Commit Graph

137 Commits

Author SHA1 Message Date
Matthias Mailänder
00356b8bbd Setup Tiberian Sun forest fires. 2022-03-12 17:16:43 +01:00
Paul Chote
76a10283c4 Fix TS effect translucency/lighting effects. 2021-02-24 19:20:48 +01:00
abcdefg30
919c670502 Update the rules of the default mods 2020-12-11 17:13:02 +01:00
Paul Chote
ac975f4139 Convert yaml-exposed facings to WAngle. 2020-07-19 10:41:05 +02:00
Matthias Mailänder
c7ba359688 Add drop pod reinforcements. 2020-06-21 17:28:24 +02:00
reaperrr
5024ae1156 TS ClusterMissile typo fix 2020-05-10 15:20:25 +02:00
Punsho
3721dae74d Making missiles properly go over terrrain and track air units 2020-03-07 13:00:28 +01:00
Pavel Penev
93bec9e430 Updated the default mods' weapons 2020-01-24 13:09:37 +01:00
reaperrr
7a095f30ec Make TS aircraft crash when EMP'd mid-air
And refuse move orders if EMP'd while landed.
Matches original behaviour.
2020-01-06 21:47:53 +00:00
Punsho
460f5bbb30 Make EMP dissable subterranean units while they're underground 2019-10-05 19:19:57 +02:00
Paul Chote
1614cba99e Fix warhead removal lint warnings. 2019-05-31 20:55:38 +02:00
reaperrr
cf091e0548 Implement TS cluster missile warhead 2019-05-09 22:28:46 +01:00
reaperrr
cee56a00af Give some translucency to TS missile trails 2019-04-22 15:13:11 +02:00
Paul Chote
24a491a7d7 Implement Hunter-Seeker kill behaviour. 2019-02-01 23:18:18 +00:00
Mustafa Alperen Seki
53032576e2 Update default mods for Heal WH full health check removal 2018-11-21 19:25:45 +01:00
Paul Chote
75f78f8d27 Remove bogus undefined/unused trait property definitions.
None of these exist in current bleed, so this
won't change any in-game behaviour.
2018-06-14 13:40:18 +02:00
Alexis Hunt
08ad7d7f4e Refactor handling of hit radii in projectiles.
penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.

The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.

Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.

CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.

Fixes #14151.
2018-02-21 23:26:41 +01:00
reaperrr
9b629a8f39 Remove dysfunctional TS yaml hacks
In addition to now being redundant due to Armament-side cycling through LocalOffsets, these didn't work because Burst is reset once ReloadDelay is reached, so that equal BurstDelay never really had the intended effect.
2017-12-29 15:28:34 +00:00
Arular101
3d62b1f9b3 Adjusted Minigun damage vs wood to match current damage after multiplying by 100. From 8 * 0.6 = 4.8 (actual value is 4) to 800 * 0.5 = 400 2017-12-28 10:12:52 +01:00
Arular101
4ea6a3c18c Small adjustments 2017-12-28 10:12:52 +01:00
Arular101
ede72410ff Increase damage and HP by 100x 2017-12-28 10:12:52 +01:00
reaperrr
a4ef199b75 Tweak TS Juggernaut BurstDelays and Report
Since the original sound contains 3 shots, it could happen that the sound played even though only 1 shot had been fired.
Additionally, it could happen that no sound was played when shooting because the first burst had already been fired.
Finally, in the original the 3rd shot was delayed a little compared to the first two.

This adresses all these issues.
2017-08-20 20:48:25 +02:00
reaperrr
c4bfb052d9 Apply BurstDelays rename to TS 2017-08-20 20:48:25 +02:00
Forcecore
0573f52a37 Add Railgun projectile 2017-07-21 23:18:38 +01:00
reaperrr
ace353cb84 Upgrade rule for Missile.TerrainHeightAware 2017-07-15 17:36:20 +02:00
reaperrr
5cd8acada4 Adapt TS effect warheads to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
3abd65052c Fix TS Titan barrel, armament offsets and disable projectile image 2017-07-03 18:52:54 +02:00
reaperrr
9a25dd6a60 Add elite explosion to TS Sonic & Stealth Tanks
Matching original TS.
2017-07-02 16:03:40 -05:00
reaperrr
d283231d94 Fix TS Cyborg explosion and Tiberium explosion palette
Otherwise these would appear darker than the other explosions on maps with darker ambient color and have now translucency.
2017-06-27 23:19:32 +02:00
reaperrr
f7aac24c43 Fix TS Grenade explosion size
Now matches original.
2017-06-27 23:19:32 +02:00
reaperrr
266b5d194f Fix TS visceroid and tib floater weapons
They'll need to target closest targetable position to be able to attack larger buildings, which conflicts with the TargetDamage warhead.
2017-06-27 21:07:39 +01:00
reaperrr
ba1279aa93 Disable some effect warhead victim scans in TS 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
7acc6dacbc Fix armaments/projectiles to aim at closest Target.Positions
Instead of CenterPosition.
TargetablePositions were already used for targeting/attack decisions, but not armaments/projectiles.
2017-06-05 14:22:47 +02:00
reaperrr
d95bb4152a Add Firestorm Juggernaut to TS 2017-05-14 14:41:20 +02:00
Paul Chote
552cf83951 Fix missile characteristics. 2017-05-07 13:49:50 +01:00
Paul Chote
fc29438748 Fix grenade speed. 2017-05-07 13:49:44 +01:00
atlimit8
fe03929e6b Merge pull request #13174 from reaperrr/ts-floater
Add Tiberium Floater to TS
2017-04-23 21:38:27 -05:00
reaperrr
f3f443d904 Add FS Tiberium Floater to TS
For better compatibility with FS maps, and more variety for mappers.
2017-04-23 15:00:31 +02:00
Paul Chote
0ddb631117 Add TS Laser Fences. 2017-04-23 00:44:11 +01:00
reaperrr
882b5da20d Make TS explosions and muzzle flashes 'glow' on darker maps
The new effectglow palette is not affected by global lighting, making effects 'glow' at full light on darker maps.
Exception: pistol/rifle/machine gun piffs.
2017-04-12 19:11:24 +02:00
abcdefg30
e37667efb6 Merge pull request #12606 from reaperrr/forward-bombs2
Add forward movement support to GravityBomb
2017-04-11 13:07:15 +02:00
reaperrr
7ba8a19862 Fix palette and disable false Report of TS Grenade 2017-04-01 15:06:09 +02:00
reaperrr
df85ea222a TS yaml style fixes
To reduce upgrade rule 'noise' a little.
2017-03-31 11:23:44 +02:00
reaperrr
e1e47e7e0d Tweak TS Orca bomb fall behavior 2017-03-29 19:30:52 +02:00
Paul Chote
a52ea71c62 Add AttackCharges trait for TD and TS obelisks. 2017-02-11 16:19:58 +00:00
reaperrr
e25f7948a8 Fix TS debris to behave more like in the original 2017-02-05 02:15:09 +01:00
reaperrr
261e0cd7aa Move debris to otherweapons.yaml 2017-02-04 14:48:34 +01:00
reaperrr
226e2f7fa4 Merge pull request #12640 from reaperrr/ts-weapon-inherit2
Slim & tweak TS weapons - part 2
2017-02-04 14:40:27 +01:00
reaperrr
2ee47ff5cf Fix Falloff and Spread of TS missiles 2017-02-02 19:32:16 +01:00