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 buildings with
Nod arty keeping target on attack order in C&C: Reloaded
Vehicle to building deployers now keep their target when deploying with
Fixed laser drawing code to allow for thicker lasers in house color draw mode.
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