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.
326 lines
6.5 KiB
YAML
326 lines
6.5 KiB
YAML
Sound:
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ReloadDelay: 90
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Range: 5c0
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Report: SONIC1.WAV
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Projectile: AreaBeam
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Speed: 0c128
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Duration: 4 # Has a length of 0c512
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DamageInterval: 3 # Travels 0c384 between impacts, will hit a target roughly three times
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Width: 0c512
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Shape: Flat
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Falloff: 100, 100, 50
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Range: 0, 6c0, 11c0
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BeyondTargetRange: 1c0
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Color: 00FFFFC8
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Warhead@1Dam: SpreadDamage
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Range: 0, 32
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Falloff: 100, 100
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Damage: 860
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AffectsParent: false
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ValidStances: Neutral, Enemy
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Versus:
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none: 200
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wall: 50
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building: 60
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wood: 110
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light: 110
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heavy: 60
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invulnerable: 0
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cy: 20
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harvester: 50
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DamageTypes: Prone50Percent, TriggerProne, SoundDeath
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Warhead@2Dam: SpreadDamage
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Range: 0, 32
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Falloff: 100, 100
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Damage: 430 # Only does half damage to friendly units
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AffectsParent: false
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ValidStances: Ally
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Versus:
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none: 200
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wall: 50
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building: 60
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wood: 110
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light: 110
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heavy: 60
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invulnerable: 0
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cy: 20
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harvester: 50
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DamageTypes: Prone50Percent, TriggerProne, SoundDeath
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WormJaw:
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ReloadDelay: 10
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InvalidTargets: Structure, Infantry
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Range: 1c512
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Warhead@1Dam: TargetDamage # HACK: The warhead is needed for targeting
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InvalidTargets: Structure, Infantry
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OrniBomb:
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ReloadDelay: 25
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Burst: 5
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BurstDelays: 6
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Range: 3c0
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Projectile: GravityBomb
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Image: BOMBS
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Velocity: 0, 0, -64
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Acceleration: 0, 0, 0
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Shadow: true
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Warhead@1Dam: SpreadDamage
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Spread: 320
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Falloff: 100, 60, 30, 15, 0
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Damage: 7500 #400 in original, reduce when bombers can do multiple passes
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Versus:
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none: 90
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wall: 50
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building: 75
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wood: 60
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light: 60
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heavy: 60
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invulnerable: 0
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cy: 25
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harvester: 60
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DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
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Warhead@2Smu: LeaveSmudge
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SmudgeType: SandCrater, RockCrater
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InvalidTargets: Vehicle, Structure
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Warhead@3Eff: CreateEffect
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Explosions: large_explosion
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ImpactSounds: EXPLSML4.WAV
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ImpactActors: false
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Crush:
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Warhead@1Dam: SpreadDamage
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Damage: 1000
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DamageTypes: ExplosionDeath
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Warhead@2Eff: CreateEffect
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ImpactSounds: CRUSH1.WAV
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Demolish:
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Warhead@1Dam: SpreadDamage
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DamageTypes: ExplosionDeath
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Warhead@2Eff: CreateEffect
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Explosions: building
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ImpactSounds: EXPLLG2.WAV
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ImpactActors: false
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Atomic:
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Warhead@1Dam: SpreadDamage
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Spread: 1c0
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Falloff: 200, 100, 50, 25, 12, 0
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Damage: 27000 ##225 in vanilla but of course is a cluster bomb instead, so damage spread out
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Versus:
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none: 90
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wall: 50
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building: 75
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wood: 60
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light: 60
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heavy: 60
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invulnerable: 0
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cy: 25
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harvester: 60
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DamageTypes: Prone50Percent, TriggerProne, SoundDeath
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Warhead@2Eff: CreateEffect
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Explosions: nuke
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ImpactSounds: EXPLLG2.WAV
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ImpactActors: false
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CrateNuke:
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Inherits: Atomic
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Warhead@1Dam: SpreadDamage
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Spread: 320
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Falloff: 100, 60, 30, 15, 0
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Damage: 5000
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AffectsParent: true
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CrateExplosion:
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Warhead@1Dam: SpreadDamage
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Spread: 320
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Falloff: 100, 60, 30, 15, 0
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Damage: 5000
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Versus:
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none: 90
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wall: 5
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building: 65
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wood: 50
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light: 40
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heavy: 30
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invulnerable: 0
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cy: 20
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harvester: 25
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AffectsParent: true
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DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
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Warhead@2Eff: CreateEffect
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Explosions: large_explosion
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ImpactSounds: EXPLSML4.WAV
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ImpactActors: false
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UnitExplodeSmall:
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Warhead@1Eff: CreateEffect
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Explosions: self_destruct
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ImpactSounds: EXPLSML1.WAV
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ImpactActors: false
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UnitExplodeMed:
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Warhead@1Eff: CreateEffect
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Explosions: building
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ImpactSounds: EXPLSML2.WAV
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ImpactActors: false
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UnitExplodeLarge:
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Warhead@1Eff: CreateEffect
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Explosions: large_explosion
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ImpactSounds: EXPLLG2.WAV
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ImpactActors: false
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BuildingExplode:
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Warhead@1Eff: CreateEffect
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Explosions: building, self_destruct, large_explosion
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ImpactActors: false
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WallExplode:
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Warhead@1Eff: CreateEffect
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Explosions: wall_explosion
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ImpactSounds: EXPLHG1.WAV
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ImpactActors: false
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grenade:
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ReloadDelay: 50
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Range: 4c0
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Projectile: Bullet
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Speed: 160
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Blockable: false
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LaunchAngle: 128
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Inaccuracy: 416
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Image: grenade
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Shadow: true
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Warhead@1Dam: SpreadDamage
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Spread: 320
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Falloff: 100, 65, 35, 20, 0
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Damage: 1500
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Versus:
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none: 125
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wood: 70
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light: 30
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heavy: 20
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invulnerable: 0
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cy: 20
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harvester: 25
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DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
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Warhead@2Smu: LeaveSmudge
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SmudgeType: SandCrater
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InvalidTargets: Vehicle, Structure
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Warhead@3Eff: CreateEffect
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Explosions: med_explosion
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ImpactSounds: EXPLMD2.WAV
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ImpactActors: false
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GrenDeath:
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Warhead@1Dam: SpreadDamage
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Spread: 320
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Falloff: 100, 60, 30, 15, 0
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Damage: 1500
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Versus:
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none: 125
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wood: 70
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light: 30
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heavy: 20
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invulnerable: 0
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cy: 20
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harvester: 25
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DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
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Warhead@2Smu: LeaveSmudge
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SmudgeType: SandCrater, RockCrater
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Warhead@3Eff: CreateEffect
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Explosions: building
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ImpactSounds: EXPLSML4.WAV
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ImpactActors: false
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SardDeath:
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Warhead@1Dam: SpreadDamage
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Spread: 256
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Falloff: 100, 50, 25, 0
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Damage: 3000
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Versus:
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none: 15
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wall: 75
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building: 60
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wood: 65
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light: 90
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invulnerable: 0
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cy: 30
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harvester: 50
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DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
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Warhead@2Smu: LeaveSmudge
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SmudgeType: SandCrater, RockCrater
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Warhead@3Eff: CreateEffect
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Explosions: small_napalm
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ImpactSounds: EXPLSML2.WAV
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ImpactActors: false
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SpiceExplosion:
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Projectile: Bullet
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Speed: 50, 75
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Blockable: false
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LaunchAngle: 60, 90
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TrailImage: large_trail
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Image: 120mm
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Warhead@1Dam: SpreadDamage
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Spread: 320
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Falloff: 100, 60, 30, 15, 0
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Damage: 750
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Versus:
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none: 90
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wall: 5
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building: 65
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wood: 50
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light: 40
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heavy: 30
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invulnerable: 0
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cy: 20
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harvester: 25
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DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
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AffectsParent: true
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Warhead@2Res: CreateResource
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AddsResourceType: Spice
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Size: 1
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Warhead@3Eff: CreateEffect
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Explosions: med_explosion
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ImpactActors: false
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BloomExplosion:
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Report: EXPLMD1.WAV
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Range: 0c8
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Projectile: InstantHit
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Warhead@1Dam: SpreadDamage
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Spread: 320
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Falloff: 100, 60, 30, 15, 0
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Damage: 7500
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Versus:
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none: 90
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wall: 5
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building: 65
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wood: 50
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light: 40
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heavy: 30
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invulnerable: 0
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cy: 20
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harvester: 25
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DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
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AffectsParent: true
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PlasmaExplosion:
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Warhead@1Dam: SpreadDamage
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Spread: 2c0
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Falloff: 100, 37, 0
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Damage: 20000
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Versus:
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None: 100
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Wood: 100
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Light: 100
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Heavy: 100
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Concrete: 60
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DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
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Warhead@2Smu: LeaveSmudge
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SmudgeType: SandCrater
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Warhead@3Eff: CreateEffect
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Explosions: devastator
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