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infantry anims: running ticks corrected #2779

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merged 8 commits into from Mar 17, 2013
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psydev
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@psydev psydev commented Mar 17, 2013

I guess nobody noticed, but in CNC and RA, the legs of infantry move way too fast. It should be ~100 Tick. 

psydev added 5 commits March 16, 2013 21:48
I guess nobody noticed, but in CNC and RA, the legs of infantry move way too fast. It should be ~100 Tick. 
when building other buildings, construction yard crane should go slower, at ~100 tick.
added unit explosions for flametank, helis and flamethrower e4
changed GrenadierExplode and UnitExplodeSmall a bit
Flame Tank gets FlametankExplode when it dies (big explosion that hurts nearby units)
Helicopters give off a nice explosion before falling to the ground.
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I noticed and already adjusted it for the d2k mod. Also renaming the explosions seems fine. Only the helicopters display no explosion at all when hitting the bottom.

psydev added 3 commits March 17, 2013 01:30
Helicopters get explosions, when they fall from the sky, and then when they collide with the ground (and do damage).
A-10 HP raised from a very small 60 to 150.
Removed FlamethrowerExplode for now, until it is certain what the damage stats should be and the probability of exploding.
Mailaender added a commit that referenced this pull request Mar 17, 2013
cnc infantry anims running ticks corrected and heli explosions added
@Mailaender Mailaender merged commit ff04d0f into OpenRA:bleed Mar 17, 2013
@psydev psydev deleted the patch-9 branch March 29, 2013 21:07
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2 participants