Commit Graph

31 Commits

Author SHA1 Message Date
reaperrr
d95d7e0b0f Rename UseOccupiedCellsOffsets to UseTargetableCellsOffsets
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
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
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
Fake structures detonate to mask health difference.
2015-10-25 09:12:02 -05:00
DArcy Rush
60ad19b625 Fake structures use 'DamageThreshold' under 'Explodes'.
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
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.
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