Commit Graph

103 Commits

Author SHA1 Message Date
reaperrr
e0abf8ed27 Disable effect WH victim scans in RA where sensible
AA missiles, flame weapons and nukes, pretty much, because they always
display the effect regardless of what they hit.
2017-06-25 22:40:12 +02:00
reaperrr
edffaa4987 Introduce Weapon.TargetActorCenter and adapt projectiles
This also fixes issues with attackers that don't have their own Attack
trait.
2017-06-24 11:24:17 +01:00
reaperrr
16e260e69f Increase ZOffset of RA explosions
To make sure they play on top of actors.
2017-06-10 11:38:04 +01:00
reaperrr
5b617cf6e5 Refactor GravityBomb velocity/acceleration 2017-03-29 19:30:51 +02:00
abcdefg30
5999a028ad Merge pull request #12739 from SoScared/balance_patch_core
[RA] Balance changes for next playtest/release.
2017-02-12 20:49:40 +01:00
Paul Chote
b2ed96f887 Merge pull request #12748 from reaperrr/fix-ra-sounds
Fix RA 25mm and DepthCharge playing sounds
2017-02-12 15:47:35 +00:00
reaperrr
0f7c53dac0 Fix DepthCharge hit explosion
The splash anim + h2obomb2.aud should always play, regardless of whether a submarine was hit.
2017-02-12 01:59:45 +01:00
SoScared
e26b0495ad balance batch 1 2017-02-11 19:20:18 +01:00
reaperrr
8fd3a68c42 Fix RA 25mm and DepthCharge playing sounds
25mm explosions and DepthCharge Report should be silent.
2017-02-11 14:06:57 +01:00
SoScared
99603eb607 ballistic shadows attempt 1 2017-02-11 12:09:48 +01:00
reaperrr
fce404f6d9 Rename RA largecaliber.yaml to ballistics.yaml 2017-02-08 23:06:01 +01:00
reaperrr
36d725130a Streamlined RA missiles.yaml 2017-02-08 23:05:59 +01:00
reaperrr
7251572eb6 Streamlined RA explosions.yaml 2017-02-08 23:05:55 +01:00
reaperrr
b645780ba3 Streamlined RA other.yaml 2017-02-08 23:05:52 +01:00
reaperrr
d8a26838c2 Streamlined RA largecaliber.yaml 2017-02-08 23:05:48 +01:00
reaperrr
4c5be8d1d6 Streamlined RA smallcaliber.yaml 2017-02-08 23:05:44 +01:00
abcdefg30
f3e58056fa Merge pull request #12614 from reaperrr/prep-slim-ra-weapons4-other
Prepare RA weapons for inheritance part 4 - other weapons
2017-01-24 16:45:13 +01:00
abcdefg30
b053da6e63 Merge pull request #12520 from reaperrr/prep-slim-ra-weapons
Prepare for slimming RA weapon yamls Part 1 - explosions
2017-01-24 15:47:17 +01:00
abcdefg30
274cf14c6f Merge pull request #12613 from reaperrr/prep-slim-ra-weapons3-misl
Prepare RA weapons for inheritance part 3 - Missiles
2017-01-23 23:01:17 +01:00
reaperrr
9f9bda9634 Move FLAK weapons up in RA smallcaliber.yaml 2017-01-23 21:19:28 +01:00
reaperrr
decf2150a7 Move RA Colt45 down inside smallcaliber.yaml 2017-01-23 21:19:27 +01:00
reaperrr
58a79162f5 Remove watersplash from RA Napalm bombs
They are rarely used anyway, and this allows the weapon to make use of inheritance more easily later on.
2017-01-23 21:17:20 +01:00
reaperrr
b57411b0f6 Move RA Grenade and DepthCharge to largecaliber.yaml 2017-01-23 21:17:18 +01:00
reaperrr
ce41a037ee Move APTusk up in RA missiles.yaml 2017-01-23 21:14:53 +01:00
reaperrr
319d53990a Move SubMissiles down in RA missiles.yaml 2017-01-23 21:14:51 +01:00
reaperrr
3c2fe1e1a7 RA missile warhead naming fixes
To make inheritance easier later on.
2017-01-23 21:14:50 +01:00
reaperrr
6fe223ba0e Streamline cosmetic RA building explosions 2017-01-23 21:11:00 +01:00
reaperrr
12b9c97f0b Rename and in a few cases move around warheads in RA explosions.yaml
To make inheriting easier down the road.
2017-01-23 21:11:00 +01:00
reaperrr
e75e6ce614 Move nuke explosions to end of RA explosions.yaml 2017-01-23 21:11:00 +01:00
reaperrr
f72614f14f Merge pull request #12563 from FrameLimiter/bleed
RedEye Minimum Range.
2017-01-11 19:26:06 +01:00
FrameLimiter
9e2a1c01cd RedEye Minimum Range.
Fixes #12123
2017-01-10 17:56:15 -05:00
SoScared
d314b22203 nukemoretrees 2016-12-11 19:21:41 +01:00
reaperrr
eb34621ce8 Use Explodes instead of WithBuildingExplosion in RA 2016-12-10 13:45:12 +01:00
reaperrr
68ee776b77 Merge pull request #12339 from abc013/medicmechfix
Fixed Mechanic and Medic can heal enemy units
2016-11-26 17:06:46 +01:00
abcdefg30
0fc45b8c70 Merge pull request #12348 from abc013/120mm
Fixed the 120mm bullet not harming infantry
2016-11-23 15:12:35 +01:00
abc013
e4354ce08c Added SpawnActorOnDeath: Civilians to ^CivBuilding 2016-11-12 14:45:49 +01:00
abc013
f9d4308161 Fixed the 120mm bullet not harming infantry 2016-11-04 09:09:25 +01:00
abc013
d9ff07e835 Fixed Mechanic and Medic can heal enemy units 2016-11-01 21:38:53 +01:00
reaperrr
20cd2aa4ab Rename Bullet Angle to LaunchAngle 2016-10-22 17:57:32 +02:00
SoScared
d2147adb0d move AA towards traditional 2016-10-09 18:19:06 +02:00
SoScared
cba38816ee AA Missile Sub + Tweak 2016-09-25 21:48:01 +02:00
Mustafa Alperen Seki
09be3d2ab2 Fix dogs can attack ants 2016-09-02 09:13:41 +02:00
SoScared
d2fb972c91 tweak some damage vs walls 2016-08-27 23:19:32 +02:00
reaperrr
4574b18131 Revert changes from #11460 2016-08-24 18:45:43 +02:00
SoScared
b821ec6e72 Revert Nuke Truck Damage nerf vs Air 2016-07-29 14:40:44 +02:00
reaperrr
1886bad107 Make smudges in RA not spawn/grow below vehicles and structures
Also walls, trees and husks in most cases.

Note: Differences between warheads are intentional.
Note2: Some smudge WHs were removed instead when the weapon was purely anti-air or anti-water.
2016-07-07 20:51:21 +02:00
reaperrr
7a3888220f Make RA grenade versus Concrete explicit
To prevent people from assuming it's unintentional.
2016-06-30 19:31:03 +02:00
reaperrr
f9cf398949 Increase RA Grenadier damage vs. Heavy armor
5% versus Heavy armor is way too low. Increasing it to 25% results in an effective increase from 3 to 15 damage points for full hits, making grenadiers quite a bit more versatile, while still leaving a big enough gap to Rocket Soldiers in effectiveness versus tanks and defenses.
2016-06-30 19:28:19 +02:00
reaperrr
8fb94e3175 Increase RA Jeep MG efficiency vs. heavy armor to 15%
This effectively increases damage per shot vs. heavy armor from 1 to 2, and from 0 to 1 if the target has increased veterancy.
2016-06-16 16:55:21 +02:00
reaperrr
38da537136 Increase RA Minigunner MG efficiency vs. heavy armor to 15%
This effectively increases damage per shot vs. heavy armor from 1 to 2, and from 0 to 1 if the target has increased veterancy.
2016-06-16 16:55:19 +02:00