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Use Armament.ReloadingCondition on RA V2
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The new property makes the AmmoPool work-around obsolete.
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reaperrr committed Jun 2, 2018
1 parent 301c6ed commit bd062ff
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Showing 4 changed files with 5 additions and 13 deletions.
2 changes: 0 additions & 2 deletions mods/ra/maps/fort-lonestar/rules.yaml
Expand Up @@ -305,8 +305,6 @@ ARTY:
V2RL:
Health:
HP: 10000
ReloadAmmoPool:
Delay: 280

4TNK:
Health:
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1 change: 1 addition & 0 deletions mods/ra/maps/fort-lonestar/weapons.yaml
Expand Up @@ -146,6 +146,7 @@ FLAK-23:

SCUD:
Range: 7c0
ReloadDelay: 280
Projectile: Bullet
Arm: 10
TrailImage: smokey
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13 changes: 3 additions & 10 deletions mods/ra/rules/vehicles.yaml
Expand Up @@ -24,21 +24,14 @@ V2RL:
Range: 4c0
Armament:
Weapon: SCUD
PauseOnCondition: !ammo
ReloadingCondition: reloading
AutoTarget:
ScanRadius: 10
AmmoPool:
Ammo: 1
PipCount: 0
AmmoCondition: ammo
ReloadAmmoPool:
Delay: 240
Count: 1
AttackFrontal:
WithFacingSpriteBody:
RequiresCondition: ammo
RequiresCondition: !reloading
WithFacingSpriteBody@EMPTY:
RequiresCondition: !ammo
RequiresCondition: reloading
Sequence: empty-idle
SelectionDecorations:
Explodes:
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2 changes: 1 addition & 1 deletion mods/ra/weapons/missiles.yaml
Expand Up @@ -319,7 +319,7 @@ SubMissileAA:

SCUD:
Inherits: ^AntiGroundMissile
ReloadDelay: 0
ReloadDelay: 240
Range: 10c0
MinRange: 4c0
Report: missile1.aud
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