reaperrr
0990caefd7
Fix turreted defenses always realigning
...
This looks weird, doesn't match the originals
and makes map-defined custom facings useless.
2020-10-06 12:53:11 +02:00
abcdefg30
12ff1dd14c
Add RAGL balance changes
2020-08-20 19:17:39 +02:00
Paul Chote
ac975f4139
Convert yaml-exposed facings to WAngle.
2020-07-19 10:41:05 +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
Paul Chote
c3fbdca18f
Add yellow-shirt technician.
2020-06-19 17:09:13 +02:00
reaperrr
6a545bb942
Streamline RA target types
...
No more sharing of target types between terrain
and actors (except bridges), removed 'Ground(Actor)'
from WaterActors (was only used by weapons/warheads,
which can just list both ground- and water types.
2020-05-24 13:26:40 +02:00
reaperrr
1bf01bc214
Remove WaterStructure TargetType from RA SYRD/SPEN
...
- only used for auto-targeting
- inconsistent with their fakes (which didn't have this)
- unnecessary, since the 'Ship' target type covers all
surface water actors we want to be auto-targetable by default,
while 'Structure' is enough to add syard/spen in AttackAnything.
2020-05-15 08:22:02 +02:00
Zimmermann Gyula
99957e57b9
Update the default mods.
2020-05-12 20:53:05 -05:00
Matthias Mailänder
bd1760682f
Rename WithNukeLaunch* traits to WithSupportPower*.
2020-04-30 01:37:05 -05:00
Matthias Mailänder
a1c9b27057
Add InfiltrateForSupportPowerReset
2020-04-27 16:06:32 +02:00
reaperrr
b5e9b7635e
MoveClassicFacingFudge update rule
2020-04-24 18:22:35 +02:00
Mustafa Alperen Seki
82f15491c0
Allow Engineers in RA to enter undamaged (Camo) PillBoxes.
2020-04-03 04:09:43 -05:00
Matthias Mailänder
73a2b59c2c
Add additional notification support to infiltration.
2020-03-29 12:00:16 -05:00
Paul Chote
2b6c104011
Update RA decorations.
2020-03-24 00:07:10 -05:00
Paul Chote
301d09ea8f
Remove undefined RequiresForceMove from TransformsIntoTransforms.
2020-02-27 18:42:48 +01:00
Paul Chote
6ba02800ab
Add TransformsIntoTransforms to enable queued MCV redeploy.
2020-02-24 12:56:49 +01:00
Paul Chote
585b8dc13c
Set default rally point to an empty path.
2020-02-09 16:52:22 +01:00
Paul Chote
b2f0ac15e8
Generalize RallyPointInfo.Offset to support arbitrary length paths.
2020-02-09 16:52:22 +01:00
tovl
434c46058f
Disallow units idling on service depot.
2020-01-04 16:04:27 +00:00
tovl
c360d8bcef
Make service depot passable.
2020-01-04 16:04:27 +00:00
Paul Chote
b1f7c5c4e3
Remove overlapping vision ranges from RA actors.
...
This brings a significant perf saving by reducing
the number of evaluated tiles.
2019-12-23 13:53:08 +01:00
Paul Chote
5830d4de6c
Fix ATEK vision ranges.
2019-12-23 13:53:08 +01:00
Paul Chote
494a7870d6
Add fallback exits to RA Kennel.
2019-12-05 18:01:09 +01:00
abcdefg30
55c3f313b1
Remove 'yes' and 'no' in favor of 'true' and 'false'
2019-10-12 00:07:05 +02:00
tovl
2d394f33b8
Fix units from transports appearing at load point.
2019-08-19 00:33:38 +02:00
Punsho
70dc053c5f
RA balance changes
2019-07-20 12:09:54 +01:00
Punsho
4f6aa79e91
Normalise Construction Yard Cost
2019-07-01 17:04:14 +02:00
teinarss
ffd3834849
Lock mouse position
2019-06-27 23:34:16 +02:00
Ivaylo Draganov
9f59b007ab
Add palette order to support powers in TD, RA and d2k
2019-06-15 09:55:22 +02:00
Paul Chote
ebe37a44ad
Require force move for all undeploy-triggering orders.
2019-06-08 02:09:30 +02:00
Paul Chote
ecd8dee575
Add TransformsInto* traits to trigger construction yard undeploy.
2019-06-08 02:09:30 +02:00
Paul Chote
3f9e4a313f
Improve visibility of building placement preview.
2019-05-31 15:44:09 +02:00
teinarss
5e58364fad
Made SelectDirectionalTarget a opted in feature and added fields for palettes
2019-04-22 21:51:49 +02:00
teinarss
71596ae959
Added drag direction mouse interaction for set the approach direction for airstrike and parabombs
2019-04-04 20:10:34 +02:00
Orb
e7134282c2
Balance Changes for Next Release by Orb
2019-03-02 17:50:41 +01:00
reaperrr
be310ab6a6
Streamline resource anim traits
...
- Replaces WithSiloAnimation with
WithResourceLevelSpriteBody.
PlayFetchIndex on a With*Animation trait conflicts
with the animation concept, as it's bound to conflict
with pretty much all 'normal' animation traits and
blocks progress on the animation priority system.
We also already have multiple similar SpriteBody traits,
like WithGateSpriteBody and WithWallSpriteBody.
- Rename WithResources to WithResourceLevelOverlay
Make name more accurate and consistent with sprite body
equivalent.
Also fix TS silo yaml setup (bleed setup stems from times
before WithResources was introduced).
2018-12-24 21:29:42 +13:00
Paul Chote
3e7caa2faa
Fix Commando/Tanya build announcements.
2018-12-08 15:27:06 +01:00
Smittytron
72923b9572
Merge Hijacker into Thief
2018-12-07 17:38:24 +03:00
Mustafa Alperen Seki
d9ecbb0351
Update RA mod for Cloak>RequiresCondition to PauseOnCondition
2018-11-03 22:40:28 +00:00
abcdefg30
5e5183549c
Overhaul ProductionBar:
...
- Is now a conditional trait
- Now respects multiple Production trait instances
- ProductionType is now required
2018-11-03 17:30:05 +01:00
Paul Chote
e77aaa1a47
Remove (INotify)BuildComplete from Attack*
2018-11-03 15:09:14 +01:00
Paul Chote
94088d37a6
Remove building lock from Sellable.
2018-11-03 15:09:14 +01:00
Paul Chote
492bcdd9a7
Remove building lock from Transforms.
2018-11-03 15:09:14 +01:00
Paul Chote
18b84750aa
Reimplement demolition lock using conditions.
2018-11-03 15:09:14 +01:00
Paul Chote
78a2d9aa23
Remove INotifyBuildComplete from ConyardChronoReturn.
2018-11-03 15:09:14 +01:00
Mustafa Alperen Seki
9972d69c5d
Change capture Production lock back to exit lock
2018-10-08 22:00:39 +01:00
Paul Chote
e038b86742
Hook up make animation conditions for the default mods.
2018-10-07 19:29:34 +02:00
Paul Chote
ccad3bd185
Add MergeCaptureTraits update rule.
2018-10-07 18:46:21 +02:00
Mustafa Alperen Seki
f60b2275fc
Make WithBuildingPlacedAnimation not play during vortex
2018-10-06 13:31:47 +01:00
reaperrr
8144fca5be
Merge repair and rearm anim traits into WithResupplyAnimation
...
This is the safest approach to avoid conflicts/visual glitches when the host is responsible for both resupply types.
The new trait will simply play a looping animation as long as the actor is resupplying in any form.
2018-09-27 16:38:08 +02:00