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@Coronia Coronia commented Nov 7, 2024

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@Coronia Coronia force-pushed the display-faking branch 10 times, most recently from 3def3f7 to a350a3a Compare November 11, 2024 07:52
DeathFishAtEase and others added 18 commits March 8, 2025 23:08
This changes unit's image if it's health is in ConditionYellow or
ConditionRed

[SOMEUNIT]                   ; UnitType
Image.ConditionYellow=                ; UnitType entry
Image.ConditionRed=                   ; UnitType entry
WaterImage.ConditionYellow=           ; UnitType entry
WaterImage.ConditionRed=              ; UnitType entry

---------

Co-authored-by: 绯红热茶 <[email protected]>
Co-authored-by: Coronia <[email protected]>
add ## Vehicles
Help TwinkleStar to upload these new features

- It is now possible to set the initial amount of spawnees for a
spawner, instead of always being filled. Won't work if it's larger than
`SpawnsNumber`.

In `rulesmd.ini`:
```ini
[SOMETECHNO]              ; TechnoType
InitialSpawnsNumber=      ; integer
```

- It is now possible to spawn multiple types of spawnees from a spawner
with `Spawns.Queue`. The order of spawnees in this queue is the order of
their respawn.
- `Spawns` still needs to be set to enable the spawner logic and act as
a default spawnee.
- `SpawnsNumber` still needs to be set to determine the amount of
spawnee slots.
- If the length of the queue is longer than the spawner's
`SpawnsNumber`, spawnee after this length will be omitted. If the length
is shorter however, the rest of the positions will be filled by the
spawnee defined by `Spawns`. Hence, it's recommended to make them the
same.

In `rulesmd.ini`:
```ini
[SOMETECHNO]        ; TechnoType
Spawns.Queue=       ; list of aircrafts in order
```

An example of `Spawns.Queue`:
```ini
[SOMETECHNO]
Spawns=AIRCRAFT1
SpawnsNumber=5
Spawns.Queue=AIRCRAFT1,AIRCRAFT2,AIRCRAFT1,AIRCRAFT2,AIRCRAFT3
```
In this case, it'll be built with 5 spawnees in the order of
AIRCRAFT1->AIRCRAFT2->AIRCRAFT1->AIRCRAFT2->AIRCRAFT3, and so will be
its respawn order if multiple of them being destroyed

Co-authored-by: MortonPL <[email protected]>
…ners / projs (Phobos-developers#1569)

- Fixed a bug where the owner could not gain experience from the spawner
after the owner cloaks
Overrides a part of the vanilla YR logic for allowing units to use a
different weapon if the target is under EMP effect.

In `rulesmd.ini`:

[SOMETECHNO]             ; TechnoType
ForceWeapon.UnderEMP=-1 ; integer. 0 for primary weapon, 1 for secondary
weapon, -1 to disable

---------

Co-authored-by: Coronia <[email protected]>
[Docs][zh-cn] update & fix
For example, *[CCS_qkl](https://bbs.ra2diy.com/home.php?mod=space&uid=20016&do=index)*
Because Sphinx cannot properly handle the & symbol in Markdown syntax web links.
CrimRecya and others added 30 commits June 8, 2025 01:31
…wing (Phobos-developers#1703)

- `SuperWeaponSidebar.Pyramid` controls whether cameos are arranged in a
pyramid or rectangle.
- `SuperWeaponSidebar.Pyramid` 控制图标按照金字塔形状排列,否则按照矩形排列。

In `uimd.ini`:
```ini
[Sidebar]
SuperWeaponSidebar.Pyramid=true      ; boolean
```
Infantry entering `Guard` and `Area Guard` missions with
`Overpowerable=yes` to your building in its vicinity and with
`ElectricAssault=yes` to the infantry's second weapon, will
unconditionally attack your building. There are now some fixes for this
situation.

-------------
步兵在执行`Guard`和`Area
Guard`任务时如果附近存在`Overpowerable=yes`的己方建筑且步兵的副武器有`ElectricAssault=yes`,那么他会无条件的攻击这个建筑。现在对这种情况做了些修复。

---------

Co-authored-by: Netsu_Negi <[email protected]>
…rs#1684)

`Voxel=no` turretless vehicles now support the use of `FireUp`.
`FireUp.ResetInRetarget` determines whether a vehicle's FireUp count is
reset when its target changes. Defaults to `yes`. forced to be `yes`
when there is no target.

In `artmd.ini`:
```ini
[SOMEVEHICLE]
FireUp=                     ; integer
FireUp.ResetInRetarget=     ; boolean
```
---------
`Voxel=no`的无炮塔载具支持使用`FireUp`。
`FireUp.ResetInRetarget`决定目标改变时是否重置车辆的FireUp计数。默认为`yes`。没有目标时强制为`yes`。

In `artmd.ini`:
```ini
[SOMEVEHICLE]
FireUp=                     ; integer
FireUp.ResetInRetarget=     ; boolean
```
- Aircraft will now be able to use waypoints.
- When a `guard` command (`[G]` by default) is issued, the aircraft will
search for targets around the current location and return immediately
when target is not found, target is destroyed or ammos are depleted.
- If the target is destroyed but ammos are not depleted yet, it will
also return because the aircraft's command is one-time.
- When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the
aircraft will move towards the destination and search for nearby targets
on the route for attack. Once ammo is depleted or the destination is
reached, it will return.
- If the automatically selected target is destroyed but ammo is not
depleted yet during the process, the aircraft will continue flying to
the destination.
- In addition, the actions of aircraft are also changed.
- `ExtendedAircraftMissions.SmoothMoving` controls whether the aircraft
will return to the airport when the distance to the destination is less
than half of `SlowdownDistance` or its turning radius.
- `ExtendedAircraftMissions.EarlyDescend` controls whether the aircraft
not have to fly directly above the airport before starting to descend
when the distance between the aircraft and the landing point is less
than `SlowdownDistance` (also work for aircraft spawned by aircraft
carriers).
- `ExtendedAircraftMissions.RearApproach` controls whether the aircraft
should start landing at the airport from the opposite direction of
`LandingDir`.

In `rulesmd.ini`:
```ini
[General]
ExtendedAircraftMissions=false         ; boolean

[SOMEAIRCRAFT]                         ; AircraftType
ExtendedAircraftMissions.SmoothMoving=  ; boolean, default to [General] -> ExtendedAircraftMissions
ExtendedAircraftMissions.EarlyDescend=  ; boolean, default to [General] -> ExtendedAircraftMissions
ExtendedAircraftMissions.RearApproach=  ; boolean, default to [General] -> ExtendedAircraftMissions
```

---


![landing](https://github.com/user-attachments/assets/859012d5-4131-4708-b539-cefb1f62da37)
![加特林](https://github.com/user-attachments/assets/27492c16-cc6b-4db2-b5d9-be9363a72b95)
Infantry support `IsGattling=yes`.

---------
让步兵支持`IsGattling=yes`。
Fixed the issue that the widespread damage caused by detonation on the
bridge/ground cannot affect objects on the ground/bridge who are in the
opposite case.

---

- Perhaps WW wants to do some optimization, but obviously this is not
reasonable.
New InfoType: ROF timer, Reload timer, Spawn timer, Gattling timer,
Produce cash timer, Passenger kill timer, Auto death timer, SW timer,
IronCurtain timer, Temporal remainder, Factory process.
- `InfoIndex` defines the specific `InfoType`.
- In `InfoType=Spawns`, 0 - alive spawns, 1 - docked spawns, 2 -
launching spawns.
- In `InfoType=Tiberium`, 0 - all, 1 - the first tiberium, 2 - the
second tiberium, ...
- In `InfoType=SpawnTimer`, 0 - the fastest spawnee, 1 - the first
spawnee, 2 - the second spawnee, ...
- In `InfoType=SuperWeapon`, 0 - the first SW of all, 1 - SW, 2 - SW2, 3
- the first SWs' SW, ...
- In `InfoType=FactoryProcess`, 0 - the first factory in production, 1 -
primary factory, 2 - secondary factory.
- If `Shape.PercentageFrame` set to true, it will only draw one frame
that corresponds to total frames by percentage.
- `VisibleInSpecialState` controls whether this display type will show
when the owner is in ironcurtain or is attacked by a temporal weapon.
- `ValueAsTimer` controls whether the value will be displayed in the
form of a timer (i.e. 5:00, 25:00 or 1:00:00).

In `rulesmd.ini`:
```ini
InfoType=Health                         ; Displayed value enumeration (health|shield|ammo|mindcontrol|spawns|passengers|tiberium|experience|occupants|gattlingstage|ROF|Reload|SpawnTimer|GattlingTimer|ProduceCash|PassengerKill|AutoDeath|SuperWeapon|IronCurtain|TemporalLife|FactoryProcess)
InfoIndex=                              ; integer
Shape.PercentageFrame=false             ; boolean
VisibleInSpecialState=true              ; boolean
ValueAsTimer=false                      ; boolean
```

---------

Co-authored-by: Netsu_Negi <[email protected]>
Co-authored-by: Coronia <[email protected]>
Co-authored-by: Fryone <[email protected]>
Co-authored-by: 航味麻酱 <[email protected]>
Co-authored-by: Starkku <[email protected]>
Co-authored-by: Starkku <[email protected]>
- Consolidate BuildingClass_AI hook to the existing one
- Replace the tint intensity hook with redirecting the single function call that game does
- Disable a check that forces aircraft to be removed from team if in air with no ammo, intended usage seems to be to fix problems caused by faulty scripting
- Fix edge case issues with custom Units.RepairRate on docks
- Fix edge case problem where aircraft can get stuck on sleep mission on dock if assigned a target f.ex via AI script
…type (Phobos-developers#1711)

Currently, when attempting add a super weapon into sw sidebar, it will
check if any button has same type of sw. If it exist, the attempt will
be droped; Now it will add normally.
### Targeting limitation for berzerk technos

- Now you can specify which houses berzerk's technos can target and
fire.

In `rulesmd.ini`:
```ini
[General]
BerzerkTargeting=all  ; AffectedHouse enumeration
```
# Conflicts:
#	CREDITS.md
#	docs/User-Interface.md
#	docs/Whats-New.md
#	src/Ext/Techno/Body.h
#	src/Ext/TechnoType/Body.cpp
#	src/Ext/TechnoType/Body.h
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