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Added missile launch overlays for Dune 2000, Tiberian Sun and Tiberian Dawn #13874
changed the title from
Added missile launch overlay for Dune 2000 and Tiberian Sun
Added missile launchs overlay for Dune 2000 and Tiberian Sun
Aug 20, 2017
In the original game, if the palace is damaged the animation is skipped, so the rocket appears after the delay in the middle of the air. This isn't the case in this PR right now and the overlay looks quite off if the structure is damged. I would prefer the original solution (maybe the rocket could start further below, so that it won't pop in the middle of nowhere) but I don't know how complex it is to have two launch animations depending on the health.
@Mailaender yep, it works.
The code is below and I changed the
NukePower: Cursor: nuke Icon: deathhand PauseOnCondition: disabled Prerequisites: ~techlevel.superweapons, ~palace.nuke ChargeTime: 300 Description: Death Hand LongDesc: Launches an atomic missile at a target location BeginChargeSpeechNotification: DeathHandMissilePrepping EndChargeSpeechNotification: DeathHandMissileReady MissileLaunchDetected: MissileLaunchDetected MissileWeapon: atomic MissileDelay: 19 SpawnOffset: -512,1c171,0 DisplayBeacon: True DisplayRadarPing: True CameraRange: 10c0 ActivationSequence: ArrowSequence: arrow CircleSequence: circles WithNukeLaunchOverlay: RequiresCondition: !launchpad-damaged GrantConditionOnDamageState@LAUNCHPADDAMAGED: Condition: launchpad-damaged ValidDamageState: Medium, Heavy, Critical
Proof that the animation is skipped in D2K:
With this Video as reference I optimized the smoke offset of the Nod Temple to these values.
smoke: atomdoor Length: * Offset: -1,-47
After this change I would approve this PR for the yaml-side.
Out of scope: The missiles in the
This can be fixed by changing the