Chicken man
718ddf9afd
Updated mods to work with changes.
2014-03-05 17:30:34 -05:00
Matthias Mailänder
56470b918b
use the disabled palette to render husks
...
closes #4631
2014-03-05 23:18:14 +01:00
Iamgoofball
2c649f0eaf
Rebalanced Viceroids and Tiberium. PR number 4745.
2014-03-01 16:55:18 -08:00
Dan9550
fefb43eb8e
Commando fixes for walls
...
Removed commented lines
2014-02-24 16:45:57 +11:00
Temeez
878c1bd80b
Fixed dino not crushing crates
2014-02-14 23:46:09 +02:00
Matthias Mailänder
a2579aadd0
unselectable walls for Tiberian Dawn
2014-02-04 10:33:03 +01:00
Matthias Mailänder
e4effd0125
Merge pull request #4478 from pchote/aircraft-follow
...
Add Guard and AttackMove to RA and C&C aircraft.
2014-02-01 00:38:21 -08:00
Paul Chote
e58053cb69
Make aircraft guardable.
2014-02-01 10:57:56 +13:00
Paul Chote
697b50c149
Add Guard support to Aircraft.
2014-02-01 10:56:04 +13:00
Paul Chote
61f5ab7167
Remove redundant AttackMove definitions.
2014-02-01 10:55:04 +13:00
Matthias Mailänder
018f30c86e
capturable husks for Tiberian Dawn
2014-01-31 13:17:26 +01:00
Paul Chote
d2d29269d6
Add AttackMove to C&C helicopters.
...
The other mods don't allow aircraft to AutoTarget.
2014-01-16 19:02:39 +13:00
Paul Chote
99cb698424
Generalise AttackMove to support anything with IMove and AutoTarget.
...
Also removes the unnecessary JustMove parameter.
2014-01-16 18:47:29 +13:00
Matthias Mailänder
7d6d484afd
recreated GDI01 in Lua
2013-12-30 08:52:15 +01:00
Matthias Mailänder
c08335b7b2
made fields non-explodable
2013-12-26 21:22:50 +01:00
Matthias Mailänder
c78a856894
C4 demolishable bridges
2013-12-26 21:22:47 +01:00
Paul Chote
996877d9e5
Upgrade mod rules to match engine changes.
2013-12-26 20:42:13 +13:00
ScottNZ
e4d477b0e0
Add Lua standard library and supporting C#/yaml
2013-11-29 23:48:44 +13:00
Matthias Mailänder
fb6bb63b29
removed BuildingCapture redundancy
2013-11-09 10:32:36 +01:00
Curtis Shmyr
2229bbf985
Rename LegacyCapture related traits to Capture
2013-10-27 17:25:44 -06:00
Paul Chote
2241fa851b
Allow engineers to repair structures.
2013-10-27 18:11:04 +13:00
Paul Chote
5da2c319c1
Fix inconsistent naming in DebugMuzzlePositions.
2013-10-14 20:57:20 +13:00
Paul Chote
1e53434e45
Simplify cloak crate behavior.
...
This removes the runtime trait addition which
prevented Cloak from being cached.
The CloakCrateAction in D2K was never used, so
has also been removed.
2013-08-22 19:29:05 +12:00
Matthias Mailänder
771c32255c
use advanced player statistics in cnc mod
2013-08-11 12:21:28 +02:00
Paul Chote
8fb7ed4913
Hide walls under fog.
2013-08-04 11:49:09 +12:00
Paul Chote
5617b2a550
Freeze civilian and map structures under fog. Fixes #3614 .
2013-08-04 11:43:57 +12:00
Paul Chote
c836374ae2
Enable FrozenUnderFog in C&C and RA.
2013-07-25 18:11:55 +12:00
Paul Chote
e23c1ad33e
Rewrite husks using world coords.
2013-07-21 17:35:46 +12:00
Matthias Mailänder
dc2c16130b
arming the dinos and making them buildable without cheats
...
no ranks and player color remapping for them though
2013-07-11 20:53:48 +02:00
Matthias Mailänder
1740e95716
added rules for C&C dinosaurs being already shipped
2013-07-11 20:53:48 +02:00
ScottNZ
4f099348b2
Make captured hospitals in cnc/ra gradually heal all infantry units on the map
2013-07-04 18:38:49 +12:00
Matthias Mailänder
52069c6788
also revert AutoTargetIgnore: for all buildings in cnc
2013-06-23 13:15:47 +02:00
Curtis Shmyr
6a1b37b5b7
Capture changes - Engis now capture from outside. Added classic (legacy) capturable traits.
2013-06-11 20:44:06 -06:00
ScottNZ
5184cee3ca
Rework aircraft destruction to use husks instead of the original actor
2013-06-07 05:04:47 +12:00
Paul Chote
c149898592
Separate IBodyOrientation from render traits.
2013-05-28 22:37:06 +12:00
Chris Forbes
8b4814e399
Merge pull request #3233 from ScottNZ/follow
...
Add unit following/guarding
2013-05-16 14:02:32 -07:00
Scott_NZ
6e5d58379f
Add unit guarding
2013-05-16 21:23:58 +12:00
Matthias Mailänder
99d4d07cd5
removed now redundant debug auto-target traits
2013-05-10 22:31:54 +02:00
psydev
396a82987e
increas TakeCover crawl speed 50% -> 60%
...
Seems like taking cover is a liability much more than a protection. I think it's better if infantry get out of the way of artillery rather than slow down and stay in its way. It's frustrating watching your infantry die pointlessly.
Instead of this, a reasonable alternative might be to double-click orders for your infantry to force them back up.
2013-04-17 06:11:53 -07:00
psydev
a27e14b984
decreasing crush evasion from 75% -> 60%
2013-04-17 06:11:51 -07:00
psydev
1c5d2a4a52
reducing Adjacent from 5 -> 4
...
buildings are too far apart these days.
2013-04-17 06:11:51 -07:00
Chris Forbes
6fb1c4879a
Merge pull request #3070 from Mailaender/d2k-assets-completion
...
Ripped the Dune 2000 assets completely and added some polishing
2013-04-16 12:15:24 -07:00
Paul Chote
921c7b4fb1
Add invisible repair zones to bridges.
2013-04-15 23:22:08 +12:00
Matthias Mailänder
a7ace54ecb
BuildingCapture, ActorLost now use notifications.yaml
...
less redundancy, aggregates notification audio files
2013-04-15 13:11:41 +02:00
Paul Chote
4ca777597f
Replace UnitTraitOrderTargeter with TargetTypeOrderTargeter.
...
This also makes naval buildings untargetable for c4 and demo trucks, as they don't make much sense.
2013-04-15 23:10:57 +12:00
Chris Forbes
e66ea6060f
render husks under other actors
2013-04-13 20:04:23 +12:00
psydev
d8312c73a4
Making bridges indestructible for now.
...
Making bridges indestructible.
Rationale:
-many maps don't work when bridges are destructible (most or all of the crossings are bridges)
-bridges will be repairable in the future. At this point, an engi can come and re-open it, but in the meantime, they shouldn't be destroyed.
-if someone wants to make a map with destructible bridges, they still can, by editing the .yaml themselves. This should be the default, though.
(FWIW, bridges were not destructible in C&C 1.)
2013-04-11 08:39:26 -07:00
psydev
d22764d3d3
infantry speed increased from 90% to 100%.
...
During playtesting it seemed like having infantry go at full speed on clear terrain was a good addition.
If it seems inappropriate for some infantry, can change it individually later for some units that might be too fast (e.g. flamethrowers and grenadiers, who travel at speed=5).
2013-04-04 03:57:04 -07:00
psydev
e6c962cc6b
Building adjacent value increased
...
Since the MCV position limits where you can build, it seems like the adjacent value should be relaxed.
Pchote, scott, mailaender and I were playtesting the new build radius. We played with a value of 5 and it was good.
2013-03-31 03:42:30 -07:00
Paul Chote
9127d0dcf4
Support a maximum building range ( Fixes #2156 ).
...
This also implements support for a per-provider
cooldown between placing structures, allowing mods
with multiple structure queues to rate-limit
placement around a single provider.
An initial delay parameter is included to
support units that deploy into a base provider and
require an initial setup time (e.g. the Surveyor
unit from C&C TW).
The range and time restrictions are not applied to
walls as a balance choice.
2013-03-30 23:00:26 +13:00