reaperrr
d95d7e0b0f
Rename UseOccupiedCellsOffsets to UseTargetableCellsOffsets
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With the introduction of the new 'u' BlockingUntargetable cell type, the old property name became inaccurate.
2017-07-13 17:43:41 +02:00
reaperrr
77ef3a0ed2
Simplify RA base building hitshape rules
2017-07-13 17:43:41 +02:00
reaperrr
8f4a92af99
Upgrade rules and yaml updates for Bib refactor
2017-07-06 01:42:55 +02:00
reaperrr
07e6708b88
Align RA base building hitshapes with their sprites
2017-06-10 11:38:04 +01:00
atlimit8
770efd710b
Remove DisabledOverlay using WithColoredOverlay & remove IDisable from Husk
2017-04-30 09:46:21 -05:00
reaperrr
5b5b064981
Move production icon sequence from Tooltip to Buildable
2016-10-22 20:37:09 +02:00
Tyson Liddell
8a760fedf2
Yaml files updated with Description moved from Tooltip to Buildable
2016-10-16 12:10:07 +11:00
Paul Chote
c781061300
Allow spys to infiltrate fake structures in RA.
2016-09-29 23:17:11 +01:00
reaperrr
99836bd55b
Fix RA selection box offsets
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Gap Gen, Adv. Powerplant, fake APP, Tesla Coil.
2016-06-21 23:53:55 +02:00
reaperrr
ad44c51898
Removed empty top rows from RA base structure footprints
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Removed top row of buildings where it only consisted of _ cells and adjusted the art offset instead. This fixes the issue that CenterPosition was located in the middle between the occupied and passable cell for defenses like tesla coils, makes their placement a bit more intuitive and makes setting up proper HitShapes easier.
2016-06-20 18:55:54 +02:00
D'Arcy Rush
b3b355dd6f
Add fake service depot.
2016-05-30 15:44:14 +01:00
D'Arcy Rush
fdf5a5293f
Reorder fake structures UI layout to match their real counterparts.
2016-05-30 15:27:48 +01:00
Mustafa Alperen Seki
f7be6d4d51
Added Fake Power Plants
2016-03-23 21:10:15 +02:00
Paul Chote
df30257881
Add a "No Superweapons" tech level.
2016-01-24 11:33:30 +00:00
Paul Chote
4f1d8b7ac9
Remove spurious final newline from mod files.
2016-01-02 20:06:53 +00:00
atlimit8
7c1e93a880
Merge pull request #9730 from r34ch/fake-structures-detonate
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Fake structures detonate to mask health difference.
2015-10-25 09:12:02 -05:00
DArcy Rush
60ad19b625
Fake structures use 'DamageThreshold' under 'Explodes'.
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This change means that fake structures take damage at the same
rate as their real counterparts, but explode at 90% of their
max health.
MSLF and PDOF have been given a health buff as only one fake
version of each can be built.
Also fixed mission Monster Tank Madness. Actor v19.Husk required
HealthInfo.
2015-10-25 11:51:27 +00:00
reaperrr
b5cdde6c5d
Fix RA building TargetTypes
2015-10-24 08:45:30 +02:00
atlimit8
23d0424437
Add ITargetablePositions seperating it from ITargetable
2015-09-02 23:14:40 -05:00
reaperrr
9da56f51e2
Remove RenderBuilding
2015-08-30 15:44:59 +02:00
Matthias Mailänder
e2e9ce9d7e
check sequence image at RenderSprites level
2015-06-11 21:18:25 +02:00
Matthias Mailänder
6f3c11da1d
remove actors without palette glitches, but non-sensical
2015-05-18 19:41:47 +02:00
abcdefg30
e55364dd0f
Add a low power overlay to fake structures
2015-05-11 16:35:17 +02:00
abcdefg30
cc61f904e0
Use WithProductionDoorOverlay on fake weap
2015-04-27 17:42:58 +02:00
Matthias Mailänder
8c8b9b1cc3
deprecate RenderBuildingWarFactory
2015-04-25 22:52:14 +02:00
ScottNZ
15c548c60a
Have build limit of 1 for pdof and mslf
2015-04-08 02:33:22 +12:00
ScottNZ
5653b3cbf3
Move fake structures to France
2015-04-08 02:33:20 +12:00
Oliver Brakmann
886513277a
Add mini-bib to fake chronosphere
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Fixes #7600
2015-03-06 20:29:30 +01:00
ScottNZ
3c4e149f80
Rebalance fake structure costs: %10 of the original
2015-01-23 23:45:00 +13:00
ScottNZ
1986b31bcb
Add fake atek (atef), mslo (mslf) and pdox (pdof) structures to ra.
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Thanks to MicroBit for the icons.
2015-01-23 23:44:59 +13:00
ScottNZ
806d9ad4ad
Move fake structures to fakes.yaml
2015-01-23 23:44:59 +13:00