Commit Graph

68 Commits

Author SHA1 Message Date
abcdefg30
034c6824de Fix MiG missiles damaging airborne actors 2020-09-05 18:06:30 +02:00
Paul Chote
ac975f4139 Convert yaml-exposed facings to WAngle. 2020-07-19 10:41:05 +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
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
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
Orb
e7134282c2 Balance Changes for Next Release by Orb 2019-03-02 17:50:41 +01:00
Smittytron
bd569c9ae2 Revert ranger change and dial back missile sub damage 2018-08-11 23:04:41 +02:00
Smittytron
8fa3ab74c7 Remove redundant overrides from RA 2018-06-30 23:48:31 +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
Arular101
a429a62bf9 Adjust values to match current damage 2017-12-12 20:50:27 +01:00
Arular101
e049452f22 Increase damage and HP by 100x 2017-12-12 20:50:27 +01:00
Smittytron
3d8ab75faf RA Balance changes (December 2017) 2017-12-05 12:38:13 +01:00
Arular101
3ed18f51e3 Fix V2 Rocket Launcher facings
Now with AmmoPool

V2 changes for Fort Lonestar
2017-11-26 15:01:43 +01:00
reaperrr
0161d68237 Fix RA TorpTube bridge explosions
There were two issues at work here:
1) The combination of default MaximumLaunchAngle and default CruiseAltitude made torpedoes fly a ballistic curve, which combined with BoundToTerrain type made them explode 'in the air' when hitting non-water tiles. This would result in AIr returned as target type, which is invalid for torpedoes.
2) The explosion warheads were missing the Ground target type, which is actually the (only) target type that the bridge tiles you hit with torpedoes have.
2017-09-10 18:10:24 +02:00
reaperrr
b68c935807 Fix water splash on bridge in RA
On bleed, both the explosion as well as the water splash warhead of weapons triggered on bridges, since they have both the Ground and Water target types.

Ground cannot be made invalid for water splashes without causing regressions elsewhere, so a new Bridge target type is introduced to explicitly make bridges invalid targets for water splash effect warheads.
2017-09-10 18:10:24 +02:00
reaperrr
98357cf2a9 Apply BurstDelays rename to RA 2017-08-20 20:48:25 +02:00
reaperrr
20efd1fc29 Fix RA effect waheads
- take Trees into consideration (they don't have Ground TargetType)
- fixed the delayed effect warheads on Vulcan
2017-08-07 11:01:21 +02:00
SoScared
9097837e6d Adjust AoE damage vs Wood in relation to HitShapes 2017-07-18 00:59:25 +02:00
reaperrr
a7334d5583 Adapt RA missiles to CEWH refactor 2017-07-13 20:58:47 +02:00
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
SoScared
e26b0495ad balance batch 1 2017-02-11 19:20:18 +01:00
SoScared
99603eb607 ballistic shadows attempt 1 2017-02-11 12:09:48 +01:00
reaperrr
36d725130a Streamlined RA missiles.yaml 2017-02-08 23:05:59 +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
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
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
SoScared
d2fb972c91 tweak some damage vs walls 2016-08-27 23:19:32 +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
D'Arcy Rush
60441765aa V2s and barrels can now ignite trees 2016-06-05 20:05:43 +01:00
Oliver Brakmann
916f2ea2ea Merge pull request #11382 from reaperrr/projectile-streamlining
Moved projectiles to their own namespace and streamlined property names
2016-06-04 15:00:08 +02:00
reaperrr
170fdc89e3 Rename Bullet Trail to TrailImage 2016-05-31 15:05:26 +02:00
D'Arcy Rush
75e75ca7c1 Buff Longbow AA weapon range to match AG range 2016-05-30 10:12:05 +01:00
D'Arcy Rush
d01e58bfd3 Buff mig and longbow AG weapons 2016-05-30 10:12:05 +01:00
reaperrr
1258ddde7f Refactored Missile.RangeLimit from ticks to WDist
Changed default from 'unlimited' fuel to weapon range.
2016-04-30 16:02:15 +02:00
Zimmermann Gyula
66d0c72968 Increase Stinger RangeLimit from 50 to 65.
With the 170 Speed, the Stinger can pass a maximum of 50*170 = 8500 (8c308) world units, while having a range of 9c0, which mean it runs out of fuel before it reaches it's effective maximum range. To prevent this, RangeLimit has been increased to 65 (9c0*1.25/170 is 67.8, rounded downwards).
2016-04-27 21:51:48 +02:00
Zimmermann Gyula
af36214e41 Halven CloseEnough on Stinger.
With 170 Speed, 298 CloseEnough, and 128 Spread, it will always act as a proximity weapon against the targets. Other missiles aren't affected because all the other missiles have a fair margin to satisfy the optimal Speed+Spread > CloseEnough condition.
2016-04-27 18:29:50 +02:00