abcdefg30
f3e58056fa
Merge pull request #12614 from reaperrr/prep-slim-ra-weapons4-other
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Prepare RA weapons for inheritance part 4 - other weapons
2017-01-24 16:45:13 +01:00
abcdefg30
b053da6e63
Merge pull request #12520 from reaperrr/prep-slim-ra-weapons
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Prepare for slimming RA weapon yamls Part 1 - explosions
2017-01-24 15:47:17 +01:00
abcdefg30
274cf14c6f
Merge pull request #12613 from reaperrr/prep-slim-ra-weapons3-misl
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Prepare RA weapons for inheritance part 3 - Missiles
2017-01-23 23:01:17 +01:00
reaperrr
9f9bda9634
Move FLAK weapons up in RA smallcaliber.yaml
2017-01-23 21:19:28 +01:00
reaperrr
decf2150a7
Move RA Colt45 down inside smallcaliber.yaml
2017-01-23 21:19:27 +01:00
reaperrr
58a79162f5
Remove watersplash from RA Napalm bombs
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They are rarely used anyway, and this allows the weapon to make use of inheritance more easily later on.
2017-01-23 21:17:20 +01:00
reaperrr
b57411b0f6
Move RA Grenade and DepthCharge to largecaliber.yaml
2017-01-23 21:17:18 +01:00
reaperrr
ce41a037ee
Move APTusk up in RA missiles.yaml
2017-01-23 21:14:53 +01:00
reaperrr
319d53990a
Move SubMissiles down in RA missiles.yaml
2017-01-23 21:14:51 +01:00
reaperrr
3c2fe1e1a7
RA missile warhead naming fixes
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To make inheritance easier later on.
2017-01-23 21:14:50 +01:00
reaperrr
6fe223ba0e
Streamline cosmetic RA building explosions
2017-01-23 21:11:00 +01:00
reaperrr
12b9c97f0b
Rename and in a few cases move around warheads in RA explosions.yaml
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To make inheriting easier down the road.
2017-01-23 21:11:00 +01:00
reaperrr
e75e6ce614
Move nuke explosions to end of RA explosions.yaml
2017-01-23 21:11:00 +01:00
reaperrr
f72614f14f
Merge pull request #12563 from FrameLimiter/bleed
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RedEye Minimum Range.
2017-01-11 19:26:06 +01:00
FrameLimiter
9e2a1c01cd
RedEye Minimum Range.
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Fixes #12123
2017-01-10 17:56:15 -05:00
SoScared
d314b22203
nukemoretrees
2016-12-11 19:21:41 +01:00
reaperrr
eb34621ce8
Use Explodes instead of WithBuildingExplosion in RA
2016-12-10 13:45:12 +01:00
reaperrr
68ee776b77
Merge pull request #12339 from abc013/medicmechfix
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Fixed Mechanic and Medic can heal enemy units
2016-11-26 17:06:46 +01:00
abcdefg30
0fc45b8c70
Merge pull request #12348 from abc013/120mm
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Fixed the 120mm bullet not harming infantry
2016-11-23 15:12:35 +01:00
abc013
e4354ce08c
Added SpawnActorOnDeath: Civilians to ^CivBuilding
2016-11-12 14:45:49 +01:00
abc013
f9d4308161
Fixed the 120mm bullet not harming infantry
2016-11-04 09:09:25 +01:00
abc013
d9ff07e835
Fixed Mechanic and Medic can heal enemy units
2016-11-01 21:38:53 +01:00
reaperrr
20cd2aa4ab
Rename Bullet Angle to LaunchAngle
2016-10-22 17:57:32 +02:00
SoScared
d2147adb0d
move AA towards traditional
2016-10-09 18:19:06 +02:00
SoScared
cba38816ee
AA Missile Sub + Tweak
2016-09-25 21:48:01 +02:00
Mustafa Alperen Seki
09be3d2ab2
Fix dogs can attack ants
2016-09-02 09:13:41 +02:00
SoScared
d2fb972c91
tweak some damage vs walls
2016-08-27 23:19:32 +02:00
reaperrr
4574b18131
Revert changes from #11460
2016-08-24 18:45:43 +02:00
SoScared
b821ec6e72
Revert Nuke Truck Damage nerf vs Air
2016-07-29 14:40:44 +02:00
reaperrr
1886bad107
Make smudges in RA not spawn/grow below vehicles and structures
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Also walls, trees and husks in most cases.
Note: Differences between warheads are intentional.
Note2: Some smudge WHs were removed instead when the weapon was purely anti-air or anti-water.
2016-07-07 20:51:21 +02:00
reaperrr
7a3888220f
Make RA grenade versus Concrete explicit
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To prevent people from assuming it's unintentional.
2016-06-30 19:31:03 +02:00
reaperrr
f9cf398949
Increase RA Grenadier damage vs. Heavy armor
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5% versus Heavy armor is way too low. Increasing it to 25% results in an effective increase from 3 to 15 damage points for full hits, making grenadiers quite a bit more versatile, while still leaving a big enough gap to Rocket Soldiers in effectiveness versus tanks and defenses.
2016-06-30 19:28:19 +02:00
reaperrr
8fb94e3175
Increase RA Jeep MG efficiency vs. heavy armor to 15%
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This effectively increases damage per shot vs. heavy armor from 1 to 2, and from 0 to 1 if the target has increased veterancy.
2016-06-16 16:55:21 +02:00
reaperrr
38da537136
Increase RA Minigunner MG efficiency vs. heavy armor to 15%
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This effectively increases damage per shot vs. heavy armor from 1 to 2, and from 0 to 1 if the target has increased veterancy.
2016-06-16 16:55:19 +02:00
D'Arcy Rush
b681f64ec4
Change RA flak truck to use flak explosion animation vs ground targets
2016-06-06 21:25:55 +01:00
D'Arcy Rush
60441765aa
V2s and barrels can now ignite trees
2016-06-05 20:05:43 +01:00
Oliver Brakmann
916f2ea2ea
Merge pull request #11382 from reaperrr/projectile-streamlining
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Moved projectiles to their own namespace and streamlined property names
2016-06-04 15:00:08 +02:00
reaperrr
3adb0dc4cd
Merge pull request #11377 from Mailaender/ra-burning-trees
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Added burning trees to the Red Alert mod
2016-06-04 14:09:11 +02:00
reaperrr
a320ca89a6
Rename GravityBomb Velocity to Speed
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Mostly to make switching between projectiles a little easier for modders, and to potentially save some upgrade rule overhead if sprite projectiles are refactored to share a common code base.
2016-05-31 15:05:33 +02:00
reaperrr
170fdc89e3
Rename Bullet Trail to TrailImage
2016-05-31 15:05:26 +02:00
D'Arcy Rush
75e75ca7c1
Buff Longbow AA weapon range to match AG range
2016-05-30 10:12:05 +01:00
D'Arcy Rush
d01e58bfd3
Buff mig and longbow AG weapons
2016-05-30 10:12:05 +01:00
Matthias Mailänder
a85a8f09c7
Add burning trees to Red Alert.
2016-05-29 23:26:56 +02:00
reaperrr
2444491fc6
Fix exploding V2RL sound
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You could here the 'Report' of the V2 weapon when the launcher exploded. Added V2-exclusive explosion weapon to fix that.
2016-05-15 20:58:02 +02:00
HenrytheSlav
aedd135c45
Reduce effectiveness of demo truck against air targets
2016-05-10 20:52:40 +02:00
abcdefg30
34a2033350
Merge pull request #11249 from cjshmyr/arty
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Reduce RA Artillery range from 14 to 12 cells
2016-05-10 18:11:21 +02:00
Curtis Shmyr
43136e218a
Reduce RA Arty range from 14 to 12 cells
2016-05-02 15:59:12 -06:00
reaperrr
1258ddde7f
Refactored Missile.RangeLimit from ticks to WDist
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Changed default from 'unlimited' fuel to weapon range.
2016-04-30 16:02:15 +02:00
Zimmermann Gyula
66d0c72968
Increase Stinger RangeLimit from 50 to 65.
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With the 170 Speed, the Stinger can pass a maximum of 50*170 = 8500 (8c308) world units, while having a range of 9c0, which mean it runs out of fuel before it reaches it's effective maximum range. To prevent this, RangeLimit has been increased to 65 (9c0*1.25/170 is 67.8, rounded downwards).
2016-04-27 21:51:48 +02:00
Zimmermann Gyula
af36214e41
Halven CloseEnough on Stinger.
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With 170 Speed, 298 CloseEnough, and 128 Spread, it will always act as a proximity weapon against the targets. Other missiles aren't affected because all the other missiles have a fair margin to satisfy the optimal Speed+Spread > CloseEnough condition.
2016-04-27 18:29:50 +02:00