Commit Graph

19 Commits

Author SHA1 Message Date
reaperrr
2528b79610 Fix D2k DamagesConcrete overrides 2021-03-21 11:09:41 +00:00
Paul Chote
d6a05f2ea2 Fix Sardarkaur not attacking while attack-moving. 2021-01-17 19:42:49 +01:00
Pavel Penev
a2dbd5e013 Changed weapons in D2k to use the new PerCellIncrement inaccuracy
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
This brings D2k in line with the damage model of the original game.
2020-05-27 10:28:25 +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
Matthias Mailänder
399e451ada Add a DamagesConcreteWarhead to remove buildable concrete. 2018-09-15 15:36:12 +02:00
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
Mustafa Alperen Seki
a45e0d9d0a Seperate Imperial and Harkonnen Sardaukars 2018-02-06 21:20:00 +01:00
Arular101
64a3187fd1 Increase damage and HP by 10x 2017-12-12 23:56:25 +01:00
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
6745cf402d Remove explosion sound from Fremen weapon 2017-02-12 22:50:29 +01:00
reaperrr
69eaa16726 Make D2k machine guns unblockable and instant hits
To match original.
2017-02-12 01:20:03 +01:00
reaperrr
dc4073009d Slim down D2k miniguns via inheritance 2017-01-19 22:43:30 +01:00
reaperrr
b77b67e560 Fix Trike/Raider muzzle flashes
Armament requires a projectile to fire.
2017-01-07 15:12:20 +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
reaperrr
ef290a9596 Split D2k weapons.yaml
To make things more organized and in line with other mods.
2016-01-22 17:09:57 +01:00