reaperrr
2528b79610
Fix D2k DamagesConcrete overrides
2021-03-21 11:09:41 +00:00
abcdefg30
919c670502
Update the rules of the default mods
2020-12-11 17:13:02 +01:00
Pavel Penev
c2e3806a77
Added a FlashPaletteEffect to RA nukes and removed from D2k
2020-07-10 13:22:54 +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
Pavel Penev
a2dbd5e013
Changed weapons in D2k to use the new PerCellIncrement inaccuracy
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Also adjusted the inaccuracy values. This should bring inaccuracy in D2k pretty much in line with the original game, with the potential liberty of decreased inaccuracy for the Deviator tank.
2020-07-05 13:04:18 +02:00
Pavel Penev
21a48cc41d
Switched D2k to use the new DamageCalculationType
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This brings D2k in line with the damage model of the original game.
2020-05-27 10:28:25 +02:00
reaperrr
b514e0a6e7
D2k yaml comment removal
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Naming the warhead for its purpose is cleaner
than comments, in my opinion.
2020-05-09 17:56:08 +02:00
Pavel Penev
0ae58ff0ea
Adjusted damage spread ranges on weapons in D2k to match the original game
2020-05-02 20:22:01 +01:00
Pavel Penev
390c1899ca
Changed weapons in D2k to have a linear damage falloff to match the original game
2020-05-02 20:22:01 +01:00
Pavel Penev
93bec9e430
Updated the default mods' weapons
2020-01-24 13:09:37 +01:00
reaperrr
6eb31401f1
Implement D2k DeathHand cluster logic
2019-05-09 22:28:46 +01:00
Matthias Mailänder
399e451ada
Add a DamagesConcreteWarhead to remove buildable concrete.
2018-09-15 15:36:12 +02:00
Paul Chote
6fdb25b48f
Fix yaml formatting.
2018-05-12 16:42:54 +02:00
Alexis Hunt
08ad7d7f4e
Refactor handling of hit radii in projectiles.
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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
50185d3ccd
Small adjustments
2017-12-12 23:56:25 +01:00
Arular101
64a3187fd1
Increase damage and HP by 10x
2017-12-12 23:56:25 +01:00
Matthias Mailänder
d64a9e6afc
Add Devastator reactor overload upon deployment
2017-10-06 18:14:17 +02:00
C. Helmig
80b69af30c
d2k: sonic weapon fix.
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Works around buggy friend-foe discrimination (/Falloff) for sonic weapon. Damage values closer to original game. (Fixes #13850 )
2017-08-23 13:02:54 +02:00
reaperrr
7704ae655e
Apply BurstDelays rename to D2k
2017-08-20 20:48:25 +02:00
reaperrr
4823d5454d
Disable effect warhead victim scans in D2k
...
They are always displayed unconditionally anyway.
2017-06-25 22:40:12 +02:00
reaperrr
522a29f1e4
Reduce Ornithopter damage vs buildings
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Especially larger ones.
2017-06-24 11:11:56 +01:00
reaperrr
5b617cf6e5
Refactor GravityBomb velocity/acceleration
2017-03-29 19:30:51 +02:00
Mustafa Alperen Seki
5ccfcb1cb9
Remove Sonic Tanks' immunity to other friendly sonic tanks.
2017-03-26 10:15:19 +02:00
reaperrr
4c02112cc6
Tweak Ornithopter bombs
...
In the original,
- they were slower
- didn't accelerate
- had a shadow
- were dropped at lower rate
- played EXPLSML4.WAV
compared to bleed.
2017-02-25 21:14:43 +01:00
abc013
a73e7e6103
Adjust the drop-position of the air strike in D2k
2017-02-25 21:03:53 +01:00
reaperrr
9b34aa4d6b
Set up D2k wall explosion
2017-02-14 01:56:19 +01:00
reaperrr
87d5a17a18
Fix explosion sound, speed and angle of D2k grenade
2017-02-12 22:13:09 +01:00
reaperrr
194a386a66
Remove unused Heal weapon from D2k
2017-02-12 01:25:47 +01:00
reaperrr
be6aaa0da5
Use InstantHit projectile for d2k BloomExplosion
2017-02-12 01:24:16 +01:00
Paul Chote
cc3c618d60
Play spurt animation on each growth step.
2017-02-05 13:28:00 +00:00
reaperrr
c057acba7a
Use TargetDamage for D2k WormJaw
2017-01-30 21:22:11 +01:00
abcdefg30
48cee8c426
Disable the SpreadDamageWarhead of WormJaw
2017-01-29 11:08:31 +01:00
reaperrr
c67735626c
Slim down D2k CrateNuke via inheritance
2017-01-19 22:43:30 +01:00
reaperrr
4f2c360cb9
Use Explodes instead of WithBuildingExplosion in D2k
2016-12-10 13:45:12 +01:00
reaperrr
20cd2aa4ab
Rename Bullet Angle to LaunchAngle
2016-10-22 17:57:32 +02:00
Zimmermann Gyula
0f368bf6c3
Update the default mods excluding veins in TS.
2016-07-26 23:18:54 +02:00
reaperrr
5df32e6d2a
Fix smudges in D2k to not spawn or grow when hitting vehicle or structure
2016-07-07 20:51:21 +02:00
reaperrr
170fdc89e3
Rename Bullet Trail to TrailImage
2016-05-31 15:05:26 +02:00
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
reaperrr
ef290a9596
Split D2k weapons.yaml
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To make things more organized and in line with other mods.
2016-01-22 17:09:57 +01:00