psydev
540dda980b
SAM site-increase speed of open/closing and Make.
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Takes too long to make, because it's at ~80 tick like every other building.
Increased speed of closing as well as opening.
2013-04-19 19:00:05 -07:00
psydev
8fcef92537
making SAM site open a bit faster
2013-04-17 06:11:55 -07:00
psydev
3cc6874da0
APC muzzle flash made single shot inst. of double
2013-04-08 04:20:41 -07:00
psydev
d4348b0ff0
hospital fan spins slower; make anims slower
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Hospital fan runs at tick 100, which looks better and is what other buildings are.
Make animations for hosp, biolab and miss set to 80.
2013-04-06 02:17:32 -07:00
psydev
29135b1b65
slowed down *make animations to 80-tick
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Animations were faster than they should be. Reduced to 80 tick. They look appropriate now and close to the original.
I made TMPL and FIX 60 because it looked more natural. TMPL is slow to begin with, but it looks ok at 80, too.
2013-04-06 01:55:54 -07:00
psydev
21bdc6afa5
changed orca missile trail from smokey to fb4
2013-04-01 23:20:20 -07:00
Matthias Mailänder
d9efe82b5a
added prison/tech center icon and build-up animation
2013-03-29 07:22:14 +01:00
Matthias Mailänder
f0876828f4
fixes #2791 don't crash on powerdown hotkey when playing cnc
2013-03-20 11:54:15 +01:00
psydev
b8b258c6f9
construction yard does crane animation slower
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when building other buildings, construction yard crane should go slower, at ~100 tick.
2013-03-16 21:56:35 -07:00
psydev
9fe429aeb8
infantry anims: running ticks corrected
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I guess nobody noticed, but in CNC and RA, the legs of infantry move way too fast. It should be ~100 Tick.
2013-03-16 21:48:55 -07:00
Chris Forbes
2dd53e6d99
Merge pull request #2612 from Mailaender/burning-trees
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Destructible trees for both CnC and RA mod
2013-03-11 13:16:49 -07:00
psydev
09bef2d4c2
Gave blue tiberium blossom a sequence; changed #2
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Blossom tree has a sequence.
There are two blossom trees in C&C, so I will use the first one (split2) for green tiberium and the 2nd one (split3) for blue tiberium. The old split3 still exists for backwards-compatibility, but will now show the split2 image. Only the blue tiberium blossom tree will show the split3 image.
2013-03-10 18:00:21 -07:00
Matthias Mailänder
17d032b190
destructible trees for both CnC and RA mod
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- move DeadBuildingState to OpenRA.Mods.RA
- don't loop sequences with length > 1
2013-03-10 10:08:59 +01:00
psydev
bec29d81c5
cnc-structure sequences tickrate fixed
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Strucutre animations were too fast in many cases. These values seem to match up correctly to C&C 95.
Obelisk - Have not yet fixed (will do so when I fix how it fires)
SAM site - Someone may later decide to speed up how fast it pops up, for gameplay purposes
2013-02-25 16:05:11 -08:00
psydev
d0669823a2
changing name of big_poof, for consistency
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Changed "big_poof" to simply "poof".
The word "big" will only appear if there are small, medium and large versions of the explosion.
Otherwise, it will just be "explosion" and "small_explosion".
2013-02-09 15:26:41 -08:00
psydev
f1019ab332
[cnc] added names for explosions
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Easier-to-understand names for explosions, which can be used in the future. Can phase out old names/numbers slowly.
Also included some explosions from the C&C Content which were not in use and did not have names.
2013-02-06 12:21:04 -08:00
Matthias Mailänder
8e2d712688
fix cnc snow theatre crash
2012-08-14 11:01:36 +12:00
psydev
6291c8396b
cnc - add new explosion: chemball
2012-05-06 19:59:53 +12:00
Chris Forbes
c4916bd997
#2038 fixed - add shadow to crates on the ground
2012-04-24 19:17:41 +12:00
Chris Forbes
c3a6674da0
fix bogus sequences in cnc
2011-12-09 20:28:26 +13:00
Curtis S
d802cbfd9d
Fixed tank squish anims for CNC
2011-10-06 22:06:56 -06:00
Curtis S
be9948426c
1078: Added ally repairing for CNC and RA
2011-09-10 16:41:40 -06:00
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
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
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
8ad3f47608
Further resource tweaks:
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- 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 ):
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- 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
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
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
ee3be9c89b
Laser tweaks:
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- 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
5fceaaec58
New APC turret; art by Daniel Hernandez.
2011-07-15 20:10:22 +12:00
Paul Chote
089cdf14ad
Remove the baked harvester animation from proc. Fixes #1009 .
2011-07-15 20:10:22 +12:00
Paul Chote
e9bd03b686
Add crushable infantry support, enabled in C&C.
2011-07-15 20:10:21 +12:00
Paul Chote
9cbf372698
Use new reveal-map and heal crate effects. Fixes #977 .
2011-07-01 00:12:27 +12:00
Paul Chote
17fa312108
Use new cloak crate effect
2011-07-01 00:08:43 +12:00
Paul Chote
fc10b79e1d
Capturable Biolab allows production of player-controlled viceroids.
2011-06-30 20:20:00 +12:00
Paul Chote
b39880a845
SAM site muzzleflash ( Fixes #923 )
2011-06-25 00:17:49 +12:00
Paul Chote
9bf0a97327
Fix RMBO death sequences
2011-06-20 13:03:23 +12:00
Paul Chote
9b858af2b7
Add muzzleflash to GTWR. WithMuzzleFlash now actually uses the turret position.
2011-05-31 20:44:00 +12:00
Paul Chote
e2bd20f888
Reorder sequence loading to save batches
2011-05-21 17:26:18 +12:00
Paul Chote
dea199400d
Fix #630 - Muzzleflashes on cnc apache
2011-03-19 18:40:12 +13:00
Paul Chote
4a3d254c0c
Start RenderInfantry rework. TODO: fix ra sequences, split Prone/Panicked into RenderInfantry* overrides, integrate idle anims.
2011-02-17 19:53:58 +13:00
Paul Chote
3c9de06db0
Remove redundant sequences
2011-02-15 22:41:55 +13:00
Paul Chote
b6328b356c
ScaredyCat trait for civilians.
2011-02-15 22:38:13 +13:00
Chris Forbes
5bd9273a7d
fix issues with mpspawn and waypoint sprites
2011-02-15 16:09:53 +13:00