Commit Graph

184 Commits

Author SHA1 Message Date
Gustas
b619dd14c5 Remove sniper 2022-12-21 21:56:24 -06:00
Gustas
7cdc98c8fa FIx anti-ground missiles damaging air units and vice versa 2022-10-30 14:40:39 +01:00
Gustas
a5ea98ae35 Add RAGL S12 balance 2022-07-15 19:05:41 +02:00
Gustas
975da89400 RAGL balance changes 2021-11-27 13:33:55 +01:00
Smittytron
77e1e77387 Use FireClusterWarhead with barrels 2021-09-18 21:26:10 +02:00
Smittytron
b8b1a4930c Change BarrelExplode CreateEffect to large_napalm 2021-02-05 23:41:03 +01:00
Smittytron
d7a40f3bdb Change BarrelExplode to use FireDeath 2021-02-05 23:41:03 +01:00
Paul Chote
547b6d19dc Reduce Tanya firing rate. 2021-01-29 15:04:42 +01:00
abcdefg30
919c670502 Update the rules of the default mods 2020-12-11 17:13:02 +01:00
reaperrr
7f32776701 Fix some RA effect warheads ignoring water actors 2020-11-14 16:06:21 +01:00
reaperrr
fce109a46d Fix piff anims of Sniper and SilencedPPK weapons 2020-11-14 16:06:21 +01:00
reaperrr
748292324a Update RA/TD light guns cosmetic effects
Use single piff instead of piffs per impact on
M60s and M1, but in return add visual inaccuracy.

Gave minigunner MG two additional delayed effect warheads
to match sound and fire animation.
2020-11-14 16:06:21 +01:00
reaperrr
f2a1a497c7 Fix Pillbox damage
These were overlooked during the RA target type
refactor.
2020-10-12 11:56:55 +02:00
abcdefg30
034c6824de Fix MiG missiles damaging airborne actors 2020-09-05 18:06:30 +02:00
abcdefg30
12ff1dd14c Add RAGL balance changes 2020-08-20 19:17:39 +02:00
abcdefg30
dbe824d4e5 Correct "offseted" to "offset" 2020-08-16 15:02:56 +02:00
Paul Chote
ac975f4139 Convert yaml-exposed facings to WAngle. 2020-07-19 10:41:05 +02:00
Pavel Penev
c2e3806a77 Added a FlashPaletteEffect to RA nukes and removed from D2k 2020-07-10 13:22:54 +02:00
Pavel Penev
8c394a4cb5 Created FlashPaletteEffectWarhead and removed the hardcoded flashing from NukeLaunch
Not actually hardcoded, but there was a hard dependency in NukeLaunch on FlashPaletteEffect and explicit flashing checks.
2020-07-10 13:22:54 +02:00
Smittytron
71664c85ff Fix TargetTypes regression in SnipeWeapon 2020-06-21 12:34:43 +02:00
reaperrr
f132bac80d Add Tree armor type and remove tree-only warheads
This simplifies #12467.
Using a tree-exclusive amor type is far more efficient
than adding more warheads, which cost performance
due to their huge Spread

This also restores the 100% efficiency vs. trees for
some of the incendiary nuke warheads (which have
reduced efficiency vs. Wood since #13643).

Note: Atomic had two tree-only warheads with a Delay
of 15, I believe the first one to be a copy-paste error
and moved the damage to the regular SpreadDamage
with a Delay of 10.
2020-05-26 22:51:29 +02:00
reaperrr
109ea4fe5b Fix Barrel explosion damage 2020-05-26 22:46:26 +02:00
reaperrr
9195356e3a Upgrade DepthCharge effect setup
- med_explosion instead of small_explosion on surface hit
- only play explosion on surfaced subs
- only play h2obomb2.aud when hitting a submerged sub
2020-05-24 13:26:40 +02:00
reaperrr
eff91108f4 Make RA ships show both explosion and splash
...when destroyed, to imply sinking.
2020-05-24 13:26:40 +02:00
reaperrr
e40c0516e6 Adapt RA warheads to new target types 2020-05-24 13:26:40 +02:00
reaperrr
c580a94ab7 Fix RA weapon ValidTargets 2020-05-24 13:26:40 +02:00
Punsho
ca3cfc0184 RA Balance patch 2020-03-29 21:57:12 +02:00
Pavel Penev
93bec9e430 Updated the default mods' weapons 2020-01-24 13:09:37 +01:00
Punsho
38f5d2c100 RA balance changes for September 2019 2019-10-05 11:03:06 +01:00
Punsho
70dc053c5f RA balance changes 2019-07-20 12:09:54 +01:00
Punsho
8fa7bb16f8 Remove redundant burst delay from heavy tanks 2019-07-18 13:31:43 +02:00
Paul Chote
1614cba99e Fix warhead removal lint warnings. 2019-05-31 20:55:38 +02:00
Punsho
336cfedf84 Mines will no longer damage each other 2019-05-18 20:08:42 +02:00
Orb
e7134282c2 Balance Changes for Next Release by Orb 2019-03-02 17:50:41 +01:00
reaperrr
cae6da77d4 Increase dog attack damage
To make sure it kills veteran Tanya as well as Drop Zone shok troopers.
2019-03-01 14:52:31 +01:00
Paul Chote
d750db26b7 Replace AttackSuicides with AttackFrontal and conditions in RA. 2019-02-01 23:18:18 +00:00
abcdefg30
6b9a2a3c29 Reduce the range of DogJaw from 3c0 to 2c0 2019-01-05 18:28:57 +00:00
Dylan Manitta
f5d12bfde1 Add ant mission 1 2018-12-30 21:20:56 +01:00
abcdefg30
0ff4e466ee Refactor Leap attack logic 2018-12-29 19:21:54 +01:00
Mustafa Alperen Seki
53032576e2 Update default mods for Heal WH full health check removal 2018-11-21 19:25:45 +01:00
Smittytron
bd569c9ae2 Revert ranger change and dial back missile sub damage 2018-08-11 23:04:41 +02:00
Smittytron
01d10f392d Fix RA death animations 2018-07-04 23:01:47 +02:00
Smittytron
8fa3ab74c7 Remove redundant overrides from RA 2018-06-30 23:48:31 +02:00
Jason Zmuda
f82674cfef Removed 'Crush' per issue #15246 2018-06-14 15:41:31 +02:00
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
reaperrr
1408fb74b2 Use Armament.ReloadingCondition on RA V2
The new property makes the AmmoPool work-around obsolete.
2018-06-03 12:23:54 +01:00
Smittytron
b585f46f91 RA Balance changes April 2018 2018-05-05 21:24:45 +01:00
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
Smittytron
5f54e46eae Dial back Atry V2 min range change 2018-01-21 10:49:59 +01:00
Mustafa Alperen Seki
a021bd4584 Remove ^Tank default from RA mod 2018-01-06 12:08:25 +01:00