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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -213,17 +213,15 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fixed an issue that units on the slope tilted at an excessive angle.
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- Fixed an issue that impassable invisible barrier generated by the behavior of infantry continuously entering vehicles.
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- Fixed an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash.
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- Fixed an issue that MCV will self-destruct when using trigger 107 to teleport.
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- Fixed an issue that moving MCV with Teleport locomotion will cause reconnection error.
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- Fixed wrong shadow when a vehicle has hover locomotor and is being lifted by `IsLocomotor=yes` warhead.
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- Fixed the bug that a unit can overlap with `Teleport` units after it's been damaged by a fallen unit lifted by `IsLocomotor=yes` warheads.
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- Fixed an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead.
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- Fixed an issue that game crashes when spawnee has been removed and is not real dead.
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- Separated the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues.
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- Fixed the bug that buildings will always be tinted as airstrike owner.
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- Fixed the bug that 'AllowAirstrike=no' cannot completely prevent air strikes from being launched against it.
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- Fixed the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it.
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- Fixed the issue where computer players did not search for new enemies after defeating them or forming alliances with them.
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- Fixed an issue that spawned `Strafe` aircraft on aircraft carriers may not be able to return normally if aircraft carriers moved a short distance when the aircraft is landing.
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## Fixes / interactions with other extensions
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## Technos
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### Airstrike target eligibility
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- By default whether or not a building can be targeted by airstrikes depends on value of `CanC4`, which also affects other things. This can now be changed independently by setting `AllowAirstrike`. If not set, defaults to value of `CanC4`.
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- For non building situations, the default value is true.
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- Now it is possible to designate air strikes against non building targets.
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- The airstrike aircraft will now aim at the target itself rather than the cell beneath its feet.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO]; TechnoType
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AllowAirstrike= ; boolean
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[SOMEWARHEAD]; WarheadType
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AirstrikeTargets=building ; List of Affected Target Enumeration (none|infantry|units|buildings|all)
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```
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### Alternate FLH customizations
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-`AlternateFLH.OnTurret` can be used to customize whether or not `AlternateFLHN` used for `OpenTopped` transport firing coordinates, multiple mind control link offsets etc. is calculated relative to the unit's turret if available or body.
- It is now possible to set a global cap for the effects of `InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting `InfantryGainSelfHealCap` & `UnitsGainSelfHealCap` under `[General]`, respectively.
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- Whether or not `MultiplayPassive=true` houses benefit from these effects can be controlled via `GainSelfHealAllowMultiplayPassive`.
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- It is also possible to change the pip frames displayed from `pips.shp` individually for infantry, units and buildings by setting the frames for infantry & unit self-healing on `Pips.SelfHeal.Infantry/Units/Buildings` under `[AudioVisual]`, respectively.
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-`Pips.SelfHeal.Infantry/Units/Buildings.Offset` can be used to customize the pixel offsets for the displayed pips, individually for infantry, units and buildings.
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- It is also possible to change the pip frames displayed from `pips.shp` individually for infantry, units and buildings by setting the frames for infantry & unit self-healing on `Pips.SelfHeal.(Infantry/Units/Buildings)` under `[AudioVisual]`, respectively.
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-`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` can be used to customize the pixel offsets for the displayed pips, individually for infantry, units and buildings.
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- Whether or not a TechnoType benefits from effects of `InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can now be controlled by setting `SelfHealGainType`.
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- If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with `Organic` set to true gain self-healing from `InfantryGainSelfHeal`, other VehicleTypes from `UnitsGainSelfHeal` and AircraftTypes & BuildingTypes never gain self-healing.
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- It is now possible to customize the frame delay between instances of `[General] -> ChronoSparkle1` animations created on objects being warped by setting `[General] -> ChronoSparkleDisplayDelay`.
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- By default on buildings with `MaxOccupants` higher than 0, chrono sparkle animation would be shown at each of the `MuzzleFlashX` coordinates. This behaviour is now customizable, and supports `MuzzleFlashX` indices higher than 10.
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- By default on buildings with `MaxNumberOccupants` higher than 0, chrono sparkle animation would be shown at each of the `MuzzleFlashX` coordinates. This behaviour is now customizable, and supports `MuzzleFlashX` indices higher than 10.
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-`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show the sparkle animation on the building (`building`), muzzle flash coordinates of current occupants (`occupants`), muzzle flash coordinates of all occupant slots (`occupantslots`) or any combination of these.
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- If `occupants` or `occupantslots` is listed without `building`, a single chrono sparkle animation is still displayed on building if it doesn't have any occupants or it has `MaxOccupants` value less than 1, respectively.
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- If `occupants` or `occupantslots` is listed without `building`, a single chrono sparkle animation is still displayed on building if it doesn't have any occupants or it has `MaxNumberOccupants` value less than 1, respectively.
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- The chrono sparkle animation that is displayed on building itself is also now displayed at the center of it rather than at center of its topmost cell.
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In `rulesmd.ini`:
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Image= ; name of the file that will be used as image, without extension
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```
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### Airstrike target eligibility
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- By default whether or not a building can be targeted by airstrikes depends on value of `CanC4`, which also affects other things. This can now be changed independently by setting `AllowAirstrike`. If not set, defaults to value of `CanC4`.
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- For non building situations, the default value is true.
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- Now it is possible to designate air strikes against non building targets.
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- The airstrike aircraft will now aim at the target itself rather than the cell beneath its feet.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO]
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AllowAirstrike= ; boolean
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[SOMEWARHEAD]
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AirstrikeTargets=building ; List of Affected Target Enumeration (none|infantry|units|buildings|all)
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```
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### Customizable veterancy insignias
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- You can now customize veterancy insignia of TechnoTypes.
Copy file name to clipboardExpand all lines: docs/New-or-Enhanced-Logics.md
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@@ -61,7 +61,7 @@ This page describes all the engine features that are either new and introduced b
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-`AttachEffect.InitialDelays` can be used to set the delays before first creating the effects on TechnoType. Defaults to 0 (immediately). Delay matching the position in `AttachTypes` is used for that type, or the last listed delay if not available.
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-`AttachEffect.RecreationDelays` is used to determine if the effect can be recreated if it is removed completely (e.g `AttachEffect.RemoveTypes`), and if yes, how long this takes. Defaults to -1, meaning no recreation. Delay matching the position in `AttachTypes` is used for that type, or the last listed delay if not available.
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- Note that neither `InitialDelays` or `RecreationDelays` count down if the effect cannot currently be active due to `DiscardOn` condition.
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- AttachEffectTypes can be attached to objects via Warheads using `AttachEffect.AttachTypes`.
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-`AttachEffect.DurationOverrides` can be used to override the default durations. Duration matching the position in `AttachTypes` is used for that type, or the last listed duration if not available.
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-`AttachEffect.CumulativeRefreshAll` if set to true makes it so that trying to attach `Cumulative=true` effect to a target that already has `Cumulative.MaxCount` amount of effects will refresh duration of all attached effects of the same type instead of only the one with shortest remaining duration. If `AttachEffect.CumulativeRefreshAll.OnAttach` is also set to true, this refresh applies even if the target does not have maximum allowed amount of effects of same type.
- Now you can let infantry or vehicle passengers quickly enter or leave the transport vehicles without queuing.
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In `rulesmd.ini`:
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```ini
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[General]
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NoQueueUpToEnter=false ; boolean
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NoQueueUpToUnload=false ; boolean
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[SOMEVEHICLE]; VehicleType
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NoQueueUpToEnter= ; boolean, default to [General] -> NoQueueUpToEnter
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NoQueueUpToUnload= ; boolean, default to [General] -> NoQueueUpToUnload
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```
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## Terrain
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### Aggressive attack move mission
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### Destroy animation & sound
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-`AttackMove.Aggressive` allows your technos to attack the enemy's unarmed buildings more aggressively when in attack move mission (Ctrl+Shift).
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-`AttackMove.UpdateTarget` allows your technos to automatically change and select a higher threat target when in attack move mission (Ctrl+Shift).
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- You can now specify a destroy animation and sound for a TerrainType that are played when it is destroyed.
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In `rulesmd.ini`:
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```ini
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[General]
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AttackMove.Aggressive=false ; boolean
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AttackMove.UpdateTarget=false ; boolean
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[SOMETECHNO]
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AttackMove.Aggressive= ; boolean, default to [General] -> AttackMove.Aggressive
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AttackMove.UpdateTarget= ; boolean, default to [General] -> AttackMove.UpdateTarget
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[SOMETERRAINTYPE]; TerrainType
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DestroyAnim= ; AnimationType
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DestroySound= ; Sound entry
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```
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## Vehicles
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### Amphibious access vehicle
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- Now you can let amphibious infantry or vehicle passengers enter or leave amphibious transport vehicles on water surface. Defaults to `[General]->AmphibiousEnter` or `[General]->AmphibiousUnload`.
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- Now you can let amphibious infantry or vehicle passengers enter or leave amphibious transport vehicles on water surface.
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```ini
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[General]
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AmphibiousEnter=false ; boolean
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AmphibiousUnload=false ; boolean
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[SOMEVEHICLE]; VehicleType
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AmphibiousEnter= ; boolean
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AmphibiousUnload= ; boolean
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```
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## Terrain
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### Destroy animation & sound
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- You can now specify a destroy animation and sound for a TerrainType that are played when it is destroyed.
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In `rulesmd.ini`:
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```ini
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[SOMETERRAINTYPE]; TerrainType
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DestroyAnim= ; AnimationType
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DestroySound= ; Sound entry
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[SOMEVEHICLE]; VehicleType, transport
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AmphibiousEnter= ; boolean, default to [General] -> AmphibiousEnter
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AmphibiousUnload= ; boolean, default to [General] -> AmphibiousUnload
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```
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## Vehicles
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### Damaged unit image changes
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- When a unit is damaged (health points percentage is lower than `[AudioVisual] -> ConditionYellow` percentage), it now may use different image set by `Image.ConditionYellow` VehicleType.
Note that the VehicleTypes had to be defined under [VehicleTypes] and use same image type (SHP/VXL) for vanilla/damaged states.
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```
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### Fast access vehicle
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- Now you can let infantry or vehicle passengers quickly enter or leave the transport vehicles without queuing.
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In `rulesmd.ini`:
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```ini
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[General]
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NoQueueUpToEnter=false ; boolean
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NoQueueUpToUnload=false ; boolean
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[SOMEVEHICLE]; VehicleType, transport
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NoQueueUpToEnter= ; boolean, default to [General] -> NoQueueUpToEnter
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NoQueueUpToUnload= ; boolean, default to [General] -> NoQueueUpToUnload
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```
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### Jumpjet Tilts While Moving
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### Detonate Warhead on all objects on map
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- Setting `DetonateOnAllMapObjects` to true allows a Warhead that is detonated by a projectile (for an example, this excludes things like animation `Warhead` and Ares' GenericWarhead superweapon but includes `Crit.Warhead` and animation `Weapon`) and consequently any `Airburst/ShrapnelWeapon` that may follow to detonate on each object currently alive and existing on the map regardless of its actual target, with optional filters. Note that this is done immediately prior Warhead detonation so after `PreImpactAnim`*(Ares feature)* has been displayed.
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- Setting `DetonateOnAllMapObjects` to true allows a Warhead that is detonated by a projectile (for an example, this excludes things like animation `Warhead` and Ares' GenericWarhead superweapon but includes `Crit.Warhead` and animation `Weapon`) and consequently any `AirburstWeapon/ShrapnelWeapon` that may follow to detonate on each object currently alive and existing on the map regardless of its actual target, with optional filters. Note that this is done immediately prior Warhead detonation so after `PreImpactAnim`*(Ares feature)* has been displayed.
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-`DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is detonated fully on the targets (as part of a dummy weapon) or simply deals area damage and applies Phobos' Warhead effects.
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-`DetonateOnAllMapObjects.AffectTargets` is used to filter which types of targets (TechnoTypes) are considered valid and must be set to a valid value other than `none` for this feature to work. Only `none`, `all`, `aircraft`, `buildings`, `infantry` and `units` are valid values. This is set to `none` by default as inclusion of all object types can be performance-heavy.
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-`DetonateOnAllMapObjects.AffectHouses` is used to filter which houses targets can belong to be considered valid and must be set to a valid value other than `none` for this feature to work. Only applicable if the house that fired the projectile is known. This is set to `none` by default as inclusion of all houses can be performance-heavy.
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