Commit Graph

42 Commits

Author SHA1 Message Date
abcdefg30
6b9a2a3c29 Reduce the range of DogJaw from 3c0 to 2c0 2019-01-05 18:28:57 +00:00
Dylan Manitta
f5d12bfde1 Add ant mission 1 2018-12-30 21:20:56 +01:00
abcdefg30
0ff4e466ee Refactor Leap attack logic 2018-12-29 19:21:54 +01:00
Mustafa Alperen Seki
53032576e2 Update default mods for Heal WH full health check removal 2018-11-21 19:25:45 +01:00
Smittytron
01d10f392d Fix RA death animations 2018-07-04 23:01:47 +02:00
Jason Zmuda
f82674cfef Removed 'Crush' per issue #15246 2018-06-14 15:41:31 +02:00
Alexis Hunt
08ad7d7f4e Refactor handling of hit radii in projectiles.
penev discovered that the RulesetLoaded functions of projectiles were
never being called, meaning that their blocking calculations were not
properly accounting for actors with large hitboxes.

The best fix for this is to change FindActorsOnLine to always account
for the largest actor's hit radius, rather than forcing callers to pass
the largest radius. Per the comment in Util.cs, as a result, move this
computation to ActorMap. I decided to simplify by not making a separate
calculation for actors that block projectiles only; this may cause a
small performance degradation as the search space is a bit larger.

Similarly to this, I've removed the ability to specify a search radius
manually. Because this is only a search radius, setting a value smaller
than the largest eligible actor makes no sense; that would lead to
completely inconsistent blocking. Setting a larger value, on the other
hand, would make no difference.

CreateEffectWarhead was the only place in core code any of these search
radii were set, and that's because 0 was a mysterious magic value that
made the warhead incapable of hitting actors. I replaced it with a
boolean flag that more clearly indicates the actual behaviour.

Fixes #14151.
2018-02-21 23:26:41 +01:00
Arular101
a429a62bf9 Adjust values to match current damage 2017-12-12 20:50:27 +01:00
Arular101
e049452f22 Increase damage and HP by 100x 2017-12-12 20:50:27 +01:00
reaperrr
98357cf2a9 Apply BurstDelays rename to RA 2017-08-20 20:48:25 +02:00
SoScared
64dfc38c2e final RA balance patch for the next playtest/release 2017-08-10 18:16:58 +02:00
reaperrr
e0abf8ed27 Disable effect WH victim scans in RA where sensible
AA missiles, flame weapons and nukes, pretty much, because they always
display the effect regardless of what they hit.
2017-06-25 22:40:12 +02:00
SoScared
e26b0495ad balance batch 1 2017-02-11 19:20:18 +01:00
reaperrr
b645780ba3 Streamlined RA other.yaml 2017-02-08 23:05:52 +01:00
reaperrr
58a79162f5 Remove watersplash from RA Napalm bombs
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
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
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
1886bad107 Make smudges in RA not spawn/grow below vehicles and structures
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
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
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
Oliver Brakmann
916f2ea2ea Merge pull request #11382 from reaperrr/projectile-streamlining
Moved projectiles to their own namespace and streamlined property names
2016-06-04 15:00:08 +02:00
reaperrr
170fdc89e3 Rename Bullet Trail to TrailImage 2016-05-31 15:05:26 +02:00
Matthias Mailänder
a85a8f09c7 Add burning trees to Red Alert. 2016-05-29 23:26:56 +02:00
Pavel Penev
489ee9fc54 Add support for multiple impact sounds to CreateEffectWarhead
Have the engine pick one impact sound at random from the provided list.
2016-01-31 16:22:47 +02:00
Pavel Penev
7e3ec91d30 Add support for multiple explosions to CreateEffectWarhead
Have the engine pick one explosion at random from the provided list.
2016-01-31 16:22:09 +02:00
reaperrr
56ab3f43da Remove bitrotted WeaponInfo.Charges
There is no logic attached anymore (or never was).
2016-01-24 12:58:39 +01:00
Paul Chote
9f7f759da4 Fix filename case on weapon reports. 2016-01-17 19:24:40 +00:00
Paul Chote
4f1d8b7ac9 Remove spurious final newline from mod files. 2016-01-02 20:06:53 +00:00
Taryn Hill
20927e9aae Change healing weapons to have a Green DebugOverlayColor 2015-12-09 20:57:57 -06:00
Alexandre Oliveira
dedccd44bb Fix Giant Ants and Zombies not being able to attack diagonally 2015-10-30 15:37:53 -02:00
Oliver Brakmann
9c75079b2e Remove tesla boost from RA 2015-10-23 19:51:39 +02:00
Matija Hustić
03c80fb9c6 Added tesla boost capabilities.
Shock troopers and tesla tanks standing near a tesla coil
will charge it up, enhancing its range, modifying the zap
animation and allowing it to work even when player's power
is down.
The sound for charger weapons edited from
https://www.freesound.org/people/JoelAudio/sounds/136542/
2015-10-09 22:41:21 +02:00
reaperrr
cb95eeb914 Fix RA target validation
0% versus no longer means cannot target
2015-08-25 18:53:59 +02:00
penev92
1c44fcbad4 Add upgrade rules to remove DamageWarhead.DeathType
and replace it with proper DamageTypes
2015-05-24 00:15:09 +03:00
penev92
ea01439377 Add an upgrade rule for DamageWarheads 2015-04-26 14:29:10 +03:00
ScottNZ
c193b91b4f Increase shok range from 3.5 cells to 6 2015-03-30 23:55:21 +13:00
reaperrr
1cc900b269 Yaml style fixes to reduce future --upgrade-mod "noise" a little 2015-03-27 00:11:32 +01:00
reaperrr
f9332c9efe Renames BlocksBullets to BlocksProjectiles and projectile High property to Blockable 2015-03-27 00:04:37 +01:00
reaperrr
477dbbd532 Splits RA weapons.yaml into multiple roughly categorized files 2015-03-01 22:11:45 +01:00