tick(self);
|
||||
|
||||
if (target == null) return;
|
||||
|
||||
var unit = self.traits.Get<Unit>();
|
||||
var facingToTarget = Util.GetFacing(target.CenterLocation - self.CenterLocation, unit.Facing);
|
||||
|
||||
if (Math.Abs(facingToTarget - unit.Facing) % 256 < facingTolerance)
|
||||
DoAttack(self);
|
||||
}
|
||||
|
||||
protected override void QueueAttack(Actor self, Order order)
|
||||
{
|
||||
self.CancelActivity();
|
||||
self.QueueActivity(new HeliAttack(order.TargetActor));
|
||||
target = order.TargetActor;
|
||||
// todo: fly home
|
||||
}
|
||||
}
|
||||
}
|
||||
40
OpenRa.Game/Traits/AttackPlane.cs
Normal file
40
OpenRa.Game/Traits/AttackPlane.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using OpenRa.Game.Traits.Activities;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
// yet another ugly trait that does two things:
|
||||
// - plane-specific attack order dispatch
|
||||
// - forward-facing attack with a tolerance
|
||||
|
||||
class AttackPlane : AttackBase
|
||||
{
|
||||
const int facingTolerance = 20;
|
||||
|
||||
public AttackPlane(Actor self) : base(self) { }
|
||||
|
||||
public override void Tick(Actor self)
|
||||
{
|
||||
base.Tick(self);
|
||||
|
||||
if (target == null) return;
|
||||
|
||||
var unit = self.traits.Get<Unit>();
|
||||
var facingToTarget = Util.GetFacing(target.CenterLocation - self.CenterLocation, unit.Facing);
|
||||
|
||||
if (Math.Abs(facingToTarget - unit.Facing) % 256 < facingTolerance)
|
||||
DoAttack(self);
|
||||
}
|
||||
|
||||
protected override void QueueAttack(Actor self, Order order)
|
||||
{
|
||||
self.CancelActivity();
|
||||
target = order.TargetActor;
|
||||
self.QueueActivity(new FlyAttack(order.TargetActor));
|
||||
self.QueueActivity(new ReturnToBase(self, null));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -41,7 +41,7 @@ namespace OpenRa.Game.Traits
|
||||
self.QueueActivity( new Traits.Activities.Follow( order.TargetActor,
|
||||
Math.Max( 0, (int)Rules.WeaponInfo[ weapon ].Range - RangeTolerance ) ) );
|
||||
|
||||
self.traits.Get<AttackTurreted>().target = order.TargetActor;
|
||||
target = order.TargetActor;
|
||||
}
|
||||
|
||||
bool buildComplete = false;
|
||||
|
||||
@@ -1,19 +1,13 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using OpenRa.Game.GameRules;
|
||||
using OpenRa.Game.Traits.Activities;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
class Helicopter : ITick, IOrder, IMovement
|
||||
class Helicopter : IOrder, IMovement
|
||||
{
|
||||
public int2 targetLocation;
|
||||
|
||||
const int CruiseAltitude = 20;
|
||||
|
||||
public Helicopter(Actor self)
|
||||
{
|
||||
targetLocation = self.Location;
|
||||
}
|
||||
public Helicopter(Actor self) {}
|
||||
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
{
|
||||
@@ -27,61 +21,15 @@ namespace OpenRa.Game.Traits
|
||||
|
||||
public void ResolveOrder( Actor self, Order order )
|
||||
{
|
||||
if( order.OrderString == "Move" )
|
||||
if (order.OrderString == "Move")
|
||||
{
|
||||
targetLocation = order.TargetLocation;
|
||||
|
||||
var attackBase = self.traits.WithInterface<AttackBase>().FirstOrDefault();
|
||||
if( attackBase != null )
|
||||
attackBase.target = null; /* move cancels attack order */
|
||||
self.CancelActivity();
|
||||
self.QueueActivity(new HeliFly(Util.CenterOfCell(order.TargetLocation)));
|
||||
self.QueueActivity(new HeliLand(true));
|
||||
}
|
||||
}
|
||||
|
||||
public void Tick(Actor self)
|
||||
{
|
||||
var unit = self.traits.Get<Unit>();
|
||||
|
||||
if (self.Location != targetLocation)
|
||||
{
|
||||
var dist = Util.CenterOfCell(targetLocation) - self.CenterLocation;
|
||||
var desiredFacing = Util.GetFacing(dist, unit.Facing);
|
||||
Util.TickFacing(ref unit.Facing, desiredFacing,
|
||||
self.Info.ROT);
|
||||
|
||||
var rawSpeed = .2f * Util.GetEffectiveSpeed(self);
|
||||
var angle = (unit.Facing - desiredFacing) / 128f * Math.PI;
|
||||
var scale = .4f + .6f * (float)Math.Cos(angle);
|
||||
|
||||
if (unit.Altitude > CruiseAltitude / 2) // do some movement.
|
||||
{
|
||||
self.CenterLocation += (rawSpeed * scale / dist.Length) * dist;
|
||||
self.CenterLocation += (1f - scale) * rawSpeed
|
||||
* float2.FromAngle((float)angle);
|
||||
self.Location = ((1 / 24f) * self.CenterLocation).ToInt2();
|
||||
}
|
||||
|
||||
if (unit.Altitude < CruiseAltitude)
|
||||
{
|
||||
++unit.Altitude;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (unit.Altitude > 0 &&
|
||||
Game.IsCellBuildable( self.Location, UnitMovementType.Foot ))
|
||||
{
|
||||
--unit.Altitude;
|
||||
}
|
||||
|
||||
/* todo: bob slightly when hovering */
|
||||
}
|
||||
public UnitMovementType GetMovementType()
|
||||
{
|
||||
return UnitMovementType.Fly;
|
||||
}
|
||||
|
||||
public bool CanEnterCell(int2 location)
|
||||
{
|
||||
return true; // Planes can go anywhere (?)
|
||||
}
|
||||
public UnitMovementType GetMovementType() { return UnitMovementType.Fly; }
|
||||
public bool CanEnterCell(int2 location) { return true; }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,9 +8,7 @@ namespace OpenRa.Game.Traits
|
||||
{
|
||||
class Plane : IOrder, IMovement
|
||||
{
|
||||
public Plane(Actor self)
|
||||
{
|
||||
}
|
||||
public Plane(Actor self) {}
|
||||
|
||||
public Order IssueOrder(Actor self, int2 xy, MouseInput mi, Actor underCursor)
|
||||
{
|
||||
@@ -30,13 +28,14 @@ namespace OpenRa.Game.Traits
|
||||
if (order.OrderString == "Move")
|
||||
{
|
||||
self.CancelActivity();
|
||||
self.QueueActivity(new Circle(order.TargetLocation));
|
||||
self.QueueActivity(new Fly(Util.CenterOfCell(order.TargetLocation)));
|
||||
self.QueueActivity(new ReturnToBase(self, null));
|
||||
}
|
||||
|
||||
if (order.OrderString == "Enter")
|
||||
{
|
||||
self.CancelActivity();
|
||||
self.QueueActivity(new ReturnToBase(self, order.TargetActor.CenterLocation));
|
||||
self.QueueActivity(new ReturnToBase(self, order.TargetActor));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -33,10 +33,6 @@ namespace OpenRa.Game.Traits
|
||||
var mobile = newUnit.traits.GetOrDefault<Mobile>();
|
||||
if( mobile != null )
|
||||
newUnit.QueueActivity( new Activities.Move( rp.rallyPoint, 1 ) );
|
||||
|
||||
var heli = newUnit.traits.GetOrDefault<Helicopter>();
|
||||
if (heli != null)
|
||||
heli.targetLocation = rp.rallyPoint; // TODO: make Activity.Move work for helis.
|
||||
}
|
||||
|
||||
var bi = self.Info as BuildingInfo;
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using System.Linq;
|
||||
using OpenRa.Game.GameRules;
|
||||
using OpenRa.Game.Graphics;
|
||||
using OpenRa.Game.Traits.Activities;
|
||||
|
||||
namespace OpenRa.Game.Traits
|
||||
{
|
||||
@@ -135,5 +136,11 @@ namespace OpenRa.Game.Traits
|
||||
.Product();
|
||||
return mi.Speed * modifier;
|
||||
}
|
||||
|
||||
public static IActivity SequenceActivities(params IActivity[] acts)
|
||||
{
|
||||
return acts.Reverse().Aggregate(
|
||||
(next, a) => { a.NextActivity = next; return a; });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -31,17 +31,18 @@ HARV Works
|
||||
ARTY Works
|
||||
|
||||
Helicopters
|
||||
- Weapons don't work,
|
||||
- hover while attacking doesn't work,
|
||||
- Repair/rearm doesn't work
|
||||
TRAN Cargo doesn't work
|
||||
HELI Weapon offsets wrong
|
||||
HIND Weapon offsets wrong
|
||||
|
||||
Planes
|
||||
- Edge cases in landing code
|
||||
- Circle behavior needs to be able to work with a unit
|
||||
-
|
||||
YAK Weapons don't work
|
||||
MIG Weapons don't work
|
||||
Planes
|
||||
- AFLD reservations don't work
|
||||
- Rearm doesn't work (should happen when on AFLD)
|
||||
- Repair at FIX doesn't work [fix doesn't work?]
|
||||
- Planes damage themselves (should never happen; these are AG weapons)
|
||||
YAK Ammo/ROF are funky
|
||||
MIG Ammo/ROF are funky
|
||||
|
||||
|
||||
Ships
|
||||
|
||||
8
units.ini
Executable file → Normal file
8
units.ini
Executable file → Normal file
@@ -165,13 +165,13 @@ HIND
|
||||
[MIG]
|
||||
Description=Mig Attack Plane
|
||||
BuiltAt=afld
|
||||
Traits=Unit, Plane, RenderUnit, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
|
||||
InitialFacing=192
|
||||
LongDesc=Fast Ground-Attack Plane.\n Strong vs Buildings\n Weak vs Infantry, Light Vehicles
|
||||
[YAK]
|
||||
Description=Yak Attack Plane
|
||||
BuiltAt=afld
|
||||
Traits=Unit, Plane, RenderUnit, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackPlane, Plane, RenderUnit, WithShadow, LimitedAmmo
|
||||
InitialFacing=192
|
||||
LongDesc=Anti-Tanks & Anti-Infantry Plane.\n Strong vs Infantry, Tanks\n Weak vs Buildings
|
||||
[TRAN]
|
||||
@@ -185,14 +185,14 @@ LongDesc=Fast Infantry Transport Helicopter.\n Unarmed
|
||||
[HELI]
|
||||
Description=Longbow
|
||||
BuiltAt=hpad
|
||||
Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
|
||||
PrimaryOffset=0,0,0,-2
|
||||
InitialFacing=20
|
||||
LongDesc=Helicopter Gunship with AG Missiles.\n Strong vs Buildings, Tanks\n Weak vs Infantry
|
||||
[HIND]
|
||||
Description=Hind
|
||||
BuiltAt=hpad
|
||||
Traits=Unit, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
|
||||
Traits=Unit, AttackHeli, Helicopter, RenderUnitRotor, WithShadow, LimitedAmmo
|
||||
InitialFacing=20
|
||||
LongDesc=Helicopter Gunship with Chainguns.\n Strong vs Infantry, Light Vehicles.\n Weak vs Tanks
|
||||
|
||||
|
||||
Reference in New Issue
Block a user