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
Paul Chote
a755070d76
Fix VisualHeight of RA commandbar buttons.
2017-06-25 22:37:36 +02:00
reaperrr
33e8bf9928
Adapt Attack logic to Weapon.TargetActorCenter
2017-06-24 11:24:17 +01:00
reaperrr
edffaa4987
Introduce Weapon.TargetActorCenter and adapt projectiles
...
This also fixes issues with attackers that don't have their own Attack
trait.
2017-06-24 11:24:17 +01:00
reaperrr
522a29f1e4
Reduce Ornithopter damage vs buildings
...
Especially larger ones.
2017-06-24 11:11:56 +01:00
abcdefg30
c58db84d35
Fix the harvesting sequence being invisible in TS
2017-06-23 12:45:16 +02:00
Paul Chote
300a7222f3
Don't autotarget structures in Defend stance.
2017-06-18 21:07:21 +02:00
Paul Chote
2e2e1cae7f
Fix MSAM/MLRS autotargeting.
2017-06-18 21:07:21 +02:00
Paul Chote
57df34dcbf
Fix auto-targeting vs TD/TS/D2K creeps.
2017-06-18 21:07:21 +02:00
Paul Chote
0a1f2b7275
Fix auto-targeting vs submerged but detected RA submarines.
2017-06-18 21:07:21 +02:00
Paul Chote
0aa84aa5ed
Fix auto-targeting vs RA tanks.
2017-06-18 21:07:21 +02:00
Mustafa Alperen Seki
c4e8af08ec
Implement EliteAbility=VEIN_PROOF and SENSORS on units that need
2017-06-18 16:23:34 +02:00
Forcecore
568d7efdb1
ExternalCaptures Type filter fix up
2017-06-18 12:37:59 +02:00
reaperrr
f98e7656da
Make TS GDI Juggernaut attack the target center
...
Instead of closest targetable position/offset.
2017-06-15 01:32:37 +02:00
reaperrr
c20d02fd2e
Make TD artillery actors attack the target center
...
Instead of closest targetable position/offset.
Applies to:
-Artillery
-Rocket Launcher (MLRS)
2017-06-15 01:32:37 +02:00
reaperrr
26e6d86821
Make RA artillery actors attack the target center
...
Instead of closest targetable position/offset.
Applies to:
-Artillery
-Cruiser
-Missile Sub
2017-06-15 01:32:37 +02:00
Paul Chote
17089f2aee
Rename VoxelSequences to ModelSequences.
2017-06-14 18:56:06 +02:00
Paul Chote
34810756c2
Move Voxel code to Mods.Cnc.
2017-06-14 18:56:06 +02:00
Paul Chote
e1cd00c1dd
Add backend plumbing for model loaders.
2017-06-14 18:56:06 +02:00
reaperrr
086fc88e3e
Increased ZOffset of TD explosions
...
To make sure they always play on top of actors.
2017-06-14 18:28:20 +02:00
reaperrr
35e131bac7
Give TD base buildings custom hit shapes
2017-06-14 18:28:20 +02:00
reaperrr
b219214426
Give TD civilian and tech buildings custom shapes
2017-06-14 18:28:20 +02:00
reaperrr
d1790229a9
Add hit-shape defaults to TD
...
Plus some resulting cleanup of defaults.yaml.
2017-06-14 18:28:20 +02:00
reaperrr
600478603c
Fix TD civ field husk footprint
...
Players should not be able to build on it.
2017-06-14 18:28:20 +02:00
Mustafa Alperen Seki
4187a69904
Remove afld and hpad from Rush AI's Production: list
2017-06-14 18:26:18 +02:00
Paul Chote
242f33c2ba
Implement RA command bar.
2017-06-12 19:38:18 -05:00
Paul Chote
2923c9907f
Fix minor issues with TD command bar.
2017-06-12 19:38:18 -05:00
Paul Chote
2e801a55ce
Update ts AutoTarget definitions.
2017-06-11 17:14:21 -05:00
Paul Chote
52b08a769d
Update d2k AutoTarget definitions.
2017-06-11 17:14:21 -05:00
Paul Chote
d7f9c2f852
Update cnc AutoTarget definitions.
2017-06-11 17:14:21 -05:00
Paul Chote
b613b1b2e0
Update RA AutoTarget definitions.
2017-06-11 17:14:21 -05:00
reaperrr
16e260e69f
Increase ZOffset of RA explosions
...
To make sure they play on top of actors.
2017-06-10 11:38:04 +01:00
reaperrr
7cadbcb8f6
Set custom hit shapes for civilian buildings
2017-06-10 11:38:04 +01:00
reaperrr
07e6708b88
Align RA base building hitshapes with their sprites
2017-06-10 11:38:04 +01:00
reaperrr
7ba276c0c1
Add building hitshape defaults to RA
...
And do some cleanup.
Intentionally omitted uncommon shapes that only appear once or twice.
2017-06-10 11:38:04 +01:00
C. Helmig
452aed0a97
Multiple passability changes to replicate original game behavior. (= Items comments on #12868 )
...
Fix the passability of some bridge tiles
2017-06-07 18:54:39 +02:00
abcdefg30
5d40ed3e32
Move tiles into correct category.
2017-06-07 18:54:39 +02:00
abcdefg30
8494200321
Renamed and reordered Categories - uniform naming, similar categories adjacent to one another, most used to top.
2017-06-07 18:54:39 +02:00
reaperrr
423ea555b3
Fix RA bridge crash
2017-06-06 22:04:00 +02:00
reaperrr
4af31be6bd
Fix TD bridge crash
2017-06-06 22:04:00 +02:00
Paul Chote
ff9bddbf21
Add unit command bar to TD.
2017-06-06 08:53:54 -06:00
Paul Chote
ce233a6cca
Reduce edge scrolling threshold and polish cursor hotspots.
2017-06-06 08:53:54 -06:00
Mustafa Alperen Seki
46d0157c2e
Add Harkonnen 4
2017-06-05 22:32:49 +02:00
reaperrr
3507ad2f87
Give D2k structures footprint hit-shapes
2017-06-05 14:22:47 +02:00
reaperrr
e2647e8a60
Move down D2k High-tech factory sprite
...
This better aligns its visuals with the footprint, hit-shape and targetable positions.
2017-06-05 14:22:47 +02:00
reaperrr
7acc6dacbc
Fix armaments/projectiles to aim at closest Target.Positions
...
Instead of CenterPosition.
TargetablePositions were already used for targeting/attack decisions, but not armaments/projectiles.
2017-06-05 14:22:47 +02:00
reaperrr
82758a8bef
Add TargetableOffsets to HitShape
...
And remove ITargetablePositions from Building.
Also, added UseFootprintOffsets to replicate the old Building behavior for easier setup of TargetablePositions for buildings.
2017-06-04 00:07:08 +02:00
reaperrr
7f81de2f8a
Upgrade rule for Health.Shape to HitShape.Type
2017-06-04 00:07:08 +02:00
reaperrr
c7c6cf864c
Fix inconsistent rules in preparation of HitShape refactor
...
- TD C17 and A10 are not targetable and therefore technically invulnerable, so we should remove Health and Armor
- D2k ^carryall.colorpicker and TS ^mmch.colorpicker shouldn't have Health
- TS crash sites are supposed to be indestructible map deco as per original (they had "Immune=yes")
2017-06-04 00:07:08 +02:00
Mustafa Alperen Seki
61afa096e3
Add 8PLAY6
2017-06-03 16:17:34 +02:00