Commit Graph

163 Commits

Author SHA1 Message Date
psydev
540dda980b SAM site-increase speed of open/closing and Make.
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
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
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
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
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
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
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
- 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
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
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
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:
- 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
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:
- 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