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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.
…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 ``` --- 
 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.
…re ineffective on airforce (Phobos-developers#1715)
### 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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