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[Minor] Weekly Regular Documentation Revisions 04.14-04.20 - develop (#1626)
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docs/Fixed-or-Improved-Logics.md

Lines changed: 16 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -532,6 +532,21 @@ In `rulesmd.ini`:
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ExcludeFromMultipleFactoryBonus=false ; boolean
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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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- Now you can implement the above logic using the following flag.
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In `artmd.ini`:
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```ini
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[SOMEBUILDING] ; BuildingType
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IsAnimDelayedBurst=true ; boolean
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```
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```{note}
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The prism towers' fire is hardcoded to be delayed. Their fire will ignore this flag, just as they ignore `IsAnimDelayedFire`.
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```
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### Unit repair customization
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- It is now possible to customize the repairing of units by `UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings.
@@ -1687,7 +1702,7 @@ DecloakDamagedTargets=true ; boolean
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- Now you can specify which targets the parasite will culling them.
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In `rulesmd.ini`
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In `rulesmd.ini`:
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```ini
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[SOMEWARHEAD] ; WarheadType
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Parasite.CullingTarget=infantry ; List of Affected Target Enumeration (none|aircraft|infantry|units|all)

docs/New-or-Enhanced-Logics.md

Lines changed: 7 additions & 22 deletions
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@@ -130,7 +130,7 @@ ReflectDamage=false ; boolean
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ReflectDamage.Warhead= ; WarheadType
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ReflectDamage.Warhead.Detonate=false ; WarheadType
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ReflectDamage.Multiplier=1.0 ; floating point value, percents or absolute
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ReflectDamage.AffectsHouses=all ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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ReflectDamage.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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ReflectDamage.Chance=1.0 ; floating point value
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ReflectDamage.Override= ; integer
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DisableWeapons=false ; boolean
@@ -300,7 +300,7 @@ SelfHealing=0.0 ; floating point value, percents or
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SelfHealing.Rate=0.0 ; floating point value, ingame minutes
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SelfHealing.RestartInCombat=true ; boolean
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SelfHealing.RestartInCombatDelay=0 ; integer, game frames
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SelfHealing.EnabledBy= ; List of BuildingType names
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SelfHealing.EnabledBy= ; List of BuildingTypes
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Respawn=0.0 ; floating point value, percents or absolute
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Respawn.Rate=0.0 ; floating point value, ingame minutes
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BracketDelta=0 ; integer - pixels
@@ -589,21 +589,6 @@ PowerPlantEnhancer.Amount=0 ; integer
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PowerPlantEnhancer.Factor=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.
595-
- Now you can implement the above logic using the following flag.
596-
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In `artmd.ini`:
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```ini
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[SOMEBUILDING] ; BuildingType
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IsAnimDelayedBurst=true ; boolean
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```
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```{note}
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The prism towers' fire is hardcoded to be delayed. Their fire will ignore this flag, just as they ignore IsAnimDelayedFire.
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```
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### Spy Effects
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- Additional espionage bonuses can be toggled with `SpyEffect.Custom`.
@@ -1575,9 +1560,9 @@ In `rulesmd.ini`:
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```ini
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[SOMETECHNO] ; TechnoType
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Overload.Count= ; list of integer, default to [CombatDamage] -> OverloadCount
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Overload.Damage= ; list of integer, default to [CombatDamage] -> OverloadDamage
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Overload.Frames= ; list of integer, default to [CombatDamage] -> OverloadFrames
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Overload.Count= ; List of integers, default to [CombatDamage] -> OverloadCount
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Overload.Damage= ; List of integers, default to [CombatDamage] -> OverloadDamage
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Overload.Frames= ; List of integers, default to [CombatDamage] -> OverloadFrames
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Overload.DeathSound= ; Sound entry, default to [AudioVisual] -> MasterMindOverloadDeathSound
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Overload.ParticleSys= ; ParticleSystemType, default to [CombatDamage] -> DefaultSparkSystem
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Overload.ParticleSysCount=5 ; integer
@@ -1834,8 +1819,8 @@ RemoveMindControl=false ; boolean
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In `rulesmd.ini`:
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```ini
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[SOMEWARHEAD] ; Warhead
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CanKill=true ; boolean
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[SOMEWARHEAD] ; WarheadType
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CanKill=true ; boolean
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```
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### Chance-based extra damage or Warhead detonation / 'critical hits'

docs/Whats-New.md

Lines changed: 26 additions & 26 deletions
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@@ -311,33 +311,32 @@ HideLightFlashEffects=false ; boolean
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:open:
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New:
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- Allow using waypoints, area guard and attack move with aircraft (by CrimRecya)
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- Enhanced Straight trajectory (by CrimRecya)
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- Enable building production queue (by CrimRecya)
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- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
318-
- Custom exit cell for infantry factory (by Starkku)
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- Option for vehicles to keep target when issued move command (by Starkku)
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- Skip anim delay for burst fire (by TaranDahl)
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- Extending `Power` to all TechnoTypes (by Morton)
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- New Parabola trajectory (by CrimRecya)
323-
- Type select for buildings (code by TaranDahl, doc by Ollerus)
324-
- Raise alert when technos are taking damage (by TaranDahl)
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- Enhanced Bombard trajectory (by CrimRecya & Ollerus, based on knowledge of NaotoYuuki)
326-
- Toggle waypoint for building (by TaranDahl)
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- Bunkerable checks dehardcode (by TaranDahl)
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- No turret unit turn to the target (by CrimRecya & TaranDahl)
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- Damage multiplier for different houses (by CrimRecya)
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- [Allow using waypoints, area guard and attack move with aircraft](Fixed-or-Improved-Logics.md#extended-aircraft-missions) (by CrimRecya)
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- [Enhanced Straight trajectory](New-or-Enhanced-Logics.md#straight-trajectory) (by CrimRecya)
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- [Enable building production queue](User-Interface.md#building-production-queue) (by CrimRecya)
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- [Custom exit cell for infantry factory](Fixed-or-Improved-Logics.md#custom-exit-cell-for-infantry-factory) (by Starkku)
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- [Option for vehicles to keep target when issued move command](Fixed-or-Improved-Logics.md#retain-target-on-movement-command) (by Starkku)
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- [Skip anim delay for burst fire](Fixed-or-Improved-Logics.md#skip-anim-delay-for-burst-fire) (by TaranDahl)
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- [Extending `Power` to all TechnoTypes](Fixed-or-Improved-Logics.md#power-drain-for-units) (by Morton)
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- [New Parabola trajectory](New-or-Enhanced-Logics.md#parabola-trajectory) (by CrimRecya)
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- [Type select for buildings](User-Interface.md#type-select-for-buildings) (code by TaranDahl, doc by Ollerus)
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- [Raise alert when technos are taking damage](New-or-Enhanced-Logics.md#raise-alert-when-technos-are-taking-damage) (by TaranDahl)
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- [Enhanced Bombard trajectory](New-or-Enhanced-Logics.md#bombard-trajectory) (by CrimRecya & Ollerus, based on knowledge of NaotoYuuki)
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- [Toggle waypoint for building](Fixed-or-Improved-Logics.md#waypoints-for-buildings) (by TaranDahl)
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- [Bunkerable checks dehardcode](Fixed-or-Improved-Logics.md#bunker-entering-check-dehardcode) (by TaranDahl)
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- [No turret unit turn to the target](Fixed-or-Improved-Logics.md#unit-without-turret-always-turn-to-target) (by CrimRecya & TaranDahl)
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- [Damage multiplier for different houses](New-or-Enhanced-Logics.md#damage-multiplier-for-different-houses) (by CrimRecya)
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- Customizable duration for electric bolts (by Starkku)
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- Customizable FLH tracking for electric bolts (by Starkku)
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- Extended gattling rate down logic (by CrimRecya)
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- Sell or undeploy building on impact (by CrimRecya)
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- No rearm and reload in EMP or temporal (by CrimRecya)
335-
- Technos recount current burst index when change the firing weapon (by CrimRecya)
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- [Extended gattling rate down logic](New-or-Enhanced-Logics.md#extended-gattling-rate-down-logic) (by CrimRecya)
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- [Sell or undeploy building on impact](New-or-Enhanced-Logics.md#sell-or-undeploy-building-on-impact) (by CrimRecya)
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- [No rearm and reload in EMP or temporal](New-or-Enhanced-Logics.md#no-rearm-and-reload-in-emp-or-temporal) (by CrimRecya)
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- [Technos recount current burst index when change the firing weapon](New-or-Enhanced-Logics.md#recount-burst-index) (by CrimRecya)
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- Shield armor inheritance customization (by Ollerus)
337-
- Damaged unit image changes (by Fryone)
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- Customizable spawns queue (by TwinkleStar)
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- Initial spawns number (by TwinkleStar)
340-
- Override target under EMP attack behavior (By FS-21)
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- [Damaged unit image changes](New-or-Enhanced-Logics.md#damaged-unit-image-changes) (by Fryone)
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- [Customizable spawns queue](New-or-Enhanced-Logics.md#customizable-spawns-queue) (by TwinkleStar)
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- [Initial spawns number](New-or-Enhanced-Logics.md#initial-spawns-number) (by TwinkleStar)
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- [Override target under EMP attack behavior](New-or-Enhanced-Logics.md#forcing-specific-weapon-against-certain-targets) (By FS-21)
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- [Aircraft spawner recycling improvements (custom offset, animation etc.)](New-or-Enhanced-Logics.md#aircraft-spawner-customizations) (by TaranDahl)
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- [Technos can maintain a suitable distance after firing](New-or-Enhanced-Logics.md#keep-range-after-firing) (by CrimRecya)
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- [Projectile subject to ground check before firing](New-or-Enhanced-Logics.md#projectiles-blocked-by-land-or-water) (by CrimRecya)
@@ -358,14 +357,15 @@ New:
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- [Jumpjet Tilts While Moving](New-or-Enhanced-Logics.md#jumpjet-tilts-while-moving) (by CrimRecya)
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- [Spawned aircraft facing to match turret toggle](New-or-Enhanced-Logics.md#aircraft-spawner-customizations) (by Starkku)
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- [Removed dependency on `blowfish.dll`](Miscellanous.md#blowfish-dependency) (by ZivDero)
361-
- [Warhead that can not kill](New-or-Enhanced-Logics.md#warhead-that-cannot-kill) (by FS-21)
360+
- [Warhead that can not kill](New-or-Enhanced-Logics.md#warhead-that-can-not-kill) (by FS-21)
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- [Customize parasite culling targets](Fixed-or-Improved-Logics.md#customizing-parasite-culling-targets) (by NetsuNegi)
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- [Overload characteristic dehardcoded](New-or-Enhanced-Logics.md#overload-characteristic-dehardcoded) (by Otamaa)
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- [RadarInvisible for non-enemy house](Fixed-or-Improved-Logics.md#radarinvisible-for-non-enemy-house) (By TaranDahl)
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- New `Pips.HideIfNoStrength` and `SelfHealing.EnabledBy` additions for shields (by FS-21)
366-
- [Customize harvester dump amount](New-or-Enhanced-Logics.md#customize-harvester-dump-amount) (by NetsuNegi)
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- [Customize harvester dump amount](Fixed-or-Improved-Logics.md#customize-harvester-dump-amount) (by NetsuNegi)
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Vanilla fixes:
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- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
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- Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl)
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- Fixed an issue that harvesters with amphibious movement zone can not automatically return to refineries with `WaterBound` on water surface (by NetsuNegi)
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- Buildings with foundation bigger than 1x1 can now recycle spawned correctly (by TaranDahl)

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