Chris Forbes
67b4ef3084
#1108 changed BuildingInfo.WaterBound to a list of terraintypes. makes it possible to have buildings with custom terrain requirements
2011-08-17 07:52:35 +12:00
Chris Forbes
55ec88316a
#1050 Extract generic PlayMusicOnMapLoad trait from cnc shellmap script
2011-08-17 07:52:34 +12:00
Chris Forbes
54df44d43a
split recoil into PrimaryRecoil/SecondaryRecoil; make recovery rate configurable per turret; #1069
2011-08-13 15:01:41 +12:00
Chris Forbes
5a9cb18881
fix #1070 ; allow GiveCashCrateAction to generate a cashtick
2011-08-09 08:51:35 +12:00
Chris Forbes
ddc1311d87
Make RenderUnit require IFacing; RenderSimple can be used for crates, mines, etc; fix husk facing init
2011-08-09 08:51:35 +12:00
Paul Chote
c84f53c10d
Extract tile overlays into a shp instead of rolling our own in code; Remove UIOverlay. Fixes #1061 .
2011-07-27 21:48:32 +12:00
Paul Chote
1c7a9ce08e
Fix desert civ building animations (bug #1097 ).
2011-07-27 16:59:44 +12:00
Paul Chote
4e68ad2b12
Fix default civ building husk walkability
2011-07-27 16:57:23 +12:00
Paul Chote
9df7348683
Add two missing desert buildings
2011-07-27 16:57:12 +12:00
Paul Chote
b216d73ac9
Fix civ structure sequence ordering
2011-07-27 16:34:46 +12:00
Paul Chote
2b3f58e3a4
Fix hospital animation and add husk
2011-07-27 13:36:49 +12:00
Paul Chote
39a3dfffd1
Disallow capturing hospitals until they give something useful
2011-07-27 13:36:49 +12:00
Paul Chote
4c60639a0d
Remove build radius from tech structures
2011-07-27 13:36:49 +12:00
Paul Chote
8087f16df0
`The Sentinel' tweaks: replace blue tib fields with hospitals; move starting spawns closer to the center; remove excess tib trees.
2011-07-27 13:36:49 +12:00
Paul Chote
0946bf52c3
Tweak tib and add oil derricks to Chokepoint.
2011-07-27 13:36:49 +12:00
Paul Chote
e62ec6caa1
Remove extra tib trees from `Instant Karma'
2011-07-27 13:36:49 +12:00
Paul Chote
86bc01cf65
Fix tib trees in `dead in motion' (bug #1072 )
2011-07-27 13:36:49 +12:00
Paul Chote
8a6a3eac85
Make nod airfield fly the width of the map instead of spawning a fixed distance outside the map. Increase aircraft speed to compensate. Fixes #283 .
2011-07-27 13:36:49 +12:00
Paul Chote
d98649e7e1
Switch `minus two' to desert variants.
2011-07-27 13:36:48 +12:00
Paul Chote
2778752a17
Switch `instant karma' to desert variants.
2011-07-27 13:36:48 +12:00
Paul Chote
a0d1686fd1
Fix bogus desert variant in shellmap
2011-07-27 13:36:48 +12:00
Paul Chote
e1691a4a70
Switch `chokepoint' to desert variants.
2011-07-27 13:36:48 +12:00
Paul Chote
6fecb82c98
Switch `break of day' to desert variants.
2011-07-27 13:36:48 +12:00
Paul Chote
7211cd10c6
Define desert variants of civilian buildings as real actors instead of visual hacks.
2011-07-27 13:36:48 +12:00
Paul Chote
9f7c5791f9
Make vehicle husks unselectable
2011-07-27 13:36:47 +12:00
Paul Chote
f9017567c1
Implement dead civilian buildings ask husks. Fixes #149 .
2011-07-27 13:36:47 +12:00
Paul Chote
d6ab8b2456
Fix tech structures: cannot sell, can repair, fix husks.
2011-07-27 13:36:47 +12:00
Paul Chote
d9bd49bac3
Tweak East vs West 3. Fixes #921 .
2011-07-27 13:36:47 +12:00
Paul Chote
304601b5ca
Split some useful bits from CncIngameMenuLogic into CncWidgetUtils for use elsewhere
2011-07-27 13:36:46 +12:00
Paul Chote
59116fc5b8
Include mod version on the ingame menu (Feature #1075 )
2011-07-26 01:19:02 +12:00
Paul Chote
8ad3f47608
Further resource tweaks:
...
- Resource value reduced by 25%
- Resource spawn rate increased by 15%
- Unload rate decreased by 50%
- Harvest rate increased by 25%
2011-07-25 22:23:21 +12:00
Paul Chote
eba178a427
Resource changes (Feature #970 ):
...
- Harvester capacity ~halved
- Harvester harvesting rate halved
- Resource value ~doubled
- Silo/Refinery capacity increased slightly
2011-07-25 22:23:21 +12:00
Paul Chote
eadf6fe6cf
Rename RenderBuildingOre -> RenderBuildingSilo
2011-07-25 22:23:21 +12:00
Paul Chote
a5b2ff4c75
Remove unused proc sequences
2011-07-25 22:23:21 +12:00
Paul Chote
996a5407a9
Use proc tower lights as a fullness indicator (Feature #1035 ).
2011-07-25 22:23:20 +12:00
Paul Chote
69d23e01aa
Remove references to unused mix files
2011-07-25 22:23:20 +12:00
Paul Chote
6c129eed3c
Split pip artwork into their own files and kill the hardcoded size/offset junk. Add a blue pip to support C&C blue tib. Fixes #836 .
2011-07-25 22:23:20 +12:00
Paul Chote
ab132fb743
Increase reload time of mammoth missiles
2011-07-25 22:23:20 +12:00
Paul Chote
f4a03e3d73
Increase missile ROT and remove arming delay to ensure that missiles can hit adjacent targets.
2011-07-25 22:23:19 +12:00
Paul Chote
54b7e8f344
Split apache guns into AA/AG variants too. Fixes #946 .
2011-07-25 22:23:19 +12:00
Paul Chote
e30e49006f
Split orca missiles into AA and AG variants to avoid splash damage leakage.
2011-07-25 22:23:19 +12:00
Paul Chote
a94a57db32
Add C&C settings UI for PixelDouble
2011-07-25 22:23:18 +12:00
Paul Chote
704c784b51
Remove power and silo icon placeholders
2011-07-25 22:23:16 +12:00
Paul Chote
6ede28fdbe
Fix mammoth tank not crushing infantry
2011-07-25 22:23:15 +12:00
Paul Chote
b8ba48ee67
Switch to observer ui on victory/defeat (Feature #1002 ).
2011-07-25 22:23:14 +12:00
Paul Chote
ee3be9c89b
Laser tweaks:
...
- Expose the beam duration to the projectileinfo
- Play an explosion animation at the target
- Beam tracks moving targets
- Disable player beam color in C&C
2011-07-25 22:23:14 +12:00
Paul Chote
d9d20338bf
Increase orca reload time
2011-07-25 22:23:14 +12:00
Paul Chote
e724a3b200
Decrease stnk speed slightly, increase it's health
2011-07-25 22:23:14 +12:00
Chris Forbes
d634f9db90
convert cnc mouse3 to td/ra format
2011-07-19 21:14:11 +12:00
Chris Forbes
74b894b69f
replace Range with MinimumValue/MaximumValue
2011-07-17 17:55:51 +12:00