Commit Graph

35 Commits

Author SHA1 Message Date
reaperrr
450749f388 Fix Fort Lonestar and Monster Tank Madness 2015-06-29 22:18:54 +02:00
penev92
2ab7abcee4 Add ScriptUpgradesCache class to enable maps to explicitly declare what upgrades their Lua scripts will use 2015-06-21 11:00:18 +03:00
reaperrr
7147ffc812 Replace RenderUnit in RA mod with WithFacingSpriteBody
+RenderSprites + AutoSelectionSize.

Change MadTank dependency from RenderUnit to WithFacingSpriteBody.
2015-06-04 14:44:19 +02:00
abcdefg30
8a5cdfa9fb Disable EnemyWatcher in all ra missions 2015-06-01 18:21:22 +02:00
Matthias Mailänder
d87d3e5283 Merge pull request #8220 from abcdefg30/bombletcrash
Fix a crash in the ParaBomb weapon defintion
2015-05-24 08:10:23 +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
abcdefg30
b5b2a6bdcb Fix a crash in the ParaBomb weapon defintion
in Fort Lonestar and Survival02
2015-05-23 13:31:45 +02:00
penev92
ea01439377 Add an upgrade rule for DamageWarheads 2015-04-26 14:29:10 +03:00
reaperrr
38d5163062 Refactors LimitedAmmo to AmmoPool.
Removes Reloads trait.

This enables adding multiple AmmoPools via @ differentiators and
Name which adds the possibility to assign each armament to a specific
ammo pool.

Furthermore, this moves all Reloads functionality onto AmmoPool.

Now a combination of all three is possible on a single actor: no limited
ammo, limited ammo that can reload on its own, and limited ammo which
needs to be reloaded at a rearm actor.

Additionally moves RearmSound from Minelayer to AmmoPool.
2015-03-26 23:21:01 +01:00
Paul Chote
4ea55809ca Decompose RenderInfantry into WithInfantryBody and RenderSprites. 2015-03-21 13:04:17 +00:00
abcdefg30
1b068f5986 Add MustBeDestroyed to sniper and reorganize map.yaml 2014-12-24 16:12:45 +01:00
Paul Chote
bd2518649a Upgrade shipped maps to the latest format. 2014-12-23 10:00:19 +13:00
Oliver Brakmann
f182e3be1d Adjust minigames 2014-12-18 20:24:37 +01:00
atlimit8
bbd54cb32f Added IDisabledTrait & rewrote upgrade code using a level-based approach.
Upgradeable traits are notified whenever an upgrade of their declared types are granted or revoked.  The traits maintain their own internal level counter, which is then used to enable or disable the trait functionality.  A trait can register for multiple upgrade types which then all affect the internal level counter.

	IDisabledTrait for identifying (and filtering) disabled traits
	UpgradableTrait provides an abstract base for traits to support upgrade levels
	Added IDisabledTrait support to GlobalButtonOrderGenerator

	Includes rework by pchote with alterations.
2014-11-26 05:45:26 -06:00
Matthias Mailänder
d418afaab9 don't re-use regular multiplayer crates
fixes #6869
2014-11-10 20:20:10 +01:00
Paul Chote
fd14ebddb8 Remove the now-redundant ScriptInvulnerable trait. 2014-10-01 21:50:18 +13:00
abcdefg30
698d57ed82 Made dog buildable at fort lonestar 2014-09-20 17:40:10 +02:00
obrakmann
7b8e774b08 Merge pull request #6319 from abcdefg30/fortlonestar
Small cleanup on fort-lonestar map
2014-08-31 11:30:39 +02:00
abcdefg30
5b97076769 Readd correct buildingspeed modifier 2014-08-30 18:24:17 +02:00
Matthias Mailänder
911f79e86f fix production queues and prerequisites 2014-08-30 18:16:36 +02:00
abcdefg30
9a87a7cd10 moved mediamessage to avoid spam 2014-08-30 18:16:36 +02:00
abcdefg30
2e431bb95b removed unused buildable: owner: ... 2014-08-30 18:16:35 +02:00
abcdefg30
adcfdbd391 added ftur and removed hbox 2014-08-30 18:16:35 +02:00
abcdefg30
1e3804b729 unit -> units to avoid crashes 2014-08-30 18:16:34 +02:00
reaperrr
3725ce4f7b InfDeath -> DeathType renaming. 2014-08-30 18:06:05 +02:00
Paul Chote
fa3e7b5e1b Convert versus to integers. 2014-08-23 17:14:12 +12:00
reaperrr
d6ef37a750 ReloadModifier & ROF -> ReloadDelay yaml changes 2014-08-19 02:59:50 +02:00
UberWaffe
256f6bdd7b Fixed custom weapon rules in maps. 2014-08-16 10:58:04 +02:00
Taryn Hill
b6fd757672 Merge pull request #6030 from UberWaffe/CustomWarheads
Custom Warheads refactor
2014-08-03 10:35:36 -05:00
UberWaffe
c972b39687 Custom Warheads refactor
Changes included:

Warhead code split out of weapon code and refactored.
Warhead functionality now split into several classes, each handling one effect/impact.

Additional custom warheads can now be defined and called via yaml.
Custom warheads inherit the abstract class Warhead,
which provides target check functions.

Custom warheads have to define their own impact functions,
and can also define their own replacement for check
functions.
2014-08-03 17:10:44 +02:00
ScottNZ
692e3a9c88 Move Power out of Building and into its own trait
Conflicts:
	mods/ts/rules/structures.yaml
2014-08-03 18:53:51 +12:00
Matthias Mailänder
e488365f85 add a simple test case 2014-07-27 07:34:31 +02:00
Matthias Mailänder
e512799eeb disable tech properly 2014-07-12 09:47:42 +02:00
abcdefg30
b87ea6ddef Update fort-lonestar.lua 2014-07-11 23:47:02 +02:00
Matthias Mailänder
525a0c4ff1 port Fort Lonestar to Lua 2014-06-14 07:40:52 +02:00