Gustas
4eb683ab46
Add TS mobile EMP
2023-09-09 16:53:22 +02:00
Gustas
e487c3366d
Allow EMP cannon to EMP itself
2023-05-19 17:29:17 +02:00
Matthias Mailänder
00356b8bbd
Setup Tiberian Sun forest fires.
2022-03-12 17:16:43 +01:00
Paul Chote
76a10283c4
Fix TS effect translucency/lighting effects.
2021-02-24 19:20:48 +01:00
Paul Chote
ac975f4139
Convert yaml-exposed facings to WAngle.
2020-07-19 10:41:05 +02:00
reaperrr
5024ae1156
TS ClusterMissile typo fix
2020-05-10 15:20:25 +02:00
Pavel Penev
93bec9e430
Updated the default mods' weapons
2020-01-24 13:09:37 +01:00
reaperrr
7a095f30ec
Make TS aircraft crash when EMP'd mid-air
...
And refuse move orders if EMP'd while landed.
Matches original behaviour.
2020-01-06 21:47:53 +00:00
Punsho
460f5bbb30
Make EMP dissable subterranean units while they're underground
2019-10-05 19:19:57 +02:00
reaperrr
cf091e0548
Implement TS cluster missile warhead
2019-05-09 22:28:46 +01:00
Paul Chote
24a491a7d7
Implement Hunter-Seeker kill behaviour.
2019-02-01 23:18:18 +00:00
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
Arular101
ede72410ff
Increase damage and HP by 100x
2017-12-28 10:12:52 +01:00
reaperrr
ace353cb84
Upgrade rule for Missile.TerrainHeightAware
2017-07-15 17:36:20 +02:00
reaperrr
5cd8acada4
Adapt TS effect warheads to CEWH refactor
2017-07-13 20:58:47 +02:00
reaperrr
ba1279aa93
Disable some effect warhead victim scans in TS
2017-06-25 22:40:12 +02:00
reaperrr
882b5da20d
Make TS explosions and muzzle flashes 'glow' on darker maps
...
The new effectglow palette is not affected by global lighting, making effects 'glow' at full light on darker maps.
Exception: pistol/rifle/machine gun piffs.
2017-04-12 19:11:24 +02:00
reaperrr
d435cbc0c2
Fix Ion Cannon targeting to allow shooting at water
2017-01-22 12:30:38 +01:00
Paul Chote
e166cd3222
Update TS rules.
2016-12-06 17:21:14 +00:00
Paul Chote
983a24199a
Remove notmobile condition from TS.
2016-12-06 17:21:12 +00:00
Paul Chote
c62870cc30
Merge pull request #12004 from reaperrr/projectile-cleanup2
...
More projectile property streamlining and cleanups
2016-10-29 14:21:29 +01:00
reaperrr
20cd2aa4ab
Rename Bullet Angle to LaunchAngle
2016-10-22 17:57:32 +02:00
reaperrr
345bc9e17e
Fix palette, Z-sorting and sound of TS Ion Cannon
2016-09-30 02:15:12 +02:00
ABrandau
a67867fe73
Restore graphical look of the TS Ion Cannon.
2016-08-22 16:07:32 -04:00
reaperrr
e2cf6fdb9a
Do not spawn smudges under buildings and vehicles in TS
...
Exceptions are intentional.
2016-07-07 20:51:21 +02:00
teees
ea4f33123e
Use AttackOrderPower for EMP support power
2016-06-14 20:18:47 +02:00
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
reaperrr
e75cda66ec
Upgrade TS missile rules
2016-02-14 13:41:27 +01:00
Pavel Penev
489ee9fc54
Add support for multiple impact sounds to CreateEffectWarhead
...
Have the engine pick one impact sound at random from the provided list.
2016-01-31 16:22:47 +02:00
Pavel Penev
7e3ec91d30
Add support for multiple explosions to CreateEffectWarhead
...
Have the engine pick one explosion at random from the provided list.
2016-01-31 16:22:09 +02:00
Paul Chote
9f7f759da4
Fix filename case on weapon reports.
2016-01-17 19:24:40 +00:00
Paul Chote
4f1d8b7ac9
Remove spurious final newline from mod files.
2016-01-02 20:06:53 +00:00
atlimit8
c827dbe183
Replace IDisableMove with upgradability
2015-12-04 19:26:49 -06:00
Matija Hustić
12b4f8ccf4
Programatic YAML upgrade
2015-10-11 22:03:06 +02:00
Zimmermann Gyula
4521157901
Fix TS water effect palettes.
...
Also copied over the waterpiffs from RA because TS equvivalent has no
fitting palette/only singular piff exists - w_piffs didn't.
2015-08-02 23:30:51 +02:00
Zimmermann Gyula
b1de45bdcd
Reverted friendly units' immunity to EMP and the explicit enemy vehicle targeting.
2015-07-12 23:04:15 +02:00
Zimmermann Gyula
d222cd1c7a
Removes unneeded dummy warhead from TS EMP.
2015-06-25 16:06:43 +02:00
penev92
1c44fcbad4
Add upgrade rules to remove DamageWarhead.DeathType
...
and replace it with proper DamageTypes
2015-05-24 00:15:09 +03:00
penev92
ea01439377
Add an upgrade rule for DamageWarheads
2015-04-26 14:29:10 +03:00
reaperrr
ca67407358
Split TS weapons.yaml into several categorized yamls
2015-04-01 22:42:01 +02:00