Matthias Mailänder
771c32255c
use advanced player statistics in cnc mod
2013-08-11 12:21:28 +02:00
Paul Chote
b02fd0d002
Remove BibLayer and use sequences / RenderSprites instead.
2013-08-11 00:25:53 +12:00
Paul Chote
7d1931cd80
Remove BelowUnits from C&C bibbed structures.
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It interacts badly with the rewritten Bib trait.
2013-08-11 00:25:52 +12:00
reaperrr
fb2e85e6d3
disable AGT muzzle.
2013-08-06 13:25:02 +02:00
reaperrr
7cf94e4f1e
Fix CnC mod LocalOffsets.
2013-08-05 19:34:06 +02:00
reaperrr
a1ac1973a7
Add muzzle flashes to all cannons and the Advanced Guard Tower (which had a muzzle in the original CnC, too).
2013-08-05 19:33:28 +02:00
reaperrr
ebfb9fed9b
Fix Flame Tank flames (muzzle).
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This wasn't fixable through offsets alone, I had to fix the flame shps. I accidentally used clock-wise ordering when renaming the flame anim frames, hence the "negative" facing.
2013-08-05 19:30:16 +02:00
Paul Chote
04e5edc811
Rewrite bib to match new FrozenUnderFog capabilities.
2013-08-04 19:42:16 +12:00
Paul Chote
87b32fd0b9
Tweak starting unit defaults.
2013-08-04 13:07:47 +12:00
Paul Chote
c08f602661
Add lobby options for Shroud and Fog.
2013-08-04 13:04:09 +12:00
Paul Chote
8fb7ed4913
Hide walls under fog.
2013-08-04 11:49:09 +12:00
Paul Chote
5617b2a550
Freeze civilian and map structures under fog. Fixes #3614 .
2013-08-04 11:43:57 +12:00
Matthias Mailänder
74c136b7e3
Merge pull request #3627 from pchote/muzzleflash
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Improved Muzzleflash support
2013-08-03 02:20:46 -07:00
Paul Chote
8f24f93330
Add per-armament muzzle flashes. Fixes #3609 .
2013-08-03 16:47:50 +12:00
Paul Chote
03e09e25bb
Fix turret facings for GTWR etc. Fixes #3610 .
2013-08-03 12:45:21 +12:00
Matthias Mailänder
74ac720086
fix broken tabs before newline and remove unnecessary spaces
2013-07-28 09:10:36 +02:00
Matthias Mailänder
0ecabe0e49
fix useless RenderUnit trait addition and removal
2013-07-28 09:10:36 +02:00
Paul Chote
c836374ae2
Enable FrozenUnderFog in C&C and RA.
2013-07-25 18:11:55 +12:00
Paul Chote
e23c1ad33e
Rewrite husks using world coords.
2013-07-21 17:35:46 +12:00
Paul Chote
a678337d14
Enable starting units in C&C.
2013-07-13 19:18:27 +12:00
Paul Chote
7376cccf4d
Smarter unit spawn logic. Fixes #3496 .
2013-07-13 19:18:27 +12:00
Paul Chote
06b06a5dad
Merge pull request #3375 from i80and/pathingdomains
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Pathingdomains
2013-07-12 23:01:38 -07:00
Andrew Aldridge
ba885907ba
Use MobileInfo.GetMovementClass for domain indexing, clearing path for caching and smarter behavior
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* Move DomainIndex from being a manual hard-coded hook in World to an IWorldLoaded trait.
2013-07-12 09:40:55 -04:00
ScottNZ
e4e92ec900
Add RejectsOrders to disallow orders for offmap aircraft etc
2013-07-12 16:04:14 +12:00
Matthias Mailänder
dc2c16130b
arming the dinos and making them buildable without cheats
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no ranks and player color remapping for them though
2013-07-11 20:53:48 +02:00
Matthias Mailänder
1740e95716
added rules for C&C dinosaurs being already shipped
2013-07-11 20:53:48 +02:00
Matthias Mailänder
7867277321
fix yaml for player controlled visceroid
2013-07-11 20:53:48 +02:00
Matthias Mailänder
cc15320963
removed non-playable aircraft from C&C developer mode
2013-07-11 20:53:48 +02:00
ScottNZ
4f099348b2
Make captured hospitals in cnc/ra gradually heal all infantry units on the map
2013-07-04 18:38:49 +12:00
Matthias Mailänder
52069c6788
also revert AutoTargetIgnore: for all buildings in cnc
2013-06-23 13:15:47 +02:00
Paul Chote
80c3cf479d
Remove harvester dependency on RenderUnit.
2013-06-22 16:58:40 +12:00
Paul Chote
5084b30f3f
Simplify RenderGunboat.
2013-06-20 21:53:31 +12:00
Paul Chote
ac0094176a
Reduce C&C silo pip count to a reasonable number.
2013-06-20 18:39:27 +12:00
Paul Chote
e99d0a0b43
RenderBuildingRefinery -> WithResources.
2013-06-20 18:28:33 +12:00
Chris Forbes
6c1d4efb07
remove useless Buildable.BuiltAt
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V2: don't leave the broken [ActorReference] attached to Owner.
2013-06-18 09:02:12 +12:00
Curtis Shmyr
6a1b37b5b7
Capture changes - Engis now capture from outside. Added classic (legacy) capturable traits.
2013-06-11 20:44:06 -06:00
ScottNZ
5184cee3ca
Rework aircraft destruction to use husks instead of the original actor
2013-06-07 05:04:47 +12:00
Paul Chote
c149898592
Separate IBodyOrientation from render traits.
2013-05-28 22:37:06 +12:00
psydev
e885e428ae
removed debugretaliate and debugautotarget entries
2013-05-27 15:22:22 -07:00
psydev
f31912aa42
reduce orca reload time, similar to earlier levels
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Orca was over-nerfed with respect to reload time. It was not effective at finishing off vehicles and buildings if it ran out of ammo, because it took way too long to reload.
Its reload time has been set to the old one, but now it reloads 2 pips at a time, so it is slightly slower than originally, but not by much. It's a bit OP when it loads one at a time, it seems.
2013-05-26 18:42:58 -07:00
psydev
a0fa99037b
increase viceroid sight & scan range
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Viceroids are kind of passive. Would like them to be a bit more aggressive when units are nearby.
2013-05-26 18:42:56 -07:00
Paul Chote
9b7aaebcbc
Rewrite RenderCargo -> WithCargo.
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Now uses world coordinates and properly displays
cargo at all facings.
2013-05-17 18:12:27 +12:00
Chris Forbes
8b4814e399
Merge pull request #3233 from ScottNZ/follow
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Add unit following/guarding
2013-05-16 14:02:32 -07:00
Scott_NZ
6e5d58379f
Add unit guarding
2013-05-16 21:23:58 +12:00
Paul Chote
c91f0dfd2f
Merge the 3 turret rendering traits into WithTurret.
2013-05-15 19:17:32 +12:00
Paul Chote
44336b1ea5
Merge pull request #3256 from Mailaender/debug-trait-removal
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Removed all Debug traits
2013-05-15 00:05:44 -07:00
Matthias Mailänder
f05760b986
Don't apply palette modifiers on effects in C&C.
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fixes #2778 unit veterancy symbol cloaking together with unit
2013-05-13 23:42:50 +02:00
Matthias Mailänder
99d4d07cd5
removed now redundant debug auto-target traits
2013-05-10 22:31:54 +02:00
psydev
f74b5ea0d4
changed nuke launch sound
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Someone complained that there was not good warning for the nuke. All you heard was the launch sound, which wasn't that noticeable and a bit like other sounds.
Now it says, "nuclear missile approaching".
2013-05-09 22:56:50 -07:00
psydev
cb8b0898d6
reduce construction yard cooldown to 3 seconds
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While not crucial, the extra second kind of is annoying and gets in the way of gameplay.
2013-05-09 22:56:49 -07:00