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 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.
SHP debris shadows now respect the
Allowed usage of TileSet of 255 and above without making NE-SW broken bridges unrepairable.
Adds a “Load Game” button to the retry dialog on mission failure.
Side offset voxel turret in Breaking Blue project
TurretOffsettag for voxel turreted TechnoTypes now accepts FLH (forward, lateral, height) values like
TurretOffset=F,L,H, which means turret location can be adjusted in all three axes.
Damage=1can now control more than 1 unit.
Fighterset to false or those using strafing pattern (weapon projectile
ROTis below 2) now take weapon’s
Burstinto accord for all shots instead of just the first one.
EMEffectused for random AnimList pick is now replaced by a new tag
AnimList.PickRandomwith no side effect. (EMEffect=yes on AA inviso projectile deals no damage to units in movement)
Move to cellnow obeys YR cell calculation now. Using
1000 * Y + Xas its cell value. (was
128 * Y + Xas it’s RA leftover)
The game now can reads waypoints ranges in [0, 2147483647]. (was [0,701])
Map trigger action
125 Build At...can now play buildup anim optionally (needs following changes to
DeployFirewill now explicitly use weapon specified by
DeployFireWeaponfor firing the deploy weapon and respect
FireOncesetting on weapon and any stop commands issued during firing.
DebrisMaximums(spawned debris type amounts cannot go beyond specified maximums anymore). Only applied when
DebrisMaximumsvalues 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
Fixed buildings with
WaterBound=noto be forced to place onto water.
Nod arty keeping target on attack order in C&C: Reloaded
Vehicle to building deployers now keep their target when deploying with
Fixed laser drawing code to allow for thicker lasers in house color draw mode.
DeathWeaponnow will properly detonate.
But still some settings are ignored like
PreImpactAnim(Ares feature), this might change in future.
Effects like lasers are no longer drawn from wrong firing offset on weapons that use Burst.
Both Global Variables (
rulesmd.ini) and Local Variables (
VariableNamesin map) are now unlimited.
Animations can now be offset on the X axis with
Customizable Teleport/Chrono Locomotor settings per TechnoType
Chrono Legionnaire and Ronco (hero) from YR:New War
You can now specify Teleport/Chrono Locomotor settings per TechnoType to override default rules values. Unfilled values default to values in
Only applicable to Techno that have Teleport/Chrono Locomotor attached.
[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
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.
[JumpjetControls] Crash=5.0 ; float NoWobbles=no ; bool
CruiseHeight is for
WobblesPerSecond is for
WobbleDeviation is for
Acceleration is for
JumpjetAccel. All other corresponding keys just simply have no Jumpjet prefix.
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.
[SOMETECHNO] ; TechnoType OreGathering.Anims= ; list of animations OreGathering.FramesPerDir=15 ; list of integers OreGathering.Tiberiums=0 ; list of Tiberium IDs
Kill spawns on low power
Powered=yesstructures that spawns aircraft like Aircrafts Carriers will stop targeting the enemy if low power.
Spawned aircrafts self-destruct if they are flying.
[SOMESTRUCTURE] ; BuildingType Powered.KillSpawns=no ; boolean
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).
[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
Customizable disk laser radius
You can now set disk laser animation radius using a new tag.
[SOMEWEAPON] ; WeaponType DiskLaser.Radius=38.2 ; floating point value ; 38.2 is roughly the default saucer disk radius
Toggle-able ElectricBolt visuals
You can now specify individual ElectricBolt bolts you want to disable. Note that this is only a visual change.
[SOMEWEAPONTYPE] ; WeaponType IsElectricBolt=true ; an ElectricBolt Weapon, vanilla tag Bolt.Disable1=false ; boolean Bolt.Disable2=false ; boolean Bolt.Disable3=false ; boolean