Commit Graph

445 Commits

Author SHA1 Message Date
Leo512bit
9e34299085 Changed anypower tag name to A Power Plant
Updated wording and changed cnc

Capitlazied and added TS
2022-07-11 23:31:41 +02:00
Ivaylo Draganov
bc676fbf78 Add text notifications to many in-game events 2022-04-30 12:39:29 +01:00
Mustafa Alperen Seki
60b123c641 Split NukePower MissileImage from MissileWeapon. 2022-04-12 21:52:29 +02:00
dnqbob
831bed2c4d Add enter-cloak & exit-cloak effect for Cloak 2022-02-12 19:30:21 +01:00
Matthias Mailänder
b3d290edd9 Rename support power field for consistency. 2021-12-05 14:56:01 +01:00
Gustas
975da89400 RAGL balance changes 2021-11-27 13:33:55 +01:00
Orb370
d88198e61e Allow Targeting While Defenses are in the Construction Animation Commit 2021-10-11 17:49:44 -05:00
Paul Chote
99322cee8f Set the closest production to Primary when force-targeting rallypoints. 2021-07-29 16:19:53 +02:00
abcdefg30
fe146cb77a Remove superfluous Buildable traits from dummy helper actors 2021-06-10 19:22:46 -05:00
Paul Chote
7c0e4b25ae Specify interaction bounds relative to the mod tile size. 2021-03-27 16:31:50 +01:00
Paul Chote
d09476c603 Remove custom palettes from building placement previews. 2021-02-12 02:08:30 +01:00
abcdefg30
919c670502 Update the rules of the default mods 2020-12-11 17:13:02 +01:00
reaperrr
a1c8cbab0b Enable recoil anim on RA/TD Gun Turrets 2020-10-18 20:39:22 +02:00
reaperrr
50b484df56 Fix RA/TD defense turrets facing issues
By using WithSpriteTurret instead of
WithEmbeddedTurretSpriteBody.
2020-10-18 20:39:22 +02:00
reaperrr
99facd2797 Fix default facing of RA/TD Gun Turrets
Compare with make anim and original, 224 was
one facing too far.
2020-10-18 20:39:22 +02:00
reaperrr
0990caefd7 Fix turreted defenses always realigning
This looks weird, doesn't match the originals
and makes map-defined custom facings useless.
2020-10-06 12:53:11 +02:00
abcdefg30
12ff1dd14c Add RAGL balance changes 2020-08-20 19:17:39 +02:00
Paul Chote
ac975f4139 Convert yaml-exposed facings to WAngle. 2020-07-19 10:41:05 +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
Paul Chote
c3fbdca18f Add yellow-shirt technician. 2020-06-19 17:09:13 +02:00
reaperrr
6a545bb942 Streamline RA target types
No more sharing of target types between terrain
and actors (except bridges), removed 'Ground(Actor)'
from WaterActors (was only used by weapons/warheads,
which can just list both ground- and water types.
2020-05-24 13:26:40 +02:00
reaperrr
1bf01bc214 Remove WaterStructure TargetType from RA SYRD/SPEN
- only used for auto-targeting
- inconsistent with their fakes (which didn't have this)
- unnecessary, since the 'Ship' target type covers all
  surface water actors we want to be auto-targetable by default,
  while 'Structure' is enough to add syard/spen in AttackAnything.
2020-05-15 08:22:02 +02:00
Zimmermann Gyula
99957e57b9 Update the default mods. 2020-05-12 20:53:05 -05:00
Matthias Mailänder
bd1760682f Rename WithNukeLaunch* traits to WithSupportPower*. 2020-04-30 01:37:05 -05:00
Matthias Mailänder
a1c9b27057 Add InfiltrateForSupportPowerReset 2020-04-27 16:06:32 +02:00
reaperrr
b5e9b7635e MoveClassicFacingFudge update rule 2020-04-24 18:22:35 +02:00
Mustafa Alperen Seki
82f15491c0 Allow Engineers in RA to enter undamaged (Camo) PillBoxes. 2020-04-03 04:09:43 -05:00
Matthias Mailänder
73a2b59c2c Add additional notification support to infiltration. 2020-03-29 12:00:16 -05:00
Paul Chote
2b6c104011 Update RA decorations. 2020-03-24 00:07:10 -05:00
Paul Chote
301d09ea8f Remove undefined RequiresForceMove from TransformsIntoTransforms. 2020-02-27 18:42:48 +01:00
Paul Chote
6ba02800ab Add TransformsIntoTransforms to enable queued MCV redeploy. 2020-02-24 12:56:49 +01:00
Paul Chote
585b8dc13c Set default rally point to an empty path. 2020-02-09 16:52:22 +01:00
Paul Chote
b2f0ac15e8 Generalize RallyPointInfo.Offset to support arbitrary length paths. 2020-02-09 16:52:22 +01:00
tovl
434c46058f Disallow units idling on service depot. 2020-01-04 16:04:27 +00:00
tovl
c360d8bcef Make service depot passable. 2020-01-04 16:04:27 +00:00
Paul Chote
b1f7c5c4e3 Remove overlapping vision ranges from RA actors.
This brings a significant perf saving by reducing
the number of evaluated tiles.
2019-12-23 13:53:08 +01:00
Paul Chote
5830d4de6c Fix ATEK vision ranges. 2019-12-23 13:53:08 +01:00
Paul Chote
494a7870d6 Add fallback exits to RA Kennel. 2019-12-05 18:01:09 +01:00
abcdefg30
55c3f313b1 Remove 'yes' and 'no' in favor of 'true' and 'false' 2019-10-12 00:07:05 +02:00
tovl
2d394f33b8 Fix units from transports appearing at load point. 2019-08-19 00:33:38 +02:00
Punsho
70dc053c5f RA balance changes 2019-07-20 12:09:54 +01:00
Punsho
4f6aa79e91 Normalise Construction Yard Cost 2019-07-01 17:04:14 +02:00
teinarss
ffd3834849 Lock mouse position 2019-06-27 23:34:16 +02:00
Ivaylo Draganov
9f59b007ab Add palette order to support powers in TD, RA and d2k 2019-06-15 09:55:22 +02:00
Paul Chote
ebe37a44ad Require force move for all undeploy-triggering orders. 2019-06-08 02:09:30 +02:00
Paul Chote
ecd8dee575 Add TransformsInto* traits to trigger construction yard undeploy. 2019-06-08 02:09:30 +02:00
Paul Chote
3f9e4a313f Improve visibility of building placement preview. 2019-05-31 15:44:09 +02:00
teinarss
5e58364fad Made SelectDirectionalTarget a opted in feature and added fields for palettes 2019-04-22 21:51:49 +02:00
teinarss
71596ae959 Added drag direction mouse interaction for set the approach direction for airstrike and parabombs 2019-04-04 20:10:34 +02:00
Orb
e7134282c2 Balance Changes for Next Release by Orb 2019-03-02 17:50:41 +01:00