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Use FireClusterWarhead with barrels #19549

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merged 2 commits into from
Sep 18, 2021
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Smittytron
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The original had four additional explosions adjacent to barrels; up, down, left, and right. These were their own explosion, not just a visual effect.

Closes #19079

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Below is a comparison with one barrel in Remastered vs one barrel in this PR. The biggest adjustment I had to do was with damage vs Wood, as per cell hitshapes are going to skew our numbers. I tested Allies05b (conyard) and some MP maps to make sure barrels by Oil Derricks didn't destroy them.

Original has linear falloff damage which we can do if we want. That would make barrels inconsistent with the falloff damage we have on everything else so I'm hesitant to do that.

OGbarrel
ra-2021-07-22T001215505Z

@abcdefg30 abcdefg30 added this to the Next release milestone Aug 19, 2021
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The BarrelExplode (in the middle) has no LeaveSmudge warhead, is that intentional?

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Updated

abcdefg30
abcdefg30 previously approved these changes Sep 1, 2021
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Updated

Mailaender
Mailaender previously approved these changes Sep 17, 2021
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This makes the barrel explosions more satisfying, in a way like how I remember them from RA95.

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Regression: destroying the barrels in allies03a will not kill the medic anymore. I guess that is unintentional.

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Smittytron commented Sep 17, 2021

Regression: destroying the barrels in allies03a will not kill the medic anymore. I guess that is unintentional.

It has something to do with the dummy 'prison' actor that keeps the medic from from being targetable. I'm trying to wrap my head around if I need to add a workaround commit for Allies03a or make a change here.

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Added a commit to fix the issue with Allies03a. 03b does the same trick but doesn't have barrels around them.

@reaperrr reaperrr merged commit 99006a0 into OpenRA:bleed Sep 18, 2021
@Smittytron Smittytron deleted the cluster-barrel branch September 18, 2021 20:42
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Barrel explosions should create fireball effects in adjacent cells
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