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[Minor] Weekly Regular Documentation Revisions 08.11-08.17 - develop (#1805)
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docs/Fixed-or-Improved-Logics.md

Lines changed: 61 additions & 61 deletions
Original file line numberDiff line numberDiff line change
@@ -489,6 +489,27 @@ HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage
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## Buildings
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### AI base construction modification
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494+
- AI can now have some new behaviors.
495+
- `AIAutoDeployMCV` controls whether AI will still automatically deploy the mcv after owning a construction yard.
496+
- `AISetBaseCenter` controls whether AI will still set the newly deployed construction yard as the base center after owning a construction yard.
497+
- `AIBiasSpawnCell` controls whether AI will preferentially select the construction yard close to the birth point as the base center (useless in campaign).
498+
- `AIForbidConYard` controls whether AI cannot place buildings with `ConstructionYard=true`. AI will try to build one after a construction yard is destroyed but will not put it down. After that, it will continue to build other buildings. Building a construction yard will still take some time. You can try to reduce the build time of it.
499+
- `AINodeWallsOnly` controls whether AI can only automatically connect adjacent walls when there are wall base nodes around.
500+
- `AICleanWallNode` controls whether AI cannot place walls when there are no `ProtectWithWall` buildings around. If it cannot be placed, this base node will also be removed.
501+
502+
In `rulesmd.ini`:
503+
```ini
504+
[AI]
505+
AIAutoDeployMCV=true ; boolean
506+
AISetBaseCenter=true ; boolean
507+
AIBiasSpawnCell=false ; boolean
508+
AIForbidConYard=false ; boolean
509+
AINodeWallsOnly=false ; boolean
510+
AICleanWallNode=false ; boolean
511+
```
512+
492513
### Aircraft docking direction
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494515
- It is now possible to customize the landing direction for docking aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based index for each `DockingOffset` separately, `AircraftDockingDir` and `AircraftDockingDir0` are synonymous and will be used if direction is not set for a specific offset) on the dock building. This overrides the aircraft's own [landing direction](#landing-direction) setting and defaults to `[AudioVisual] -> PoseDir`.
@@ -705,27 +726,6 @@ In `rulesmd.ini`:
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BuildingWaypoints=false ; boolean
706727
```
707728

708-
### AI base construction modification
709-
710-
- AI can now have some new behaviors.
711-
- `AIAutoDeployMCV` controls whether AI will still automatically deploy the mcv after owning a construction yard.
712-
- `AISetBaseCenter` controls whether AI will still set the newly deployed construction yard as the base center after owning a construction yard.
713-
- `AIBiasSpawnCell` controls whether AI will preferentially select the construction yard close to the birth point as the base center (useless in campaign).
714-
- `AIForbidConYard` controls whether AI cannot place buildings with `ConstructionYard=true`. AI will try to build one after a construction yard is destroyed but will not put it down. After that, it will continue to build other buildings. Building a construction yard will still take some time. You can try to reduce the build time of it.
715-
- `AINodeWallsOnly` controls whether AI can only automatically connect adjacent walls when there are wall base nodes around.
716-
- `AICleanWallNode` controls whether AI cannot place walls when there are no `ProtectWithWall` buildings around. If it cannot be placed, this base node will also be removed.
717-
718-
In `rulesmd.ini`:
719-
```ini
720-
[AI]
721-
AIAutoDeployMCV=true ; boolean
722-
AISetBaseCenter=true ; boolean
723-
AIBiasSpawnCell=false ; boolean
724-
AIForbidConYard=false ; boolean
725-
AINodeWallsOnly=false ; boolean
726-
AICleanWallNode=false ; boolean
727-
```
728-
729729
## Infantry
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731731
### Auto deploy for GI-like infantry
@@ -1671,6 +1671,20 @@ BunkerableAnyway=false ; boolean
16711671
Skipping checks with this feature doesn't mean that vehicles and tank bunkers will interact correctly. Following the simple checks performed by the provider of this feature, bunkerability is mainly determined by Locomotor. The details about locomotors' bunkerability can be found on [ModEnc](https://modenc.renegadeprojects.com/Bunkerable).
16721672
```
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### Customize harvester dump amount
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1676+
- Now you can limit how much ore the harvester can dump out per time, like it in Tiberium Sun.
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- Less than or equal to 0 means no limit, it will always dump out all at one time.
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1679+
In `rulesmd.ini`:
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```ini
1681+
[General]
1682+
HarvesterDumpAmount=0.0 ; float point value
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1684+
[SOMEVEHICLE] ; VehicleType
1685+
HarvesterDumpAmount= ; float point value
1686+
```
1687+
16741688
### Customizing crushing tilt and slowdown
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16761690
- Vehicles with `Crusher=true` and `OmniCrusher=true` / `MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys `TiltsWhenCrushes` but can be customized individually for these two scenarios using `TiltsWhenCrusher.Vehicles` and `TiltsWhenCrusher.Overlays`, which both default to `TiltsWhenCrushes`.
@@ -1820,39 +1834,6 @@ Sinkable.SquidGrab=true ; boolean
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18211835
- Setting VehicleType `Speed` to 0 now makes game treat them as stationary, behaving in very similar manner to deployed vehicles with `IsSimpleDeployer` set to true. Should not be used on buildable vehicles, as they won't be able to exit factories.
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1823-
### Unit Without Turret Always Turn To Target
1824-
1825-
- Now vehicles without turret will attempt to turn to the target while the weapon is cooling down, rather than after the weapon has cooled down, by setting `NoTurret.TrackTarget` to true.
1826-
1827-
In `rulesmd.ini`:
1828-
```ini
1829-
[General]
1830-
NoTurret.TrackTarget=false ; boolean
1831-
1832-
[SOMEVEHICLE] ; VehicleType
1833-
NoTurret.TrackTarget= ; boolean, defaults to [General] -> NoTurret.TrackTarget
1834-
```
1835-
1836-
```{note}
1837-
Jumpjet can also be affected by this if firing an `OmniFire` weapon with `OmniFire.TurnToTarget` set to true.
1838-
```
1839-
1840-
### Voxel turret shadow
1841-
1842-
- Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> DrawTurretShadow` is set to true. This can be overridden per VehicleType by setting `TurretShadow` in the vehicle's `artmd.ini` section.
1843-
1844-
In `rulesmd.ini`:
1845-
```ini
1846-
[AudioVisual]
1847-
DrawTurretShadow=false ; boolean
1848-
```
1849-
1850-
In `artmd.ini`:
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```ini
1852-
[SOMEVEHICLE] ; VehicleType
1853-
TurretShadow= ; boolean
1854-
```
1855-
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### Turret recoil
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18581839
- Now you can use `TurretRecoil` to control units’ turret/barrel recoil effect when firing.
@@ -1877,21 +1858,40 @@ TurretRecoil.Suppress=no ; boolean
18771858
```
18781859

18791860
```{note}
1880-
The logic below was not reverse-engineered but reimplemented to achieve the same effect, hence there might be some differences in behavior compared to Tiberian Sun version.
1861+
The logic above was not reverse-engineered but reimplemented to achieve the same effect, hence there might be some differences in behavior compared to Tiberian Sun version.
18811862
```
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1883-
### Customize harvester dump amount
1864+
### Unit Without Turret Always Turn To Target
18841865

1885-
- Now you can limit how much ore the harvester can dump out per time, like it in Tiberium Sun.
1886-
- Less than or equal to 0 means no limit, it will always dump out all at one time.
1866+
- Now vehicles without turret will attempt to turn to the target while the weapon is cooling down, rather than after the weapon has cooled down, by setting `NoTurret.TrackTarget` to true.
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In `rulesmd.ini`:
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```ini
18901870
[General]
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HarvesterDumpAmount=0.0 ; float point value
1871+
NoTurret.TrackTarget=false ; boolean
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1893-
[SOMEVEHICLE] ; VehicleType
1894-
HarvesterDumpAmount= ; float point value
1873+
[SOMEVEHICLE] ; VehicleType
1874+
NoTurret.TrackTarget= ; boolean, defaults to [General] -> NoTurret.TrackTarget
1875+
```
1876+
1877+
```{note}
1878+
Jumpjet can also be affected by this if firing an `OmniFire` weapon with `OmniFire.TurnToTarget` set to true.
1879+
```
1880+
1881+
### Voxel turret shadow
1882+
1883+
- Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> DrawTurretShadow` is set to true. This can be overridden per VehicleType by setting `TurretShadow` in the vehicle's `artmd.ini` section.
1884+
1885+
In `rulesmd.ini`:
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```ini
1887+
[AudioVisual]
1888+
DrawTurretShadow=false ; boolean
1889+
```
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1891+
In `artmd.ini`:
1892+
```ini
1893+
[SOMEVEHICLE] ; VehicleType
1894+
TurretShadow= ; boolean
18951895
```
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18971897
## Veinholes & Weeds

docs/New-or-Enhanced-Logics.md

Lines changed: 34 additions & 34 deletions
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@@ -1858,6 +1858,19 @@ RecountBurst=false ; boolean
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RecountBurst= ; boolean, default to [General] -> RecountBurst
18591859
```
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1861+
### Reset MindControl after transformation
1862+
1863+
- After the unit conversion is completed, its mind control can be reset.
1864+
- If all warheads don't have `MindControl=yes`, then `Convert.ResetMindControl=yes` will release all controlled units.
1865+
- If any warhead has `MindControl=yes`, then `Convert.ResetMindControl=yes` resets its maximum number of controls.
1866+
- If all weapons don't have `InfiniteMindControl=yes`, then `Convert.ResetMindControl=yes` release controlled units that exceed the limit.
1867+
1868+
In `rulesmd.ini`:
1869+
```ini
1870+
[SOMETECHNO] ; TechnoType, before conversion
1871+
Convert.ResetMindControl=false ; boolean
1872+
```
1873+
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### Revenge weapon
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18631876
- Similar to `DeathWeapon` in that it is fired after a TechnoType is killed, but with the difference that it will be fired on whoever dealt the damage that killed the TechnoType. If TechnoType died of sources other than direct damage dealt by another TechnoType, `RevengeWeapon` will not be fired.
@@ -1963,19 +1976,6 @@ WarpInWeapon.UseDistanceAsDamage=false ; boolean
19631976
WarpOutWeapon= ; WeaponType
19641977
```
19651978

1966-
### Reset MindControl after transformation
1967-
1968-
- After the unit conversion is completed, its mind control can be reset.
1969-
- If all warheads don't have `MindControl=yes`, then `Convert.ResetMindControl=yes` will release all controlled units.
1970-
- If any warhead has `MindControl=yes`, then `Convert.ResetMindControl=yes` resets its maximum number of controls.
1971-
- If all weapons don't have `InfiniteMindControl=yes`, then `Convert.ResetMindControl=yes` release controlled units that exceed the limit.
1972-
1973-
In `rulesmd.ini`:
1974-
```ini
1975-
[SOMETECHNO] ; TechnoType, before conversion
1976-
Convert.ResetMindControl=false ; boolean
1977-
```
1978-
19791979
## Terrain
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19811981
### Destroy animation & sound
@@ -2060,6 +2060,17 @@ JumpjetTilt.SidewaysRotationFactor=1.0 ; floating point value
20602060
JumpjetTilt.SidewaysSpeedFactor=1.0 ; floating point value
20612061
```
20622062

2063+
### Turret Response
2064+
2065+
- When the vehicle loses its target, you can customize whether to align the turret direction with the vehicle body.
2066+
- When `Speed=0` or TechnoTypes cells cannot move due to `MovementRestrictedTo`, the default value is no; in other cases, it is yes.
2067+
2068+
In `rulesmd.ini`:
2069+
```ini
2070+
[SOMEVEHICLE] ; VehicleType
2071+
TurretResponse= ; boolean
2072+
```
2073+
20632074
### Turretless Shape Vehicle FireUp
20642075

20652076
![image](_static/images/vehiclefireup.gif)
@@ -2075,17 +2086,6 @@ FireUp= ; integer
20752086
FireUp.ResetInRetarget=true ; boolean
20762087
```
20772088

2078-
### Turret Response
2079-
2080-
- When the vehicle loses its target, you can customize whether to align the turret direction with the vehicle body.
2081-
- When `Speed=0` or TechnoTypes cells cannot move due to `MovementRestrictedTo`, the default value is no; in other cases, it is yes.
2082-
2083-
In `rulesmd.ini`:
2084-
```ini
2085-
[SOMEVEHICLE] ; VehicleType
2086-
TurretResponse= ; boolean
2087-
```
2088-
20892089
## Warheads
20902090

20912091
```{hint}
@@ -2109,16 +2109,6 @@ In `rulesmd.ini`:
21092109
RemoveMindControl=false ; boolean
21102110
```
21112111

2112-
### Warhead that can not kill
2113-
2114-
- Warheads can now damage the enemy without killing them (minimum health will be 1).
2115-
2116-
In `rulesmd.ini`:
2117-
```ini
2118-
[SOMEWARHEAD] ; WarheadType
2119-
CanKill=true ; boolean
2120-
```
2121-
21222112
### Chance-based extra damage or Warhead detonation / 'critical hits'
21232113

21242114
- Warheads can now apply additional chance-based damage or Warhead detonation ('critical hits') with the ability to customize chance, damage, affected targets, affected target HP threshold and animations of critical hit.
@@ -2463,6 +2453,16 @@ In `rulesmd.ini`:
24632453
NotHuman.DeathSequence= ; integer (1 to 5)
24642454
```
24652455

2456+
### Warhead that can not kill
2457+
2458+
- Warheads can now damage the enemy without killing them (minimum health will be 1).
2459+
2460+
In `rulesmd.ini`:
2461+
```ini
2462+
[SOMEWARHEAD] ; WarheadType
2463+
CanKill=true ; boolean
2464+
```
2465+
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## Weapons
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24682468
### AreaFire target customization

docs/User-Interface.md

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@@ -670,36 +670,6 @@ In `rulesmd.ini`:
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Sidebar.GDIPositions= ; boolean
671671
```
672672

673-
### Weeds counter
674-
675-
- Counter for amount of [weeds in storage](Fixed-or-Improved-Logics.md#weeds--weed-eaters) can be added near the credits indicator.
676-
- You can adjust counter position by `Sidebar.WeedsCounter.Offset` (per-side setting), negative means left/up, positive means right/down.
677-
- Counter is by default displayed in side's tooltip color, which can be overridden per side by setting `Sidebar.WeedsCounter.Color`.
678-
- The feature can be toggled on/off by user if enabled in mod via `ShowWeedsCounter` setting in `RA2MD.INI`.
679-
680-
In `uimd.ini`:
681-
```ini
682-
[Sidebar]
683-
WeedsCounter.Show=false ; boolean
684-
```
685-
686-
In `rulesmd.ini`:
687-
```ini
688-
[SOMESIDE] ; Side
689-
Sidebar.WeedsCounter.Offset=0,0 ; X,Y, pixels relative to default
690-
Sidebar.WeedsCounter.Color= ; integer - R,G,B
691-
```
692-
693-
In `RA2MD.INI`:
694-
```ini
695-
[Phobos]
696-
ShowWeedsCounter=true ; boolean
697-
```
698-
699-
```{note}
700-
Default position for weeds counter overlaps with [harvester counter](#harvester-counter).
701-
```
702-
703673
### SuperWeapon Sidebar
704674

705675
![image](_static/images/sw_sidebar.png)
@@ -774,6 +744,36 @@ SuperWeaponSidebar.RequiredSignificance=0 ; integer
774744
While the feature is usable without any extra graphics, you can find example assets to use with vanilla graphics on [Phobos supplementaries repo](https://github.com/Phobos-developers/PhobosSupplementaries).
775745
```
776746

747+
### Weeds counter
748+
749+
- Counter for amount of [weeds in storage](Fixed-or-Improved-Logics.md#weeds--weed-eaters) can be added near the credits indicator.
750+
- You can adjust counter position by `Sidebar.WeedsCounter.Offset` (per-side setting), negative means left/up, positive means right/down.
751+
- Counter is by default displayed in side's tooltip color, which can be overridden per side by setting `Sidebar.WeedsCounter.Color`.
752+
- The feature can be toggled on/off by user if enabled in mod via `ShowWeedsCounter` setting in `RA2MD.INI`.
753+
754+
In `uimd.ini`:
755+
```ini
756+
[Sidebar]
757+
WeedsCounter.Show=false ; boolean
758+
```
759+
760+
In `rulesmd.ini`:
761+
```ini
762+
[SOMESIDE] ; Side
763+
Sidebar.WeedsCounter.Offset=0,0 ; X,Y, pixels relative to default
764+
Sidebar.WeedsCounter.Color= ; integer - R,G,B
765+
```
766+
767+
In `RA2MD.INI`:
768+
```ini
769+
[Phobos]
770+
ShowWeedsCounter=true ; boolean
771+
```
772+
773+
```{note}
774+
Default position for weeds counter overlaps with [harvester counter](#harvester-counter).
775+
```
776+
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## Tooltips
778778

779779
![image](_static/images/tooltips-01.png)

docs/Whats-New.md

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@@ -428,11 +428,11 @@ New:
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- [Units can customize the attack voice that plays when using more weapons](New-or-Enhanced-Logics.md#multi-voiceattack) (by FlyStar)
429429
- Customize squid grapple animation (by NetsuNegi)
430430
- [Auto deploy for GI-like infantry](Fixed-or-Improved-Logics.md#auto-deploy-for-gi-like-infantry) (by TaranDahl)
431-
- When the vehicle loses its target, you can customize whether to align the turret direction with the vehicle body (by FlyStar)
432-
- Reverse engineer warhead (by CrimRecya)
433-
- AI base construction modification (by CrimRecya)
434-
- Restore turret recoil effect (by CrimRecya)
435-
- Jumpjet Climbing Logic Enhancement (by CrimRecya)
431+
- [Vehicles that have lost their target can customize the turret direction to align with the vehicle body](New-or-Enhanced-Logics.md#turret-response) (by FlyStar)
432+
- [Reverse engineer warhead](New-or-Enhanced-Logics.md#reverse-engineer-warhead) (by CrimRecya)
433+
- [AI base construction modification](Fixed-or-Improved-Logics.md#ai-base-construction-modification) (by CrimRecya)
434+
- [Jumpjet Climbing Logic Enhancement](Fixed-or-Improved-Logics.md#jumpjet-climbing-logic-enhancement) (by CrimRecya)
435+
- [Restore turret recoil effect](Fixed-or-Improved-Logics.md#turret-recoil) (by CrimRecya)
436436
437437
Vanilla fixes:
438438
- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
@@ -446,11 +446,11 @@ Vanilla fixes:
446446
- Fixed an issue where airstrike flare line drawn to target at lower elevation would clip (by Starkku)
447447
- Fixed the bug that damaged particle dont disappear after building has repaired by engineer (by NetsuNegi)
448448
- Projectiles with `Vertical=true` now drop straight down if fired off by AircraftTypes instead of behaving erratically (by Starkku)
449+
- When `Speed=0` or the TechnoTypes cell cannot move due to `MovementRestrictedTo`, vehicles cannot attack targets beyond the weapon's range. `Area Guard` and `Hunt` missions will also become ineffective (by FlyStar)
449450
- Fixed an issue that barrel anim data will be incorrectly overwritten by turret anim data if the techno's section exists in the map file (by CrimRecya)
450451
451452
Phobos fixes:
452453
- Fixed the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it (by NetsuNegi)
453-
- When `Speed=0` or the TechnoTypes cell cannot move due to `MovementRestrictedTo`, vehicles cannot attack targets beyond the weapon's range. `Area Guard` and `Hunt` missions will also become ineffective (by FlyStar)
454454
- Fixed an issue that `FireAngle` was not taken into account when drawing barrel in `TurretShadow` (by CrimRecya)
455455
456456
Fixes / interactions with other extensions:
@@ -772,7 +772,7 @@ Vanilla fixes:
772772
- Fixed the bug that Locomotor warhead won't stop working when firer (except for vehicle) stop firing (by NetsuNegi)
773773
- Fixed the bug that hover vehicle will sink if destroyed on bridge (by NetsuNegi)
774774
- Fixed the fact that when the selected unit is in a rearmed state, it can unconditionally use attack mouse on the target (by FlyStar)
775-
- Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that happened on bigger maps due to too small pathfinding node buffer (by CrimRecya)
775+
- Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that happened on bigger maps due to too small pathfinding node buffer (by CrimRecya)
776776
777777
Phobos fixes:
778778
- Fixed a few errors of calling for superweapon launch by `LaunchSW` or building infiltration (by Trsdy)

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