Files
OpenRA/mods/ra/weapons/missiles.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

353 lines
6.7 KiB
YAML

^AntiGroundMissile:
ReloadDelay: 50
Range: 5c0
MinRange: 0c512
Report: missile6.aud
Projectile: Missile
Speed: 213
Arm: 2
Blockable: false
ContrailLength: 10
Inaccuracy: 128
Image: DRAGON
Shadow: True
HorizontalRateOfTurn: 5
RangeLimit: 6c0
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 5000
ValidTargets: Ground, Water, Air
Versus:
None: 10
Wood: 74
Light: 34
Heavy: 100
Concrete: 50
DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
Warhead@3Eff: CreateEffect
Explosions: med_explosion
ImpactSounds: kaboom25.aud
ValidTargets: Ground, Air, Ship, Trees
Warhead@4EffWater: CreateEffect
Explosions: med_splash
ImpactSounds: splash9.aud
ValidTargets: Water, Underwater
InvalidTargets: Ship, Structure, Bridge
^AntiAirMissile:
Inherits: ^AntiGroundMissile
ValidTargets: Air
Warhead@3Eff: CreateEffect
ImpactActors: false
Maverick:
Inherits: ^AntiGroundMissile
ReloadDelay: 30
Range: 9c0
MinRange: 3c0
Report: missile7.aud
Burst: 2
BurstDelays: 7
Projectile: Missile
Speed: 256
Inaccuracy: 512
CruiseAltitude: 2c0
RangeLimit: 14c410
Warhead@1Dam: SpreadDamage
Damage: 7000
Versus:
None: 30
Wood: 90
Light: 90
Heavy: 115
Concrete: 100
Dragon:
Inherits: ^AntiGroundMissile
Projectile: Missile
TrailImage: smokey
HellfireAG:
Inherits: ^AntiGroundMissile
ReloadDelay: 60
MinRange: 1c256
Burst: 4
BurstDelays: 14
Projectile: Missile
Speed: 256
HorizontalRateOfTurn: 10
RangeLimit: 8c512
Warhead@1Dam: SpreadDamage
Damage: 6000
Versus:
None: 30
Wood: 90
Light: 90
Concrete: 100
HellfireAA:
Inherits: ^AntiAirMissile
ReloadDelay: 60
MinRange: 1c256
Burst: 2
BurstDelays: 10
Projectile: Missile
Speed: 384
Inaccuracy: 128
HorizontalRateOfTurn: 10
RangeLimit: 7c0
Warhead@1Dam: SpreadDamage
Damage: 4000
ValidTargets: Air
Versus:
Wood: 75
Light: 75
Warhead@3Eff: CreateEffect
Explosions: med_explosion_air
MammothTusk:
Inherits: ^AntiGroundMissile
ReloadDelay: 60
Range: 8c0
Burst: 2
ValidTargets: Air, Infantry
Projectile: Missile
Speed: 341
HorizontalRateOfTurn: 15
RangeLimit: 9c614
Warhead@1Dam: SpreadDamage
Spread: 256
Damage: 5000
ValidTargets: Air, Infantry
Versus:
None: 100
Light: 60
Heavy: 24
Concrete: 50
DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
Warhead@3Eff: CreateEffect
ImpactSounds: kaboom12.aud
ValidTargets: Ground, Trees
Warhead@5EffAir: CreateEffect
Explosions: med_explosion_air
ImpactSounds: kaboom25.aud
ValidTargets: Air
Nike:
Inherits: ^AntiAirMissile
ReloadDelay: 15
Range: 7c512
Report: missile1.aud
Projectile: Missile
Arm: 3
Inaccuracy: 0
Image: MISSILE
HorizontalRateOfTurn: 25
RangeLimit: 9c0
Speed: 341
Warhead@1Dam: SpreadDamage
Damage: 5000
ValidTargets: Air
Versus:
None: 90
Light: 90
Heavy: 50
Warhead@3Eff: CreateEffect
Explosions: med_explosion_air
ImpactSounds: kaboom25.aud
RedEye:
Inherits: Nike
ReloadDelay: 50
Projectile: Missile
Inaccuracy: 0
HorizontalRateOfTurn: 20
Speed: 298
Warhead@1Dam: SpreadDamage
Damage: 4000
ValidTargets: Air
Versus:
Wood: 75
Light: 60
Heavy: 25
Stinger:
Inherits: ^AntiGroundMissile
ReloadDelay: 60
Range: 7c512
Burst: 2
BurstDelays: 0
InvalidTargets: Underwater
Projectile: Missile
Arm: 3
Inaccuracy: 0
HorizontalRateOfTurn: 20
RangeLimit: 9c512
Speed: 170
CloseEnough: 149
Warhead@1Dam: SpreadDamage
Damage: 2500
Versus:
None: 36
Wood: 88
Light: 88
Heavy: 120
Concrete: 60
StingerAA:
Inherits: Stinger
ValidTargets: Air
Projectile: Missile
Speed: 255
CloseEnough: 298
Warhead@3Eff: CreateEffect
Explosions: med_explosion_air
ImpactSounds: kaboom25.aud
APTusk:
Inherits: ^AntiGroundMissile
ReloadDelay: 60
Range: 6c0
Projectile: Missile
Speed: 298
TrailImage: smokey
HorizontalRateOfTurn: 10
RangeLimit: 7c204
Warhead@1Dam: SpreadDamage
Damage: 2500
Versus:
None: 28
Wood: 88
Light: 88
Heavy: 120
Concrete: 60
TorpTube:
ReloadDelay: 100
Range: 9c0
Report: torpedo1.aud
ValidTargets: Water, Underwater, Bridge
Burst: 2
BurstDelays: 20
Projectile: Missile
Image: torpedo
Arm: 3
Speed: 85
TrailImage: bubbles
HorizontalRateOfTurn: 1
RangeLimit: 10c819
BoundToTerrainType: Water
Palette: shadow
MaximumLaunchAngle: 0
CruiseAltitude: 0
Warhead@1Dam: SpreadDamage
Spread: 426
Damage: 18000
ValidTargets: Water, Underwater, Bridge
Versus:
None: 30
Wood: 75
Light: 75
Heavy: 100
Concrete: 500
DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
Warhead@3Eff: CreateEffect
Explosions: artillery_explosion
ImpactSounds: kaboom15.aud
ValidTargets: Ship, Structure, Underwater, Ground, Bridge
Warhead@4EffWater: CreateEffect
Explosions: large_splash
ImpactSounds: splash9.aud
ValidTargets: Water
InvalidTargets: Ship, Structure, Underwater, Bridge
^SubMissileDefault:
Inherits: ^AntiGroundMissile
ReloadDelay: 300
Range: 8c0
Burst: 2
Projectile: Missile
Speed: 234
Inaccuracy: 0c614
HorizontalRateOfTurn: 15
RangeLimit: 9c0
LaunchAngle: 120
Image: MISSILE
TrailImage: smokey
ContrailLength: 30
Warhead@1Dam: SpreadDamage
Spread: 426
Damage: 2500
Falloff: 1000, 368, 135, 50, 18, 7, 0
Versus:
None: 40
Wood: 40
Light: 30
Heavy: 30
Concrete: 100
DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath
Warhead@3Eff: CreateEffect
Explosions: artillery_explosion
ImpactSounds: kaboom15.aud
Warhead@4EffWater: CreateEffect
Explosions: large_splash
ImpactSounds: splash9.aud
SubMissile:
Inherits: ^SubMissileDefault
Range: 20c0
TargetActorCenter: true
-Projectile:
Projectile: Bullet
Speed: 162
Blockable: false
LaunchAngle: 120
Inaccuracy: 0c614
Image: MISSILE
Shadow: True
TrailImage: smokey
ContrailLength: 30
SubMissileAA:
Inherits: ^SubMissileDefault
ValidTargets: Air
Warhead@1Dam: SpreadDamage
Damage: 1500
SCUD:
Inherits: ^AntiGroundMissile
ReloadDelay: 0
Range: 10c0
MinRange: 4c0
Report: missile1.aud
-Projectile:
Projectile: Bullet
Speed: 170
Blockable: false
TrailImage: smokey
TrailDelay: 5
Inaccuracy: 213
Image: V2
Shadow: True
LaunchAngle: 62
Warhead@1Dam: SpreadDamage
Spread: 341
Damage: 4500
Falloff: 1000, 368, 135, 50, 18, 7, 0
ValidTargets: Ground, Water, Trees
Versus:
None: 90
Wood: 75
Light: 70
Heavy: 40
Concrete: 100
DamageTypes: Prone50Percent, TriggerProne, SmallExplosionDeath, Incendiary
Warhead@3Eff: CreateEffect
Explosions: napalm
ImpactSounds: firebl3.aud
Warhead@4EffWater: CreateEffect
Explosions: large_splash