Gustas
e00887e4e1
Make support power fakes infiltratable
2022-07-25 20:07:02 -05:00
Paul Chote
7c0e4b25ae
Specify interaction bounds relative to the mod tile size.
2021-03-27 16:31:50 +01:00
Paul Chote
d09476c603
Remove custom palettes from building placement previews.
2021-02-12 02:08:30 +01:00
reaperrr
6a545bb942
Streamline RA target types
...
No more sharing of target types between terrain
and actors (except bridges), removed 'Ground(Actor)'
from WaterActors (was only used by weapons/warheads,
which can just list both ground- and water types.
2020-05-24 13:26:40 +02:00
Paul Chote
2b6c104011
Update RA decorations.
2020-03-24 00:07:10 -05:00
abcdefg30
55c3f313b1
Remove 'yes' and 'no' in favor of 'true' and 'false'
2019-10-12 00:07:05 +02:00
abcdefg30
9516ee511d
Remove the duplicate Selectable trait on TENF
2019-09-06 13:18:37 +02:00
Punsho
9ac3d7507c
Add Fake Allied Barracks to RA
2019-07-21 23:59:14 +02:00
Paul Chote
3f9e4a313f
Improve visibility of building placement preview.
2019-05-31 15:44:09 +02:00
Punsho
621a42b7d7
Update fakes.yaml
2019-02-22 21:30:48 +00:00
Paul Chote
94088d37a6
Remove building lock from Sellable.
2018-11-03 15:09:14 +01:00
Paul Chote
e038b86742
Hook up make animation conditions for the default mods.
2018-10-07 19:29:34 +02:00
Ectras
d9946f63e4
Renamed EditorTilesetFilter to MapEditorData and added an update rule
2018-09-22 15:12:15 +02:00
reaperrr
d85f96bc98
Give all RA structures fixed select/deco bounds
2018-07-01 19:57:37 +01:00
reaperrr
f0166207a7
Fix fake RA service depot bounds and footprint
2018-07-01 19:57:37 +01:00
reaperrr
ce396e840d
Improve RA service depot hitshape + target offsets
2018-03-10 04:44:46 +01:00
Arular101
e049452f22
Increase damage and HP by 100x
2017-12-12 20:50:27 +01:00
Paul Chote
c87409ed1a
Remove legacy bounds code.
2017-12-11 19:45:07 +01:00
Mustafa Alperen Seki
ca1448c7ba
Add Support of Types for GivesBuildableArea
2017-11-20 16:17:13 +02:00
Arular101
9c61f524f0
Tooltip fixes
2017-11-19 23:23:24 +01:00
reaperrr
d328b9b7d8
Adapt RA to low power/power-down refactor
2017-11-13 03:09:05 +02:00
Mustafa Alperen Seki
3aa91a08cc
Fix Fake Naval Yard's Name
2017-11-12 12:30:28 +00:00
reaperrr
d95d7e0b0f
Rename UseOccupiedCellsOffsets to UseTargetableCellsOffsets
...
With the introduction of the new 'u' BlockingUntargetable cell type, the old property name became inaccurate.
2017-07-13 17:43:41 +02:00
reaperrr
77ef3a0ed2
Simplify RA base building hitshape rules
2017-07-13 17:43:41 +02:00
reaperrr
8f4a92af99
Upgrade rules and yaml updates for Bib refactor
2017-07-06 01:42:55 +02:00
reaperrr
07e6708b88
Align RA base building hitshapes with their sprites
2017-06-10 11:38:04 +01:00
atlimit8
770efd710b
Remove DisabledOverlay using WithColoredOverlay & remove IDisable from Husk
2017-04-30 09:46:21 -05:00
reaperrr
5b5b064981
Move production icon sequence from Tooltip to Buildable
2016-10-22 20:37:09 +02:00
Tyson Liddell
8a760fedf2
Yaml files updated with Description moved from Tooltip to Buildable
2016-10-16 12:10:07 +11:00
Paul Chote
c781061300
Allow spys to infiltrate fake structures in RA.
2016-09-29 23:17:11 +01:00
reaperrr
99836bd55b
Fix RA selection box offsets
...
Gap Gen, Adv. Powerplant, fake APP, Tesla Coil.
2016-06-21 23:53:55 +02:00
reaperrr
ad44c51898
Removed empty top rows from RA base structure footprints
...
Removed top row of buildings where it only consisted of _ cells and adjusted the art offset instead. This fixes the issue that CenterPosition was located in the middle between the occupied and passable cell for defenses like tesla coils, makes their placement a bit more intuitive and makes setting up proper HitShapes easier.
2016-06-20 18:55:54 +02:00
D'Arcy Rush
b3b355dd6f
Add fake service depot.
2016-05-30 15:44:14 +01:00
D'Arcy Rush
fdf5a5293f
Reorder fake structures UI layout to match their real counterparts.
2016-05-30 15:27:48 +01:00
Mustafa Alperen Seki
f7be6d4d51
Added Fake Power Plants
2016-03-23 21:10:15 +02:00
Paul Chote
df30257881
Add a "No Superweapons" tech level.
2016-01-24 11:33:30 +00:00
Paul Chote
4f1d8b7ac9
Remove spurious final newline from mod files.
2016-01-02 20:06:53 +00:00
atlimit8
7c1e93a880
Merge pull request #9730 from r34ch/fake-structures-detonate
...
Fake structures detonate to mask health difference.
2015-10-25 09:12:02 -05:00
DArcy Rush
60ad19b625
Fake structures use 'DamageThreshold' under 'Explodes'.
...
This change means that fake structures take damage at the same
rate as their real counterparts, but explode at 90% of their
max health.
MSLF and PDOF have been given a health buff as only one fake
version of each can be built.
Also fixed mission Monster Tank Madness. Actor v19.Husk required
HealthInfo.
2015-10-25 11:51:27 +00:00
reaperrr
b5cdde6c5d
Fix RA building TargetTypes
2015-10-24 08:45:30 +02:00
atlimit8
23d0424437
Add ITargetablePositions seperating it from ITargetable
2015-09-02 23:14:40 -05:00
reaperrr
9da56f51e2
Remove RenderBuilding
2015-08-30 15:44:59 +02:00
Matthias Mailänder
e2e9ce9d7e
check sequence image at RenderSprites level
2015-06-11 21:18:25 +02:00
Matthias Mailänder
6f3c11da1d
remove actors without palette glitches, but non-sensical
2015-05-18 19:41:47 +02:00
abcdefg30
e55364dd0f
Add a low power overlay to fake structures
2015-05-11 16:35:17 +02:00
abcdefg30
cc61f904e0
Use WithProductionDoorOverlay on fake weap
2015-04-27 17:42:58 +02:00
Matthias Mailänder
8c8b9b1cc3
deprecate RenderBuildingWarFactory
2015-04-25 22:52:14 +02:00
ScottNZ
15c548c60a
Have build limit of 1 for pdof and mslf
2015-04-08 02:33:22 +12:00
ScottNZ
5653b3cbf3
Move fake structures to France
2015-04-08 02:33:20 +12:00
Oliver Brakmann
886513277a
Add mini-bib to fake chronosphere
...
Fixes #7600
2015-03-06 20:29:30 +01:00