Files
OpenRA/mods/ra/weapons/superweapons.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

150 lines
3.8 KiB
YAML

ParaBomb:
ReloadDelay: 10
Range: 3c0
Report: chute1.aud
Projectile: GravityBomb
Image: PARABOMB
OpenSequence: open
Velocity: 0, 0, -86
Acceleration: 0, 0, 0
Shadow: False
Warhead@1Dam: SpreadDamage
Spread: 768
Damage: 30000
Versus:
None: 30
Wood: 30
Light: 75
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
Warhead@2Smu: LeaveSmudge
SmudgeType: Crater
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
Warhead@3Eff: CreateEffect
Explosions: artillery_explosion
ImpactSounds: kaboom15.aud
ValidTargets: Ground, Ship, Trees
Warhead@4EffWater: CreateEffect
Explosions: small_splash
ImpactSounds: splash9.aud
ValidTargets: Water, Underwater
InvalidTargets: Ship, Structure
Atomic:
ValidTargets: Ground, Trees, Water, Underwater, Air
Warhead@1Dam_impact: SpreadDamage
Spread: 1c0
Damage: 15000
Falloff: 1000, 368, 135, 50, 18, 7, 0
ValidTargets: Ground, Trees, Water, Underwater, Air
Versus:
Wood: 25
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@2Res_impact: DestroyResource
Size: 1
Warhead@3Smu_impact: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall
Size: 1
Warhead@4Eff_impact: CreateEffect
Explosions: nuke
ImpactSounds: kaboom1.aud
ImpactActors: false
ValidTargets: Ground, Water, Air
Warhead@5Dam_areanuke1: SpreadDamage
Spread: 2c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 5
ValidTargets: Ground, Trees, Water, Underwater, Air
Versus:
Wood: 25
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@6Res_areanuke1: DestroyResource
Size: 2
Delay: 5
Warhead@7Smu_areanuke1: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
Size: 2
Delay: 5
Warhead@8Eff_areanuke1: CreateEffect
ImpactSounds: kaboom22.aud
Delay: 5
ImpactActors: false
Warhead@9Dam_areanuke2: SpreadDamage
Spread: 3c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 10
ValidTargets: Ground, Water, Underwater, Air
Versus:
Wood: 50
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@10Dam_areanuke2: SpreadDamage
Spread: 3c0
Damage: 12000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 15
ValidTargets: Trees
DamageTypes: Incendiary
Warhead@11Res_areanuke2: DestroyResource
Size: 3
Delay: 10
Warhead@12Smu_areanuke2: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
Size: 3
Delay: 10
Warhead@13Dam_areanuke3: SpreadDamage
Spread: 4c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 15
ValidTargets: Ground, Water, Underwater, Air
Versus:
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@14Dam_areanuke3: SpreadDamage
Spread: 4c0
Damage: 12000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 15
ValidTargets: Trees
DamageTypes: Incendiary
Warhead@15Res_areanuke3: DestroyResource
Size: 4
Delay: 15
Warhead@16Smu_areanuke3: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
Size: 4
Delay: 15
Warhead@17Dam_areanuke4: SpreadDamage
Spread: 5c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 20
ValidTargets: Ground, Water, Underwater, Air
Versus:
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
Warhead@18Dam_areanuke4: SpreadDamage
Spread: 5c0
Damage: 12000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 20
ValidTargets: Trees
DamageTypes: Incendiary
Warhead@19Res_areanuke4: DestroyResource
Size: 5
Delay: 20
Warhead@20Smu_areanuke4: LeaveSmudge
SmudgeType: Scorch
InvalidTargets: Vehicle, Structure, Wall, Husk, Trees
Size: 5
Delay: 20