New / Enhanced Logics
This page describes all the engine features that are either new and introduced by Phobos or significantly extended or expanded.
New types / ingame entities
Attached Effects
Similar (but not identical) to Ares’ AttachEffect, but with some differences and new features. The largest difference is that here attached effects are explicitly defined types.
Duration
determines how long the effect lasts for. It can be overriden byDurationOverrides
on TechnoTypes and Warheads.If
Duration.ApplyFirepowerMult
set to true, the duration will multiply the invoker’s firepower multipliers if it’s not negative. Can’t reduce duration to below 0 by a negative firepower multiplier.If
Duration.ApplyArmorMultOnTarget
set to true, the duration will divide the target’s armor multipliers if it’s not negative. This’ll also includeArmorMultiplier
from its own and ignoreArmorMultiplier.Allow/DisallowWarheads
. Can’t reduce duration to below 0 by a negative armor multiplier.
Cumulative
, if set to true, allows the same type of effect to be applied on same object multiple times, up toCumulative.MaxCount
number or with no limit ifCumulative.MaxCount
is a negative number. If the target already hasCumulative.MaxCount
number of the same effect applied on it, trying to attach another will refresh duration of the attached instance with shortest remaining duration.Powered
controls whether or not the effect is rendered inactive if the object it is attached to is deactivated (PoweredUnit
or affected by EMP) or on low power. What happens to animation is controlled byAnimation.OfflineAction
.DiscardOn
accepts a list of values corresponding to conditions where the attached effect should be discarded. Defaults tonone
, meaning it is never discarded.entry
: Discard on exiting the map when entering transports or buildings etc.move
: Discard when the object the effect is attached on moves. Ignored if the object is a building.stationary
: Discard when the object the effect is attached on stops moving. Ignored if the object is a building.drain
: Discard when the object is being affected by a weapon withDrainWeapon=true
.inrange
: Discard if within weapon range from current target. Distance can be overridden viaDiscardOn.RangeOverride
.outofrange
: Discard if outside weapon range from current target. Distance can be overridden viaDiscardOn.RangeOverride
.firing
: Discard when firing a weapon. This counts special weapons that are not actually fired such as ones withSpawner=true
orDrainWeapon=true
.
If
PenetratesIronCurtain
is not set to true, the effect is not applied on currently invulnerable objects.PenetratesForceShield
can be used to set this separately for Force Shielded objects, defaults to value ofPenetratesIronCurtain
.
Animation
defines animation to play in an indefinite loop for as long as the effect is active on the object it is attached to.If
Animation.ResetOnReapply
is set to true, the animation playback is reset every time the effect is applied ifCumulative=false
.Animation.OfflineAction
determines what happens to the animation when the attached object is deactivated or not powered. Only applies ifPowered=true
.Animation.TemporalAction
determines what happens to the animation when the attached object is under effect ofTemporal=true
Warhead.Animation.UseInvokerAsOwner
can be used to set the house and TechnoType that created the effect (e.g firer of the weapon that applied it) as the animation’s owner & invoker instead of the object the effect is attached to.Animation.HideIfAttachedWith
contains list of other AttachEffectTypes that if attached to same techno as the current one, will hide this effect’s animation.
CumulativeAnimations
can be used to declare a list of animations used forCumulative=true
types instead ofAnimation
. An animation is picked from the list in order matching the number of active instances of the type on the object, with last listed animation used if number is higher than the number of listed animations. This animation is only displayed once and is transferred from the effect to another of same type (specifically one with longest remaining duration), if such exists, upon expiration or removal. Note that becauseCumulative.MaxCount
limits the number of effects of same type that can be applied this can cause animations to ‘flicker’ here as effects expire before new ones can be applied in some circumstances.CumulativeAnimations.RestartOnChange
determines if the animation playback is restarted when the type of animation changes, if not then playback resumes at frame at same position relative to the animation’s length.
Attached effect can fire off a weapon when expired / removed / object dies by setting
ExpireWeapon
.ExpireWeapon.TriggerOn
determines the exact conditions upon which the weapon is fired, defaults toexpire
which means only if the effect naturally expires.ExpireWeapon.CumulativeOnlyOnce
, if set to true, makes it so thatCumulative=true
attached effects only detonate the weapon once period, instead of once per active instance. Onremove
andexpire
condition this means it will only detonate after last instance has expired or been removed.
Tint.Color
&Tint.Intensity
can be used to set a color tint effect and additive lighting increase/decrease on the object the effect is attached to, respectively.Tint.VisibleToHouses
can be used to control which houses can see the tint effect.
FirepowerMultiplier
,ArmorMultiplier
,SpeedMultiplier
andROFMultiplier
can be used to modify the object’s firepower, armor strength, movement speed and weapon reload rate, respectively.ArmorMultiplier.AllowWarheads
andArmorMultiplier.DisallowWarheads
can be used to restrict which Warheads the armor multiplier is applied to when dealing damage.If
ROFMultiplier.ApplyOnCurrentTimer
is set to true,ROFMultiplier
is applied on currently running reload timer (if any) when the effect is first applied.
If
Cloakable
is set to true, the object the effect is attached to is granted ability to cloak itself for duration of the effect.ForceDecloak
, if set to true, will uncloak and make the object the effect is attached to unable to cloak itself for duration of the effect.WeaponRange.Multiplier
andWeaponRange.ExtraRange
can be used to multiply the weapon firing range of the object the effect is attached to, or give it an increase / decrease (measured in cells), respectively.ExtraRange
is cumulatively applied from all attached effects after allMultiplier
values have been applied.WeaponRange.AllowWeapons
can be used to list only weapons that can benefit from this range bonus andWeaponRange.DisallowWeapons
weapons that are not allowed to, respectively.On TechnoTypes with
OpenTopped=true
,OpenTopped.UseTransportRangeModifiers
can be set to true to make passengers firing out use the transport’s active range bonuses instead.
Crit.Multiplier
andCrit.ExtraChance
can be used to multiply the critical hit chance or grant a fixed bonus to it for the object the effect is attached to, respectively.Crit.AllowWarheads
can be used to list only Warheads that can benefit from this critical hit chance multiplier andCrit.DisallowWarheads
weapons that are not allowed to, respectively.
RevengeWeapon
can be used to temporarily grant the specified weapon as a revenge weapon for the attached object.RevengeWeapon.AffectsHouses
customizes which houses can trigger the revenge weapon.
ReflectDamage
can be set to true to have any positive damage dealt to the object the effect is attached to be reflected back to the attacker.ReflectDamage.Warhead
determines which Warhead is used to deal the damage, defaults to[CombatDamage] -> C4Warhead
. IfReflectDamage.Warhead.Detonate
is set to true, the Warhead is fully detonated instead of used to simply deal damage.ReflectDamage.Chance
determines the chance of reflection.ReflectDamage.Multiplier
is a multiplier to the damage received and then reflected back, whileReflectDamage.Override
directly overrides the damage. Already reflected damage cannot be further reflected back.Warheads can prevent reflect damage from occuring by setting
SuppressReflectDamage
to true.SuppressReflectDamage.Types
can control which AttachEffectTypes’ reflect damage is suppressed, if none are listed then all of them are suppressed.SuppressReflectDamage.Groups
does the same thing but for all AttachEffectTypes in the listed groups.
DisableWeapons
can be used to disable ability to fire any and all weapons.On TechnoTypes with
OpenTopped=true
,OpenTopped.CheckTransportDisableWeapons
can be set to true to make passengers not be able to fire out if transport’s weapons are disabled byDisableWeapons
.
Unkillable
can be used to prevent the techno from being killed by taken damage (minimum health will be 1).It is possible to set groups for attach effect types by defining strings in
Groups
.Groups can be used instead of types for removing effects and weapon filters.
AttachEffectTypes can be attached to TechnoTypes using
AttachEffect.AttachTypes
.AttachEffect.DurationOverrides
can be used to override the default durations. Duration matching the position inAttachTypes
is used for that type, or the last listed duration if not available.AttachEffect.Delays
can be used to set the delays for recreating the effects on the TechnoType after they expire. Defaults to 0 (immediately), negative values mean the effects are not recreated. Delay matching the position inAttachTypes
is used for that type, or the last listed delay if not available.AttachEffect.InitialDelays
can be used to set the delays before first creating the effects on TechnoType. Defaults to 0 (immediately). Delay matching the position inAttachTypes
is used for that type, or the last listed delay if not available.AttachEffect.RecreationDelays
is used to determine if the effect can be recreated if it is removed completely (e.gAttachEffect.RemoveTypes
), and if yes, how long this takes. Defaults to -1, meaning no recreation. Delay matching the position inAttachTypes
is used for that type, or the last listed delay if not available.Note that neither
InitialDelays
orRecreationDelays
count down if the effect cannot currently be active due toDiscardOn
condition.
AttachEffectTypes can be attached to objects via Warheads using
AttachEffect.AttachTypes
.AttachEffect.DurationOverrides
can be used to override the default durations. Duration matching the position inAttachTypes
is used for that type, or the last listed duration if not available.AttachEffect.CumulativeRefreshAll
if set to true makes it so that trying to attachCumulative=true
effect to a target that already hasCumulative.MaxCount
amount of effects will refresh duration of all attached effects of the same type instead of only the one with shortest remaining duration. IfAttachEffect.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.AttachEffect.CumulativeRefreshSameSourceOnly
controls whether or not trying to applyCumulative=true
effect on target requires any existing effects of same type to come from same Warhead by same firer for them to be eligible for duration refresh.Attached Effects can be removed from objects by Warheads using
AttachEffect.RemoveTypes
orAttachEffect.RemoveGroups
.AttachEffect.CumulativeRemoveMinCounts
sets minimum number of active instaces perRemoveTypes
/RemoveGroups
required forCumulative=true
types to be removed.AttachEffect.CumulativeRemoveMaxCounts
sets maximum number of active instaces perRemoveTypes
/RemoveGroups
forCumulative=true
that are removed at once by this Warhead.
Weapons can require attached effects on target to fire, or be prevented by firing if specific attached effects are applied.
AttachEffect.RequiredTypes
can be used to list attached effects required to be on target to fire, all listed effect types must be present to allow firing.AttachEffect.DisallowedTypes
can be used to list attached effects that when present prevent the weapon from firing, any of the listed effect types will prevent firing if present.AttachEffect.Required/DisallowedGroups
have the same effect except applied with/to all types that have one of the listed groups in theirGroups
listing.AttachEffect.(Required|Disallowed)MinCounts & (Required|Disallowed)MaxCounts
can be used to set the minimum and maximum number of instances required / disallowed to be on the Techno forCumulative=true
types (ignored for other types) respectively.AttachEffect.IgnoreFromSameSource
can be set to true to ignore effects that have been attached by the firer of the weapon and its Warhead.AttachEffect.CheckOnFirer
is set to true makes it so that the required / disallowed attached effects are checked from the firer of the weapon instead of the target.
In rulesmd.ini
:
[AttachEffectTypes]
0=SOMEATTACHEFFECT
[SOMEATTACHEFFECT] ; AttachEffectType
Duration=0 ; integer - game frames or negative value for indefinite duration
Duration.ApplyFirepowerMult=false ; boolean
Duration.ApplyArmorMultOnTarget=false ; boolean
Cumulative=false ; boolean
Cumulative.MaxCount=-1 ; integer
Powered=false ; boolean
DiscardOn=none ; List of discard condition enumeration (none|entry|move|stationary|drain|inrange|outofrange)
DiscardOn.RangeOverride= ; floating point value, distance in cells
PenetratesIronCurtain=false ; boolean
PenetratesForceShield= ; boolean
Animation= ; AnimationType
Animation.ResetOnReapply=false ; boolean
Animation.OfflineAction=Hides ; AttachedAnimFlag (None, Hides, Temporal, Paused or PausedTemporal)
Animation.TemporalAction=None ; AttachedAnimFlag (None, Hides, Temporal, Paused or PausedTemporal)
Animation.UseInvokerAsOwner=false ; boolean
Animation.HideIfAttachedWith= ; List of AttachEffectTypes
CumulativeAnimations= ; List of AnimationTypes
CumulativeAnimations.RestartOnChange=true ; boolean
ExpireWeapon= ; WeaponType
ExpireWeapon.TriggerOn=expire ; List of expire weapon trigger condition enumeration (none|expire|remove|death|discard|all)
ExpireWeapon.CumulativeOnlyOnce=false ; boolean
Tint.Color= ; integer - R,G,B
Tint.Intensity= ; floating point value
Tint.VisibleToHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
FirepowerMultiplier=1.0 ; floating point value
ArmorMultiplier=1.0 ; floating point value
ArmorMultiplier.AllowWarheads= ; List of WarheadTypes
ArmorMultiplier.DisallowWarheads= ; List of WarheadTypes
SpeedMultiplier=1.0 ; floating point value
ROFMultiplier=1.0 ; floating point value
ROFMultiplier.ApplyOnCurrentTimer=true ; boolean
Cloakable=false ; boolean
ForceDecloak=false ; boolean
WeaponRange.Multiplier=1.0 ; floating point value
WeaponRange.ExtraRange=0.0 ; floating point value
WeaponRange.AllowWeapons= ; List of WeaponTypes
WeaponRange.DisallowWeapons= ; List of WeaponTypes
Crit.Multiplier=1.0 ; floating point value
Crit.ExtraChance=0.0 ; floating point value
Crit.AllowWarheads= ; List of WarheadTypes
Crit.DisallowWarheads= ; List of WarheadTypes
RevengeWeapon= ; WeaponType
RevengeWeapon.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
ReflectDamage=false ; boolean
ReflectDamage.Warhead= ; WarheadType
ReflectDamage.Warhead.Detonate=false ; WarheadType
ReflectDamage.Multiplier=1.0 ; floating point value, percents or absolute
ReflectDamage.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
ReflectDamage.Chance=1.0 ; floating point value
ReflectDamage.Override= ; integer
DisableWeapons=false ; boolean
Unkillable=false ; boolean
Groups= ; comma-separated list of strings (group IDs)
[SOMETECHNO] ; TechnoType
AttachEffect.AttachTypes= ; List of AttachEffectTypes
AttachEffect.DurationOverrides= ; integer - duration overrides (comma-separated) for AttachTypes in order from first to last.
AttachEffect.Delays= ; integer - delays (comma-separated) for AttachTypes in order from first to last.
AttachEffect.InitialDelays= ; integer - initial delays (comma-separated) for AttachTypes in order from first to last.
AttachEffect.RecreationDelays= ; integer - recreation delays (comma-separated) for AttachTypes in order from first to last.
OpenTopped.UseTransportRangeModifiers=false ; boolean
OpenTopped.CheckTransportDisableWeapons=false ; boolean
[SOMEWEAPON] ; WeaponType
AttachEffect.RequiredTypes= ; List of AttachEffectTypes
AttachEffect.DisallowedTypes= ; List of AttachEffectTypes
AttachEffect.RequiredGroups= ; comma-separated list of strings (group IDs)
AttachEffect.DisallowedGroups= ; comma-separated list of strings (group IDs)
AttachEffect.RequiredMinCounts= ; integer - minimum required instance count (comma-separated) for cumulative types in order from first to last.
AttachEffect.RequiredMaxCounts= ; integer - maximum required instance count (comma-separated) for cumulative types in order from first to last.
AttachEffect.DisallowedMinCounts= ; integer - minimum disallowed instance count (comma-separated) for cumulative types in order from first to last.
AttachEffect.DisallowedMaxCounts= ; integer - maximum disallowed instance count (comma-separated) for cumulative types in order from first to last.
AttachEffect.IgnoreFromSameSource=false ; boolean
AttachEffect.CheckOnFirer=false ; boolean
[SOMEWARHEAD] ; WarheadType
AttachEffect.AttachTypes= ; List of AttachEffectTypes
AttachEffect.CumulativeRefreshAll=false ; boolean
AttachEffect.CumulativeRefreshAll.OnAttach=false ; boolean
AttachEffect.CumulativeRefreshSameSourceOnly=true ; boolean
AttachEffect.RemoveTypes= ; List of AttachEffectTypes
AttachEffect.RemoveGroups= ; comma-separated list of strings (group IDs)
AttachEffect.CumulativeRemoveMinCounts= ; integer - minimum required instance count (comma-separated) for cumulative types in order from first to last.
AttachEffect.CumulativeRemoveMaxCounts= ; integer - maximum removed instance count (comma-separated) for cumulative types in order from first to last.
AttachEffect.DurationOverrides= ; integer - duration overrides (comma-separated) for AttachTypes in order from first to last.
SuppressReflectDamage=false ; boolean
SuppressReflectDamage.Types= ; List of AttachEffectTypes
SuppressReflectDamage.Groups= ; comma-separated list of strings (group IDs)
Custom Radiation Types
Mixing different radiation types
Any weapon can now have a custom radiation type. More details on radiation here.
There are several new properties available to all radiation types.
RadApplicationDelay.Building
can be set to value higher than 0 to allow radiation to damage buildings. How many times a single radiation site can deal this damage to same building (every cell of the foundation is hit by all radiation sites on a cell) can be customized withRadBuildingDamageMaxCount
, negative values mean no limit.RadSiteWarhead.Detonate
can be set to makeRadSiteWarhead
detonate on affected objects rather than only be used to dealt direct damage. This enables most Warhead effects, display of animations etc. IfRadSiteWarhead.Detonate.Full
is set to false instead, instead of full Warhead detonation it only applies area damage and Phobos Warhead effects.RadHasOwner
, if set to true, makes damage dealt by the radiation count as having been dealt by the house that fired the projectile that created the radiation field. This means that Warhead controls such asAffectsAllies
will be respected and any units killed will count towards that player’s destroyed units count.RadHasInvoker
, if set to true, makes the damage dealt by the radiation count as having been dealt by the TechnoType (the ‘invoker’) that fired the projectile that created the radiation field. In addition to the effects ofRadHasOwner
, this will also grant experience from units killed by the radiation to the invoker. Note that if the invoker dies at any point during the radiation’s lifetime it continues to behave as if not having an invoker.
By default
UseGlobalRadApplicationDelay
is set to true. This makes game always useRadApplicationDelay
andRadApplicationDelay.Building
from[Radiation]
rather than specific radiation types. This is a performance-optimizing measure that should be disabled if a radiation type declares different application delay.
In rulesmd.ini
:
[RadiationTypes]
0=SOMERADTYPE
[Radiation]
UseGlobalRadApplicationDelay=true ; boolean
[SOMEWEAPON] ; WeaponType
RadType=Radiation ; RadType to use instead of default of [Radiation]
[SOMERADTYPE] ; RadType
RadDurationMultiple=1 ; integer
RadApplicationDelay=16 ; integer
RadApplicationDelay.Building=0 ; integer
RadBuildingDamageMaxCount=-1 ; integer
RadLevelMax=500 ; integer
RadLevelDelay=90 ; integer
RadLightDelay=90 ; integer
RadLevelFactor=0.2 ; floating point value
RadLightFactor=0.1 ; floating point value
RadTintFactor=1.0 ; floating point value
RadColor=0,255,0 ; integer - R,G,B
RadSiteWarhead=RadSite ; WarheadType
RadSiteWarhead.Detonate=false ; boolean
RadSiteWarhead.Detonate.Full=true ; boolean
RadHasOwner=false ; boolean
RadHasInvoker=false ; boolean
Warning
Due to performance concerns, unless any radiation type has RadApplicationDelay.Building
set to above 0, all functionality related to it is completely disabled in game. This decision is made at earliest available opportunity (at end of initial scenario start or after loading saved game) and will not update with further scenario changes or save game loadings during same game session.
Laser Trails
Laser trails used in Rise of the East
Technos, Projectiles, and VoxelAnims can now have colorful trails of different transparency, thickness and color, which are drawn via laser drawing code.
Technos, Projectiles, and VoxelAnims can have multiple laser trails. For technos each trail can have custom laser trail type and FLH offset relative to turret and body.
In artmd.ini
:
[LaserTrailTypes]
0=SOMETRAIL
[SOMETRAIL] ; LaserTrailType name
IsHouseColor=false ; boolean
Color=255,0,0 ; integer - R,G,B
FadeDuration=64 ; integer
Thickness=4 ; integer
SegmentLength=128 ; integer, minimal length of each trail segment
IgnoreVertical=false ; boolean, whether the trail won't be drawn on vertical movement
IsIntense=false ; boolean, whether the laser is "supported" (AKA prism forwarding)
CloakVisible=false ; boolean, whether the laser is visible when the attached unit is cloaked
CloakVisible.DetectedOnly=false ; boolean, whether CloakVisible=true laser is visible only to those who can detect the attached unit
[SOMEPROJECTILE] ; Projectile Image
LaserTrail.Types=SOMETRAIL ; List of LaserTrailTypes
[SOMETECHNO] ; TechnoType Image
LaserTrailN.Type=SOMETRAIL ; LaserTrailType
LaserTrailN.FLH=0,0,0 ; integer - Forward,Lateral,Height
LaserTrailN.IsOnTurret=false ; boolean, whether the trail origin is turret
; where N = 0, 1, 2, ...
In rulesmd.ini
:
[SOMEVOXELANIM] ; VoxelAnim
LaserTrail.Types=SOMETRAIL ; List of LaserTrailTypes
Warning
Laser trails are very resource intensive! Due to the game not utilizing GPU having a lot of trails can quickly drop the FPS on even good machines. To reduce that effect:
don’t put too many laser trails on units and projectiles;
make sure you set as high
SegmentLength
value as possible without trails being too jagged;try to keep the length of the trail minimal (can be achieved with smaller
FadeDuration
durations).
Shields
Buildings, Infantries and Vehicles with Shield in Fantasy ADVENTURE
In rulesmd.ini
:
[AudioVisual]
Shield.ConditionYellow= ; floating point value, percents or absolute
Shield.ConditionRed= ; floating point value, percents or absolute
Pips.Shield=-1,-1,-1 ; integer, frames of pips.shp (zero-based) for Green, Yellow, Red
Pips.Shield.Building=-1,-1,-1 ; integer, frames of pips.shp (zero-based) for Green, Yellow, Red
Pips.Shield.Background=PIPBRD.SHP ; filename - including the .shp/.pcx extension
Pips.Shield.Building.Empty=0 ; integer, frame of pips.shp (zero-based) for empty building pip
[ShieldTypes]
0=SOMESHIELDTYPE
[SOMESHIELDTYPE] ; ShieldType name
Strength=0 ; integer
InitialStrength=0 ; integer
ConditionYellow= ; floating point value, percents or absolute
ConditionRed= ; floating point value, percents or absolute
Armor=none ; ArmorType
InheritArmorFromTechno=false ; boolean
InheritArmor.Allowed= ; list of TechnoTypes
InheritArmor.Disallowed= ; list of TechnoTypes
Powered=false ; boolean
AbsorbOverDamage=false ; boolean
SelfHealing=0.0 ; floating point value, percents or absolute
SelfHealing.Rate=0.0 ; floating point value, ingame minutes
SelfHealing.RestartInCombat=true ; boolean
SelfHealing.RestartInCombatDelay=0 ; integer, game frames
SelfHealing.EnabledBy= ; List of BuildingTypes
Respawn=0.0 ; floating point value, percents or absolute
Respawn.Rate=0.0 ; floating point value, ingame minutes
BracketDelta=0 ; integer - pixels
Pips=-1,-1,-1 ; integer, frames of pips.shp (zero-based) for Green, Yellow, Red
Pips.Building=-1,-1,-1 ; integer, frames of pips.shp (zero-based) for Green, Yellow, Red
Pips.Background= ; filename - including the .shp/.pcx extension
Pips.Building.Empty= ; integer, frame of pips.shp (zero-based) for empty building pip
Pips.HideIfNoStrength=false ; boolean
IdleAnim= ; AnimationType
IdleAnim.ConditionYellow= ; AnimationType
IdleAnim.ConditionRed= ; AnimationType
IdleAnimDamaged= ; AnimationType
IdleAnimDamaged.ConditionYellow= ; AnimationType
IdleAnimDamaged.ConditionRed= ; AnimationType
IdleAnim.OfflineAction=Hides ; AttachedAnimFlag (None, Hides, Temporal, Paused or PausedTemporal)
IdleAnim.TemporalAction=Hides ; AttachedAnimFlag (None, Hides, Temporal, Paused or PausedTemporal)
BreakAnim= ; AnimationType
HitAnim= ; AnimationType
HitFlash=false ; boolean
HitFlash.FixedSize= ; integer
HitFlash.Red=true ; boolean
HitFlash.Green=true ; boolean
HitFlash.Blue=true ; boolean
HitFlash.Black=false ; boolean
BreakWeapon= ; WeaponType
AbsorbPercent=1.0 ; floating point value
PassPercent=0.0 ; floating point value
ReceivedDamage.Minimum=-2147483648 ; integer
ReceivedDamage.Maximum=2147483647 ; integer
AllowTransfer= ; boolean
ImmuneToBerserk=no ; boolean
ImmuneToCrit=no ; boolean
Tint.Color= ; integer - R,G,B
Tint.Intensity=0.0 ; floating point value
Tint.VisibleToHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
[SOMETECHNO] ; TechnoType
ShieldType=SOMESHIELDTYPE ; ShieldType; none by default
[SOMEWARHEAD] ; WarheadType
Shield.Penetrate=false ; boolean
Shield.Break=false ; boolean
Shield.BreakAnim= ; AnimationType
Shield.HitAnim= ; AnimationType
Shield.SkipHitAnim=false ; boolean
Shield.HitFlash=true ; boolean
Shield.BreakWeapon= ; WeaponType
Shield.AbsorbPercent= ; floating point value
Shield.PassPercent= ; floating point value
Shield.ReceivedDamage.Minimum= ; integer
Shield.ReceivedDamage.Maximum= ; integer
Shield.ReceivedDamage.MinMultiplier=1.0 ; floating point value
Shield.ReceivedDamage.MaxMultiplier=1.0 ; floating point value
Shield.Respawn.Duration=0 ; integer, game frames
Shield.Respawn.Amount=0.0 ; floating point value, percents or absolute
Shield.Respawn.Rate=-1.0 ; floating point value, ingame minutes
Shield.Respawn.RestartTimer=false ; boolean
Shield.SelfHealing.Duration=0 ; integer, game frames
Shield.SelfHealing.Amount=0.0 ; floating point value, percents or absolute
Shield.SelfHealing.Rate=-1.0 ; floating point value, ingame minutes
Shield.SelfHealing.RestartInCombat= ; boolean
Shield.SelfHealing.RestartInCombatDelay=-1 ; integer, game frames
Shield.SelfHealing.RestartTimer=false ; boolean
Shield.AffectTypes= ; List of ShieldTypes
Shield.Penetrate.Types= ; List of ShieldTypes
Shield.Break.Types= ; List of ShieldTypes
Shield.Respawn.Types= ; List of ShieldTypes
Shield.SelfHealing.Types= ; List of ShieldTypes
Shield.AttachTypes= ; List of ShieldTypes
Shield.RemoveTypes= ; List of ShieldTypes
Shield.RemoveAll=false ; boolean
Shield.ReplaceOnly=false ; boolean
Shield.ReplaceNonRespawning=false ; boolean
Shield.MinimumReplaceDelay=0 ; integer, game frames
Shield.InheritStateOnReplace=false ; boolean
Now you can have a shield for any TechnoType. It serves as a second health pool with independent
Armor
andStrength
values.Shield will not take damage if the TechnoType is under effects of
Temporal
warhead, is Iron Curtained / Force Shielded, hasImmune=true
or if it hasTypeImmune=true
and the damage source is another instance of same TechnoType belonging to same house.Negative damage will recover shield, unless shield has been broken. If shield isn’t full, all negative damage will be absorbed by shield.
Negative damage weapons will consider targets with active, but not at full health shields in need of healing / repairing unless the Warhead has
Shield.Penetrate=true
, in which case only object health is considered.
When a TechnoType has an unbroken shield,
[ShieldType] -> Armor
will replace[TechnoType] -> Armor
for targeting and damage calculation purposes.InheritArmorFromTechno
can be set to true to override this so that[TechnoType] -> Armor
is used even if shield is active and[ShieldType] -> Armor
is ignored.InheritArmor.Allowed
lists TechnoTypes whose armor can be overridden. If empty, any TechnoType not listed inInheritArmor.Disallowed
is okay.InheritArmor.Disallowed
lists TechnoTypes whose armor can’t be overridden. If empty, any TechnoTypes are okay as long asInheritArmor.Allowed
is empty or they are listed on it.
InitialStrength
can be used to set a different initial strength value from maximum.ConditionYellow
andConditionRed
can be used to set the thresholds for shield damage states, defaulting to[AudioVisual] -> Shield.ConditionYellow & Shield.ConditionRed
respectively which in turn default to justConditionYellow & ConditionRed
.
When executing
DeploysInto
orUndeploysInto
, if both of the TechnoTypes have shields, the transformed unit/building would keep relative shield health (in percents), same as withStrength
. If one of the TechnoTypes doesn’t have shields, it’s shield’s state on conversion will be preserved until converted back.This also works with Ares’
Convert.*
.
Powered
controls whether or not the shield is active when a unit is running low on power or it is affected by EMP.Attention, if TechnoType itself is not
Powered
, then the shield won’t be offline when low power.
AbsorbOverDamage
controls whether or not the shield absorbs damage dealt beyond shield’s current strength when the shield breaks.SelfHealing
andRespawn
respect the following settings: 0.0 disables the feature, 1%-100% recovers/respawns the shield strength in percentage, other number recovers/respawns the shield strength directly. Specially,SelfHealing
with a negative number deducts the shield strength.If you want shield recovers/respawns 1 HP per time, currently you need to set tag value to any number between 1 and 2, like
1.1
.If
SelfHealing.RestartInCombat
is set, self-healing timer pauses and then resumes afterSelfHealing.RestartInCombatDelay
frames have passed when the shield gets damaged.
SelfHealing.Rate
andRespawn.Rate
respect the following settings: 0.0 instantly recovers the shield, other values determine the frequency of shield recovers/respawns in ingame minutes.SelfHealing.EnabledBy
can be used to control the self-heal of the shield. If the owner has no structures from this list then the shield won’t self-heal.IdleAnim
, if set, will be played while the shield is intact. This animation is automatically set to loop indefinitely.IdleAnim.ConditionYellow
andIdleAnim.ConditionRed
can be used to set different animations for when shield health is at or below the percentage defined in[AudioVisual] -> ConditionYellow/ConditionRed
, respectively. IfIdleAnim.ConditionRed
is not set it falls back toIdleAnim.ConditionYellow
, which in turn falls back toIdleAnim
.IdleAnimDamaged
,IdleAnimDamaged.ConditionYellow
andIdleAnimDamaged.ConditionRed
are used in an identical manner, but only when health of the object the shield is attached to is at or below[AudioVisual] -> ConditionYellow
. Follows similar fallback sequence to regularIdleAnim
variants and if none are set, falls back to the regularIdleAnim
or variants thereof.Bouncer=true
andIsMeteor=true
animations can exhibit irregular behaviour when used asIdleAnim
and should be avoided.
IdleAnim.OfflineAction
indicates what happens to the animation when the shield is in a low power state.IdleAnim.TemporalAction
indicates what happens to the animation when the shield is attacked by temporal weapons.BreakAnim
, if set, will be played when the shield has been broken.HitAnim
, if set, will be played when the shield is attacked, similar toWeaponNullifyAnim
for Iron Curtain.HitFlash
, if set to true, makes it so that a light flash is generated when the shield is attacked by a Warhead unless it hasShield.HitFlash=false
. Size of the flash is determined by damage dealt, unlessHitFlash.FixedSize
is set to a number, in which case that value is used instead (range of values that produces visible effect are increments of 4 from 81 to 252, anything higher or below does not have effect). Color can be customized viaHitFlash.Red/Green/Blue
. IfHitFlash.Black
is set to true, the generated flash will be black regardless of other color settings.BreakWeapon
, if set, will be fired at the TechnoType once the shield breaks.AbsorbPercent
controls the percentage of damage that will be absorbed by the shield. Defaults to 1.0, meaning full damage absorption.PassPercent
controls the percentage of damage that will not be absorbed by the shield, and will be dealt to the unit directly even if the shield is active. Defaults to 0.0 - no penetration.ReceivedDamage.Minimum
&ReceivedDamage.Maximum
control the minimum and maximum amount of damage that can be dealt to shield in a single hit. This is applied after armor type andAbsorbPercent
adjustments. IfAbsorbOverDamage=false
, the residual damage dealt to the TechnoType is still based on the original damage before the clamping to the range.AllowTransfer
controls whether or not the shield can be transferred if the TechnoType changes (such as(Un)DeploysInto
or Ares type conversion). If not set, defaults to true if shield was attached viaShield.AttachTypes
, otherwise false.ImmuneToBerserk
gives the immunity againstPsychedelic=yes
warhead. Otherwise the berserk effect penetrates shields by default. Note that this shouldn’t prevent the unit from targeting at the shielded object.Versus.shieldArmor=0%
is still required in this case.A tint effect similar to that used by Iron Curtain / Force Shield or
Psychedelic=true
Warheads can be applied to TechnoTypes with shields by settingTint.Color
and/orTint Intensity
.Tint.Intensity
is additive lighting increase/decrease - 1.0 is the default object lighting.Tint.VisibleToHouses
can be used to customize which houses can see the tint effect.
A TechnoType with a shield will show its shield Strength. An empty shield strength bar will be left after destroyed if it is respawnable. Several customizations are available for the shield strength pips.
By default, buildings use the 6th frame of
pips.shp
to display the shield strength while others use the 17th frame.Pips.Shield
can be used to specify which pip frame should be used as shield strength. If only 1 digit is set, then it will always display that frame, or if 3 digits are set, it will use those if shield’s current strength is at or belowConditionYellow
andConditionRed
, respectively.Pips.Shield.Building
is used for BuildingTypes. -1 as value will use the default frame, whether it is fallback to first value or the aforementioned hardcoded defaults.Pips.Shield.Background
can be used to set the background or ‘frame’ for non-building pips, which defaults topipbrd.shp
. 4th frame is used to display an infantry’s shield strength and the 3th frame for other units, or 2nd and 1st respectively if not enough frames are available.Pips.Shield.Building.Empty
can be used to set the frame ofpips.shp
displayed for empty building strength pips, defaults to 1st frame ofpips.shp
.Pips.HideIfNoStrength
can be used to hide the shield’s pip frame if theStrength
is 0.The above customizations are also available on per ShieldType basis, e.g
[ShieldType] -> Pips
instead of[AudioVisual] -> Pips.Shield
and so on. ShieldType settings take precedence over the global ones, but will fall back to them if not set.BracketDelta
can be used as additional vertical offset (negative shifts it up) for shield strength bar. Much likePixelSelectionBracketDelta
, it is not applied on buildings.
Warheads have new options that interact with shields. Note that all of these that do not by their very nature require ability to target the shield (such as modifiers like
Shield.Break
or removing / attaching) still require WarheadVerses
to affect the target unlessEffectsRequireVerses
is set to false on the Warhead.Shield.Penetrate
allows the warhead ignore the shield and always deal full damage to the TechnoType itself. It also allows targeting the TechnoType as if shield doesn’t exist.Shield.Break
allows the warhead to always break shields of TechnoTypes. This is done before damage is dealt.Shield.BreakAnim
will be displayed instead of ShieldTypeBreakAnim
if the shield is broken by the Warhead, either through damage orShield.Break
.Shield.HitAnim
will be displayed instead of ShieldTypeHitAnim
if set when Warhead hits the shield.If
Shield.SkipHitAnim
is set to true, no hit anim is shown when the Warhead damages the shield whatsoever.Shield.BreakWeapon
will be fired instead of ShieldTypeBreakWeapon
if the shield is broken by the Warhead, either through damage orShield.Break
.Shield.AbsorbPercent
overrides theAbsorbPercent
value set in the ShieldType that is being damaged.Shield.PassPercent
overrides thePassPercent
value set in the ShieldType that is being damaged.Shield.ReceivedDamage.Minimum
&Shield.ReceivedDamage.Maximum
override the values set in in the ShieldType that is being damaged.Shield.ReceivedDamage.MinMultiplier
andShield.ReceivedDamage.MinMultiplier
are multipliers to the effectiveShield.ReceivedDamage.Minimum
andShield.ReceivedDamage.Maximum
respectively that are applied when the Warhead deals damage to a shield.
Shield.Respawn.Rate
&Shield.Respawn.Amount
override ShieldTypeRespawn.Rate
andRespawn.Amount
for duration ofShield.Respawn.Duration
amount of frames. Negative rate & zero or lower amount default to ShieldType values. IfShield.Respawn.RestartTimer
is set, currently running shield respawn timer is reset, otherwise the timer’s duration is adjusted in proportion to the newShield.Respawn.Rate
(e.g timer will be same percentage through before and after) without restarting the timer. If the effect expires while respawn timer is running, remaining time is adjusted to proportionally match ShieldTypeRespawn.Rate
. Re-applying the effect resets the duration toShield.Respawn.Duration
Shield.SelfHealing.Rate
&Shield.SelfHealing.Amount
override ShieldTypeSelfHealing.Rate
andSelfHealing.Amount
for duration ofShield.SelfHealing.Duration
amount of frames. Negative rate & zero or lower amount default to ShieldType values. IfShield.SelfHealing.RestartTimer
is set, currently running self-healing timer is restarted, otherwise timer’s duration is adjusted in proportion to the newShield.SelfHealing.Rate
(e.g timer will be same percentage through before and after) without restarting the timer. If the effect expires while self-healing timer is running, remaining time is adjusted to proportionally match ShieldTypeSelfHealing.Rate
. Re-applying the effect resets the duration toShield.SelfHealing.Duration
.Additionally
Shield.SelfHealing.RestartInCombat
&Shield.SelfHealing.RestartInCombatDelay
can be used to override ShieldType settings.
Shield.AffectTypes
allows listing which ShieldTypes can be affected by any of the effects listed above. If none are listed, all ShieldTypes are affected.Shield.AffectTypes
can be overriden for specific shield interactions by using keysShield.Penetrate.Types
,Shield.Break.Types
,Shield.Respawn.Types
andShield.SelfHealing.Types
respectively.
Shield.AttachTypes
&Shield.RemoveTypes
allows listing ShieldTypes that are attached or removed, respectively from any targets affected by the warhead (positiveVerses
values). Normally only first listed ShieldType inShield.AttachTypes
is applied.If
Shield.ReplaceOnly
is set, shields fromShield.AttachTypes
are only applied to affected targets from which shields were simultaneously removed, matching the order listed inShield.RemoveTypes
. IfShield.AttachTypes
contains less items thanShield.RemoveTypes
, last item from the former is used for any remaining removed shields.If
Shield.ReplaceNonRespawning
is set, shield fromShield.AttachTypes
replaces existing shields that have been broken and cannot respawn on their own.If
Shield.RemoveAll
is set, all shield types are removed from the affected targets, even those that are not listed inShield.RemoveTypes
. IfShield.ReplaceOnly
is set, first type listed inShield.AttachTypes
is used to replace any removed types not listed inShield.RemoveTypes
.Shield.MinimumReplaceDelay
can be used to control how long after the shield has been broken (in game frames) can it be replaced. If not enough frames have passed, it won’t be replaced.If
Shield.InheritStateOnReplace
is set, shields replaced viaShield.ReplaceOnly
inherit the current strength (relative to ShieldTypeStrength
) of the previous shield and whether or not the shield was currently broken. Self-healing and respawn timers are always reset.
Animations
Anim-to-Unit
Animations can now create (or “convert” to) any unit (vehicles, aircraft and infantry) when they end via
CreateUnit
. This offers more settings thanMakeInfantry
does for infantry.CreateUnit.Owner
determines which house will own the created unit. This only works as expected if the animation has owner set.Vehicle destroy animations, animations from Warhead
AnimList/SplashList
and map trigger action41 Play Anim At
will have the owner set correctly.CreateUnit.RemapAnim
, if set to true, will cause the animation to be drawn in unit palette and remappable to owner’s team color.
CreateUnit.Mission
determines the initial mission of the created unit. This can be overridden for AI players by settingCreateUnit.AIMission
.CreateUnit.Facing
determines the initial facing of created unit.CreateUnit.RandomFacing
, if set to true, makes it so that a random facing is picked instead.For VehicleTypes only,
CreateUnit.InheritFacings
andCreateUnit.InheritTurretFacings
inherit facings for vehicle body and turret respectively from the destroyed vehicle if the animation is a vehicle destroy animation.InheritTurretFacings
does not work with jumpjet vehicles due to technical constraints.
CreateUnit.AlwaysSpawnOnGround
, if set to true, ensures the unit will be created on the cell at ground level even if animation is in air. If set to false, jumpjet units spawned on ground will take off automatically after being spawned regardless.CreateUnit.SpawnParachutedInAir
, if set to true, makes it so that the unit is created with a parachute if it is spawned in air. Has no effect ifCreateUnit.AlwaysSpawnOnGround
is set to true.CreateUnit.ConsiderPathfinding
, if set to true, will consider whether or not the cell where the animation is located is occupied by other objects or impassable to the unit being created and will attempt to find a nearby cell that is not. Otherwise the unit will be created at the animation’s location despite these obstacles if possible.CreateUnit.SpawnAnim
can be used to play another animation at created unit’s location after it has appeared. This animation has same owner and invoker as the parent animation.CreateUnit.SpawnHeight
can be set to override the animation’s height when determining where to spawn the created unit if set to positive value. Has no effect ifCreateUnit.AlwaysSpawnOnGround
is set to true.
In artmd.ini
:
[SOMEANIM] ; AnimationType
CreateUnit= ; TechnoType
CreateUnit.Owner=Victim ; Owner house kind, Invoker/Killer/Victim/Civilian/Special/Neutral/Random
CreateUnit.RemapAnim=false ; boolean
CreateUnit.Mission=Guard ; MissionType
CreateUnit.AIMission= ; MissionType
CreateUnit.Facing=0 ; Direction type (integers from 0-255)
CreateUnit.RandomFacing=true ; boolean
CreateUnit.InheritFacings=false ; boolean
CreateUnit.InheritTurretFacings=false ; boolean
CreateUnit.AlwaysSpawnOnGround=false ; boolean
CreateUnit.SpawnParachutedInAir=false ; boolean
CreateUnit.ConsiderPathfinding=false ; boolean
CreateUnit.SpawnAnim= ; AnimationType
CreateUnit.SpawnHeight=-1 ; integer, height in leptons
Note
Due to technical constraints, infantry death animations including Ares’ InfDeathAnim
cannot have CreateUnit.Owner
correctly applied to them. You can use Ares’ MakeInfantryOwner
as a workaround instead, which should function for this use-case even without MakeInfantry
set.
Attached particle system
It is now possible to attach a particle system to an animation. Only particle systems with
BehavesLike=Smoke
are supported. This works similarly to the identically named key onVoxelAnims
.On animations with
Next
, the particle system will be deleted when the next animation starts playing and new one created in its stead if theNext
animation defines a different particle system.
In artmd.ini
:
[SOMEANIM] ; AnimationType
AttachedSystem= ; ParticleSystemType
Customizable animation visibility settings
It is now possible to customize which players can see an animation using
VisibleTo
.VisibleTo.ConsiderInvokerAsOwner
, if set, makes it so that animation’s invoker house is considered as owner for purposes ofVisibleTo
instead of owning house of TechnoType it is attached to or animation’s owning house. On most animations the they are the same, but it can be different for some.Note that this is a purely visual feature, any logic attached to these animations like damage is still processed for all players.
RestrictVisibilityIfCloaked
, if set to true, makes so that attached animations or aircraftTrailer
animations (due to technical constraints, spawned missile trailers are exempt from this) on cloaked objects are only visible to observers and players who can currently detect them.DetachOnCloak
can be set to false to override vanilla game behaviour where attached animations are removed from cloaked objects.
In artmd.ini
:
[SOMEANIM] ; AnimationType
VisibleTo=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
VisibleTo.ConsiderInvokerAsOwner=false ; boolean
RestrictVisibilityIfCloaked=false ; boolean
DetachOnCloak=true ; boolean
Play sound as a detached sound event
It is now possible for animation to play a sound that is not attached to an audio event handler by using
DetachedReport
. By default animationReport
/StartSound
is played by an audio event handler, which allows the sound to loop and play at correct location even if it changes after its initial creation. This can also cause issues with animations that chain different types throughNext
, as the audio event handler resets when the animation restarts.
In artmd.ini
:
[SOMEANIM] ; AnimationType
DetachedReport= ; Sound entry
Buildings
Build area customizations
There are now additional customizations available for building placement next to other buildings.
Adjacent.Allowed
lists BuildingTypes this BuildingType can be placed off (within distance defined byAdjacent
). If empty, any BuildingType not listed inAdjacent.Disallowed
is okay.Adjacent.Disallowed
lists BuildingTypes this BuildingType cannot be placed next to. If empty, any BuildingTypes are okay as long asAdjacent.Allowed
is empty or they are listed on it.If
NoBuildAreaOnBuildup
is set to true, no building can be built next to this building regardless of any other settings if it is currently displaying its buildup animation.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
Adjacent.Allowed= ; List of BuildingTypes
Adjacent.Disallowed= ; List of BuildingTypes
NoBuildAreaOnBuildup=false ; boolean
Destroyable pathfinding obstacles
It is possible to make buildings be considered pathfinding obstacles that can be destroyed by setting
IsDestroyableBlockage
to true. What this does is make the building be considered impassable and impenetrable pathfinding obstacle to every unit that is not flying or have appropriateMovementZone
(ones that allow destroyable obstacles to be overcome, e.g(Infantry|Amphibious)Destroyer
) akin to wall overlays and TerrainTypes.Keep in mind that if an unit has appropriate
MovementZone
but no means to actually destroy an obstacle (such as a weapon that can fire and deal damage at them), they will get stuck trying to go through them instead of pathing around.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
IsDestroyableObstacle=false ; boolean
Extended building upgrades
Upgrading own and allied Power Plants in CnC: Final War
Note
Due to technical limitations, with Ares, upgrades placed through PowersUp.Buildings
instead of PowersUpBuilding
(note that internally PowersUpBuilding
is set to first entry of PowersUp.Buildings
if former is not set but latter is) DO NOT satisfy prerequisites. Suggested workaround is to use the upgrades to provide Superweapons that spawn in buildings via LimboDelivery logic to function as prerequisites, which are destroyed by another SW that becomes available if parent building is gone and so on.
Building upgrades now can be placed on own buildings, on allied buildings and/or on enemy buildings. These three owners can be specified by
PowersUp.Owner
. When upgrade is placed on building, it automatically changes it’s owner to match the building’s owner.One upgrade can now be applied to multiple different types of buildings specified by
PowersUp.Buildings
.Ares-introduced build limit for building upgrades works with this feature.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType, as an upgrade
PowersUp.Owner=Self ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
PowersUp.Buildings= ; List of BuildingTypes
Power plant enhancer
When it exists, it can increase the power amount generated by the power plants.
When enchancing structures are sold or destroyed, the power amount returns to normal.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
PowerPlantEnhancer.PowerPlants= ; List of BuildingTypes
PowerPlantEnhancer.Amount=0 ; integer
PowerPlantEnhancer.Factor=1.0 ; floating point value
Spy Effects
Additional espionage bonuses can be toggled with
SpyEffect.Custom
.SpyEffect.VictimSuperWeapon
instantly launches a Super Weapon for the owner of the infiltrated building at building’s coordinates.SpyEffect.InfiltratorSuperWeapon
behaves the same as above, with the Super Weapon’s owner being the owner of the spying unit.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
SpyEffect.Custom=false ; boolean
SpyEffect.VictimSuperWeapon= ; SuperWeaponType
SpyEffect.InfiltratorSuperWeapon= ; SuperWeaponType
Infantry
Customizable FLH When Infantry Is Prone Or Deployed
Now infantry can override
PrimaryFireFLH
andSecondaryFireFLH
if is prone (crawling) or deployed. Also works in conjunction with burst-index specific firing offsets.
In artmd.ini
:
[SOMEINFANTRY] ; InfantryType image
PronePrimaryFireFLH= ; integer - Forward,Lateral,Height
ProneSecondaryFireFLH= ; integer - Forward,Lateral,Height
DeployedPrimaryFireFLH= ; integer - Forward,Lateral,Height
DeployedSecondaryFireFLH= ; integer - Forward,Lateral,Height
Customizable SlavesFreeSound
SlavesFreeSound
is now dehardcoded from[AudioVisual]
and can be set individually for each enslavable infantry type.
In rulesmd.ini
:
[SOMEINFANTRY] ; InfantryType
Slaved=yes
SlavesFreeSound= ; Sound entry
Default disguise for individual InfantryTypes
Infantry can now have its
DefaultDisguise
overridden per-type.This tag’s priority is higher than Ares’ per-side
DefaultDisguise
.
In rulesmd.ini
:
[SOMEINFANTRY] ; InfantryType
DefaultDisguise= ; InfantryType
Random death animaton for NotHuman Infantry
Infantry with
NotHuman=yes
can now play random death anim sequence betweenDie1
toDie5
instead of the hardcodedDie1
.Do not forget to tweak infantry anim sequences before enabling this feature, otherwise it will play invisible anim sequence.
In rulesmd.ini
:
[SOMEINFANTRY] ; InfantryType
NotHuman.RandomDeathSequence=yes ; boolean
Slaves’ house decision customization when owner is killed
You can now decide the slaves’ house when the corresponding slave miner is killed using
Slaved.OwnerWhenMasterKilled
:suicide
: Kill each slave if the slave miner is killed.master
: Free the slaves but keep the house of the slave unchanged.neutral
: The slaves belong to civilian house.killer
: Free the slaves and give them to the house of the slave miner’s killer. (vanilla behavior)
In rulesmd.ini
:
[SOMEINFANTRY] ; InfantryType
Slaved=yes
Slaved.OwnerWhenMasterKilled=killer ; enumeration (suicide | master | killer | neutral)
Use land sequences even in water
Setting
OnlyUseLandSequences
to true will make infantry display only the regular sequences used on land even if it is in water.
In artmd.ini
:
[SOMEINFANTRY] ; InfantryType image
OnlyUseLandSequences=false ; boolean
Projectiles
Projectile interception logic
Interception logic used in Tiberium Crisis
Projectiles can now be made interceptable by certain TechnoTypes by setting
Interceptable=true
on them. The TechnoType scans for interceptable projectiles within a range if it has no other target and will use one of its weapons to shoot at them. Projectiles can defineArmor
andStrength
. Weapons that cannot target the projectile’s armor type will not attempt to intercept it. On interception, if the projectile hasArmor
set, an amount equaling to the intercepting weapon’sDamage
adjusted by WarheadVerses
is deducted from the projectile’s current strength. Regardless of if the current projectile strength was reduced or not, if it sits at 0 or below after interception, the projectile is detonated.Interceptor.Weapon
determines the weapon (0 =Primary
, 1 =Secondary
) to be used for intercepting projectiles.The interceptor weapon may need
AG
and/orAA
set to true on its projectile to be able to target projectiles depending on their elevation from ground. If you don’t set those then the weapon won’t be able to target low-flying or high-flying projectiles respectively.
Interceptor.CanTargetHouses
controls which houses the projectiles (or rather their firers) can belong to be eligible for interception.Interceptor.GuardRange
(andInterceptor.(Rookie|Veteran|EliteGuardRange)
) is maximum range of the unit to intercept projectile. The unit weapon range will limit the unit interception range though.Interceptor.MinimumGuardRange
(andInterceptor.(Rookie|Veteran|EliteMinimumGuardRange)
) is the minimum range of the unit to intercept projectile. Any projectile under this range will not be intercepted.Interceptor.ApplyFirepowerMult
determines whether or not the intercepting weapon’s damage should multiply the TechnoType’s firepower multipliers.Interceptable.DeleteOnIntercept
determines whether or not the projectile will simply be deleted on detonation upon interception, or if it will properly detonate. Will be overridden byInterceptor.DeleteOnIntercept
setting on the interceptor.Interceptable.WeaponOverride
can be set to a WeaponType that will be used to override characteristics such asDamage
andWarhead
of the current projectile for detonation after interception. Will be overridden byInterceptor.WeaponOverride
setting on the interceptor.On interceptors,
Interceptor.WeaponReplaceProjectile
can be set to true to makeInterceptor.WeaponOverride
also replace the intercepted projectile’s type (includingImage
and other projectile characteristics) andSpeed
with its own. Does not replace particle systems (AttachedSystem
, Ares feature).On interceptors,
Interceptor.WeaponCumulativeDamage
can be set to true to makeDamage
fromInterceptor.WeaponOverride
weapon be added on the projectile’s damage rather than override it.
Interceptor.KeepIntact
can be set to true to allow intercepted projectiles to continue traveling as if they were not intercepted, but effects such asInterceptor.WeaponOverride
will still be applied.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Interceptor=false ; boolean
Interceptor.Weapon=0 ; integer, weapon slot index (0 or 1)
Interceptor.CanTargetHouses=enemies ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Interceptor.GuardRange=0.0 ; floating point value
Interceptor.VeteranGuardRange= ; floating point value
Interceptor.EliteGuardRange= ; floating point value
Interceptor.MinimumGuardRange=0.0 ; floating point value
Interceptor.VeteranMinimumGuardRange= ; floating point value
Interceptor.EliteMinimumGuardRange= ; floating point value
Interceptor.ApplyFirepowerMult=true ; boolean
Interceptor.DeleteOnIntercept=false ; boolean
Interceptor.WeaponOverride= ; WeaponType
Interceptor.WeaponReplaceProjectile=false ; boolean
Interceptor.WeaponCumulativeDamage=false ; boolean
Interceptor.KeepIntact=false ; boolean
[SOMEPROJECTILE] ; Projectile
Interceptable=false ; boolean
Interceptable.DeleteOnIntercept=false ; boolean
Interceptable.WeaponOverride= ; WeaponType
Strength=0 ; integer
Armor= ; ArmorType
Note
Currently interceptor weapons with projectiles that do not have Inviso=true
will be unable to intercept projectiles if the firer of the interceptor weapon dies before the interceptor weapon projectile reaches its target. This may change in future.
Projectile trajectories
Projectiles can now have customizable trajectories.
Trajectory
should not be combined with original game’s projectile trajectory logics (Arcing
,ROT
,Vertical
orInviso
). Attempt to do so will result in the other logics being disabled and a warning being written to log file.The speed of the projectile is defined by
Trajectory.Speed
, which unlikeSpeed
used byROT
> 0 projectiles is defined on projectile not weapon.In
Trajectory=Straight
, it refers to the whole distance speed of the projectile and it has no restrictions.In
Trajectory=Bombard
, it refers to the initial speed of the projectile and it has no restrictions.In
Trajectory=Parabola
, it refers to the horizontal velocity of the projectile and is only used for modes 0, 3, or 5 and it has no restrictions.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
Trajectory.Speed=100.0 ; floating point value
Straight trajectory
Straight trajectory used to make blasters in a private mod by @brsajo#9745
Self-explanatory, is a straight-shot trajectory.
Trajectory.Straight.DetonationDistance
controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target). IfTrajectory.Straight.ApplyRangeModifiers
is set to true, any applicable weapon range modifiers from the firer are applied here as well. By settingTrajectory.Straight.PassThrough=true
, it refers to the distance that projectile should travel from itself when it above 0, and the distance that projectile should move behind the target when it below 0 (use the absolute value).Trajectory.Straight.TargetSnapDistance
controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile ‘snap’ on the intended target. Set to 0 to disable snapping.Trajectory.Straight.PassThrough
enables special case logic where the projectile does not detonate in contact with the target but instead travels up to a distance defined byTrajectory.Straight.DetonationDistance
. Note that the firing angle of the projectile is adjusted with this in mind, making it fire straight ahead if the target is on same elevation.Trajectory.Straight.PassDetonate
enables extra detonations when the projectile is traveling. (You can use this when you want the projectile to detonate warheads every other distance/time during the flight.)Trajectory.Straight.PassDetonateWarhead
defines the warhead detonated byTrajectory.Straight.PassDetonate
, andTrajectory.Straight.PassDetonateDamage
defines the damage caused byTrajectory.Straight.PassDetonateWarhead
.Trajectory.Straight.PassDetonateDelay
controls the delay for detonating the warhead defined byTrajectory.Straight.Warhead
.Trajectory.Straight.PassDetonateInitialDelay
controls the initial delay for detonating the warhead defined byTrajectory.Straight.PassDetonateWarhead
.Trajectory.Straight.PassDetonateLocal
controls whetherTrajectory.Straight.PassDetonateWarhead
and weapon’sWarhead
are always detonate at ground level. It will also no longer restrict vertical velocity of the projectile when usingTrajectory.Straight.ConfineAtHeight
.
Trajectory.Straight.LeadTimeCalculate
controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret.Trajectory.Straight.OffsetCoord
controls the offsets of the target. Projectile will aim at this position to attack. It also supportsInaccurate=yes
andTrajectory.Straight.LeadTimeCalculate=true
on this basis.Trajectory.Straight.RotateCoord
controls whether to rotate the projectile’s firing direction within the angle bisector ofTrajectory.Straight.OffsetCoord
according to the weapon’sBurst
. Set to 0 to disable this function.Trajectory.Straight.MirrorCoord
controls whetherTrajectory.Straight.OffsetCoord
need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated byTrajectory.Straight.RotateCoord
will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result.Trajectory.Straight.UseDisperseBurst
controls whether the calculation ofTrajectory.Straight.RotateCoord
is based on its superior’sTrajectory.Disperse.WeaponBurst
of the dispersed trajectory, rather thanBurst
of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays.Trajectory.Straight.AxisOfRotation
controls the rotation axis when calculatingTrajectory.Straight.RotateCoord
. The axis will rotates with the unit orientation or the vector that from target position to the source position.
Trajectory.Straight.ProximityImpact
controls the initial proximity fuse times. When there are enough remaining times and the projectile approaches another valid target, it will detonate a warhead defined byTrajectory.Straight.ProximityWarhead
on it. If the times is about to run out, it will also detonate itself at its location. This function can be cancelled by setting to 0. A negative integer means unlimited times. By the way, you can use the weapon’sWarhead
with low versus only to aim at the target, and use theTrajectory.Straight.ProximityWarhead
to causing actual harm. (You can use this to cause non repeated damage to all units encountered during the flight of the projectile.)Trajectory.Straight.ProximityWarhead
defines the warhead detonated byTrajectory.Straight.ProximityImpact
, andTrajectory.Straight.ProximityDamage
defines the damage caused byTrajectory.Straight.ProximityWarhead
.Trajectory.Straight.ProximityRadius
controls the range of proximity fuse. It can NOT be set as a negative integer.Trajectory.Straight.ProximityDirect
controls whether let the target receive damage instead of detonating the warhead.Trajectory.Straight.ProximityMedial
controls whether to detonateTrajectory.Straight.ProximityWarhead
at the bullet’s location rather than the proximity target’s location. IfTrajectory.Straight.ProximityDirect
is set to true, this will only affect the calculation result ofTrajectory.Straight.EdgeAttenuation
.Trajectory.Straight.ProximityAllies
controls whether allies will also trigger the proximity fuse.Trajectory.Straight.ProximityFlight
controls whether to count units in the air.
Trajectory.Straight.ThroughVehicles
controls whether the projectile will not be obstructed by vehicles or aircrafts on the ground. When it is obstructed, it will be directly detonated at its location. If it still haveTrajectory.Straight.ProximityImpact
times, it will also detonate aTrajectory.Straight.ProximityImpact
at the location of the obstacle.Trajectory.Straight.ThroughBuilding
controls whether the projectile will not be obstructed by buildings. When it is obstructed, it will be directly detonated at its location. If it still haveTrajectory.Straight.ProximityImpact
times, it will also detonate aTrajectory.Straight.ProximityImpact
at the location of the obstacle.Trajectory.Straight.SubjectToGround
controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations.Trajectory.Straight.ConfineAtHeight
controls the height above ground that projectile will try to travel as it can. It can not move down from the cliff by settingSubjectToCliffs=true
. It can be cancelled by setting as a non positive integer. It will be forcibly cancelled by settingTrajectory.Speed
above 256.Trajectory.Straight.EdgeAttenuation
controls the edge attenuation ratio of projectile damage (includes all types of the trajectory’s damage), that is, the actual damage caused will be this value multiplied by the ratio of the current distance to the weapon’s range. Can NOT be set to a negative integer.Trajectory.Straight.CountAttenuation
controls the attenuation coefficient of projectile damage (includes all types of the trajectory’s damage), that is, how many times the next damage after each bounce is the damage just caused. Can NOT be set to a negative integer.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
Trajectory=Straight ; Trajectory type
Trajectory.Straight.ApplyRangeModifiers=false ; boolean
Trajectory.Straight.DetonationDistance=0.4 ; floating point value
Trajectory.Straight.TargetSnapDistance=0.5 ; floating point value
Trajectory.Straight.PassThrough=false ; boolean
Trajectory.Straight.PassDetonate=false ; boolean
Trajectory.Straight.PassDetonateWarhead= ; WarheadType
Trajectory.Straight.PassDetonateDamage=0 ; integer
Trajectory.Straight.PassDetonateDelay=1 ; integer
Trajectory.Straight.PassDetonateInitialDelay=0 ; integer
Trajectory.Straight.PassDetonateLocal=false ; boolean
Trajectory.Straight.LeadTimeCalculate=false ; boolean
Trajectory.Straight.OffsetCoord=0,0,0 ; integer - Forward,Lateral,Height
Trajectory.Straight.RotateCoord=0 ; floating point value
Trajectory.Straight.MirrorCoord=true ; boolean
Trajectory.Straight.UseDisperseBurst=false ; boolean
Trajectory.Straight.AxisOfRotation=0,0,1 ; integer - Forward,Lateral,Height
Trajectory.Straight.ProximityImpact=0 ; integer
Trajectory.Straight.ProximityWarhead= ; WarheadType
Trajectory.Straight.ProximityDamage=0 ; integer
Trajectory.Straight.ProximityRadius=0.7 ; floating point value
Trajectory.Straight.ProximityDirect=false ; boolean
Trajectory.Straight.ProximityMedial=false ; boolean
Trajectory.Straight.ProximityAllies=false ; boolean
Trajectory.Straight.ProximityFlight=false ; boolean
Trajectory.Straight.ThroughVehicles=true ; boolean
Trajectory.Straight.ThroughBuilding=true ; boolean
Trajectory.Straight.SubjectToGround=false ; boolean
Trajectory.Straight.ConfineAtHeight=0 ; integer
Trajectory.Straight.EdgeAttenuation=1.0 ; floating point value
Trajectory.Straight.CountAttenuation=1.0 ; floating point value
Note
Make sure you set a low
Trajectory.Straight.ProximityRadius
value unless necessary.The listed Warheads in
Trajectory.Straight.PassDetonateWarhead
andTrajectory.Straight.ProximityWarhead
must be listed in[Warheads]
for them to work.
Bombard trajectory
Similar trajectory to
Straight
, but targets a coordinate between the attacker and intended target first. When the projectile approaches that turning point, it’ll turn to the intended target and explodes when it hits the target or ground.Trajectory.Bombard.Height
controls the height of the turning point.Trajectory.Bombard.FallPercent
controls the distance of the turning point by its percentage of the total distance between attacker and intended target. If set to 0%, then it’ll fly up vertically. If set to 100%, then it’ll travel to the top of the intended target.For each launch the turning point percentage could add or minus a random value, which is not greater than
Trajectory.Bombard.FallPercentShift
. If set to 0%, random shift will be disabled.You can also makes the turning point scatter randomly in a circle with
Trajectory.Bombard.FallScatter.Max
as its radius. If set to 0, random scatter will be disabled.Trajectory.Bombard.FallScatter.Min
can be used to determine the minimum radius of the circle. IfTrajectory.Bombard.FallScatter.Linear
set to true, the random scatter will be limited to the line that is vertical to the original direction of the projectile.
Trajectory.Bombard.FreeFallOnTarget
controls how it’ll hit the intended target. If set to true, the projectile will be respawned above the intended target and free fall. If set to false, the projectile will travel to the intended target from the turning point.Trajectory.Bombard.NoLaunch
controls whether the attacker will fire the projectile by itself. If set to true, projectile will directly fall from the turning point.Trajectory.Bombard.FallSpeed
controls the initial speed of the projectile after it turns. If set to 0.0, then it’ll useTrajectory.Speed
. Can’t work whenTrajectory.Bombard.FreeFallOnTarget
set to true.Trajectory.Bombard.DetonationDistance
controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target).Trajectory.Bombard.DetonationHeight
controls when the projectile is in a descending state and below the height of the launch position plus this value, it will detonate prematurely. Taking effect when it is set to non negative value. IfTrajectory.Bombard.EarlyDetonation
is set to true, it’ll take effect during the ascending stage instead, which makes it detonate when its height is above the launch position plus this value.Trajectory.Bombard.TargetSnapDistance
controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile ‘snap’ on the intended target. Set to 0 to disable snapping.Trajectory.Bombard.TurningPointAnims
, if set, will play an anim when the projectile reaches the turning point. IfTrajectory.Bombard.FreeFallOnTarget
is set to true, it’ll be spawned above the target with the projectile together. IfTrajectory.Bombard.NoLaunch
is set to true, it’ll be played at where the projectile falls, no matter if it’s free fall or not. If more than one animation is listed, a random one is selected.Trajectory.Bombard.LeadTimeCalculate
controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret.The following tags further customize the projectile’s descending behaviors when
Trajectory.Bombard.FreeFallOnTarget
set to false.Trajectory.Bombard.OffsetCoord
controls the offsets of the target. Projectile will aim at this position to attack. It also supportsInaccurate=yes
andTrajectory.Bombard.LeadTimeCalculate=true
on this basis.Trajectory.Bombard.RotateCoord
controls whether to rotate the projectile’s firing direction within the angle bisector ofTrajectory.Bombard.OffsetCoord
according to the weapon’sBurst
. Set to 0 to disable this function.Trajectory.Bombard.MirrorCoord
controls whetherTrajectory.Bombard.OffsetCoord
need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated byTrajectory.Bombard.RotateCoord
will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result.Trajectory.Bombard.UseDisperseBurst
controls whether the calculation ofTrajectory.Bombard.RotateCoord
is based on its superior’sTrajectory.Disperse.WeaponBurst
of the dispersed trajectory, rather thanBurst
of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays.Trajectory.Bombard.AxisOfRotation
controls the rotation axis when calculatingTrajectory.Bombard.RotateCoord
. The axis will rotates with the unit orientation or the vector that from target position to the source position.
Trajectory.Bombard.SubjectToGround
controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
Trajectory=Bombard ; Trajectory type
Trajectory.Bombard.Height=0.0 ; double
Trajectory.Bombard.FallPercent=1.0 ; double
Trajectory.Bombard.FallPercentShift=0.0 ; double
Trajectory.Bombard.FallScatter.Max=0.0 ; floating point value
Trajectory.Bombard.FallScatter.Min=0.0 ; floating point value
Trajectory.Bombard.FallScatter.Linear=false ; boolean
Trajectory.Bombard.FreeFallOnTarget=true ; boolean
Trajectory.Bombard.NoLaunch=false ; boolean
Trajectory.Bombard.FallSpeed=0.0 ; double
Trajectory.Bombard.DetonationDistance=0.4 ; floating point value
Trajectory.Bombard.DetonationHeight=-1 ; integer
Trajectory.Bombard.EarlyDetonation=false ; boolean
Trajectory.Bombard.TargetSnapDistance=0.5 ; floating point value
Trajectory.Bombard.TurningPointAnims= ; List of AnimationTypes
Trajectory.Bombard.LeadTimeCalculate=false ; boolean
Trajectory.Bombard.OffsetCoord=0,0,0 ; integer - Forward,Lateral,Height
Trajectory.Bombard.RotateCoord=0 ; floating point value
Trajectory.Bombard.MirrorCoord=true ; boolean
Trajectory.Bombard.UseDisperseBurst=false ; boolean
Trajectory.Bombard.AxisOfRotation=0,0,1 ; integer - Forward,Lateral,Height
Trajectory.Bombard.SubjectToGround=false ; boolean
Parabola trajectory
As the name says, this is a completely reset
Arcing
with different enhanced functions. Without doubt, It supported linkage withTrajectory=Disperse
.Trajectory.Parabola.DetonationDistance
controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation. More specifically, when it is set to a negative value, if the target is movable, it will change its target to the cell where the target is located (This is a function expanded forDisperse
andAirburst
purposes).Trajectory.Parabola.TargetSnapDistance
controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile ‘snap’ on the intended target. Set to 0 to disable snapping.Trajectory.Parabola.OpenFireMode
controls how should the projectile be launched. This has the following 6 modes.Speed - Automatic calculation mode with fixed horizontal velocity, using
Trajectory.Speed
and target coordinates as calculation conditions, i.e. the flight time of the projectile is permanently fixed.Height - Automatic calculation mode with fixed maximum height, useing
Trajectory.Parabola.ThrowHeight
and target coordinates as calculation conditions, i.e. the detonation time of the projectile is relatively fixed.Angle - Automatic calculation mode with fixed fire angle, useing
Trajectory.Parabola.LaunchAngle
and target coordinates as calculation conditions. In this mode, the performance consumption is high, and may have no solution. It is not recommended to enableSubjectToCliffs
or enableAA
with a smallerMinimumRange
when using this mode.SpeedAndHeight - Fixed horizontal velocity and maximum height mode, using
Trajectory.Speed
andTrajectory.Parabola.ThrowHeight
as calculation conditions, i.e. the trajectory will only undergo altitude changes with the height of the target.HeightAndAngle - Fixed maximum height and fire angle mode, using
Trajectory.Parabola.ThrowHeight
andTrajectory.Parabola.LaunchAngle
as calculation conditions, i.e. the trajectory will change horizontally with the height of the target.SpeedAndAngle - Fixed horizontal velocity and fire angle mode, using
Trajectory.Speed
andTrajectory.Parabola.LaunchAngle
as calculation conditions, i.e. the trajectory will be permanently fixed.
Trajectory.Parabola.ThrowHeight
controls the maximum height of the projectile and is only used for modes 1, 3, or 4. The specific height will be determined by taking the larger of the launch height and the target height then increasing this value. Non positive numbers are not supported.Trajectory.Parabola.LaunchAngle
controls the fire angle of the projectile and is only used for modes 2, 4, or 5. Only supports -90.0 ~ 90.0 (Cannot use boundary values) in Mode 2 or 5, and 0.0 ~ 90.0 (Cannot use boundary values) in Mode 4.Trajectory.Parabola.LeadTimeCalculate
controls whether the projectile need to calculate the lead time of the target when firing. Note that this will not affect the facing of the turret.Trajectory.Parabola.DetonationAngle
controls when the angle between the projectile in the current velocity direction and the horizontal plane is less than this value, it will detonate prematurely. Taking effect when the value is at -90.0 ~ 90.0 (Cannot use boundary values).Trajectory.Parabola.DetonationHeight
controls when the projectile is in a descending state and below the height of the launch position plus this value, it will detonate prematurely. Taking effect when it is set to non negative value.Trajectory.Parabola.BounceTimes
controls how many times can it bounce back when the projectile hits the ground or cliff. Be aware that excessive projectile speed may cause abnormal operation. AndTrajectory.Parabola.DetonationDistance
do not conflict with this and will take effect simultaneously. So if you want to explode the bullet only after the times of bounces is exhausted, you should setTrajectory.Parabola.DetonationDistance
to a non positive value.Trajectory.Parabola.BounceOnWater
controls whether it can bounce on the water surface.Trajectory.Parabola.BounceDetonate
controls whether it detonates the warhead once extra during each bounce.Trajectory.Parabola.BounceAttenuation
controls the attenuation coefficient of projectile bounce damage, that is, how many times the next damage after each bounce is the damage just caused. This will also affect the damage of the final detonation.Trajectory.Parabola.BounceCoefficient
controls the attenuation coefficient of projectile bounce elasticity, that is, how many times the speed after each bounce is the speed before bouncing.
Trajectory.Parabola.OffsetCoord
controls the offsets of the target. Projectile will aim at this position to attack. It also supportsInaccurate=yes
andTrajectory.Parabola.LeadTimeCalculate=true
on this basis.Trajectory.Parabola.RotateCoord
controls whether to rotate the projectile’s firing direction within the angle bisector ofTrajectory.Parabola.OffsetCoord
according to the weapon’sBurst
. Set to 0 to disable this function.Trajectory.Parabola.MirrorCoord
controls whetherTrajectory.Parabola.OffsetCoord
need to mirror the lateral value to adapt to the current burst index. At the same time, the rotation direction calculated byTrajectory.Parabola.RotateCoord
will also be reversed, and the rotation angle between each adjacent projectile on each side will not change as a result.Trajectory.Parabola.UseDisperseBurst
controls whether the calculation ofTrajectory.Parabola.RotateCoord
is based on its superior’sTrajectory.Disperse.WeaponBurst
of the dispersed trajectory, rather thanBurst
of the weapon. If this value is not appropriate, it will result in unsatisfactory visual displays.Trajectory.Parabola.AxisOfRotation
controls the rotation axis when calculatingTrajectory.Parabola.RotateCoord
. The axis will rotates with the unit orientation or the vector that from target position to the source position.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
Trajectory=Parabola ; Trajectory type
Trajectory.Parabola.DetonationDistance=0.4 ; floating point value
Trajectory.Parabola.TargetSnapDistance=0.5 ; floating point value
Trajectory.Parabola.OpenFireMode=Speed ; ParabolaFireMode value enumeration (Speed|Height|Angle|SpeedAndHeight|HeightAndAngle|SpeedAndAngle)
Trajectory.Parabola.ThrowHeight=600 ; integer
Trajectory.Parabola.LaunchAngle=30 ; floating point value
Trajectory.Parabola.LeadTimeCalculate=no ; boolean
Trajectory.Parabola.DetonationAngle=-90.0 ; floating point value
Trajectory.Parabola.DetonationHeight=-1 ; integer
Trajectory.Parabola.BounceTimes=0 ; integer
Trajectory.Parabola.BounceOnWater=no ; boolean
Trajectory.Parabola.BounceDetonate=no ; boolean
Trajectory.Parabola.BounceAttenuation=0.8 ; floating point value
Trajectory.Parabola.BounceCoefficient=0.8 ; floating point value
Trajectory.Parabola.OffsetCoord=0,0,0 ; integer - Forward,Lateral,Height
Trajectory.Parabola.RotateCoord=0 ; floating point value
Trajectory.Parabola.MirrorCoord=yes ; boolean
Trajectory.Parabola.UseDisperseBurst=no ; boolean
Trajectory.Parabola.AxisOfRotation=0,0,1 ; integer - Forward,Lateral,Height
Note
Compared to vanilla
Arcing
, this can also be used for aircrafts and airburst weapon.Certainly,
Gravity
can also affect the trajectory.
Projectiles blocked by land or water
It is now possible to make projectiles consider either land or water as obstacles that block their path by setting
SubjectTo(Land/Water)
to true, respectively. Weapons firing such projectiles will consider targets blocked by such obstacles as out of range and will attempt to reposition themselves so they can fire without being blocked by the said obstacles before firing and ifSubjectTo(Land/Water).Detonate
is set to true, the projectiles will detonate if they somehow manage to collide with the said obstacles.Level=true
projectiles detonate on tiles belonging to non-water tilesets by default, but will not consider such tiles as true obstacles. This behaviour can be overridden by setting these keys.
As for
SubjectToGround
, if set it to true ,it will predict the height of the connecting straight line from the bullet’s source coordinates to target coordinates. If the predicted height is lower than the ground height of the current predicted position, the firer will also consider targets blocked by such obstacles as out of range and will attempt to reposition themselves. Due to technical reasons, this feature will not be effective for the Air Force and buildings. Technos attacking inOpenTopped=true
vehicles will not be affected either.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
SubjectToLand= ; boolean
SubjectToLand.Detonate=true ; boolean
SubjectToWater= ; boolean
SubjectToWater.Detonate=true ; boolean
SubjectToGround=false ; boolean
Return weapon
It is now possible to make another weapon & projectile go off from a detonated projectile (in somewhat similar manner to
AirburstWeapon
orShrapnelWeapon
) straight back to the firer by settingReturnWeapon
. If the firer perishes before the initial projectile detonates,ReturnWeapon
is not fired off.ReturnWeapon.ApplyFirepowerMult
determines whether or not the auxiliary weapon’s damage should multiply the firer’s firepower multipliers.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
ReturnWeapon= ; WeaponType
ReturnWeapon.ApplyFirepowerMult=false ; boolean
Super Weapons
AI Superweapon delay timer
By default AI houses only process superweapon logic e.g checks if it can fire any superweapons firing them at randomized intervals of 106 to 112 game frames. This behaviour can now be customized by setting explicit delay, or disabling it entirely. Values of 0 and below disable the delay and cause AI houses to check superweapons on every game frame.
In rulesmd.ini
:
[General]
AISuperWeaponDelay= ; integer, game frames
Convert TechnoType
Warheads can now change TechnoTypes of affected units to other Types in the same category (infantry to infantry, vehicles to vehicles, aircraft to aircraft).
ConvertN.From
(where N is 0, 1, 2…) specifies which TechnoTypes are valid for conversion. This entry can have many types listed, meanging that many types will be converted at once. When no types are included, conversion will affect all valid targets.ConvertN.To
specifies the TechnoType which is the result of conversion.ConvertN.AffectedHouses
specifies whose units can be converted.Convert.From
,Convert.To
andConvert.AffectedHouses
(without numbers) are a valid alternative toConvert0.From
,Convert0.To
andConvert0.AffectedHouses
if only one pair is specified.Conversion affects all existing units of set TechnoTypes, this includes units in: transports, occupied buildings, buildings with
InfantryAbsorb=yes
orUnitAbsorb=yes
, buildings withBunker=yes
.
In example, this superweapon would convert all owned and friendly SOLDIERA
and SOLDIERB
to NEWSOLDIER
:
[ExampleSW]
Convert.From=SOLDIERA,SOLDIERB
Convert.To=NEWSOLDIER
Convert.AffectedHouses=team
In rulesmd.ini
:
[SOMESW] ; SuperWeaponType
ConvertN.From= ; List of TechnoTypes
ConvertN.To= ; TechnoType
ConvertN.AffectedHouses=owner ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
; where N = 0, 1, 2, ...
; or
Convert.From= ; List of TechnoTypes
Convert.To= ; TechnoType
Convert.AffectedHouses=owner ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Warning
This feature has the same limitations as Ares’ Type Conversion. This feature does not support BuildingTypes.
Warning
This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is not detected, not all properties of a unit may be updated.
Customize SuperWeapon TabIndex
You can now assign a Super Weapon’s cameo to any sidebar tab using
TabIndex
.Valid values are: 0 (buildings tab), 1 (arsenal tab), 2 (infantry tab), 3 (vehicle tab).
In rulesmd.ini
:
[SOMESW] ; SuperWeaponType
TabIndex=1 ; integer
EMPulse settings
It is possible to customize which weapon a building with
EMPulseCannon=true
fires when an associatedType=EMPulse
superweapon (only ifEMPulse.TargetSelf=false
or omitted) is fired by settingEMPulse.WeaponIndex
.Note that if you fire another
Type=EMPulse
superweapon with different weapon index that the same building is capable of launching before the first weapon was fired, the latter superweapon’s settings will take precedence.Additionally, due to technical limitations the targeting constraints will always default to primary weapon’s
Range/MinimumRange
unlessSW.RangeMinimum
/SW.RangeMaximum
are explicitly set.
Is is now also possible to have all other
Type=EMPulse
superweapons that can be fired by same buildings as current one be put on hold until first of the buildings currently set to fire goes off if the firing superweapon hasEMPulse.SuspendOthers=true
.
In rulesmd.ini
:
[SOMESW] ; SuperWeaponType
EMPulse.WeaponIndex=0 ; integer, weapon slot index
EMPulse.SuspendOthers=false ; boolean
Note
Type=EMPulse
superweapon and any associated keys are Ares features.
LimboDelivery
Superweapons can now deliver off-map buildings that act as if they were on the field.
LimboDelivery.Types
is the list of BuildingTypes that will be created when the Superweapons fire. SuperweaponType
and coordinates do not matter.LimboDelivery.IDs
is the list of numeric IDs that will be assigned to buildings. Necessary for LimboKill to work.
Created buildings are not affected by any on-map threats. The only way to remove them from the game is by using a Superweapon with
LimboKill.IDs
set.LimboKill.Affected
sets which houses are affected by this feature.LimboKill.IDs
lists IDs that will be targeted. Buildings with these IDs will be removed from the game instantly.
Delivery can be made random with these optional tags. The game will randomly choose only a single building from the list for each roll chance provided.
LimboDelivery.RollChances
lists chances of each “dice roll” happening. Valid values range from 0% (never happens) to 100% (always happens). Defaults to a single sure roll.LimboDelivery.RandomWeightsN
lists the weights for each “dice roll” that increase the probability of picking a specific building. Valid values are 0 (don’t pick) and above (the higher value, the bigger the likelyhood).RandomWeights
are a valid alias forRandomWeights0
. If a roll attempt doesn’t have weights specified, the last weights will be used.
Note
This feature might not support every building flag. Flags that are confirmed to work correctly are listed below:
FactoryPlant
OrePurifier
SpySat
KeepAlive (Ares 3.0)
Prerequisite, PrerequisiteOverride, Prerequisite.List# (Ares 0.1), Prerequisite.Negative (Ares 0.1), GenericPrerequisites (Ares 0.1)
SuperWeapon, SuperWeapon2, SuperWeapons (Ares 0.9), SW.AuxBuildings (Ares 0.9), SW.NegBuildings (Ares 0.9)
In order for this feature to work with AITriggerTypes conditions (“Owning house owns ???” and “Enemy house owns ???”),
LegalTarget
must be set to true.
In rulesmd.ini
:
[SOMESW] ; SuperWeaponType
LimboDelivery.Types= ; List of BuildingTypes
LimboDelivery.IDs= ; List of numeric IDs. -1 cannot be used.
LimboDelivery.RollChances= ; List of percentages.
LimboDelivery.RandomWeightsN= ; List of integers.
LimboKill.Affected=self ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
LimboKill.IDs= ; List of numeric IDs.
Warning
Remember that Limbo Delivered buildings don’t exist physically! This means they should never have enabled machanics that require interaction with the game world (i.e. factories, cloning vats, service depots, helipads). They also should have either KeepAlive=no
set or be killable with LimboKill - otherwise the game might never end.
Next
Use
SW.Next
to link multiple ChronoSphere and ChronoWarp superweapons into a chained SuperWeapon system in Cylearun
Superweapons can now launch other superweapons at the same target. Launched types can be additionally randomized using the same rules as with LimboDelivery (see above).
SW.Next.RealLaunch
controls whether the owner who fired the initial superweapon must own all listed superweapons and sufficient funds to supportMoney.Amout
. Otherwise they will be launched forcibly.SW.Next.IgnoreInhibitors
ignoresSW.Inhibitors
/SW.AnyInhibitor
of each superweapon, otherwise only non-inhibited superweapons are launched.SW.Next.IgnoreDesignators
ignoresSW.Designators
/SW.AnyDesignator
respectively.
In rulesmd.ini
:
[SOMESW] ; SuperWeaponType
SW.Next= ; List of SuperWeaponTypes
SW.Next.RealLaunch=true ; boolean
SW.Next.IgnoreInhibitors=false ; boolean
SW.Next.IgnoreDesignators=true ; boolean
SW.Next.RollChances= ; List of percentages.
SW.Next.RandomWeightsN= ; List of integers.
Warhead or Weapon detonation at target cell
Any superweapon can now detonate a Warhead or a weapon at superweapon’s target cell.
If both
Detonate.Warhead
andDetonate.Weapon
are set, latter takes precedence.Detonate.Warhead.Full
customizes whether or not the Warhead is detonated fully (as part of a dummy weapon) or simply deals area damage and applies Phobos’ Warhead effects.Detonate.Damage
, if not set, defaults to weaponDamage
forDetonate.Weapon
and 0 forDetonate.Warhead
.Both the weapon and Warhead behave as if fired by whatever building fired the Superweapon. This respects controls like
SW.RangeMinimum/Maximum
(similar to Ares’ GenericWarhead superweapon in this regard). If firing building could not be found, the house the Superweapon belonged to is still used to deal damage and apply Phobos-introduced Warhead effects.If
Detonate.AtFirer
is set to true, the weapon or Warhead is detonated at the firing building instead of the superweapon’s target cell. If there is no firer, no detonation will occur.
In rulesmd.ini
:
[SOMESW] ; SuperWeaponType
Detonate.Warhead= ; WarheadType
Detonate.Warhead.Full=true ; boolean
Detonate.Weapon= ; WeaponType
Detonate.Damage= ; integer
Detonate.AtFirer=false ; boolean
Technos
Aggressive attack move mission
AttackMove.Aggressive
allows your technos to attack the enemy’s unarmed buildings more aggressively when in attack move mission (Ctrl+Shift).AttackMove.UpdateTarget
allows your technos to automatically change and select a higher threat target when in attack move mission (Ctrl+Shift).
In rulesmd.ini
:
[General]
AttackMove.Aggressive=false ; boolean
AttackMove.UpdateTarget=false ; boolean
[SOMETECHNO] ; TechnoType
AttackMove.Aggressive= ; boolean, default to [General] -> AttackMove.Aggressive
AttackMove.UpdateTarget= ; boolean, default to [General] -> AttackMove.UpdateTarget
Aircraft spawner customizations
Limited pursue range for spawns in Fantasy ADVENTURE
If
Spawner.LimitRange
is set, the spawned units will abort their pursuit if the enemy is out of the range of the largest weaponRange
of aSpawner=true
weapon of the spawner.Spawner.ExtraLimitRange
adds extra pursuit range on top of the weapon range.
Spawner.DelayFrames
can be used to set the minimum number of game frames in between each spawn ejecting from the spawner. By default this is 9 frames for missiles and 20 for everything else.If
Spawner.AttackImmediately
is set to true, spawned aircraft will assume attack mission immediately after being spawned instead of waiting for the remaining aircraft to spawn first.Spawner.UseTurretFacing
, if set, makes spawned aircraft face the same way as turret does upon being created if the spawner has a turret.Spawner.RecycleRange
defines the range (in cell) that the spawned is considered close enough to the spawner to be recycled.Spawner.RecycleAnim
can be used to play an anim on the spawned location when it is recycled.Spawner.RecycleCoord
defines the relative position to the carrier that the spawned aircraft will head to.Spawner.RecycleOnTurret
defines if the FLH is relative to the turret rather than the body.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Spawner.LimitRange=false ; boolean
Spawner.ExtraLimitRange=0 ; integer, range in cells
Spawner.DelayFrames= ; integer, game frames
Spawner.AttackImmediately=false ; boolean
Spawner.UseTurretFacing=false ; boolean
Spawner.RecycleRange=-1 ; float, range in cells
Spawner.RecycleAnim= ; Animation
Spawner.RecycleCoord=0,0,0 ; integer - Forward,Lateral,Height
Spawner.RecycleOnTurret=false ; boolean
Note
If you set recycle FLH, it is best to set a recycle range of at least 0.5
at the same time. Otherwise, the spawner may not recycle correctly.
Automatic passenger deletion
Transports can erase passengers over time. Passengers are deleted in order of entering the transport, from first to last.
PassengerDeletion.Rate
determines the interval in game frames that it takes to erase a single passenger.If
PassengerDeletion.Rate.SizeMultiply
is set to true, this time interval is multiplied by the passenger’sSize
.
PassengerDeletion.UseCostAsRate
, if set to true, changes the time interval for erasing a passenger to be based on the passenger’sCost
. This does not factor in modifiers likeFactoryPlant
.PassengerDeletion.CostMultiplier
can be used to modify the cost-based time interval.PassengerDeletion.CostRateCap
can be used to set a cap to the cost-based time interval.
PassengerDeletion.AllowedHouses
determines which houses passengers can belong to be eligible for deletion.PassengerDeletion.DontScore
, if set to true, makes it so that the deleted passengers are not counted as having been killed by the transport (no experience, not recorded towards owning house’s score etc).If
PassengerDeletion.Soylent
is set to true, an amount of credits is refunded to the owner of the transport. The exact amount refunded is determined by the passengersSoylent
, or if not set, itsCost
(this is affected by modifiers such asFactoryPlant
).PassengerDeletion.SoylentMultiplier
is a direct multiplier applied to the refunded amount of credits.PassengerDeletion.SoylentAllowedHouses
determines which houses passengers can belong to be eligible for refunding.PassengerDeletion.DisplaySoylent
can be set to true to display the amount of credits refunded on the transport.PassengerDeletion.DisplaySoylentToHouses
determines which houses can see this andPassengerDeletion.DisplaySoylentOffset
can be used to adjust the display offset.
PassengerDeletion.ReportSound
andPassengerDeletion.Anim
can be used to specify a sound and animation to play when a passenger is erased, respectively.If
PassengerDeletion.UnderEMP
is set to true, the deletion will be processed when the transport is under EMP or deactivated.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
PassengerDeletion.Rate=0 ; integer, game frames
PassengerDeletion.Rate.SizeMultiply=true ; boolean
PassengerDeletion.UseCostAsRate=false ; boolean
PassengerDeletion.CostMultiplier=1.0 ; floating point value, percents or absolute
PassengerDeletion.CostRateCap= ; integer, game frames
PassengerDeletion.AllowedHouses=all ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
PassengerDeletion.DontScore=false ; boolean
PassengerDeletion.Soylent=false ; boolean
PassengerDeletion.SoylentMultiplier=1.0 ; float, percents or absolute
PassengerDeletion.SoylentAllowedHouses=enemies ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
PassengerDeletion.DisplaySoylent=false ; boolean
PassengerDeletion.DisplaySoylentToHouses=All ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
PassengerDeletion.DisplaySoylentOffset=0,0 ; X,Y, pixels relative to default
PassengerDeletion.ReportSound= ; Sound entry
PassengerDeletion.Anim= ; AnimationType
PassengerDeletion.UnderEMP=false ; boolean
Automatic passenger owner change to match transport owner
Transports with
Passengers.SyncOwner
set to true will have the owner of their passengers changed to match the transport if transport’s owner changes.On
OpenTopped=true
transports this will also disable checks that prevent target acquisition by passengers when the transport is temporarily mind controlled.Passengers.SyncOwner.RevertOnExit
, if set to true (which is the default), changes the passengers’ owner back to whatever it was originally when they entered the transport when they are ejected.Does not work on passengers acquired through use of
Abductor=true
weapon (Ares feature).
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Passengers.SyncOwner=false ; boolean
Passengers.SyncOwner.RevertOnExit=true ; boolean
Automatically firing weapons
You can now make TechnoType automatically fire its weapon(s) without having to scan for suitable targets by setting
AutoFire
, on either its base cell (in which case the weapon that is used for force-firing is used) or itself (in which case normal targeting and weapon selection rules and are respected) depending on ifAutoFire.TargetSelf
is set or not.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
AutoFire=false ; boolean
AutoFire.TargetSelf=false ; boolean
Build limit group
You can now make different technos share build limit in a group.
BuildLimitGroup.Types
determines the technos that’ll be used for build limit conditions of the selected techno. Note that the limit won’t be applied to technos in the list. To do this, you’ll have to manually define the limit per techno.BuildLimitGroup.Nums
determines the amount of technos that would reach the build limit. If using a single integer, it’ll use the sum of all technos in the group to calculate build limit. If using a list of integers with the same size ofBuildLimitGroup.Types
, it’ll calculate build limit per techno with value matching the position inBuildLimitGroup.Types
is used for that type.BuildLimitGroup.Factor
determines each of this techno instance will count as what value when calculating build limit.This is only used by BuildLimitGroup. No other place will use it when counting owned objects, including
BuildLimitGroup.ExtraLimit
.
BuildLimitGroup.ContentIfAnyMatch
determines the rule of calculating build limit per techno. If set to true, build limit will be content if the amount of any techno in the group reaches itsBuildLimitGroup.Nums
value. If set to false, then it’ll only be content if the amount of all technos in the group reached.BuildLimitGroup.NotBuildableIfQueueMatch
determines the moment to stop the techno’s production. If set to true, its production will be stopped once the condition is content by the sum of real technos and technos in production queue. If set to false, it’ll only be stopped when the condition is content by real technos.You can also add an extra value into
BuildLimitGroup.Nums
, determined by the amount of specific technos owned by its house.BuildLimitGroup.ExtraLimit.Types
determines the technos that’ll be used for extra value calculation.BuildLimitGroup.ExtraLimit.Nums
determines the actual value of increment. Value matching the position inBuildLimitGroup.ExtraLimit.Types
is used for that type. For each of these technos, it’ll increase the extra value by its amount * corresponding value from the list.BuildLimitGroup.ExtraLimit.MaxCount
determines the maximum amount of technos being counted into the extra value calculation. Value matching the position inBuildLimitGroup.ExtraLimit.Types
is used for that type. If not set or set to a value below 1, it’ll be considered as no maximum count.BuildLimitGroup.ExtraLimit.MaxNum
determines the maximum of values inBuildLimitGroup.Nums
after extra limit calculation. If not set or set to a value below 1, it’ll be considered as no maximum value.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
BuildLimitGroup.Types= ; List of TechnoTypes
BuildLimitGroup.Nums= ; integer, or a List of integers
BuildLimitGroup.Factor=1 ; integer
BuildLimitGroup.ContentIfAnyMatch=false ; boolean
BuildLimitGroup.NotBuildableIfQueueMatch=false ; boolean
BuildLimitGroup.ExtraLimit.Types= ; List of TechnoTypes
BuildLimitGroup.ExtraLimit.Nums= ; List of integers
BuildLimitGroup.ExtraLimit.MaxCount= ; List of integers
BuildLimitGroup.ExtraLimit.MaxNum=0 ; integer
Convert TechnoType on owner house change
You can now change a unit’s type when changing ownership from human to computer or from computer to human.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Convert.HumanToComputer= ; TechnoType
Convert.ComputerToHuman= ; TechnoType
Custom tint on TechnoTypes
A tint effect similar to that used by Iron Curtain / Force Shield or
Psychedelic=true
Warheads can be applied to TechnoTypes naturally by settingTint.Color
and/orTint Intensity
.Tint.Intensity
is additive lighting increase/decrease - 1.0 is the default object lighting.Tint.VisibleToHouses
can be used to customize which houses can see the tint effect.Tint effects can also be applied by attached effects and on shields.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Tint.Color= ; integer - R,G,B
Tint.Intensity=0.0 ; floating point value
Tint.VisibleToHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Customizable OpenTopped properties
You can now override global
OpenTopped
transport properties per TechnoType.OpenTopped.IgnoreRangefinding
can be used to disableOpenTopped
transport rangefinding behaviour where smallest weapon range between transport and all passengers is used when approaching targets that are out of range and when scanning for potential targets.OpenTopped.AllowFiringIfDeactivated
can be used to customize whether or not passengers can fire out when the transport is deactivated (EMP, powered unit etc).OpenTopped.ShareTransportTarget
controls whether or not the current target of the transport itself is passed to the passengers as well.
[SOMETECHNO] ; TechnoType
OpenTopped.RangeBonus= ; integer, override of the global default
OpenTopped.DamageMultiplier= ; floating point value, override of the global default
OpenTopped.WarpDistance= ; integer, override of the global default
OpenTopped.IgnoreRangefinding=false ; boolean
OpenTopped.AllowFiringIfDeactivated=true ; boolean
OpenTopped.ShareTransportTarget=true ; boolean
Customizable spawns queue
It is now possible to spawn multiple types of spawnees from a spawner with
Spawns.Queue
. The order of spawnees in this queue is the order of their respawn.Spawns
still needs to be set to enable the spawner logic and act as a default spawnee.SpawnsNumber
still needs to be set to determine the amount of spawnee slots.If the length of the queue is longer than the spawner’s
SpawnsNumber
, spawnee after this length will be omitted. If the length is shorter however, the rest of the positions will be filled by the spawnee defined bySpawns
. Hence, it’s recommended to make them the same.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Spawns.Queue= ; List of AircraftTypes, in order
Warning
Note that all spawnees in a queue should have MissileSpawn
set to the same value (all to true or false). Mixing them will make missile spawnees can’t hit their targets.
Customize EVA voice and SellSound
when selling units
When a building or a unit is sold, a sell sound as well as an EVA is played to the owner. These configurations have been deglobalized.
EVA.Sold
is used to customize the EVA voice when selling, default toEVA_StructureSold
for buildings andEVA_UnitSold
for vehicles.SellSound
is used to customize the report sound when selling, default to[AudioVisual] -> SellSound
. Note that vanilla game played vehicles’SellSound
globally. This has been changed in consistency with buildings’SellSound
.
In rulesmd.ini
:
[SOMETECHNO] ; BuildingType or VehicleType
EVA.Sold= ; EVA entry
SellSound= ; Sound entry
Disabling fallback to (Elite)Secondary weapon
It is now possible to disable the fallback to
(Elite)Secondary
weapon from(Elite)Primary
weapon if it cannot fire at the chosen target by settingNoSecondaryWeaponFallback
to true (defaults to false).NoSecondaryWeaponFallback.AllowAA
controls whether or not fallback because of projectileAA
setting and target being in air is still allowed. This does not apply to special cases where(Elite)Secondary
weapon is always chosen, including but not necessarily limited to the following:OpenTransportWeapon=1
on an unit firing from insideOpenTopped=true
transport.NoAmmoWeapon=1
on an unit withAmmo
value higher than 0 and current ammo count lower or equal toNoAmmoAmount
.Deployed
IsSimpleDeployer=true
units withDeployFireWeapon=1
set or omitted.DrainWeapon=true
weapons against enemyDrainable=yes
buildings.Units with
IsLocomotor=true
set onWarhead
of(Elite)Primary
weapon against buildings.Weapons with
ElectricAssault=true
set onWarhead
againstOverpowerable=true
buildings belonging to owner or allies.Overpowerable=true
buildings that are currently overpowered.Any system using
(Elite)WeaponX
, f.exGunner=true
orIsGattling=true
is also wholly exempt.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
NoSecondaryWeaponFallback=false ; boolean
NoSecondaryWeaponFallback.AllowAA=false ; boolean
Disguise logic additions (disguise-based movement speed, disguise blinking visibility)
DisguiseBlinkingVisibility
can be used to customize which players can see disguises blinking on units. This does not affect targeting but does affect veterancy insignia visibility - blinking disguise means the original unit’s insignia is visible always instead of disguise’s.Another thing to note is that in singleplayer missions, for purposes of the disguise blinking, disguised objects owned by any player-controlled houses are also considered to be owned by the current player even if they are not allied, meaning players are always able to see their disguises blinking unless
DisguiseBlinkingVisibility
is set tonone
orenemies
.
UseDisguiseMovementSpeed
, if set, makes disguised unit adjust its movement speed to match that of the disguise, if applicable. Note that this applies even when the disguise is revealed, as long as it has not been removed.
In rulesmd.ini
:
[General]
DisguiseBlinkingVisibility=owner ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
[SOMETECHNO] ; TechnoType
UseDisguiseMovementSpeed=false ; boolean
Extended gattling rate down logic
Now you can customize some effects of
RateDown
.RateDown.Delay
controls the delay before usingRateDown
to reduce the gattling value.RateDown.Reset
controls whether to reset the gattling value directly when the techno has no target or changes targets.RateDown.Cover.Value
replaces the originalRateDown
when techno’s ammo is lower thanRateDown.Cover.AmmoBelow
.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType, with IsGattling=yes
RateDown.Delay=0 ; integer, game frames
RateDown.Reset=false ; boolean
RateDown.Cover.Value=0 ; integer
RateDown.Cover.AmmoBelow=-2 ; integer
Firing offsets for specific Burst shots
You can now specify separate firing offsets for each of the shots fired by weapon with
Burst
via using(Elite)(Prone/Deployed)PrimaryFire|SecondaryFire|WeaponX|FLH.BurstN
keys, depending on which weapons your TechnoType makes use of. N inBurstN
is zero-based burst shot index, and the values are parsed sequentially until no value for either regular or elite weapon is present, with elite weapon defaulting to regular weapon FLH if only it is missing. If no burst-index specific value is available, value from the base key (f.exPrimaryFireFLH
) is used.Burst-index specific firing offsets are absolute firing offsets and the lateral shifting based on burst index that occurs with the base firing offsets is not applied.
In artmd.ini
:
[SOMETECHNO] ; TechnoType Image
FLHKEY.BurstN= ; integer - Forward,Lateral,Height. FLHKey refers to weapon-specific FLH key name and N is zero-based burst shot index.
Forcing specific weapon against certain targets
Naval underwater target behavior with
ForceWeapon.Naval.Decloaked
in C&C: Reloaded
Enemy behavior against EMP targets with
ForceWeapon.UnderEMP
in C&C: Reloaded
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.
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.ForceWeapon.Cloaked
forces specified weapon to be used against any cloaked targets.ForceWeapon.Disguised
forces specified weapon to be used against any disguised targets.ForceWeapon.UnderEMP
forces specified weapon to be used if the target is under EMP effect.ForceWeapon.InRange
forces specified a list of weapons to be used once the target is within theirRange
. The first weapon in the listed order satisfied will be selected. Can be applied to both ground and air target ifForceAAWeapon.InRange
is not set.ForceAAWeapon.InRange
does the same thing but only for air target. Taking priority toForceWeapon.InRange
, which means that it can only be applied to ground target when they’re both set.Force(AA)Weapon.InRange.Overrides
overrides the range when decides which weapon to use. Value from position matching the position fromForce(AA)Weapon.InRange
is used if found, or the weapon’s ownRange
if not found or set to a value below 0.If
Force(AA)Weapon.InRange.ApplyRangeModifiers
is set to true, any applicable weapon range modifiers from the firer are applied to the decision range.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
ForceWeapon.Naval.Decloaked=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
ForceWeapon.Cloaked=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
ForceWeapon.Disguised=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
ForceWeapon.UnderEMP=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
ForceWeapon.InRange= ; List of integers. 0 for primary weapon, 1 for secondary weapon, -1 to disable
ForceWeapon.InRange.Overrides= ; List of floating-point values
ForceWeapon.InRange.ApplyRangeModifiers=false ; boolean
ForceAAWeapon.InRange= ; List of integers. 0 for primary weapon, 1 for secondary weapon, -1 to disable
ForceAAWeapon.InRange.Overrides= ; List of floating-point values
ForceAAWeapon.InRange.ApplyRangeModifiers=false ; boolean
Note
Specifically, if a position has Force(AA)Weapon.InRange
set to -1 and Force(AA)Weapon.InRange.Overrides
set to a positive value, it’ll use default weapon selection logic once satisfied.
Initial spawns number
It is now possible to set the initial amount of spawnees for a spawner, instead of always being filled. Won’t work if it’s larger than
SpawnsNumber
.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
InitialSpawnsNumber= ; integer
Initial strength for TechnoTypes and cloned infantry
Initial strength for cloned infantry example in C&C: Reloaded
InitialStrength
can be used to set how many hitpoints a TechnoType starts with.InitialStrength.Cloning
can be used to specify a percentage of hitpoints (single value or a range from which a random value is picked) cloned infantry produced byCloning=true
building start with.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
InitialStrength= ; integer
[SOMEBUILDING] ; BuildingType
InitialStrength.Cloning= ; floating point value - single or comma-sep. range (percentages)
Note
Both InitialStrength
and InitialStrength.Cloning
never surpass the type’s Strength
, even if your values are bigger than it.
Kill Object Automatically
Objects can be destroyed automatically if any of these conditions is met:
OnAmmoDepletion
: The object will die if the remaining ammo reaches 0.AfterDelay
: The object will die if the countdown (in frames) reaches 0.TechnosExist
/TechnosDontExist
: The object will die if TechnoTypes exist or do not exist, respectively.Technos(Dont)Exist.Any
controls whether or not a single listed TechnoType is enough to satisfy the requirement or if all are required.Technos(Dont)Exist.AllowLimboed
controls whether or not limboed TechnoTypes (f.ex those in transports) are counted.Technos(Dont)Exist.Houses
controls which houses are checked.
The auto-death behavior can be chosen from the following:
kill
: The object will be destroyed normally.vanish
: The object will be directly removed from the game peacefully instead of actually getting killed.sell
: If the object is a building with buildup, it will be sold instead of destroyed.
If this option is not set, the self-destruction logic will not be enabled. AutoDeath.VanishAnimation
can be set to animation to play at object’s location if vanish
behaviour is chosen.
Note
Please notice that if the object is a unit which carries passengers, they will not be released even with the kill
option if you are not using Ares 3.0+.
This logic also supports buildings delivered by LimboDelivery. However in this case, all AutoDeath.Behavior
values produce identical result where the building is simply deleted.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
AutoDeath.Behavior= ; enumeration (kill | vanish | sell), default not set
AutoDeath.VanishAnimation ; AnimationType
AutoDeath.OnAmmoDepletion=no ; boolean
AutoDeath.AfterDelay=0 ; positive integer
AutoDeath.TechnosDontExist= ; List of TechnoTypes
AutoDeath.TechnosDontExist.Any=false ; boolean
AutoDeath.TechnosDontExist.AllowLimboed=false ; boolean
AutoDeath.TechnosDontExist.Houses=owner ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
AutoDeath.TechnosExist= ; List of TechnoTypes
AutoDeath.TechnosExist.Any=true ; boolean
AutoDeath.TechnosExist.AllowLimboed=false ; boolean
AutoDeath.TechnosExist.Houses=owner ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Mind Control enhancement
Mind Control Range Limit used in Fantasy ADVENTURE
Multiple Mind Control unit auto-releases the first victim in Fantasy ADVENTURE
Mind controllers now can have the upper limit of the control distance. Tag values greater than 0 will activate this feature.
Mind controllers now can decide which house can see the link drawn between itself and the controlled units.
Mind controllers with multiple controlling slots can now release the first controlled unit when they have reached the control limit and are ordered to control a new target.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
MindControlRangeLimit=-1.0 ; floating point value
MindControlLink.VisibleToHouse=all ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
MultiMindControl.ReleaseVictim=false ; boolean
No Manual Move
You can now specify whether a TechnoType is unable to receive move command.
Set this to
true
on a building withUndeploysInto
set could prevent it from undeploying when setting the rally point.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
NoManualMove=false ; boolean
Note
Note that you can still undeploy the building by using a BuildingUndeploy=true
warhead or by setting a rally point and selling it.
No rearm and reload in EMP or temporal
Now you can make technos unable to rearm and reload when they are in EMP or locked by a temporal weapon. Defaults to values in
[General]
. This will not affect the reloading of the airport aircraft.
In rulesmd.ini
:
[General]
NoRearm.UnderEMP=false ; boolean
NoRearm.Temporal=false ; boolean
NoReload.UnderEMP=false ; boolean
NoReload.Temporal=false ; boolean
[SOMETECHNO] ; TechnoType
NoRearm.UnderEMP= ; boolean
NoRearm.Temporal= ; boolean
NoReload.UnderEMP= ; boolean
NoReload.Temporal= ; boolean
Overload characteristic dehardcoded
It is now possible to customize
Overload
behaviors for a TechnoType withInfiniteMindControl=yes
weapon.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Overload.Count= ; List of integers, default to [CombatDamage] -> OverloadCount
Overload.Damage= ; List of integers, default to [CombatDamage] -> OverloadDamage
Overload.Frames= ; List of integers, default to [CombatDamage] -> OverloadFrames
Overload.DeathSound= ; Sound entry, default to [AudioVisual] -> MasterMindOverloadDeathSound
Overload.ParticleSys= ; ParticleSystemType, default to [CombatDamage] -> DefaultSparkSystem
Overload.ParticleSysCount=5 ; integer
Promoted Spawns
Promoted Spawns in Fantasy ADVENTURE
The spawned units will promote as their owner’s veterancy.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Promote.IncludeSpawns=false ; boolean
Promotion animation
You can now specify an animation on the unit or structure promotion.
Promote.VeteranAnimation
is used when unit or structure is promoted to veteran. If this is set for a TechnoType, it’ll override the global setting in[AudioVisual]
.Promote.EliteAnimation
is used when unit or structure is promoted to elite. If this is set for a TechnoType, it’ll override the global setting in[AudioVisual]
.If
Promote.EliteAnimation
is not defined,Promote.VeteranAnimation
will play instead when unit or structure is promoted to elite.
In rulesmd.ini
:
[AudioVisual]
Promote.VeteranAnimation= ; AnimationType
Promote.EliteAnimation= ; AnimationType
[SOMETECHNO]
Promote.VeteranAnimation= ; AnimationType, default to Promote.VeteranAnimation in [AudioVisual]
Promote.EliteAnimation= ; AnimationType, default to Promote.EliteAnimation in [AudioVisual]
Raise alert when technos are taking damage
In Vanilla, non-building technos will not generate radar events or EVAs when attacked, so players can hardly notice them until they are destroyed. You can now receive a radar event (and optionally a sound effect) when your units is attacked, so you can respond to the combats in time.
[AudioVisual] -> CombatAlert
is a global switch, set it totrue
to enable the entire logic.These flags controlls when to trigger a combat alert.
You can disable this logic on specific techno by setting
[TechnoType] -> CombatAlert
tofalse
, which default to[AudioVisual] -> CombatAlert.Default
. IfCombatAlert.Default
is also empty, it is defaultly disabled for technos withInsignificant=yes
orSpawned=yes
.[AudioVisual] -> CombatAlert.IgnoreBuilding
will turn the logic off on buildings. You can override it for specific building by setting[TechnoType] -> CombatAlert.NotBuilding
to true. You may hope to use it on veh-buildings.[AudioVisual] -> CombatAlert.SuppressIfInScreen
decides whether to disable the logic for the units in the current screen.[AudioVisual] -> CombatAlert.Interval
decides the time interval (in frames) between alerts, to prevent the alert from being anonying. It is default to 150 frames.[AudioVisual] -> CombatAlert.SuppressIfAllyDamage
decides whether to disable the logic for the damage from allys.Technos hitted by a warhead with
[WarheadType] -> CombatAlert.Suppress
setted totrue
will not raise a radar event or EVA. This flag is default to the logical or of inverse value of ares flag[WarheadType] -> Malicious
and[WarheadType] -> Nonprovocative
.
And the following flags controlls the effect of a combat alert.
[AudioVisual] -> CombatAlert.MakeAVoice
decides whether to play some sound effect with the combat alert. Set it totrue
will enable the following flags, otherwise they will be ignored.[TechnoType] -> CombatAlert.UseFeedbackVoice
decides whether to use the sound defined byVoiceFeedback
. Default to[AudioVisual] -> CombatAlert.UseFeedbackVoice
.[TechnoType] -> CombatAlert.UseAttackVoice
decides whether to use the sound defined byVoiceAttack
. Default to[AudioVisual] -> CombatAlert.UseAttackVoice
.[TechnoType] -> CombatAlert.UseEVA
decides whether to play an EVA. Default to[AudioVisual] -> CombatAlert.UseEVA
. The EVA to play is default toEVA_UnitsInCombat
, and can be specified through[TechnoType] -> CombatAlert.EVA
.The sound effect is taken at order, feedback first, attack then, eva finally. The flags in
[AudioVisual]
controlls whether to check it globally, and can be specify per techno.An example: You set
CombatAlert.UseFeedbackVoice
andCombatAlert.UseEVA
totrue
andCombatAlert.UseAttackVoice
tofalse
. A unit withVoiceFeedback
VoiceAttack
andCombatAlert.EVA
are all set will playVoiceFeedback
. A unit withVoiceAttack
set will playEVA_UnitsInCombat
.
In rulesmd.ini
:
[AudioVisual]
CombatAlert=false ; boolean
CombatAlert.Default= ; boolean
CombatAlert.IgnoreBuilding=true ; boolean
CombatAlert.SuppressIfInScreen=true ; boolean
CombatAlert.Interval=150 ; integer, game frames
CombatAlert.SuppressIfAllyDamage=true ; boolean
CombatAlert.MakeAVoice=true ; boolean
CombatAlert.UseFeedbackVoice=true ; boolean
CombatAlert.UseAttackVoice=true ; boolean
CombatAlert.UseEVA=true ; boolean
[SOMETECHNO] ; TechnoType
CombatAlert= ; boolean
CombatAlert.NotBuilding=false ; boolean
CombatAlert.UseFeedbackVoice=true ; boolean
CombatAlert.UseAttackVoice=true ; boolean
CombatAlert.UseEVA=true ; boolean
CombatAlert.EVA=EVA_UnitsInCombat ; EVA entry
[SOMEWARHEAD] ; WarheadType
CombatAlert.Suppress= ; boolean
Recount burst index
You can now make technos recount their current burst index when they have changed the firing weapon or have maintained for a period of time without any targets (take the larger value of last firing weapon’s
ROF
and 30 frames). Defaults to[General] -> RecountBurst
, which defaults to false.
In rulesmd.ini
:
[General]
RecountBurst=false ; boolean
[SOMETECHNO] ; TechnoType
RecountBurst= ; boolean
Revenge weapon
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.RevengeWeapon.AffectsHouses
can be used to filter which houses the damage that killed the TechnoType is allowed to come from to fire the weapon.It is possible to grant revenge weapons through attached effects as well.
If a Warhead has
SuppressRevengeWeapons
set to true, it will not trigger revenge weapons.SuppressRevengeWeapons.Types
can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
RevengeWeapon= ; WeaponType
RevengeWeapon.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
[SOMEWARHEAD] ; WarheadType
SuppressRevengeWeapons=false ; boolean
SuppressRevengeWeapons.Types= ; List of WeaponTypes
Sound entry on unit’s creation
When a unit is created, sound specified in
VoiceCreated
will be played for the unit owner.If
IsVoiceCreatedGlobal
is set to true,VoiceCreated
will be played globally instead ofEVA_UnitReady
.
In rulesmd.ini
:
[AudioVisual]
IsVoiceCreatedGlobal=false ; boolean
[SOMETECHNO] ; TechnoType
VoiceCreated= ; Sound entry
Tiberium eater
TechnoTypes can convert the ores underneath them into credits in real time, like GDI’s MARV in Command & Conquer 3 Kane’s Wrath.
TiberiumEater.TransDelay
specifies the interval frames between two eating processes, 0 means eat in every frame. When it’s below 0, the logic will be turned off for this TechnoType.TiberiumEater.CellN
set a list of cells that’ll process tiberium eating, whereN
is 0-based and the values are offset related to the TechnoType’s current cell. If not set, only the ores on the TechnoType’s current cell will be eaten.TiberiumEater.AmountPerCell
controls the amount of ores that can be eaten at each cell at once. No limit when it’s below 0.By default, ores mined in this way worth the same as regular harvesting. This can be adjusted by
TiberiumEater.CashMultiplier
.TiberiumEater.Display
, if set to true, will create a flying text to display the total credits received in each eating process.TiberiumEater.Display.Houses
determines which houses can see the credits display.
An animation will be played at each mined cell in an eating process. If
TiberiumEater.Anims
contains 8 entries, entry from position matching the TechnoType’s current facing will be chosen. Otherwise, an entry will be chosen randomly.TiberiumEater.Anims.TiberiumN
, if set, will overrideTiberiumEater.Anims
when eating corresponding tiberium type.If
TiberiumEater.AnimMove
set to true, the animations will move with the TechnoType.
In rulesmd.ini
:
[SOMETECHNO] ; InfantryType, VehicleType or AircraftType
TiberiumEater.TransDelay=-1 ; integer
TiberiumEater.CellN= ; X,Y - cell offset
TiberiumEater.CashMultiplier=1.0 ; floating point value
TiberiumEater.AmountPerCell=0 ; integer
TiberiumEater.Display=true ; boolean
TiberiumEater.Display.Houses=all ; AffectedHouse enumeration
TiberiumEater.Anims= ; List of AnimationTypes
TiberiumEater.Anims.Tiberium0= ; List of AnimationTypes
TiberiumEater.Anims.Tiberium1= ; List of AnimationTypes
TiberiumEater.Anims.Tiberium2= ; List of AnimationTypes
TiberiumEater.Anims.Tiberium3= ; List of AnimationTypes
TiberiumEater.AnimMove=true ; boolean
Weapons fired on warping in / out
It is now possible to add weapons that are fired on a teleporting TechnoType when it warps in or out. They are at the same time as the appropriate animations (
WarpIn
/WarpOut
) are displayed.WarpInMinRangeWeapon
is used instead ofWarpInWeapon
if the distance traveled (in leptons) was less thanChronoRangeMinimum
. This works regardless of ifChronoTrigger
is set or not. IfWarpInMinRangeWeapon
is not set, it defaults toWarpInWeapon
.If
WarpInWeapon.UseDistanceAsDamage
is set,Damage
ofWarpIn(MinRange)Weapon
is overriden by the number of whole cells teleported across.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
WarpInWeapon= ; WeaponType
WarpInMinRangeWeapon= ; WeaponType
WarpInWeapon.UseDistanceAsDamage=false ; boolean
WarpOutWeapon= ; WeaponType
Terrain
Destroy animation & sound
You can now specify a destroy animation and sound for a TerrainType that are played when it is destroyed.
In rulesmd.ini
:
[SOMETERRAINTYPE] ; TerrainType
DestroyAnim= ; AnimationType
DestroySound= ; Sound entry
Vehicles
Amphibious access vehicle
Now you can let amphibious infantry or vehicle passengers enter or leave amphibious transport vehicles on water surface.
In rulesmd.ini
:
[General]
AmphibiousEnter=false ; boolean
AmphibiousUnload=false ; boolean
[SOMEVEHICLE] ; VehicleType, transport
AmphibiousEnter= ; boolean, default to [General] -> AmphibiousEnter
AmphibiousUnload= ; boolean, default to [General] -> AmphibiousUnload
Damaged unit image changes
When a unit is damaged (health points percentage is lower than
[AudioVisual] -> ConditionYellow
percentage), it now may use different image set byImage.ConditionYellow
VehicleType.Similar,
Image.ConditionRed
is used as image if unit health points percentage is lower than[AudioVisual] -> ConditionRed
percentage.It is also works on water by setting
WaterImage.ConditionYellow
andWaterImage.ConditionRed
VehicleType, similar to Ares’WaterImage
.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
Image.ConditionYellow= ; VehicleType entry
Image.ConditionRed= ; VehicleType entry
WaterImage.ConditionYellow= ; VehicleType entry
WaterImage.ConditionRed= ; VehicleType entry
Warning
Note that the VehicleTypes had to be defined under [VehicleTypes] and use same image type (SHP/VXL) for vanilla/damaged states.
Fast access vehicle
Now you can let infantry or vehicle passengers quickly enter or leave the transport vehicles without queuing.
In rulesmd.ini
:
[General]
NoQueueUpToEnter=false ; boolean
NoQueueUpToUnload=false ; boolean
[SOMEVEHICLE] ; VehicleType, transport
NoQueueUpToEnter= ; boolean, default to [General] -> NoQueueUpToEnter
NoQueueUpToUnload= ; boolean, default to [General] -> NoQueueUpToUnload
Jumpjet Tilts While Moving
Jumpjet Tilts in Project Rush - Conquer
Now you can make jumpjets tilt forward when moving forward and sideways when turning by setting
JumpjetTilt
to true.The maximum tilt angle will not exceed 90 degrees.
The magnitude of the forward tilt is related to the current speed and acceleration. They are additive and have two coefficients that can be adjusted for details.
The magnitude of the sideways tilt is related to the current speed and rotation angle. They are multiplied and also have two coefficients that can be adjusted for details.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType, with Locomotor=Jumpjet
JumpjetTilt=false ; boolean
JumpjetTilt.ForwardAccelFactor=1.0 ; floating point value
JumpjetTilt.ForwardSpeedFactor=1.0 ; floating point value
JumpjetTilt.SidewaysRotationFactor=1.0 ; floating point value
JumpjetTilt.SidewaysSpeedFactor=1.0 ; floating point value
Warheads
Hint
All new Warhead effects
Can be used with
CellSpread
and Ares’ GenericWarhead superweapon where applicable.Cannot be used with
MindControl.Permanent=yes
of Ares.Respect
Verses
where applicable unlessEffectsRequireVerses
is set to false. If target has an active shield, its armor type is used instead unless warhead can penetrate the shield.
Break Mind Control on impact
Mind control break warhead being utilized in RA2: Reboot
Warheads can now break mind control (doesn’t apply to perma-MC-ed objects).
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
RemoveMindControl=false ; boolean
Warhead that can not kill
Warheads can now damage the enemy without killing them (minimum health will be 1).
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
CanKill=true ; boolean
Chance-based extra damage or Warhead detonation / ‘critical hits’
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.
Crit.Chance
determines chance for a critical hit to occur. By default this is checked once when the Warhead is detonated and every target that is susceptible to critical hits will be affected. IfCrit.ApplyChancePerTarget
is set, then whether or not the chance roll is successful is determined individually for each target.Crit.ExtraDamage
determines the damage dealt by the critical hit. IfCrit.Warhead
is set, the damage is used to detonate the specified Warhead on each affected target, otherwise the damage is directly dealt based on current Warhead’sVerses
settings.Crit.ExtraDamage.ApplyFirepowerMult
determines whether or not the critical hit damage should multiply the TechnoType’s firepower multipliers.Crit.Warhead
can be used to set a Warhead to detonate instead of using current Warhead.Crit.Warhead.FullDetonation
controls 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.Crit.Affects
can be used to customize types of targets that this Warhead can deal critical hits against. Critical hits cannot affect empty cells or cells containing only TerrainTypes, overlays etc.Crit.AffectsHouses
can be used to customize houses that this Warhead can deal critical hits against.Crit.AffectBelowPercent
can be used to set minimum percentage of their maximumStrength
that targets must have left to be affected by a critical hit.Crit.AnimList
can be used to set a list of animations used instead of Warhead’sAnimList
if Warhead deals a critical hit to even one target. IfCrit.AnimList.PickRandom
is set (defaults toAnimList.PickRandom
) then the animation is chosen randomly from the list. IfCrit.AnimList.CreateAll
is set (defaults toAnimList.CreateAll
), all animations from the list are created.Crit.AnimOnAffectedTargets
, if set, makes the animation(s) fromCrit.AnimList
play on each affected target in addition to animation from Warhead’sAnimList
playing as normal instead of replacingAnimList
animation. Note that because these animations are independent fromAnimList
,Crit.AnimList.PickRandom
andCrit.AnimList.CreateAll
will not default to theirAnimList
counterparts here and need to be explicitly set if needed.
Crit.ActiveChanceAnims
can be used to set animation to be always displayed at the Warhead’s detonation coordinates if the current Warhead has a chance to critically hit. If more than one animation is listed, a random one is selected.Crit.SuppressWhenIntercepted
, if set, prevents critical hits from occuring at all if the warhead was detonated from a projectile that was intercepted.ImmuneToCrit
can be set on TechnoTypes and ShieldTypes to make them immune to critical hits.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
Crit.Chance=0.0 ; floating point value, percents or absolute (0.0-1.0)
Crit.ApplyChancePerTarget=false ; boolean
Crit.ExtraDamage=0 ; integer
Crit.ExtraDamage.ApplyFirepowerMult=false ; boolean
Crit.Warhead= ; WarheadType
Crit.Warhead.FullDetonation=true ; boolean
Crit.Affects=all ; List of Affected Target Enumeration (none|land|water|infantry|units|buildings|all)
Crit.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Crit.AffectBelowPercent=1.0 ; floating point value, percents or absolute (0.0-1.0)
Crit.AnimList= ; List of AnimationTypes
Crit.AnimList.PickRandom= ; boolean
Crit.AnimList.CreateAll= ; boolean
Crit.ActiveChanceAnims= ; List of AnimationTypes
Crit.AnimOnAffectedTargets=false ; boolean
Crit.SuppressWhenIntercepted=false ; boolean
[SOMETECHNO] ; TechnoType
ImmuneToCrit=false ; boolean
Warning
If you set Crit.Warhead
to the same Warhead it is defined on, or create a chain of Warheads with it that loops back to the first one there is a possibility for the game to get stuck in a loop and freeze or crash afterwards.
Convert TechnoType on impact
Warheads can now change TechnoTypes of affected units to other Types in the same category (infantry to infantry, vehicles to vehicles, aircraft to aircraft).
ConvertN.From
(where N is 0, 1, 2…) specifies which TechnoTypes are valid for conversion. This entry can have many types listed, meanging that many types will be converted at once. When no types are included, conversion will affect all valid targets.ConvertN.To
specifies the TechnoType which is the result of conversion.ConvertN.AffectedHouses
specifies whose units can be converted.Convert.From
,Convert.To
andConvert.AffectedHouses
(without numbers) are a valid alternative toConvert0.From
,Convert0.To
andConvert0.AffectedHouses
if only one pair is specified.
In example, this warhead would convert all affected owned and friendly SOLDIERA
and SOLDIERB
to NEWSOLDIER
:
[ExampleWH]
Convert.From=SOLDIERA,SOLDIERB
Convert.To=NEWSOLDIER
Convert.AffectedHouses=team
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
ConvertN.From= ; List of TechnoTypes
ConvertN.To= ; TechnoType
ConvertN.AffectedHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
; where N = 0, 1, 2, ...
; or
Convert.From= ; List of TechnoTypes
Convert.To= ; TechnoType
Convert.AffectedHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Warning
This feature has the same limitations as Ares’ Type Conversion. This feature does not support BuildingTypes.
Warning
This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is not detected, not all properties of a unit may be updated.
Custom Mind Control Animation
Allows Warheads to play custom
MindControl.Anim
which defaults to[CombatDamage] -> ControlledAnimationType
.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
MindControl.Anim= ; Animation, defaults to [CombatDamage] -> ControlledAnimationType
Custom ‘SplashList’ on Warheads
Allows Warheads to play custom water splash animations. See vanilla’s Conventional system here.
SplashList.PickRandom
can be set to true to pick a random animation to play from the list.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
SplashList=<none> ; List of AnimationTypes
SplashList.PickRandom=false ; boolean
Damage multiplier for different houses
Warheads are now able to define the extra damage multiplier for owner house, ally houses and enemy houses. If the warhead’s own
Damage(Owner|Allies|Enemies)Multiplier
are not set, these will default to respective[CombatDamage] -> Damage(Owner|Allies|Enemies)Multiplier
which all default to 1.0 .Note thatDamageAlliesMultiplier
won’t affect your own units likeAffectsAllies
did, and this function will not affect damage with ignore defenses likeSuicide
.etc .
In rulesmd.ini
:
[CombatDamage]
DamageOwnerMultiplier=1.0 ; floating point value
DamageAlliesMultiplier=1.0 ; floating point value
DamageEnemiesMultiplier=1.0 ; floating point value
[SOMEWARHEAD] ; Warhead
DamageOwnerMultiplier= ; floating point value
DamageAlliesMultiplier= ; floating point value
DamageEnemiesMultiplier= ; floating point value
Detonate Warhead on all objects on map
Setting
DetonateOnAllMapObjects
to true allows a Warhead that is detonated by a projectile (for an example, this excludes things like animationWarhead
and Ares’ GenericWarhead superweapon but includesCrit.Warhead
and animationWeapon
) and consequently anyAirburstWeapon/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 afterPreImpactAnim
(Ares feature) has been displayed.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.DetonateOnAllMapObjects.AffectTargets
is used to filter which types of targets (TechnoTypes) are considered valid and must be set to a valid value other thannone
for this feature to work. Onlynone
,all
,aircraft
,buildings
,infantry
andunits
are valid values. This is set tonone
by default as inclusion of all object types can be performance-heavy.DetonateOnAllMapObjects.AffectHouses
is used to filter which houses targets can belong to be considered valid and must be set to a valid value other thannone
for this feature to work. Only applicable if the house that fired the projectile is known. This is set tonone
by default as inclusion of all houses can be performance-heavy.DetonateOnAllMapObjects.AffectTypes
can be used to list specific TechnoTypes to be considered as valid targets. If any valid TechnoTypes are listed, then only matching objects will be targeted. Note thatDetonateOnAllMapObjects.AffectTargets
andDetonateOnAllMapObjects.AffectHouses
take priority over this setting.DetonateOnAllMapObjects.IgnoreTypes
can be used to list specific TechnoTypes to be never considered as valid targets.DetonateOnAllMapObjects.RequireVerses
, if set to true, only considers targets whose armor type the warhead has non-zeroVerses
value against as valid. On targets with active shields, shield’s armor type is used unless the Warhead hasShield.Penetrate=true
. This is checked after all other filters listed above.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
DetonateOnAllMapObjects=false ; boolean
DetonateOnAllMapObjects.Full=true ; boolean
DetonateOnAllMapObjects.AffectTargets=none ; List of Affected Target Enumeration (none|aircraft|buildings|infantry|units|all)
DetonateOnAllMapObjects.AffectHouses=none ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
DetonateOnAllMapObjects.AffectTypes= ; List of TechnoTypes
DetonateOnAllMapObjects.IgnoreTypes= ; List of TechnoTypes
DetonateOnAllMapObjects.RequireVerses=false ; boolean
Warning
While this feature can provide better performance than a large CellSpread
value, it still has potential to slow down the game, especially if used in conjunction with things like animations, alpha lights etc. Modder discretion and use of the filter keys (AffectTargets/Houses/Types
etc.) is advised.
Fire weapon when Warhead kills something
KillWeapon
will be fired at the target TechnoType’s location once it’s killed by this Warhead.KillWeapon.OnFirer
will be fired at the attacker’s location once the target TechnoType is killed by this Warhead. If the source of this Warhead is not another TechnoType,KillWeapon.OnFirer
will not be fired.KillWeapon.AffectsHouses
/KillWeapon.OnFirer.AffectsHouses
andKillWeapon.Affects
/KillWeapon.OnFirer.Affects
can be used to filter which houses targets can belong to and which types of targets are be considered valid forKillWeapon
andKillWeapon.OnFirer
respectively.If the source of this Warhead is not another TechnoType,
KillWeapon
will be fired regardless of the target’s house or type.
If a TechnoType has
SuppressKillWeapons
set to true, it will not triggerKillWeapon
orKillWeapon.OnFirer
upon being killed.SuppressKillWeapons.Types
can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
KillWeapon= ; WeaponType
KillWeapon.OnFirer= ; WeaponType
KillWeapon.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
KillWeapon.OnFirer.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
KillWeapon.Affects=all ; List of Affected Target Enumeration (none|aircraft|buildings|infantry|units|all)
KillWeapon.OnFirer.Affects=all ; List of Affected Target Enumeration (none|aircraft|buildings|infantry|units|all)
[SOMETECHNO] ; TechnoType
SuppressKillWeapons=false ; boolean
SuppressKillWeapons.Types= ; List of WeaponTypes
Generate credits on impact
TransactMoney
used in Rise of the East
Warheads can now give credits to its owner at impact.
TransactMoney.Display
can be set to display the amount of credits given or deducted. The number is displayed in green if given, red if deducted and will move upwards after appearing.TransactMoney.Display.AtFirer
if set, makes the credits display appear on firer instead of target. If set and firer is not known, it will display at target regardless.TransactMoney.Display.Houses
determines which houses can see the credits display.TransactMoney.Display.Offset
is additional pixel offset for the center of the credits display, by default0,0
at target’s/firer’s center.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
TransactMoney=0 ; integer - credits added or subtracted
TransactMoney.Display=false ; boolean
TransactMoney.Display.AtFirer=false ; boolean
TransactMoney.Display.Houses=All ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
TransactMoney.Display.Offset=0,0 ; X,Y, pixels relative to default
Iron Curtain & Force Shield damage penetration
It is now possible to have Warhead be able to deal damage to Iron Curtained and/or Force Shielded objects.
PenetratesForceShield
defaults to value ofPenetratesIronCurtain
.Note that this does not affect any Warhead effects other than those adjacent to damage (e.g
Psychedelic
) and things like debris generation and detonation ofAirburstWeapon
that do not normally occur if the hit was nullified.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
PenetratesIronCurtain=false ; boolean
PenetratesForceShield= ; boolean
Launch superweapons on impact
Superweapons can now be launched when a warhead is detonated.
LaunchSW
specifies the superweapons to launch when the warhead is detonated. If superweapon has negativeMoney.Amount
, the firing house must have enough credits in order for it to be fired.LaunchSW.RealLaunch
controls whether the owner who fired the warhead must own all listed superweapons. Otherwise they will be launched out of nowhere.LaunchSW.IgnoreInhibitors
ignoresSW.Inhibitors
/SW.AnyInhibitor
of each superweapon, otherwise only non-inhibited superweapons are launched.LaunchSW.IgnoreDesignators
ignoresSW.Designators
/SW.AnyDesignator
respectively.LaunchSW.DisplayMoney
can be set to display the amount of credits given or deducted by the launched superweapon byMoney.Amount
. The number is displayed in green if given, red if deducted and will move upwards after appearing.LaunchSW.DisplayMoney.Houses
determines which houses can see the credits display.LaunchSW.DisplayMoney.Offset
is additional pixel offset for the center of the credits display, by default0,0
at superweapon’s target cell.
Note
For animation warheads/weapons to take effect,
Damage.DealtByInvoker
must be set.Due to the nature of some superweapon types, not all superweapons are suitable for launch. Please use with caution!
The superweapons are launched on the cell where the warhead is detonated, instead of being click-fired.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
LaunchSW= ; List of SuperWeaponTypes
LaunchSW.RealLaunch=true ; boolean
LaunchSW.IgnoreInhibitors=false ; boolean
LaunchSW.IgnoreDesignators=true ; boolean
LaunchSW.DisplayMoney=false ; boolean
LaunchSW.DisplayMoney.Houses=all ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
LaunchSW.DisplayMoney.Offset=0,0 ; X,Y, pixels relative to default
Parasite removal
By default if unit takes negative damage from a Warhead (before
Verses
are calculated), any parasites infecting it are removed and deleted. This behaviour can now be customized to disable the removal for negative damage, or enable it for any arbitrary warhead.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
RemoveParasite= ; boolean
Remove disguise on impact
Warheads can now remove disguise from disguised spies or mirage tanks. This will work even if the disguised was acquired by default through
PermaDisguise
.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
RemoveDisguise=false ; boolean
Reveal map for owner on impact
Warheads can now reveal an area or the entire map on impact.
Reveal only applies to the owner of the warhead.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
Reveal=0 ; integer - cell radius, negative values mean reveal the entire map
Sell or undeploy building on impact
Warheads with
BuildingSell
can now sell buildings with build up image. It has a higher priority thanBuildingUndeploy
.BuildingSell.IgnoreUnsellable
controls whether to ignore all possible situations where sales may be disabled except for build up image.
Warheads with
BuildingUndeploy
can now undeploy buildings withUndeploysInto
.BuildingUndeploy.Leave
controls whether need to let them move to low threat locations nearby. The threat degree here is calculated using the technos’ cost. If a nearby techno has no primary weapons or is owned by your allies, it will not be included.
In rulesmd.ini
:
[SOMEWARHEAD] ; Warhead
BuildingSell=false ; boolean
BuildingSell.IgnoreUnsellable=false ; boolean
BuildingUndeploy=false ; boolean
BuildingUndeploy.Leave=false ; boolean
Shroud map for enemies on impact
Warheads can now shroud an area or the entire map on impact.
Shroud only applies to enemies of the warhead owner.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
CreateGap=0 ; integer - cell radius, negative values mean shroud the entire map
Spawn powerup crate
Warheads can now spawn powerup crates of specified type(s) on their impact cells (if free, or nearby cells if occupied something other than a crate) akin to map trigger action
108 Create Crate
.SpawnsCrateN
where N is a number starting from 0, parsed until no key is found can be used to define the type of crate spawned.SpawnsCrateN.Weight
is a number that determines relative weighting of spawning corresponding crate type vs. other listed ones (0 is no chance, higher means higher probability) defaulting to 1 if not defined.SpawnsCrate.Type/Weight
is an alias forSpawnsCrate0.Type/Weight
if latter is not set.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
SpawnsCrate(N).Type= ; Powerup crate type enum (money|unit|healbase|cloak|explosion|napalm|squad|reveal|armor|speed|firepower|icbm|invulnerability|veteran|ionstorm|gas|tiberium|pod)
SpawnsCrate(N).Weight=1 ; integer
Trigger specific NotHuman infantry Death anim sequence
Warheads are now able to trigger specific
NotHuman=yes
infantryDeath
anim sequence using the corresponding tag. It’s value represents sequences fromDie1
toDie5
.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
NotHuman.DeathSequence= ; integer (1 to 5)
Weapons
AreaFire target customization
You can now specify how AreaFire weapon picks its target. By default it targets the base cell the firer is currently on, but this can now be changed to fire on the firer itself or at a random cell within the radius of the weapon’s
Range
by settingAreaFire.Target
toself
orrandom
respectively.AreaFire.Target=self
respects normal targeting rules (WarheadVerses
etc.) against the firer itself.AreaFire.Target=random
ignores cells that are ineligible or contain ineligible objects based on listed values in weapon’sCanTarget
&CanTargetHouses
.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)
Burst delay customizations
Burst.Delays
allows specifying weapon-specific burst shot delays. Takes precedence over the oldBurstDelayX
logic available on VehicleTypes, functions with Infantry & BuildingType weapons (AircraftTypes are not supported due to their weapon firing system being completely different) and allows every shot ofBurst
to have a separate delay instead of only first four shots.If no delay is defined for a shot, it falls back to last delay value defined (f.ex
Burst=3
andBurst.Delays=10
would use 10 as delay for all shots).Using
-1
as delay reverts back to old logic (BurstDelay0-3
for VehicleTypes if available or random value between 3-5 otherwise) for that shot.
Burst.FireWithinSequence
is only used if the weapon is fired by InfantryTypes, and setting it to true allows infantry to fire multipleBurst
shots within same firing sequence.First shot is always fired at sequence frame determined by firing frame controls on InfantryType image (
FireUp
et al).Following shots come at intervals determined by
Burst.Delays
(with minimum delay of 1 frame) or random delay between 3 to 5 frames if not defined. Note that if next shot would be fired at a frame that is beyond the firing sequence’s length, burst shot count is reset and weapon starts reloading.Burst shot counter is not immediately reset if firing is ceased mid-sequence after at least one shot, but the frame at which each burst shot is fired will not be influenced by this (in other words, resuming firing afterward without weapon reload taking place would restart firing sequence but no firing will take place until the frame at which next burst shot should be fired is hit).
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
Burst.Delays=-1 ; integer - burst delays (comma-separated) for shots in order from first to last.
Burst.FireWithinSequence=false ; boolean
Extra warhead detonations
It is now possible to have same weapon detonate multiple Warheads on impact by listing
ExtraWarheads
. The warheads are detonated at same location as the main one, after it in listed order. This only works in cases where a projectile has been fired by a weapon and still remembers it when it is detonated (due to currently existing technical limitations, this excludesAirburstWeapon
).ExtraWarheads.DamageOverrides
can be used to override the weapon’sDamage
for the extra Warhead detonations. Value from position matching the position fromExtraWarheads
is used if found, or last listed value if not found. If list is empty, WeaponTypeDamage
is used.ExtraWarheads.DetonationChances
can be used to customize the chance of each extra Warhead detonation occuring. Value from position matching the position fromExtraWarheads
is used if found, or last listed value if not found. If list is empty, every extra Warhead detonation is guaranteed to occur.ExtraWarheads.FullDetonation
can be used to customize whether or not each individual Warhead is detonated fully (as part of a dummy weapon) or simply deals area damage and applies Phobos’ Warhead effects. Value from position matching the position fromExtraWarheads
is used if found, or last listed value if not found. If list is empty, defaults to true.Note that the listed Warheads must be listed in
[Warheads]
for them to work.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
ExtraWarheads= ; List of WarheadTypes
ExtraWarheads.DamageOverrides= ; List of integers
ExtraWarheads.DetonationChances= ; List of floating-point values (percentage or absolute)
ExtraWarheads.FullDetonation= ; List of booleans
Feedback weapon
FeedbackWeapon
used to apply healing aura upon firing a weapon in Project Phantom
You can now specify an auxiliary weapon to be fired on the firer itself when a weapon is fired.
FireInTransport
setting of the feedback weapon is respected to determine if it can be fired when the original weapon is fired from insideOpenTopped=true
transport. If feedback weapon is fired, it is fired on the transport.OpenToppedDamageMultiplier
is not applied on feedback weapons.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
FeedbackWeapon= ; WeaponType
Keep Range After Firing
Technos can maintain a suitable distance after firing if
KeepRange
is not set to 0.KeepRange
controls how long the distance to maintain when the techno’s ROF timer is ticking. What is actually read is its absolute value. If it is a positive value, it will be stayed outside this distance, just like it has a specialMinimumRange
after firing. If it is a negative value, it will be kept as close as possible to this distance, just like it has a specialRange
after firing. In addition, if the effective range section is too small, it will be considered unable to fire. It is best to have an effective range of 1.0, and 2.0 is best for Infantry.KeepRange.AllowAI
controls whether this function is effective for computer.KeepRange.AllowPlayer
controls whether this function is effective for human.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
KeepRange=0 ; floating point value
KeepRange.AllowAI=false ; boolean
KeepRange.AllowPlayer=false ; boolean
Make units try turning to target when firing with OmniFire=yes
The unit will try to turn the body to target even firing with
OmniFire=yes
.Jumpjets are recommended to have the same value of body
ROT
andJumpjetTurnRate
.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
OmniFire=yes
OmniFire.TurnToTarget=no ; boolean
Radiation enhancements
In addition to allowing custom radiation types, several enhancements are also available to the default radiation type defined in
[Radiation]
, such as ability to set owner & invoker or deal damage against buildings. See Custom Radiation Types for more details.
Strafing aircraft weapon customization
Strafing aircraft weapon customization in Project Phantom
Some of the behavior of strafing aircraft weapons can now be customized.
Strafing
controls if the aircraft can strafe when firing at the target. Default totrue
if the projectile’sROT
< 2 andInviso=false
, otherwisefalse
.Strafing.Shots
controls the number of times the weapon is fired during a single strafe run, defaults to 5 if not set.Ammo
is only deducted at the end of the strafe run, regardless of the number of shots fired.Strafing.SimulateBurst
controls whether or not the shots fired during strafing simulate behavior ofBurst
, allowing for alternating firing offset. Only takes effect if weapon hasBurst
set to 1 or undefined.Strafing.UseAmmoPerShot
, if set totrue
overrides the usual behaviour of only deducting ammo after a strafing run and instead doing it after each individual shot.Strafing.EndDelay
can be used to override the delay after firing last shot in strafing run before aircraft resumes another strafing run or returns to base. Defaults to (WeaponRange
* 256 + 1024) / AircraftSpeed
. Note that using a short delay with aircraft that can do multiple strafing runs with their ammo can cause undesired behaviour like dancing around or facing weird way depending on other factors like ROF and/or movement speed.
There is a special case for aircraft spawned by
Type=SpyPlane
superweapons onSpyPlane Approach
orSpyPlane Overfly
mission whereStrafing.Shots
only if explicitly set on its primary weapon, determines the maximum number of times the map revealing effect can activate irregardless of other factors.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
Strafing= ; boolean
Strafing.Shots= ; integer
Strafing.SimulateBurst=false ; boolean
Strafing.UseAmmoPerShot=false ; boolean
Strafing.EndDelay= ; integer, game frames
Visual effect scatter
You can now add a random offset to visual effect’s (
IsLaser=true
,IsElectricBolt=true
orIsRadBeam=true
) target location if setVisualScatter
to true.
In rulesmd.ini
:
[AudioVisual]
VisualScatter.Min=0.03 ; floating point value, distance in cells
VisualScatter.Max=0.13 ; floating point value, distance in cells
[SOMEWEAPON] ; WeaponType
VisualScatter=false ; boolean
Note
This function is only used as an additional scattering visual display, which is different from BallisticScatter.(Min/Max)
and can be used simultaneously, without affecting the actual explosion position of the projectile.
Weapon targeting filter
`Weapon target filter - different weapon used against enemies & allies as well as units & buildings in Project Phantom
You can now specify which targets or houses a weapon can fire at. This also affects weapon selection, other than certain special cases where the selection is fixed.
Note that
CanTarget
explicitly requires eitherall
orempty
to be listed for the weapon to be able to fire at cells containing no TechnoTypes.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
CanTarget=all ; List of Affected Target Enumeration (none|land|water|empty|infantry|units|buildings|all)
CanTargetHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)