Commit Graph

86 Commits

Author SHA1 Message Date
N.N
304fc458eb fix Devastator AoE 2023-11-25 16:30:41 +01:00
Paul Chote
46ba8ef5dd Remove effect*alpha palettes. 2023-11-15 20:52:03 +02:00
Paul Chote
cc0f116194 Remove custom deviator gas palette. 2023-11-15 20:52:03 +02:00
N.N
ba011ffc5f Fix deviator GrantExternalCondition Warhead
Warhead now applies only to enemy and neutral units.
2023-01-18 23:41:18 +01:00
Gustas
a9da6bb2d8 Introduce MinDistance to AreaBeam projectile 2022-11-17 20:48:37 +01:00
N.N
a9d1b771a0 Align ORA d2k to original D2k
Align ORA D2k weapons to better match original d2k.
2022-07-28 23:42:00 +02:00
VonNah
fa68954dda Fixed incorrect Harkonnen Devastator warhead impact sound. 2021-05-15 23:07:25 +02:00
reaperrr
2528b79610 Fix D2k DamagesConcrete overrides 2021-03-21 11:09:41 +00:00
Paul Chote
d6a05f2ea2 Fix Sardarkaur not attacking while attack-moving. 2021-01-17 19:42:49 +01:00
abcdefg30
919c670502 Update the rules of the default mods 2020-12-11 17:13:02 +01:00
Paul Chote
ac975f4139 Convert yaml-exposed facings to WAngle. 2020-07-19 10:41:05 +02:00
Pavel Penev
c2e3806a77 Added a FlashPaletteEffect to RA nukes and removed from D2k 2020-07-10 13:22:54 +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
Pavel Penev
a2dbd5e013 Changed weapons in D2k to use the new PerCellIncrement inaccuracy
Also adjusted the inaccuracy values. This should bring inaccuracy in D2k pretty much in line with the original game, with the potential liberty of decreased inaccuracy for the Deviator tank.
2020-07-05 13:04:18 +02:00
Pavel Penev
21a48cc41d Switched D2k to use the new DamageCalculationType
This brings D2k in line with the damage model of the original game.
2020-05-27 10:28:25 +02:00
reaperrr
b514e0a6e7 D2k yaml comment removal
Naming the warhead for its purpose is cleaner
than comments, in my opinion.
2020-05-09 17:56:08 +02:00
Pavel Penev
0ae58ff0ea Adjusted damage spread ranges on weapons in D2k to match the original game 2020-05-02 20:22:01 +01:00
Pavel Penev
390c1899ca Changed weapons in D2k to have a linear damage falloff to match the original game 2020-05-02 20:22:01 +01:00
Pavel Penev
93bec9e430 Updated the default mods' weapons 2020-01-24 13:09:37 +01:00
abcdefg30
55c3f313b1 Remove 'yes' and 'no' in favor of 'true' and 'false' 2019-10-12 00:07:05 +02:00
Paul Chote
1614cba99e Fix warhead removal lint warnings. 2019-05-31 20:55:38 +02:00
reaperrr
6eb31401f1 Implement D2k DeathHand cluster logic 2019-05-09 22:28:46 +01:00
Matthias Mailänder
399e451ada Add a DamagesConcreteWarhead to remove buildable concrete. 2018-09-15 15:36:12 +02:00
Paul Chote
6fdb25b48f Fix yaml formatting. 2018-05-12 16:42:54 +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
Mustafa Alperen Seki
a45e0d9d0a Seperate Imperial and Harkonnen Sardaukars 2018-02-06 21:20:00 +01:00
Arular101
50185d3ccd Small adjustments 2017-12-12 23:56:25 +01:00
Arular101
64a3187fd1 Increase damage and HP by 10x 2017-12-12 23:56:25 +01:00
Matthias Mailänder
d64a9e6afc Add Devastator reactor overload upon deployment 2017-10-06 18:14:17 +02:00
C. Helmig
80b69af30c d2k: sonic weapon fix.
Works around buggy friend-foe discrimination (/Falloff) for sonic weapon. Damage values closer to original game. (Fixes #13850)
2017-08-23 13:02:54 +02:00
reaperrr
7704ae655e Apply BurstDelays rename to D2k 2017-08-20 20:48:25 +02:00
reaperrr
70b43222fe Adapt D2k AA missiles to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
4823d5454d Disable effect warhead victim scans in D2k
They are always displayed unconditionally anyway.
2017-06-25 22:40:12 +02:00
reaperrr
522a29f1e4 Reduce Ornithopter damage vs buildings
Especially larger ones.
2017-06-24 11:11:56 +01:00
abcdefg30
e37667efb6 Merge pull request #12606 from reaperrr/forward-bombs2
Add forward movement support to GravityBomb
2017-04-11 13:07:15 +02:00
reaperrr
4fdda9efd2 Remove wrong space and 2nd free line from d2k yamls 2017-03-31 10:55:01 +02:00
reaperrr
5b617cf6e5 Refactor GravityBomb velocity/acceleration 2017-03-29 19:30:51 +02:00
Mustafa Alperen Seki
5ccfcb1cb9 Remove Sonic Tanks' immunity to other friendly sonic tanks. 2017-03-26 10:15:19 +02:00
reaperrr
4c02112cc6 Tweak Ornithopter bombs
In the original,
- they were slower
- didn't accelerate
- had a shadow
- were dropped at lower rate
- played EXPLSML4.WAV

compared to bleed.
2017-02-25 21:14:43 +01:00
abc013
a73e7e6103 Adjust the drop-position of the air strike in D2k 2017-02-25 21:03:53 +01:00
reaperrr
6cd6cedd2c Tweak D2k debris
- Enabled shadow
- reduced maximum speed
- considerably increased 'launch angle'
- increased bounce count to 3 and toned down BounceRangeModifier
- reduced TrailInterval to 1 for Debris2
- removed explosion sounds to a) match original and b) make them less annoying
- fixed debris explosion animations to match original
- used different trail anim for Debris2 and Debris3
2017-02-14 01:56:22 +01:00
reaperrr
9b34aa4d6b Set up D2k wall explosion 2017-02-14 01:56:19 +01:00
reaperrr
6745cf402d Remove explosion sound from Fremen weapon 2017-02-12 22:50:29 +01:00
reaperrr
03a5e7ff4e Make Quad Rocket speed a multiple of 32 2017-02-12 22:28:55 +01:00
reaperrr
c4fc8f55bc Make D2k large missile speeds consistent 2017-02-12 22:27:52 +01:00
reaperrr
84dedd4237 Only play explosion sound for Missile Tank and Tower in D2k
But not on Bazooka and Quad's Rocket.
2017-02-12 22:27:09 +01:00
reaperrr
87d5a17a18 Fix explosion sound, speed and angle of D2k grenade 2017-02-12 22:13:09 +01:00
reaperrr
194a386a66 Remove unused Heal weapon from D2k 2017-02-12 01:25:47 +01:00
reaperrr
be6aaa0da5 Use InstantHit projectile for d2k BloomExplosion 2017-02-12 01:24:16 +01:00
reaperrr
0176fa5ff3 Remove redundant Blockable from DevBullet 2017-02-12 01:23:42 +01:00