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Fix: Boss General King Raptor Issues #456

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Oct 7, 2021
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2 changes: 1 addition & 1 deletion Patch104pZH/Design/Tasks/commy2_tasks.txt
Original file line number Diff line number Diff line change
Expand Up @@ -132,7 +132,7 @@ https://github.com/commy2/zerohour/issues/90 [NOTRELEVANT][NPROJECT] Jarmen Kel
https://github.com/commy2/zerohour/issues/89 [DONE][NPROJEC!] Non-Vanilla USA Fire Bases Use Patriot Sound Effect
https://github.com/commy2/zerohour/issues/88 [MAYBE][NPROJECT] Air Force General Chinook And Combat Chinook Have Different PDL Scan Ranges
https://github.com/commy2/zerohour/issues/87 [DONE][NPROJEC!] Some Chinooks Collect Slower Than Others
https://github.com/commy2/zerohour/issues/86 [MAYBE][NPROJECT] Boss King Raptor Inconsistencies
https://github.com/commy2/zerohour/issues/86 [DONE][NPROJECT] Boss King Raptor Inconsistencies
https://github.com/commy2/zerohour/issues/85 [MAYBE][NPROJECT] King Raptor Missing Armor Bonus From Countermeasures Upgrade
https://github.com/commy2/zerohour/issues/84 [MAYBE] Air Force General MOAB B2-Bomber Lacks Point Defense Laser
https://github.com/commy2/zerohour/issues/83 [MAYBE] Some Airplane Countermeasures Evasion Rates Are 50% Instead Of 30%
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38 changes: 33 additions & 5 deletions Patch104pZH/GameFilesEdited/Data/INI/Object/BossGeneral.ini
Original file line number Diff line number Diff line change
Expand Up @@ -15852,6 +15852,11 @@ End




; Patch104p @bugfix commy2 3/10/2021 Fix the following issues with the Boss General Avenger:
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; - unit would use normal Raptor voice lines
; - unit was incompatible with Countermeasures upgrade
; - unit had less guard mode range than other (King) Raptors

;------------------------------------------------------------------------------
Object Boss_JetRaptor
Expand All @@ -15862,7 +15867,7 @@ Object Boss_JetRaptor

UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo3 = NONE
UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Expand Down Expand Up @@ -15948,7 +15953,7 @@ Object Boss_JetRaptor
EditorSorting = VEHICLE
Side = Boss
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
VisionRange = 200.0
ShroudClearingRange = 400
Prerequisites
Object = Boss_Airfield
Expand All @@ -15963,6 +15968,11 @@ Object Boss_JetRaptor
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = AirplaneArmor ;CountermeasuresAirplaneArmor ; uncomment if we ever feel like fixing the AFG KRaptor ~commy2
DamageFX = None
End

BuildCost = 1100
BuildTime = 20
Expand All @@ -15974,7 +15984,7 @@ Object Boss_JetRaptor
CommandSet = AmericaJetRaptorCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceSelect = KingRaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
Expand All @@ -15984,7 +15994,7 @@ Object Boss_JetRaptor
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
VoiceCreate = KingRaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
Expand Down Expand Up @@ -16067,11 +16077,29 @@ Object Boss_JetRaptor
End
Behavior = StealthDetectorUpdate ModuleTag_24
DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec)
;DetectionRange = ??? ;Dustin, enable this for independant balancing!
;DetectionRange = 250 ;Dustin, enable this for independant balancing!
CanDetectWhileGarrisoned = No ;Garrisoned means being in a structure that you units can shoot out of.
CanDetectWhileContained = No ;Contained means being in a transport or tunnel network.
End

Behavior = ArmorUpgrade ModuleTag_Armor25
TriggeredBy = Upgrade_AmericaCountermeasures
End

Behavior = CountermeasuresBehavior ModuleTag_26
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 4 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 100 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End

Geometry = Box
GeometryIsSmall = Yes
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