Closed Mailaender closed 1 year ago
gonna test this one: -)
OK, in terms of basic functionality and damage values it looks ok. BUT in terms of aesthestics and overall missile behaviour it still needs some work:
Lastly og RA2 dreadnought behaviour was to wait for the 2 missiles to be reloaded to launch. This can be a gameplay functionality (less wait time but less overall damage in current behaviour).
Added the launch sounds and improved the Dreadnought firing all missiles at once. The launch animation which tilts the missile and the steeper pitch need an engine update or rather several.
How so? What is needed on engine to make that work, so we can build a issue?
Something like https://github.com/OpenRA/OpenRA/pull/17796.
Added the v3 launch animation.
Checked now:
Noticed one other thing, in OG ra2 Tanya and other commandos that use C4 could use them to destroy Dreadnoughts in one go (In fact the first allied mission used that to bump Tanya to elite status). At the moment she attacks normally, not using the C4
Is it just me or do those missiles fly a lot faster than original. Is it possible to get the acceleration affect from the original?
Added C4 demolition to all ships.
Fixed.
It looks good to me. When a C4 unit targets Dreadnought or Aircraft carrier, the cursor changes to C4 cursor and after 1 second the units is destroyed.
Added acceleration to the missiles and fixed the Dreadnought not facing the targets.
The following exception occurred when testing the dreadnought.
OpenRA engine version release-20200202
Red Alert 2 mod version {DEV_VERSION}
on map 7c8e7a330adc911200225027aa2ce111971fe629 (Tsunami by Westwood Studios).
Date: 2020-04-28 10:36:10Z
Operating System: Windows (Microsoft Windows NT 6.2.9200.0)
Runtime Version: .NET CLR 4.0.30319.42000
Exception of type System.IndexOutOfRangeException
: Índice fora dos limites da matriz.
em OpenRA.Map.GetTerrainIndex(CPos cell)
em OpenRA.Map.GetTerrainInfo(CPos cell)
em OpenRA.Mods.Common.Traits.Render.LeavesTrails.OpenRA.Traits.ITick.Tick(Actor self)
em OpenRA.WorldUtils.DoTimed[T](IEnumerable1 e, Action
1 a, String text)
em OpenRA.World.Tick()
em OpenRA.Game.InnerLogicTick(OrderManager orderManager)
em OpenRA.Game.LogicTick()
em OpenRA.Game.Loop()
em OpenRA.Game.Run()
em OpenRA.Game.InitializeAndRun(String[] args)
em OpenRA.Program.Main(String[] args)
I think it was when the missiles were launched and it was still visible, but then the kirov that was giving vision died, and no more vision when launching.
Video when crash occured: crah
I already fixed it in https://github.com/OpenRA/OpenRA/pull/17965. The engine here is outdated.
Can you update the engine in the pull request?
No.
This branch needs to be rebased and conflicts resolved
Rebased.
This could use a rebase too, it is still on previous engine version. And the balistic missile code in RV has been updated since to include proper take off which seems to be missing here. The ones on the custom engine, old code is still kept on RV's SDK level dll for easter egg unit that still catapults the missile.
This could also include Vladimir's Dreadnought campaign unit, while you are in it.
The rebase is quite huge and I don't have proper IDE support for legacy .NET so I am closing this.
Closes https://github.com/OpenRA/ra2/issues/118 Closes https://github.com/OpenRA/ra2/issues/696