You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
- Now you can have some units following surrounding units when executing an attack move command. The follow behavior is equivalent to the behavior of follow command (`ctrl + alt`).
1253
1260
- Use `AttackMove.Follow.IncludeAir` to determine whether the follower will follow an air unit.
1261
+
- Mind control units with `AttackMove.Follow.IfMindControlIsFull=true` set will follow if they reach the capacity.
1254
1262
- This feature should be useful for supportive units such as medics and repairers.
*Enemy behavior against EMP targets with `ForceWeapon.UnderEMP` in [C&C: Reloaded](https://www.moddb.com/mods/cncreloaded)*
1539
1548
1540
1549
- Can be used to override normal weapon selection logic to force specific weapons to use against certain targets. If multiple are set and target satisfies the conditions, the first one in listed order satisfied takes effect.
1541
-
-`ForceWeapon.Naval.Decloaked` forces specified weapon to be used against uncloaked naval targets. Useful if your naval unit has one weapon only for underwater and another weapon for surface targets.
1550
+
-`ForceWeapon.Naval.Decloaked` forces specified weapon to be used against uncloaked `Naval=yes` targets. Useful if your naval unit has one weapon only for underwater and another weapon for surface targets.
1542
1551
-`ForceWeapon.Cloaked` forces specified weapon to be used against any cloaked targets.
1543
1552
-`ForceWeapon.Disguised` forces specified weapon to be used against any disguised targets.
1544
1553
-`ForceWeapon.UnderEMP` forces specified weapon to be used if the target is under EMP effect.
1545
1554
-`ForceWeapon.InRange` forces specified a list of weapons to be used once the target is within their `Range`. If `ForceWeapon.InRange.TechnoOnly` set to true, it'll only be forced on TechnoTypes like other forced weapons, otherwise it'll also be forced when attacking empty grounds. The first weapon in the listed order satisfied will be selected. Can be applied to both ground and air target if `ForceAAWeapon.InRange` is not set.
1546
1555
-`ForceAAWeapon.InRange` does the same thing but only for air target. Taking priority to `ForceWeapon.InRange`, which means that it can only be applied to ground target when they're both set.
1547
1556
-`Force(AA)Weapon.InRange.Overrides` overrides the range when decides which weapon to use. Value from position matching the position from `Force(AA)Weapon.InRange` is used if found, or the weapon's own `Range` if not found or set to a value below 0.
1548
1557
- If `Force(AA)Weapon.InRange.ApplyRangeModifiers` is set to true, any applicable weapon range modifiers from the firer are applied to the decision range.
1558
+
- A series of tags can force specified weapons based on the target's type.
1559
+
-`ForceWeapon.Naval.Units` forces specified weapon to be used against `Naval=yes` units. Taking priority to `ForceWeapon.Units`.
1560
+
- If `ForceWeapon.Defenses` is enabled, it'll be used if the target is a building with `BuildCat=Combat`. Otherwise it'll follow `ForceWeapon.Buildings`, if enabled.
1561
+
-`ForceWeapon.Infantry/Units/Aircraft` can be applied to both ground and air target if `ForceAAWeapon.Infantry/Units/Aircraft` is not set.
1562
+
-`ForceAAWeapon.Infantry/Units/Aircraft` do the same things but only for air target. Taking priority to `ForceWeapon.Infantry/Units/Naval.Units/Aircraft`, which means that they can only be applied to ground target when they're both set.
1549
1563
1550
1564
In `rulesmd.ini`:
1551
1565
```ini
1552
1566
[SOMETECHNO]; TechnoType
1553
-
ForceWeapon.Naval.Decloaked=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
1554
-
ForceWeapon.Cloaked=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
1555
-
ForceWeapon.Disguised=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
1556
-
ForceWeapon.UnderEMP=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
1557
-
ForceWeapon.InRange= ; List of integers. 0 for primary weapon, 1 for secondary weapon, -1 to disable
1567
+
ForceWeapon.Naval.Decloaked=-1 ; integer, -1 to disable
1568
+
ForceWeapon.Cloaked=-1 ; integer, -1 to disable
1569
+
ForceWeapon.Disguised=-1 ; integer, -1 to disable
1570
+
ForceWeapon.UnderEMP=-1 ; integer, -1 to disable
1571
+
ForceWeapon.InRange= ; List of integers
1558
1572
ForceWeapon.InRange.Overrides= ; List of floating-point values
ForceWeapon.Naval.Units=-1 ; integer, -1 to disable
1582
+
ForceWeapon.Units=-1 ; integer, -1 to disable
1583
+
ForceWeapon.Aircraft=-1 ; integer, -1 to disable
1584
+
ForceAAWeapon.Infantry=-1 ; integer, -1 to disable
1585
+
ForceAAWeapon.Units=-1 ; integer, -1 to disable
1586
+
ForceAAWeapon.Aircraft=-1 ; integer, -1 to disable
1564
1587
```
1565
1588
1566
1589
```{note}
@@ -1656,6 +1679,26 @@ MindControlLink.VisibleToHouse=all ; Affected House Enumeration (none|owner/s
1656
1679
MultiMindControl.ReleaseVictim=false ; boolean
1657
1680
```
1658
1681
1682
+
### Multi Weapon
1683
+
1684
+

1685
+
*Multi Weapon used to release different weapons against different targets in **Zero Boundary** by @[Stormsulfur](https://space.bilibili.com/11638715/lists/5358986)*
1686
+
1687
+
- You can now use `WeaponX` to enable more than 2 weapons for a TechnoType without hardcoded `Gunner=yes`, `IsGattling=yes` or `IsChargeTurret=yes` restriction.
1688
+
- Set `MultiWeapon=yes` to enable this feature, be careful not to forget `WeaponCount`.
1689
+
-`MultiWeapon.IsSecondary` specifies which weapons will be considered as `Secondary` when selecting weapons or triggering infantry's `SecondaryFire` settings. If not set, `Weapon1` will be considered as `Secondary`.
1690
+
-`MultiWeapon.SelectCount` determines the number of weapons that can be selected by default weapon selection logic. Notice that higher number is bad for performance.
1691
+
- If the number is smaller than the total amount of weapons, the ones with smaller indices will be picked.
1692
+
- Other weapons can still be used for logic that specify a weapon index, such as [ForceWeapon](#forcing-specific-weapon-against-certain-targets).
1693
+
1694
+
In `rulesmd.ini`:
1695
+
```ini
1696
+
[SOMETECHNO]; TechnoType
1697
+
MultiWeapon=false ; boolean
1698
+
MultiWeapon.IsSecondary= ; List of integers
1699
+
MultiWeapon.SelectCount=2 ; integer
1700
+
```
1701
+
1659
1702
### No Manual Move
1660
1703
1661
1704
- You can now specify whether a TechnoType is unable to receive move command.
- Now you can use and customize select box for infantry, vehicle and aircraft. No select box for buildings in default case, but you still can specific for some building if you want.
288
290
-`Frames` can be used to list frames of `Shape` file that'll be drawn as a select box when the TechnoType's health is at or below full health/the percentage defined in `[AudioVisual] -> ConditionYellow/ConditionRed`, respectively.
289
291
- If `Grounded` set to true, the select box will be drawn on the ground below the TechnoType.
290
292
- Select box's translucency setting can be adjusted via `Translucency`.
291
293
-`VisibleToHouses` and `VisibleToHouses.Observer` can limit visibility to specific players.
292
294
-`DrawAboveTechno` specific whether the select box will be drawn before drawing the TechnoType. If set to false, the select box can be obscured by the TechnoType, and the draw location will ignore `PixelSelectionBracketDelta`.
295
+
- You can now use `GroundShape` to specific a image which always draw on ground, it will only draw when techno is in air if set `Ground.AlwaysDraw=false`, this also affect on `GroundLine`.
296
+
- If `GroundLine=true` , the game will draw a line from techno's position to its vertical projection, `GroundLine.Dashed=true` means the projection line is a dashed line.
293
297
294
298
In `rulesmd.ini`:
295
299
```ini
@@ -304,12 +308,21 @@ DefaultUnitSelectBox= ; Select box for vehicle and aircraft
304
308
Shape=select.shp ; filename with .shp extension
305
309
Palette=palette.pal ; filename with .pal extension
306
310
Frames= ; List of integer, default 1,1,1 for infantry, 0,0,0 for vehicle and aircraft
307
-
Grounded=false ; boolean
308
311
Offset=0,0 ; integers - horizontal, vertical
309
312
Translucency=0 ; translucency level (0/25/50/75)
310
313
VisibleToHouses=all ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
311
314
VisibleToHouses.Observer=true ; boolean
312
315
DrawAboveTechno=true ; boolean
316
+
GroundShape= ; filename with .shp extension
317
+
GroundPalette=palette.pal ; filename with .pal extension
318
+
GroundFrames= ; List of integer, default 1,1,1 for infantry, 0,0,0 for vehicle and aircraft
0 commit comments