Files
OpenRA/mods/ts/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

213 lines
5.2 KiB
YAML

MultiCluster:
ReloadDelay: 80
Range: 6c0
Report: misl1.aud
ValidTargets: Ground
Projectile: Missile
MaximumLaunchSpeed: 170
Arm: 2
Blockable: false
Shadow: true
Inaccuracy: 128
Image: DRAGON
HorizontalRateOfTurn: 8
RangeLimit: 7c204
Palette: ra
MinimumLaunchSpeed: 75
Speed: 384
TerrainHeightAware: true
Warhead@1Dam: SpreadDamage
Spread: 128
Damage: 6500
ValidTargets: Ground
Versus:
None: 25
Wood: 65
Light: 75
Heavy: 100
Concrete: 60
DamageTypes: Prone50Percent, TriggerProne, ExplosionDeath
Warhead@2Eff: CreateEffect
Explosions: large_explosion
ImpactSounds: expnew09.aud
ValidTargets: Ground, Air
Warhead@3EffWater: CreateEffect
Explosions: small_watersplash
ExplosionPalette: player
ValidTargets: Water
InvalidTargets: Vehicle
Warhead@4Smu: LeaveSmudge
SmudgeType: MediumCrater
InvalidTargets: Vehicle, Building, Wall
SuicideBomb:
ReloadDelay: 1
Range: 0c512
Report: hunter2.aud
Warhead@1Dam: SpreadDamage
Spread: 256
Damage: 11000
Falloff: 10000, 3680, 1350, 500, 180, 70, 0
Versus:
None: 90
Light: 60
Heavy: 25
Concrete: 50
DamageTypes: Prone50Percent, TriggerProne, FireDeath
Warhead@2Res: DestroyResource
IonCannon:
ValidTargets: Ground, Water, Air
Warhead@1Dam_impact: SpreadDamage
Spread: 1c0
Damage: 10000
Falloff: 1000, 368, 135, 50, 18, 7, 0
ValidTargets: Ground, Water, Air
DamageTypes: Prone100Percent, TriggerProne, EnergyDeath
Warhead@2Dam_area: SpreadDamage
Spread: 1c0
Damage: 25000
Falloff: 100, 50, 25, 0
Delay: 3
ValidTargets: Ground, Water, Air
DamageTypes: Prone50Percent, TriggerProne, EnergyDeath
Warhead@3Smu_area: LeaveSmudge
SmudgeType: SmallScorch
InvalidTargets: Vehicle, Building, Wall
Size: 2
Delay: 3
Warhead@4Effect: CreateEffect
Explosions: ionbeam
ExplosionPalette: effect-ignore-lighting-alpha75
ImpactSounds: ion1.aud
ImpactActors: false
Warhead@5Effect: CreateEffect
Explosions: ionbeam2
ExplosionPalette: effect-ignore-lighting-alpha75
ImpactActors: false
Warhead@6Effect: CreateEffect
Explosions: ionbeam3
ExplosionPalette: effect-ignore-lighting-alpha75
ImpactActors: false
Warhead@7Effect: CreateEffect
Explosions: ionbeam4
ExplosionPalette: effect-ignore-lighting-alpha75
ImpactActors: false
Warhead@8Effect: CreateEffect
Explosions: ionbeam5
ExplosionPalette: effect-ignore-lighting-alpha75
ImpactActors: false
Warhead@9Effect: CreateEffect
Explosions: ionbeam6
ExplosionPalette: effect-ignore-lighting-alpha75
ImpactActors: false
EMPulseCannon:
ReloadDelay: 100
Range: 40c0
Report: plsecan2.aud
Projectile: Bullet
Speed: 425
Blockable: false
Shadow: true
LaunchAngle: 62
Image: pulsball
Warhead@1Eff: CreateEffect
Explosions: pulse_explosion
ExplosionPalette: effect-ignore-lighting-alpha75
ImpactActors: false
Warhead@emp: GrantExternalCondition
Range: 4c0
Duration: 250
Condition: empdisable
ClusterMissile:
ValidTargets: Ground, Water, Air
Warhead@ImpactDamage0: SpreadDamage
Spread: 1c0
Damage: 15000
Falloff: 1000, 368, 135, 50, 18, 7, 0
ValidTargets: Ground, Water, Air
Versus:
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath
Warhead@SoundEffect0: CreateEffect
Explosions: large_explosion
ExplosionPalette: effect-ignore-lighting-alpha75
ImpactSounds: expnew19.aud
ImpactActors: false
Warhead@ResourceDestruction0: DestroyResource
Size: 1
Warhead@ClusterSmudges0: LeaveSmudge
SmudgeType: LargeCrater
InvalidTargets: Vehicle, Building, Wall
Size: 1
Warhead@ClusterDamage1: SpreadDamage
Spread: 2c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 5
ValidTargets: Ground, Water, Air
Versus:
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath
Warhead@ResourceDestruction1: DestroyResource
Size: 2
Delay: 5
Warhead@ClusterSmudges1: LeaveSmudge
SmudgeType: LargeScorch
InvalidTargets: Vehicle, Building, Wall
Size: 2
Delay: 5
Warhead@ClusterDamage2: SpreadDamage
Spread: 3c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 10
ValidTargets: Ground, Water, Air
Versus:
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath
Warhead@ResourceDestruction2: DestroyResource
Size: 3
Delay: 10
Warhead@ClusterSmudges2: LeaveSmudge
SmudgeType: LargeScorch
InvalidTargets: Vehicle, Building, Wall
Size: 3
Delay: 10
Warhead@ClusterDamage3: SpreadDamage
Spread: 4c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 15
ValidTargets: Ground, Water, Air
Versus:
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath
Warhead@ResourceDestruction3: DestroyResource
Size: 4
Delay: 15
Warhead@ClusterSmudges3: LeaveSmudge
SmudgeType: MediumScorch
InvalidTargets: Vehicle, Building, Wall
Size: 4
Delay: 15
Warhead@ClusterDamage4: SpreadDamage
Spread: 5c0
Damage: 6000
Falloff: 1000, 368, 135, 50, 18, 7, 0
Delay: 20
ValidTargets: Ground, Water, Air
Versus:
Concrete: 25
DamageTypes: Prone50Percent, TriggerProne, FireDeath
Warhead@ResourceDestruction4: DestroyResource
Size: 5
Delay: 20
Warhead@ClusterSmudges4: LeaveSmudge
SmudgeType: SmallScorch
InvalidTargets: Vehicle, Building, Wall
Size: 5
Delay: 20