OpenRA / OpenRA

Open Source real-time strategy game engine for early Westwood games such as Command & Conquer: Red Alert written in C# using SDL and OpenGL. Runs on Windows, Linux, *BSD and Mac OS X.
https://www.openra.net
GNU General Public License v3.0
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Sanitize Explodes trait #13444

Open reaperrr opened 7 years ago

reaperrr commented 7 years ago

Explodes' current setup is rather unintuitive:

pchote commented 7 years ago

introducing an AlwaysUseWeapon boolean that does just what it implies

IMO an even better solution would be to have Armament grant a ReloadingCondition that mods can use to switch between different Explodes, and then remove EmptyWeapon completely.

GraionDilach commented 7 years ago

I like that, it opens a possibility to fix the V2 issue as well by using the empty artwork when that ReloadingCondition is enabled and dropping the "aim" artwork altogether. (We could go RA2 way with it and creating a delayed launch if that turns out visually not good enough.)

reaperrr commented 7 years ago

I'm just not sure how to replicate the "LoadedChance" behavior then (probability X that large explosion will be used instead of small explo).

pchote commented 7 years ago

I see two obvious possibilities for this:

GraionDilach commented 7 years ago

Artwork won't work with that, because artwork variants require adjusting for turret/weapon offsets and whatnot.

pchote commented 7 years ago

There's no reason why they couldn't be adjusted using conditions.