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Add dummy weapons to T1 maa
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cybran doesnt get one, it has a real ground weapon, all others stop at
just outside acu range when given attack move, they also stop on finding
air units. could be useful, might not, depends on how the doging works
in terms of situation frequency.
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Exotic-Retard authored and aeoncleanse committed Dec 20, 2016
1 parent 8483a90 commit ba80f79
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Showing 3 changed files with 81 additions and 0 deletions.
27 changes: 27 additions & 0 deletions units/UAL0104/UAL0104_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -50,6 +50,7 @@ UnitBlueprint {
'VISIBLETORECON',
'RECLAIMABLE',
'OVERLAYANTIAIR',
'DUMMYGSRWEAPON',
},
Defense = {
AirThreatLevel = 0.33,
Expand Down Expand Up @@ -206,6 +207,32 @@ UnitBlueprint {
Level5 = 10,
},
Weapon = {
{ -- special dummy weapon to make the unit stop a certain distance away
Damage = 0,
DamageFriendly = false,
FireTargetLayerCapsTable = { --what the unit will stop for, flak stops for air as well
Land = 'Air|Land|Water',
Water = 'Air|Land|Water',
},
MaxRadius = 28,
RackBones = {
{
MuzzleBones = {
'Turret', -- when moving to new unit, update these to something that exists on the unit
},
RackBone = 'Turret',
},
},
RateOfFire = 0.5,
TargetCheckInterval = 1,
TargetPriorities = {
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TrackingRadius = 1.2,
Turreted = false,
SlavedToBody = false,
},
{
AlwaysRecheckTarget = true,
Audio = {
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27 changes: 27 additions & 0 deletions units/UEL0104/UEL0104_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -50,6 +50,7 @@ UnitBlueprint {
'VISIBLETORECON',
'RECLAIMABLE',
'OVERLAYANTIAIR',
'DUMMYGSRWEAPON',
},
Defense = {
AirThreatLevel = 0.33,
Expand Down Expand Up @@ -201,6 +202,32 @@ UnitBlueprint {
Level5 = 10,
},
Weapon = {
{ -- special dummy weapon to make the unit stop a certain distance away
Damage = 0,
DamageFriendly = false,
FireTargetLayerCapsTable = { --what the unit will stop for, flak stops for air as well
Land = 'Air|Land|Water',
Water = 'Air|Land|Water',
},
MaxRadius = 28,
RackBones = {
{
MuzzleBones = {
'Turret', -- when moving to new unit, update these to something that exists on the unit
},
RackBone = 'Turret',
},
},
RateOfFire = 0.5,
TargetCheckInterval = 1,
TargetPriorities = {
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TrackingRadius = 1.2,
Turreted = false,
SlavedToBody = false,
},
{
AlwaysRecheckTarget = true,
Audio = {
Expand Down
27 changes: 27 additions & 0 deletions units/XSL0104/XSL0104_unit.bp
Original file line number Diff line number Diff line change
Expand Up @@ -51,6 +51,7 @@ UnitBlueprint {
'VISIBLETORECON',
'RECLAIMABLE',
'OVERLAYANTIAIR',
'DUMMYGSRWEAPON',
},
CollisionOffsetZ = 0.2,
Defense = {
Expand Down Expand Up @@ -218,6 +219,32 @@ UnitBlueprint {
Level5 = 10,
},
Weapon = {
{ -- special dummy weapon to make the unit stop a certain distance away
Damage = 0,
DamageFriendly = false,
FireTargetLayerCapsTable = { --what the unit will stop for, flak stops for air as well
Land = 'Air|Land|Water',
Water = 'Air|Land|Water',
},
MaxRadius = 28,
RackBones = {
{
MuzzleBones = {
'Turret', -- when moving to new unit, update these to something that exists on the unit
},
RackBone = 'Turret',
},
},
RateOfFire = 0.5,
TargetCheckInterval = 1,
TargetPriorities = {
'ALLUNITS',
},
TargetRestrictDisallow = 'UNTARGETABLE',
TrackingRadius = 1.2,
Turreted = false,
SlavedToBody = false,
},
{
AlwaysRecheckTarget = true,
ArtilleryShieldBlocks = true,
Expand Down

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