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### Customizable garrison and bunker properties
- You can now customize damage or ROF multipliers of a garrison or tank
bunker building.
- You can now customize enter or exit sound of a tank bunker building.
In `rulesmd.ini`:
```ini
[SOMEBUILDING] ; BuildingType
OccupyDamageMultiplier= ; floating point value, default to [CombatDamage] -> OccupyDamageMultiplier
OccupyROFMultiplier= ; floating point value, default to [CombatDamage] -> OccupyROFMultiplier
BunkerDamageMultiplier= ; floating point value, default to [CombatDamage] -> BunkerDamageMultiplier
BunkerROFMultMultiplier= ; floating point value, default to [CombatDamage] -> BunkerROFMultMultiplier
BunkerWallsUpSound= ; Sound entry, default to [AudioVisual] -> BunkerWallsUpSound
BunkerWallsDownSound= ; Sound entry, default to [AudioVisual] -> BunkerWallsDownSound
```
### Disable DamageSound
- Now you can disable `DamageSound` of a building.
In `rulesmd.ini`:
```ini
[SOMEBUILDING] ; BuildingType
DisableDamageSound=false ; boolean
```
### Power plant damage factor
- It is possible to customize the power decrement of a power plant when
it's damaged. The actual power output for this plant will be: `Power`
minuses the product of original power decrement and
`Powerplant.DamageFactor`. Can't reduce power output lower than 0.
- Specifically, if the factor is set to 0.0, power output won't be
decreased by losing health for this power plant.
In `rulesmd.ini`:
```ini
[SOMEBUILDING] ; BuildingType
PowerPlant.DamageFactor=1.0 ; floating point value
```
---------
Co-authored-by: TaranDahl <[email protected]>
Co-authored-by: 航味麻酱 <[email protected]>
Co-authored-by: Coronia <[email protected]>
Co-authored-by: NetsuNegi39 <[email protected]>
Co-authored-by: Netsu_Negi <[email protected]>
Co-authored-by: CrimRecya <[email protected]>
Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -477,6 +477,22 @@ In `rulesmd.ini`:
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BarracksExitCell= ; X,Y - cell offset
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```
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### Customizable garrison and bunker properties
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- You can now customize damage or ROF multipliers of a garrison or tank bunker building.
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- You can now customize enter or exit sound of a tank bunker building.
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In `rulesmd.ini`:
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```ini
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[SOMEBUILDING]; BuildingType
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OccupyDamageMultiplier= ; floating point value, default to [CombatDamage] -> OccupyDamageMultiplier
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OccupyROFMultiplier= ; floating point value, default to [CombatDamage] -> OccupyROFMultiplier
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BunkerDamageMultiplier= ; floating point value, default to [CombatDamage] -> BunkerDamageMultiplier
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BunkerROFMultMultiplier= ; floating point value, default to [CombatDamage] -> BunkerROFMultMultiplier
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BunkerWallsUpSound= ; Sound entry, default to [AudioVisual] -> BunkerWallsUpSound
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BunkerWallsDownSound= ; Sound entry, default to [AudioVisual] -> BunkerWallsDownSound
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```
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### Customizable selling buildup sequence length for buildings that can undeploy
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- By default buildings with `UndeploysInto` will only play 23 frames of their buildup sequence (in reverse starting from last frame) when being sold as opposed to being undeployed. This can now be customized via `SellBuildupLength`.
@@ -534,6 +550,16 @@ Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons can never
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Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-docs/new/superweapons/types/battery.html) won't be affected by this.
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```
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### Disable DamageSound
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- Now you can disable `DamageSound` of a building.
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In `rulesmd.ini`:
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```ini
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[SOMEBUILDING]; BuildingType
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DisableDamageSound=false ; boolean
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```
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### Exclude Factory from providing multiple factory bonus
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- It is now possible to exclude a building with `Factory` from counting towards `MultipleFactory` bonus.
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ExcludeFromMultipleFactoryBonus=false ; boolean
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```
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### Power plant damage factor
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- It is possible to customize the power decrement of a power plant when it's damaged. The actual power output for this plant will be: `Power` minuses the product of original power decrement and `Powerplant.DamageFactor`. Can't reduce power output lower than 0.
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- Specifically, if the factor is set to 0.0, power output won't be decreased by losing health for this power plant.
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In `rulesmd.ini`:
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```ini
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[SOMEBUILDING]; BuildingType
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PowerPlant.DamageFactor=1.0 ; floating point value
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```
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### Skip anim delay for burst fire
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- In Red Alert 1, the tesla coil will attack multiple times after charging animation. This is not possible in Red Alert 2, where the building must play the charge animation every time it fires.
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