Commit Graph

37 Commits

Author SHA1 Message Date
Paul Chote
76a10283c4 Fix TS effect translucency/lighting effects. 2021-02-24 19:20:48 +01:00
Paul Chote
ac975f4139 Convert yaml-exposed facings to WAngle. 2020-07-19 10:41:05 +02:00
reaperrr
5024ae1156 TS ClusterMissile typo fix 2020-05-10 15:20:25 +02:00
Pavel Penev
93bec9e430 Updated the default mods' weapons 2020-01-24 13:09:37 +01:00
reaperrr
7a095f30ec Make TS aircraft crash when EMP'd mid-air
And refuse move orders if EMP'd while landed.
Matches original behaviour.
2020-01-06 21:47:53 +00:00
Punsho
460f5bbb30 Make EMP dissable subterranean units while they're underground 2019-10-05 19:19:57 +02:00
reaperrr
cf091e0548 Implement TS cluster missile warhead 2019-05-09 22:28:46 +01:00
Paul Chote
24a491a7d7 Implement Hunter-Seeker kill behaviour. 2019-02-01 23:18:18 +00:00
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
ede72410ff Increase damage and HP by 100x 2017-12-28 10:12:52 +01:00
reaperrr
ace353cb84 Upgrade rule for Missile.TerrainHeightAware 2017-07-15 17:36:20 +02:00
reaperrr
5cd8acada4 Adapt TS effect warheads to CEWH refactor 2017-07-13 20:58:47 +02:00
reaperrr
ba1279aa93 Disable some effect warhead victim scans in TS 2017-06-25 22:40:12 +02:00
reaperrr
882b5da20d Make TS explosions and muzzle flashes 'glow' on darker maps
The new effectglow palette is not affected by global lighting, making effects 'glow' at full light on darker maps.
Exception: pistol/rifle/machine gun piffs.
2017-04-12 19:11:24 +02:00
reaperrr
d435cbc0c2 Fix Ion Cannon targeting to allow shooting at water 2017-01-22 12:30:38 +01:00
Paul Chote
e166cd3222 Update TS rules. 2016-12-06 17:21:14 +00:00
Paul Chote
983a24199a Remove notmobile condition from TS. 2016-12-06 17:21:12 +00:00
Paul Chote
c62870cc30 Merge pull request #12004 from reaperrr/projectile-cleanup2
More projectile property streamlining and cleanups
2016-10-29 14:21:29 +01:00
reaperrr
20cd2aa4ab Rename Bullet Angle to LaunchAngle 2016-10-22 17:57:32 +02:00
reaperrr
345bc9e17e Fix palette, Z-sorting and sound of TS Ion Cannon 2016-09-30 02:15:12 +02:00
ABrandau
a67867fe73 Restore graphical look of the TS Ion Cannon. 2016-08-22 16:07:32 -04:00
reaperrr
e2cf6fdb9a Do not spawn smudges under buildings and vehicles in TS
Exceptions are intentional.
2016-07-07 20:51:21 +02:00
teees
ea4f33123e Use AttackOrderPower for EMP support power 2016-06-14 20:18:47 +02:00
reaperrr
1258ddde7f Refactored Missile.RangeLimit from ticks to WDist
Changed default from 'unlimited' fuel to weapon range.
2016-04-30 16:02:15 +02:00
reaperrr
e75cda66ec Upgrade TS missile rules 2016-02-14 13:41:27 +01:00
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
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
atlimit8
c827dbe183 Replace IDisableMove with upgradability 2015-12-04 19:26:49 -06:00
Matija Hustić
12b4f8ccf4 Programatic YAML upgrade 2015-10-11 22:03:06 +02:00
Zimmermann Gyula
4521157901 Fix TS water effect palettes.
Also copied over the waterpiffs from RA because TS equvivalent has no
fitting palette/only singular piff exists - w_piffs didn't.
2015-08-02 23:30:51 +02:00
Zimmermann Gyula
b1de45bdcd Reverted friendly units' immunity to EMP and the explicit enemy vehicle targeting. 2015-07-12 23:04:15 +02:00
Zimmermann Gyula
d222cd1c7a Removes unneeded dummy warhead from TS EMP. 2015-06-25 16:06:43 +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
reaperrr
ca67407358 Split TS weapons.yaml into several categorized yamls 2015-04-01 22:42:01 +02:00