Files
OpenRA/mods/cnc/weapons/explosions.yaml
Alexis Hunt 08ad7d7f4e Refactor handling of hit radii in projectiles.
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.
2018-02-21 23:26:41 +01:00

132 lines
2.8 KiB
YAML

^DamagingExplosion:
Warhead@1Dam: SpreadDamage
Spread: 426
Damage: 4000
Versus:
None: 100
Wood: 100
Light: 100
Heavy: 100
DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
Warhead@2Eff: CreateEffect
Explosions: poof
ImpactSounds: xplos.aud
ImpactActors: false
Warhead@3Smu: LeaveSmudge
SmudgeType: Crater
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees, Creep
^DamagingExplosionHE:
Inherits: ^DamagingExplosion
Warhead@1Dam: SpreadDamage
Versus:
None: 90
Wood: 75
Light: 60
Heavy: 25
FlametankExplode:
Inherits: ^DamagingExplosion
Warhead@1Dam: SpreadDamage
Spread: 1c0
Damage: 11500
DamageTypes: Prone50Percent, TriggerProne, FireDeath
Warhead@2Eff: CreateEffect
Explosions: big_napalm
ImpactSounds: xplobig6.aud
Warhead@3Smu: LeaveSmudge
SmudgeType: Scorch
HeliCrash:
Inherits: ^DamagingExplosion
Warhead@1Dam: SpreadDamage
Damage: 10000
HeliExplode:
Warhead@1Dam: SpreadDamage
DamageTypes: ExplosionDeath
Warhead@2Eff: CreateEffect
Explosions: small_building
ImpactSounds: xplos.aud
UnitExplode:
Inherits: ^DamagingExplosionHE
Warhead@1Dam: SpreadDamage
Damage: 5000
Versus:
Wood: 74
Heavy: 24
Warhead@2Eff: CreateEffect
ImpactSounds: xplobig6.aud
UnitExplodeShip:
Inherits: ^DamagingExplosionHE
Warhead@1Dam: SpreadDamage
Damage: 5000
Versus:
Wood: 74
Heavy: 24
Warhead@2Eff: CreateEffect
Explosions: building
ImpactSounds: xplobig6.aud
UnitExplodeSmall:
Inherits: ^DamagingExplosionHE
Warhead@2Eff: CreateEffect
Explosions: big_frag
ImpactSounds: xplobig4.aud
GrenadierExplode:
Inherits: ^DamagingExplosionHE
Warhead@1Dam: SpreadDamage
Spread: 256
Damage: 1000
Versus:
Wood: 70
Heavy: 20
DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
Warhead@2Eff: CreateEffect
ImpactSounds: xplosml2.aud
BuildingExplode:
Warhead@1Eff: CreateEffect
Explosions: building, building_napalm, med_frag, poof, small_building
Delay: 1
ImpactActors: false
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
Delay: 1
Napalm.Crate:
Inherits: ^DamagingExplosionHE
Warhead@1Dam: SpreadDamage
Spread: 170
Damage: 5000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Versus:
Wood: 100
AffectsParent: true
DamageTypes: Prone50Percent, TriggerProne, FireDeath
Warhead@2Eff: CreateEffect
Explosions: med_napalm
ImpactSounds: flamer2.aud
Warhead@3Smu: LeaveSmudge
SmudgeType: Scorch
TiberiumExplosion:
Inherits: ^DamagingExplosionHE
Warhead@1Dam: SpreadDamage
Spread: 9
Damage: 1000
Versus:
Wood: 70
Heavy: 20
DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
Warhead@2Eff: CreateEffect
Explosions: chemball
ImpactSounds: xplosml2.aud
-Warhead@3Smu: LeaveSmudge
Warhead@4Res: CreateResource
AddsResourceType: Tiberium
Size: 1,1