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- Mechanic and medic don't auto-heal while guarding OpenRA/OpenRA#5028 is probably caused by the use of TickIdle rather than Tick in AutoHeal. Investigate.
- Attribute Modifier traits
- Per actor
- Per player
- Remove AI tie-in to AdjustPlayerProductionMultiplierTrait.
- Allow attribute modifiers to be set from game lobby, per player.
- Implement LineImpactProjectile Line damage projectile OpenRA/OpenRA#4458
- AutoTarget priorities.
- Allow AutoTarget to define Decisions/Considerations.
- Investigate fixing Cargo.cs by delaying Sellable sell activity by 1 tick, and unloading on Selling, not Sold.
- AI Updates.
- Allow AIs to use squads, and give tasks to squads.
- Allow AIs to dynamically define and use POI (Points of interest)
- Allow AI to use engineers (capture tech, repair bridges)
- Make AttackOrFleeFuzzy.cs take versus into account.
- CaptureRateMultiplier
- Neutral tech building leave rebuildable husks
- Implement some ideas from ( Generic Conditional Effects (DamageActor, ModifyActor, CreateObject, CreateSFX, etc.) OpenRA/OpenRA#4363 )
- Spawn actors warhead (allows randomness. Allows multiple.)
- Fire weapon at location from LUA
- Periodically fires weapon trait (with specific or random target, delay, etc.)
- Fire weapon warhead. (allows retarget chance and criteria. Has projectile spawn direction & offset.)
- Build in place production.
- Like Generals dozers, or RA3 soviet style building.
- World environmental conditions
- Map-wide environmental effects (Ion storm, night, etc.)
- Applies palette
- Fires weapon at location (random position, random target of type, etc.)
- Map-wide environmental effects (Ion storm, night, etc.)
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