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View Code? Open in Web Editor NEWA collection of mod-specific logics for the OpenRA mod of Attacque Supérior.
License: GNU General Public License v3.0
A collection of mod-specific logics for the OpenRA mod of Attacque Supérior.
License: GNU General Public License v3.0
Prerequisite for this trait to be merged into upstream as part of the TS cluster missile support.
This would mean that actors would only spawn (around) if the hit target would be appropriate. The target validation should happen before the placement process for spawned actor validation starts.
Pretty much reported by Jeffman12 at http://www.moddb.com/mods/shattered-paradise/images/gas-clouds entirely.
Supposed to be used for RA2 Crazy Ivan, thereby finished implementation should be shifted to the RA2 project, with the AS namespace used as testbed.
Sticky bombs themselves would be complete weapons.
StickyBombManager
StickyBombRemover
AttachStickyBombWarhead
Please a big deprecation warning and a link to the soft-fork repository to the readme. This should inform others about the state of this repository.
While 7b7ed4a made sure actors won't spawn too high, the check it introduced is wrong, the cell's Z height should be used if that's higher than the target's centerposition.
Have a CloningVattable
trait which allows the actor to enter actors with the CloningVat
trait if said trait is active.
When an actor enters to an actor with CloningVat
trait, the actor creates a copy of the enterer, spawns it, then sets the CloningVat
trait disabled for a while (probably via a simple charging logic), with the disabling amount could be calculated from the actor's cost or build time.
This is not covered by the speed multiplier, and it also makes temporal speed buffs less effective (as the unit might waste the whole day turning), this could also help dogfights a bit (get hit, turn fast)
NTM.
Have a trait which can check if any AttackBase.IsAttacking is true, if yes, add RateUp to an internal Rate, if no, reduce it with RateDown. Grant upgrades based on values, like GainsExperience does.
aka Ares Chrono Prison.
Might be easy, via forcing a target to try something along the EnterTransport activity.
This will be required for the Brainwasher atleast, might be used for more.
AttackMove breaks the activity queue during attack from the first glampse and the return-to-airfield bug happens when the aircraft picked a target but the target died before it could fire all of it's ammo.
Should take care of both debris warheads (YR Brute, D2k Death Hand) and traditional shrapnel (RA2 Prism).
Required options:
FireClusterWeapon is a good start.
Preferably shifted to upstream after implementation with only using the AS namespace for testing purposes.
This would allow SmokeParticle
to almost completely substitute for TS/RA2 Smoke/Gas particles (sans global wind).
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