Fixed / Improved Logics
This page describes all ingame logics that are fixed or improved in Phobos without adding anything significant.
Bugfixes and miscellaneous
Fixed the bug that GameModeOptions are not correctly saved. For example,
BuildOffAlly
is corrupted after load a save.Fixed the bug when reading a map which puts
Preview(Pack)
afterMap
lead to the game fail to draw the previewFixed the bug when retinting map lighting with a map action corrupted light sources.
Fixed the bug when deploying mindcontrolled vehicle into a building permanently transferred the control to the house which mindcontrolled it.
Fixed the bug when units are already dead but still in map (for sinking, crashing, dying animation, etc.), they could die again.
Fixed the bug when cloaked Desolator was unable to fire his deploy weapon.
Fixed the bug that temporaryed unit cannot be erased correctly and no longer raise an error.
Fixed
DebrisMaximums
(spawned debris type amounts cannot go beyond specified maximums anymore). Only applied whenDebrisMaximums
values amount is more than 1 for compatibility reasons.Fixed building and defense tab hotkeys not enabling the placement mode after
Cannot build here.
triggered and the placement mode cancelled.Fixed buildings with
UndeployInto
playingEVA_NewRallypointEstablished
on undeploying.Fixed buildings with
Naval=yes
ignoringWaterBound=no
to be forced to place onto water.Fixed AI Aircraft docks bug when Ares tag
[GlobalControls]
>AllowParallelAIQueues=no
is set.Fixed laser drawing code to allow for thicker lasers in house color draw mode.
Fixed
DeathWeapon
not detonating properly.Some settings are still ignored like
PreImpactAnim
(Ares feature), this might change in future.
Fixed the bug when occupied building’s
MuzzleFlashX
is drawn on the center of the building whenX
goes past 10.Fixed jumpjet units that are
Crashable
not crashing to ground properly if destroyed while being pulled by aLocomotor
warhead.Fixed jumpjet units being unable to turn to the target when firing from a different direction.
Fixed turreted jumpjet units always facing bottom-right direction when motion stops.
Fixed jumpjet objects being unable to use
Sensors
.Fixed interaction of
UnitAbsorb
&InfantryAbsorb
withGrinding
buildings. The keys will now make the building only accept appropriate types of objects.Fixed missing ‘no enter’ cursor for VehicleTypes being unable to enter a
Grinding
building.Fixed Engineers being able to enter
Grinding
buildings even when they shouldn’t (such as ally building at full HP).SHP debris shadows now respect the
Shadow
tag.Allowed usage of TileSet of 255 and above without making NE-SW broken bridges unrepairable.
Added a “Load Game” button to the retry dialog on mission failure.
Side offset voxel turret in Breaking Blue project
TurretOffset
tag for voxel turreted TechnoTypes now accepts FLH (forward, lateral, height) values likeTurretOffset=F,L
orTurretOffset=F,L,H
, which means turret location can be adjusted in all three axes.InfiniteMindControl
withDamage=1
can now control more than 1 unit.Aircraft with
Fighter
set to false or those using strafing pattern (weapon projectileROT
is below 2) now take weapon’sBurst
into accord for all shots instead of just the first one.EMEffect
used for random AnimList pick is now replaced by a new tagAnimList.PickRandom
with no side effect. (EMEffect=yes on AA inviso projectile deals no damage to units in movement)Vehicles using
DeployFire
will now useDeployFireWeapon
for firing the deploy weapon if explicitly set, if not it behaves like previously (Primary
if can fire,Secondary
if not) and respectFireOnce
setting on weapon and any stop commands issued during firing. IfFireOnce
is set to true the unit won’t accept further deploy commands for number of frames that is equal to whichever is smaller between weaponROF
and[Unload]
->Rate
times 900.Infantry with
DeployFireWeapon=-1
can now fire both weapons (decided by its target), regardless of deployed or not.
Nod arty keeping target on attack order in C&C: Reloaded
Vehicle to building deployers now keep their target when deploying with
DeployToFire
.Effects like lasers are no longer drawn from wrong firing offset on weapons that use Burst.
Animations can now be offset on the X axis with
XDrawOffset
.IsSimpleDeployer
units now only playDeploySound
andUndeploySound
once, when done with (un)deploying instead of repeating it over duration of turning and/orDeployingAnim
.AITrigger can now recognize Building Upgrades as legal condition.
EWGates
andNSGates
now will link walls likexxGateOne
andxxGateTwo
do.Fixed the bug when occupied building’s
MuzzleFlashX
is drawn on the center of the building whenX
goes past 10.Fixed jumpjet units that are
Crashable
not crashing to ground properly if destroyed while being pulled by aLocomotor
warhead.Fixed interaction of
UnitAbsorb
&InfantryAbsorb
withGrinding
buildings. The keys will now make the building only accept appropriate types of objects.Fixed missing ‘no enter’ cursor for VehicleTypes being unable to enter a
Grinding
building.Fixed Engineers being able to enter
Grinding
buildings even when they shouldn’t (such as ally building at full HP).Aircraft & jumpjet units are now affected by speed modifiers such as
SpeedAircraft/Infantry/UnitsMult
onCountries
,VeteranSpeed
and Crates / AttachEffect (Ares feature).Both voxel and SHP vehicle units should now correctly respect custom palette set through
Palette
.Weapons fired by EMPulse superweapons without
EMPulse.TargetSelf=true
(Ares feature) can now create radiation.Setting
RadarInvisible
to true on TerrainTypes now hides them from minimap display.Mind control indicator animations will now correctly restore on mind controlled objects when uncloaked.
Animations from Warhead
AnimList
&SplashList
etc. as well as animations created through map trigger41 Play Anim At
now have the appropriate house set as owner of the animation by default.Nuke carrier & payload weapons now respect
Bright
setting on the weapons always when appropriate (previously only payload did and only if Superweapon hadNuke.SiloLaunch=false
(Ares feature)).Self-healing pips from
InfantryGainSelfHeal
&UnitsGainSelfHeal
now respect unit’sPixelSelectionBracketDelta
like health bar pips do.Buildings using
SelfHealing
will now correctly revert to undamaged graphics if their health is restored back by self-healing.Allow use of
Foundation=0x0
on TerrainTypes without crashing for similar results as for buildings.Projectiles now remember the house of the firer even if the firer is destroyed before the projectile detonates. Does not currently apply to some Ares-introduced Warhead effects like EMP.
OpenTopped
transports now takeOpenTransportWeapon
setting of passengers into consideration when determining weapon range used for threat scanning and approaching targets.Trailer animations now inherit the owner of the object (animation, projectile or aircraft) they are attached to.
Buildings now correctly use laser parameters set for Secondary weapons instead of reading them from Primary weapon.
Fixed an issue that caused vehicles killed by damage dealt by a known house but without a known source TechnoType (f.ex animation warhead damage) to not be recorded as killed correctly and thus not spring map trigger events etc.
Animated trees used in Ion Shock
IsAnimated
,AnimationRate
andAnimationProbability
now work on TerrainTypes withoutSpawnsTiberium
set to true. Note that this might impact performance.Fixed transports recursively put into each other not having a correct killer set after second transport when being killed by something.
Example gradient SHP drawing with 75% translucency, before and after
Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding. Can be disabled with
rulesmd.ini->[General]->FixTransparencyBlitters=no
.Only applies to Z-aware drawing mode for now.
Fixed projectiles with
Inviso=true
suffering from potential inaccuracy problems if combined withAirburst=yes
or Warhead withEMEffect=true
.Fixed the bug when
MakeInfantry
logic on BombClass resulted inNeutral
side infantry.Fixed railgun particles being drawn to wrong coordinate against buildings with non-default
TargetCoordOffset
or when force-firing on bridges.Fixed building
TargetCoordOffset
not being taken into accord for several things like fire angle calculations and target lines.
Animations
Animation weapon and damage settings
Weapon
can be set to a WeaponType, to create a projectile and immediately detonate it instead of simply dealingDamage
byWarhead
. This allows weapon effects to be applied.Damage.Delay
determines delay between two applications ofDamage
. RequiresDamage
to be set to 1.0 or above. Value of 0 disables the delay. Keep in mind that this is measured in animation frames, not game frames. Depending onRate
, animation may or may not advance animation frames on every game frame.Damage.DealtByInvoker
, if set to true, makes anyDamage
dealt to be considered as coming from the animation’s invoker (f.ex, firer of the weapon if it is WarheadAnimList/SplashList
animation, the destroyed vehicle if it isDestroyAnim
animation or the object the animation is attached to). If invoker has died or does not exist, the house the invoker belonged to is still used to deal damage and apply Phobos-introduced Warhead effects. Does not affect which house theDamage
dealt byWarhead
is dealt by.Damage.ApplyOncePerLoop
, if set to true, makesDamage
be dealt only once per animation loop (on single loop animations, only once, period) instead of on every frame or intervals defined byDamage.Delay
. The frame on which it is dealt is determined byDamage.Delay
, defaulting to after the first animation frame.
In artmd.ini
:
[SOMEANIM] ; AnimationType
Weapon= ; WeaponType
Damage.Delay=0 ; integer, animation frames
Damage.DealtByInvoker=false ; boolean
Damage.ApplyOncePerLoop=false ; boolean
Note
Weapon
and Damage.Delay
, beyond the other additions, should function similarly to the equivalent features introduced by Ares and take precedence over them if Phobos is used together with Ares.
Attached animation position customization
You can now customize whether or not animations attached to objects are centered at the object’s actual center rather than the bottom of their top-leftmost cell (cell #0).
In artmd.ini
:
[SOMEANIM] ; AnimationType
UseCenterCoordsIfAttached=false ; boolean
Layer on animations attached to objects
You can now customize whether or not animations attached to objects follow the object’s layer or respect their own
Layer
setting. If this is unset, attached animations useground
layer.
In artmd.ini
:
[SOMEANIM] ; AnimationType
Layer.UseObjectLayer= ; boolean
Ore stage threshold for HideIfNoOre
You can now customize which growth stage should an ore/tiberium cell have to have animation with
HideIfNoOre
displayed. Cells with growth stage less than specified value won’t allow the anim to display.
In artmd.ini
:
[SOMEANIM] ; AnimationType
HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage
Buildings
Customizable & new grinder properties
Using ally grinder, restricting to vehicles only and refund display (Project Phantom)
You can now customize which types of objects a building with
Grinding
set can grind as well as the grinding sound.Grinding.AllowAllies
changes whether or not to allow units to enter allies’ buildings.Grinding.AllowOwner
changes whether or not to allow units to enter your own buildings.Grinding.AllowTypes
can be used to define InfantryTypes and VehicleTypes that can be grinded by the building. Listing any will disable grinding for all types except those listed.Grinding.DisallowTypes
can be used to exclude InfantryTypes or VehicleTypes from being able to enter the grinder building.Grinding.Sound
is a sound played by when object is grinded by the building. If not set, defaults to[AudioVisual]
->EnterGrinderSound
.Grinding.Weapon
is a weapon fired at the building & by the building when it grinds an object. Will only be fired if at least weapon’sROF
amount of frames have passed since it was last fired.Grinding.DisplayRefund
can be set to display the amount of credits acquired upon grinding on the building. Multiple refunded objects within a short period of time have their refund amounts coalesced into single display.Grinding.DisplayRefund.Houses
determines which houses can see the credits display.Grinding.DisplayRefund.Offset
is additional pixel offset for the center of the credits display, by default (0,0) at building’s center.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
Grinding.AllowAllies=false ; boolean
Grinding.AllowOwner=true ; boolean
Grinding.AllowTypes= ; List of InfantryTypes / VehicleTypes
Grinding.DisallowTypes= ; List of InfantryTypes / VehicleTypes
Grinding.Sound= ; Sound
Grinding.Weapon= ; WeaponType
Grinding.DisplayRefund=false ; boolean
Grinding.DisplayRefund.Houses=All ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Grinding.DisplayRefund.Offset=0,0 ; X,Y, pixels relative to default
Projectiles
Customizable projectile gravity
You can now specify individual projectile gravity.
Setting
Gravity=0
is not recommended as it will cause the projectile to fly backwards and be unable to hit the target which is not at the same height. We suggest to useStraight
Trajectory instead. See here.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
Gravity=6.0 ; floating point value
Technos
Building-provided self-healing customization
It is now possible to set a global cap for the effects of
InfantryGainSelfHeal
andUnitsGainSelfHeal
by settingInfantryGainSelfHealCap
&UnitsGainSelfHealCap
under[General]
, respectively.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 onPips.SelfHeal.Infantry/Units/Buildings
under[AudioVisual]
, respectively.Pips.SelfHeal.Infantry/Units/Buildings.Offset
can be used to customize the pixel offsets for the displayed pips, individually for infantry, units and buildings.
Whether or not a TechnoType benefits from effects of
InfantryGainSelfHeal
orUnitsGainSelfHeal
buildings or neither can now be controlled by settingSelfHealGainType
.If
SelfHealGainType
is not set, InfantryTypes and VehicleTypes withOrganic
set to true gain self-healing fromInfantryGainSelfHeal
, other VehicleTypes fromUnitsGainSelfHeal
and AircraftTypes & BuildingTypes never gain self-healing.
In rulesmd.ini
:
[General]
InfantryGainSelfHealCap= ; integer, maximum amount of InfantryGainSelfHeal that can be in effect at once, must be 1 or higher
UnitsGainSelfHealCap= ; integer, maximum amount of UnitsGainSelfHeal that can be in effect at once, must be 1 or higher
[AudioVisual]
Pips.SelfHeal.Infantry=13,20 ; integer, frames of pips.shp for infantry & unit-self healing pips, respectively
Pips.SelfHeal.Units=13,20 ; integer, frames of pips.shp for infantry & unit-self healing pips, respectively
Pips.SelfHeal.Buildings=13,20 ; integer, frames of pips.shp for infantry & unit-self healing pips, respectively
Pips.SelfHeal.Infantry.Offset=25,-35 ; X,Y, pixels relative to default
Pips.SelfHeal.Units.Offset=33,-32 ; X,Y, pixels relative to default
Pips.SelfHeal.Buildings.Offset=15,10 ; X,Y, pixels relative to default
[SOMETECHNO] ; TechnoType
SelfHealGainType= ; Self-Heal Gain Type Enumeration (none|infantry|units)
Customizable harvester ore gathering animation
Custom ore gathering anims in Project Phantom
You can now specify which anim should be drawn when a harvester of specified type is gathering specified type of ore.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
OreGathering.Anims= ; list of animations
OreGathering.FramesPerDir=15 ; list of integers
OreGathering.Tiberiums=0 ; list of Tiberium IDs
Customizable Teleport/Chrono Locomotor settings per TechnoType
Chrono Legionnaire and Ronco using different teleportation settings in YR: New War
You can now specify Teleport/Chrono Locomotor settings per TechnoType to override default rules values. Unfilled values default to values in
[General]
.Only applicable to Techno that have Teleport/Chrono Locomotor attached.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
WarpOut= ; Anim (played when Techno warping out)
WarpIn= ; Anim (played when Techno warping in)
WarpAway= ; Anim (played when Techno chronowarped by chronosphere)
ChronoTrigger= ; boolean, if yes then delay varies by distance, if no it is a constant
ChronoDistanceFactor= ; integer, amount to divide the distance to destination by to get the warped out delay
ChronoMinimumDelay= ; integer, the minimum delay for teleporting, no matter how short the distance
ChronoRangeMinimum= ; integer, can be used to set a small range within which the delay is constant
ChronoDelay= ; integer, delay after teleport for chronosphere
Customizable unit image in art
Image
tag in art INI is no longer limited to AnimationTypes and BuildingTypes, and can be applied to all TechnoTypes (InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes).The tag specifies only the file name (without extension) of the asset that replaces TechnoType’s graphics. If the name in
Image
is also an entry in the art INI, no tags will be read from it.By default this feature is disabled to remain compatible with YR. To use this feature, enable it in rules with
ArtImageSwap=true
.This feature supports SHP images for InfantryTypes, SHP and VXL images for VehicleTypes and VXL images for AircraftTypes.
In rulesmd.ini
:
[General]
ArtImageSwap=false ; disabled by default
In artmd.ini
:
[SOMETECHNO]
Image= ; name of the file that will be used as image, without extension
Customize resource storage
Now Ares
Storage
feature can set which Tiberium type from[Tiberiums]
list should be used for storing resources in structures withRefinery.UseStorage=yes
andStorage
> 0.This tag can not be used without Ares.
In rulesmd.ini
:
[General]
Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index
Exploding unit passenger killing customization
By default
Explodes=true
TechnoTypes have all of their passengers killed when they are destroyed. This behaviour can now be disabled by settingExplodes.KillPassengers=false
.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Explodes.KillPassengers=true ; boolean
Jumpjet unit layer deviation customization
Allows turning on or off jumpjet unit behaviour where they fluctuate between
air
andtop
layers based on whether or not their current altitude is equal / below or aboveJumpjetHeight
or[JumpjetControls] -> CruiseHeight
if former is not set on TechnoType. If disabled, airborne jumpjet units exist only inair
layer.JumpjetAllowLayerDeviation
defaults to value of[JumpjetControls] -> AllowLayerDeviation
if not specified.
In rulesmd.ini
:
[JumpjetControls]
AllowLayerDeviation=true ; boolean
[SOMETECHNO] ; TechnoType
JumpjetAllowLayerDeviation=true ; boolean
Jumpjet turning to target
Jumpjet turning to target applied in Robot Storm X
Allows jumpjet units to face towards the target when firing from different directions. Set
[JumpjetControls] -> TurnToTarget=yes
to enable it for all jumpjet locomotor units. This behavior can be overriden by setting[UnitType] -> JumpjetTurnToTarget
for specific units.This behavior does not apply to
TurretSpins=yes
units for obvious reasons.
In rulesmd.ini
:
[JumpjetControls]
TurnToTarget=false ; boolean
[SOMEUNITTYPE] ; UnitType with jumpjet locomotor
JumpjetTurnToTarget= ; boolean, override the tag in JumpjetControls
Kill spawns on low power
Powered=yes
structures that spawns aircraft like Aircrafts Carriers will stop targeting the enemy if low power.Spawned aircrafts self-destruct if they are flying.
In rulesmd.ini
:
[SOMESTRUCTURE] ; BuildingType
Powered.KillSpawns=false ; boolean
Re-enable obsolete [JumpjetControls]
Re-enable obsolete [JumpjetControls], the keys in it will be as the default value of jumpjet units.
Moreover, added two tags for missing ones.
In rulesmd.ini
:
[JumpjetControls]
Crash=5.0 ; floating point value
NoWobbles=false ; boolean
Note
CruiseHeight
is for JumpjetHeight
, WobblesPerSecond
is for JumpjetWobbles
, WobbleDeviation
is for JumpjetDeviation
, and Acceleration
is for JumpjetAccel
. All other corresponding keys just simply have no Jumpjet prefix.
Forbid parallel AI queues
You can now set if specific types of factories do not have AI production cloning issue instead of Ares’ indiscriminate behavior of
AllowParallelAIQueues=no
.If
AllowParallelAIQueues=no
(Ares feature) is set, the tags have no effect.
In rulesmd.ini
[GlobalControls]
AllowParallelAIQueues=yes ; must be set yes/true unless you don't use Ares
ForbidParallelAIQueues.Infantry=no ; boolean
ForbidParallelAIQueues.Vehicle=no ; boolean
ForbidParallelAIQueues.Navy=no ; boolean
ForbidParallelAIQueues.Aircraft=no ; boolean
ForbidParallelAIQueues.Building=no ; boolean
Terrains
Customizable ore spawners
Different ore spawners in Rise of the East mod
You can now specify which type of ore certain TerrainType would generate.
It’s also now possible to specify a range value for an ore generation area different compared to standard 3x3 rectangle. Ore will be uniformly distributed across all affected cells in a spread range.
You can specify which ore growth stage will be spawned and how much cells will be filled with ore per ore generation animation. Corresponding tags accept either a single integer value or two comma-separated values to allow randomized growth stages from the range (inclusive).
In rulesmd.ini
:
[SOMETERRAINTYPE] ; TerrainType
SpawnsTiberium.Type=0 ; tiberium/ore type index
SpawnsTiberium.Range=1 ; integer, radius in cells
SpawnsTiberium.GrowthStage=3 ; single int / comma-sep. range
SpawnsTiberium.CellsPerAnim=1 ; single int / comma-sep. range
Minimap color customization
TerrainTypes can now be made to display on minimap with different colors by setting
MinimapColor
.
In rulesmd.ini
:
[SOMETERRAINTYPE] ; TerrainType
MinimapColor= ; integer - Red,Green,Blue
Passable & buildable-upon TerrainTypes
TerrainTypes can now be made passable or buildable upon by setting
IsPassable
orCanBeBuiltOn
, respectively.Movement cursor is displayed on
IsPassable
TerrainTypes unless force-firing.CanBeBuiltOn=true
terrain objects are removed when building is placed on them.
In rulesmd.ini
:
[SOMETERRAINTYPE] ; TerrainType
IsPassable=false ; boolean
CanBeBuiltOn=false ; boolean
Tiberiums (ores)
Minimap color customization
Ore can now be made to display on minimap with different colors by setting
MinimapColor
on Tiberiums.
In rulesmd.ini
:
[SOMEORE] ; Tiberium
MinimapColor= ; integer - Red,Green,Blue
Vehicles
Destroy animations
DestroyAnim
has been extended to work with VehicleTypes, with option to pick random animation ifDestroyAnim.Random
is set to true. These animations store owner and facing information for use with CreateUnit logic.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
DestroyAnim= ; list of animations
DestroyAnim.Random=true ; boolean
IsSimpleDeployer vehicle deploy animation / direction customization
DeployingAnim.AllowAnyDirection
if set, disables any direction constraints for deployers withDeployingAnim
set. Only works for ground units.DeployingAnim.KeepUnitVisible
determines if the unit is hidden while the animation is playing.DeployingAnim.ReverseForUndeploy
controls whether or not the animation is played in reverse for undeploying.DeployingAnim.UseUnitDrawer
controls whether or not the animation is displayed in the unit’s palette and team colours or regular animation palette, including a potential custom palette.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
DeployingAnim.AllowAnyDirection=false ; boolean
DeployingAnim.KeepUnitVisible=false ; boolean
DeployingAnim.ReverseForUndeploy=true ; boolean
DeployingAnim.UseUnitDrawer=true ; boolean
Stationary vehicles
Setting VehicleType
Speed
to 0 now makes game treat them as stationary, behaving in very similar manner to deployed vehicles withIsSimpleDeployer
set to true. Should not be used on buildable vehicles, as they won’t be able to exit factories.
Preserve Iron Curtain status on type conversion
Bugfix in action
Iron Curtain status is now preserved by default when converting between TechnoTypes via
DeploysInto
/UndeploysInto
.This behavior can be turned off per-TechnoType and global basis.
IronCurtain.Modifier
is re-applied upon type conversion.
In rulesmd.ini
:
[CombatDamage]
IronCurtain.KeptOnDeploy=yes ; boolean
[SOMETECHNO] ; VehicleType with DeploysInto or BuildingType with UndeploysInto
IronCurtain.KeptOnDeploy= ; boolean, default to [CombatDamage]->IronCurtain.KeptOnDeploy
Warheads
Allowing damage dealt to firer
You can now allow warhead to deal damage (and apply damage-adjacent effects such as
KillDriver
andDisableWeapons/Sonar/Flash.Duration
(Ares features)) on the object that is considered as the firer of the Warhead even if it does not haveDamageSelf=true
.Note that effect of
Psychedelic=true
, despite being tied to damage will still fail to apply on the firer as it does not affect any objects belonging to same house as the firer, including itself.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
AllowDamageOnSelf=false ; boolean
Customizing decloak on damaging targets
You can now specify whether or not the warhead decloaks objects that are damaged by the warhead.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
DecloakDamagedTargets=true ; boolean
Restricting screen shaking to current view
You can now specify whether or not the warhead can only shake screen (
ShakeX/Ylo/hi
) if it is detonated while visible on current screen view.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
ShakeIsLocal=false ; boolean
Weapons
Customizable disk laser radius
You can now set disk laser animation radius using a new tag.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
DiskLaser.Radius=38.2 ; floating point value
; 38.2 is roughly the default saucer disk radius
Single-color lasers
Comparison of IsSingleColor=yes
lasers with higher thickness to regular ones (RA2: Reboot)
You can now set laser to draw using only
LaserInnerColor
by settingIsSingleColor
, in same manner asIsHouseColor
lasers do using player’s team color. These lasers respect laser thickness. Note that this is not available on prism support weapons.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
IsSingleColor=false ; boolean
Toggle-able ElectricBolt visuals
EBolt customization utilized for different Tesla bolt weapon usage (RA2: Reboot)
You can now specify individual ElectricBolt bolts you want to disable. Note that this is only a visual change.
In rulesmd.ini
:
[SOMEWEAPONTYPE] ; WeaponType
IsElectricBolt=true ; an ElectricBolt Weapon, vanilla tag
Bolt.Disable1=false ; boolean
Bolt.Disable2=false ; boolean
Bolt.Disable3=false ; boolean
RadialIndicator visibility
In vanilla game, a structure’s radial indicator can be drawn only when it belongs to the player. Now it can also be visible to observer. On top of that, you can specify its visibility from other houses.
In rulesmd.ini
:
[AudioVisual]
RadialIndicatorVisibility=allies ; list of Affected House Enumeration (owner/self | allies/ally | enemies/enemy | all)