Fixed / Improved Logics¶
This page describes all ingame logics that are fixed or improved in Phobos without adding anything significant.
Bugfixes and miscellaneous¶
Fixed the bug when deploying mindcontrolled vehicle into a building permanently transferred the control to the house which mindcontrolled it.
Fixed the bug when units are already dead but still in map (for sinking, crashing, dying animation, etc.), they could die again.
Fixed the bug when cloaked Desolator was unable to fire his deploy weapon.
SHP debris shadows now respect the
Allowed usage of TileSet of 255 and above without making NE-SW broken bridges unrepairable.
Side offset voxel turret in Breaking Blue project
TurretOffsettag for voxel turreted TechnoTypes now accepts FLH (forward, lateral, height) values like
TurretOffset=F,L,H, which means turret location can be adjusted in all three axes.
Damage=1can now control more than 1 unit.
Fighterset to false or those using strafing pattern (weapon projectile
ROTis below 2) now take weapon’s
Burstinto accord for all shots instead of just the first one.
EMEffectused for random AnimList pick is now replaced by a new tag
AnimList.PickRandomwith no side effect. (EMEffect=yes on AA inviso projectile deals no damage to units in movement)
Move to cellnow obeys YR cell calculation now. Using
1000 * Y + Xas its cell value. (was
128 * Y + Xas it’s RA leftover)
The game now can reads waypoints ranges in [0, 2147483647]. (was [0,701])
Map trigger action
125 Build At...can now play buildup anim optionally (needs following changes to
DeployFirewill now explicitly use weapon specified by
DeployFireWeaponfor firing the deploy weapon and respect
FireOncesetting on weapon and any stop commands issued during firing.
DebrisMaximums(spawned debris type amounts cannot go beyond specified maximums anymore). Only applied when
DebrisMaximumsvalues amount is more than 1 for compatibility reasons.
Fixed building and defense tab hotkeys not enabling the placement mode after
Cannot build here.triggered and the placement mode cancelled.
Fixed building with
Nod arty keeping target on attack order in C&C: Reloaded
Vehicle to building deployers now keep their target when deploying with
Customizable Teleport/Chrono Locomotor settings per TechnoType¶
Chrono Legionnaire and Ronco (hero) from YR:New War
You can now specify Teleport/Chrono Locomotor settings per TechnoType to override default rules values. Unfilled values default to values in
Only applicable to Techno that have Teleport/Chrono Locomotor attached.
[SOMETECHNO] ; TechnoType
WarpOut= ; Anim (played when Techno warping out)
WarpIn= ; Anim (played when Techno warping in)
WarpAway= ; Anim (played when Techno chronowarped by chronosphere)
ChronoTrigger= ; boolean, if yes then delay varies by distance, if no it is a constant
ChronoDistanceFactor= ; integer, amount to divide the distance to destination by to get the warped out delay
ChronoMinimumDelay= ; integer, the minimum delay for teleporting, no matter how short the distance
ChronoRangeMinimum= ; integer, can be used to set a small range within which the delay is constant
ChronoDelay= ; integer, delay after teleport for chronosphere
Customizable harvester ore gathering animation¶
You can now specify which anim should be drawn when a harvester of specified type is gathering specified type of ore.
[SOMETECHNO] ; TechnoType
OreGathering.Anims= ; list of animations
OreGathering.FramesPerDir=15 ; list of integers
OreGathering.Tiberiums=0 ; list of Tiberium IDs
Kill spawns on low power¶
Powered=yesstructures that spawns aircraft like Aircrafts Carriers will stop targeting the enemy if low power.
Spawned aircrafts self-destruct if they are flying.
[SOMESTRUCTURE] ; BuildingType
Powered.KillSpawns=no ; boolean
Customizable ore spawners¶
Different ore spawners in Rise of the East mod
You can now specify which type of ore certain TerrainType would generate.
It’s also now possible to specify a range value for an ore generation area different compared to standard 3x3 rectangle. Ore will be uniformly distributed across all affected cells in a spread range.
You can specify which ore growth stage will be spawned and how much cells will be filled with ore per ore generation animation. Corresponding tags accept either a single integer value or two comma-separated values to allow randomized growth stages from the range (inclusive).
[SOMETERRAINTYPE] ; TerrainType
SpawnsTiberium.Type=0 ; tiberium/ore type index
SpawnsTiberium.Range=1 ; integer, radius in cells
SpawnsTiberium.GrowthStage=3 ; single int / comma-sep. range
SpawnsTiberium.CellsPerAnim=1 ; single int / comma-sep. range
Customizable disk laser radius¶
You can now set disk laser animation radius using a new tag.
[SOMEWEAPON] ; WeaponType
DiskLaser.Radius=38.2 ; floating point value
; 38.2 is roughly the default saucer disk radius
Toggle-able ElectricBolt visuals¶
You can now specify individual ElectricBolt bolts you want to disable. Note that this is only a visual change.
[SOMEWEAPONTYPE] ; WeaponType
IsElectricBolt=true ; an ElectricBolt Weapon, vanilla tag
Bolt.Disable1=false ; boolean
Bolt.Disable2=false ; boolean
Bolt.Disable3=false ; boolean