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
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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
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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
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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
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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.
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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
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Especially larger ones.
2017-06-24 11:11:56 +01:00
abcdefg30
e37667efb6
Merge pull request #12606 from reaperrr/forward-bombs2
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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
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- 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
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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
reaperrr
69eaa16726
Make D2k machine guns unblockable and instant hits
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To match original.
2017-02-12 01:20:03 +01:00