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Revert "update UEF SCU rebalance (FAForever#3151)"
This reverts commit 49d4edd.
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52 changes: 52 additions & 0 deletions
52
projectiles/TDFFragmentationGrenade02/TDFFragmentationGrenade02_proj.bp
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ProjectileBlueprint { | ||
Audio = { | ||
Impact = Sound { | ||
Bank = 'Explosions', | ||
Cue = 'Explosion_Bomb', | ||
LodCutoff = 'Weapon_LodCutoff', | ||
}, | ||
ImpactTerrain = Sound { | ||
Bank = 'Explosions', | ||
Cue = 'Explosion_Bomb', | ||
LodCutoff = 'Weapon_LodCutoff', | ||
}, | ||
ImpactWater = Sound { | ||
Bank = 'Impacts', | ||
Cue = 'Impact_Water_Splash_UEF', | ||
LodCutoff = 'Weapon_LodCutoff', | ||
}, | ||
}, | ||
Categories = { | ||
'UEF', | ||
'PROJECTILE', | ||
'INDIRECTFIRE', | ||
}, | ||
Display = { | ||
CameraFollowsProjectile = true, | ||
ImpactEffects = { | ||
Type = 'Medium02', | ||
}, | ||
MeshBlueprint = '/projectiles/TIFMortar01/TIFMortar01_mesh.bp', | ||
StrategicIconSize = 1, | ||
UniformScale = 0.05, | ||
}, | ||
General = { | ||
Category = 'Direct Fire', | ||
EntityCategory = { | ||
'UEF', | ||
'PROJECTILE', | ||
'INDIRECTFIRE', | ||
}, | ||
Faction = 'UEF', | ||
}, | ||
Interface = { | ||
HelpText = 0, | ||
}, | ||
Physics = { | ||
DestroyOnWater = true, | ||
InitialSpeed = 34, | ||
InitialSpeedReduceDistance = 200, | ||
LeadTarget = false, | ||
VelocityAlign = true, | ||
}, | ||
} |
25 changes: 25 additions & 0 deletions
25
projectiles/TDFFragmentationGrenade02/TDFFragmentationGrenade02_script.lua
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#**************************************************************************** | ||
#** | ||
#** File : /data/projectiles/TDFFragmentationGrenade02/TDFFragmentationGrenade02_script.lua | ||
#** Author(s): Matt Vainio | ||
#** | ||
#** Summary : UEF Fragmentation Shells, DEL0204 | ||
#** | ||
#** Copyright © 2007 Gas Powered Games, Inc. All rights reserved. | ||
#**************************************************************************** | ||
local TFragmentationGrenade2 = import('/lua/terranprojectiles.lua').TFragmentationGrenade2 | ||
local EffectTemplate = import('/lua/EffectTemplates.lua') | ||
local RandomFloat = import('/lua/utilities.lua').GetRandomFloat | ||
|
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TDFFragmentationGrenade02 = Class(TFragmentationGrenade2) { | ||
OnImpact = function(self, TargetType, targetEntity) | ||
if TargetType != 'Shield' and TargetType != 'Water' and TargetType != 'Air' and TargetType != 'UnitAir' and TargetType != 'Projectile' then | ||
local rotation = RandomFloat(0,2*math.pi) | ||
local size = RandomFloat(7.5,10.0) | ||
CreateDecal(self:GetPosition(), rotation, 'scorch_001_albedo', '', 'Albedo', size, size, 150, 15, self:GetArmy()) | ||
end | ||
TFragmentationGrenade2.OnImpact(self, TargetType, targetEntity) | ||
end, | ||
} | ||
|
||
TypeClass = TDFFragmentationGrenade02 |
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