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.
Durationdetermines how long the effect lasts for. It can be overriden byDurationOverrideson TechnoTypes and Warheads.Cumulative, if set to true, allows the same type of effect to be applied on same object multiple times, up toCumulative.MaxCountnumber or with no limit ifCumulative.MaxCountis a negative number. If the target already hasCumulative.MaxCountnumber of the same effect applied on it, trying to attach another will refresh duration of the attached instance with shortest remaining duration.Poweredcontrols whether or not the effect is rendered inactive if the object it is attached to is deactivated (PoweredUnitor affected by EMP) or on low power. What happens to animation is controlled byAnimation.OfflineAction.DiscardOnaccepts 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=trueorDrainWeapon=true.
If
PenetratesIronCurtainis not set to true, the effect is not applied on currently invulnerable objects.PenetratesForceShieldcan be used to set this separately for Force Shielded objects, defaults to value ofPenetratesIronCurtain.
Animationdefines animation to play in an indefinite loop for as long as the effect is active on the object it is attached to.If
Animation.ResetOnReapplyis set to true, the animation playback is reset every time the effect is applied ifCumulative=false.Animation.OfflineActiondetermines what happens to the animation when the attached object is deactivated or not powered. Only applies ifPowered=true.Animation.TemporalActiondetermines what happens to the animation when the attached object is under effect ofTemporal=trueWarhead.Animation.UseInvokerAsOwnercan 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.HideIfAttachedWithcontains list of other AttachEffectTypes that if attached to same techno as the current one, will hide this effect’s animation.
CumulativeAnimationscan be used to declare a list of animations used forCumulative=truetypes 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.MaxCountlimits 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.RestartOnChangedetermines 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.TriggerOndetermines the exact conditions upon which the weapon is fired, defaults toexpirewhich means only if the effect naturally expires.ExpireWeapon.CumulativeOnlyOnce, if set to true, makes it so thatCumulative=trueattached effects only detonate the weapon once period, instead of once per active instance. Onremoveandexpirecondition this means it will only detonate after last instance has expired or been removed.
Tint.Color&Tint.Intensitycan be used to set a color tint effect and additive lighting increase/decrease on the object the effect is attached to, respectively.Tint.VisibleToHousescan be used to control which houses can see the tint effect.
FirepowerMultiplier,ArmorMultiplier,SpeedMultiplierandROFMultipliercan be used to modify the object’s firepower, armor strength, movement speed and weapon reload rate, respectively.ArmorMultiplier.AllowWarheadsandArmorMultiplier.DisallowWarheadscan be used to restrict which Warheads the armor multiplier is applied to when dealing damage.If
ROFMultiplier.ApplyOnCurrentTimeris set to true,ROFMultiplieris applied on currently running reload timer (if any) when the effect is first applied.
If
Cloakableis 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.MultiplierandWeaponRange.ExtraRangecan 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.ExtraRangeis cumulatively applied from all attached effects after allMultipliervalues have been applied.WeaponRange.AllowWeaponscan be used to list only weapons that can benefit from this range bonus andWeaponRange.DisallowWeaponsweapons that are not allowed to, respectively.On TechnoTypes with
OpenTopped=true,OpenTopped.UseTransportRangeModifierscan be set to true to make passengers firing out use the transport’s active range bonuses instead.
Crit.MultiplierandCrit.ExtraChancecan 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.AllowWarheadscan be used to list only Warheads that can benefit from this critical hit chance multiplier andCrit.DisallowWarheadsweapons that are not allowed to, respectively.
RevengeWeaponcan be used to temporarily grant the specified weapon as a revenge weapon for the attached object.RevengeWeapon.AffectsHousescustomizes which houses can trigger the revenge weapon.
ReflectDamagecan 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.Warheaddetermines which Warhead is used to deal the damage, defaults to[CombatDamage] -> C4Warhead. IfReflectDamage.Warhead.Detonateis set to true, the Warhead is fully detonated instead of used to simply deal damage.ReflectDamage.Multiplieris a multiplier to the damage received and then reflected back. Already reflected damage cannot be further reflected back.Warheads can prevent reflect damage from occuring by setting
SuppressReflectDamageto true.SuppressReflectDamage.Typescan control which AttachEffectTypes’ reflect damage is suppressed, if none are listed then all of them are suppressed.
DisableWeaponscan be used to disable ability to fire any and all weapons.On TechnoTypes with
OpenTopped=true,OpenTopped.CheckTransportDisableWeaponscan be set to true to make passengers not be able to fire out if transport’s weapons are disabled byDisableWeapons.
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.DurationOverridescan be used to override the default durations. Duration matching the position inAttachTypesis used for that type, or the last listed duration if not available.AttachEffect.Delayscan 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 inAttachTypesis used for that type, or the last listed delay if not available.AttachEffect.InitialDelayscan be used to set the delays before first creating the effects on TechnoType. Defaults to 0 (immediately). Delay matching the position inAttachTypesis used for that type, or the last listed delay if not available.AttachEffect.RecreationDelaysis 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 inAttachTypesis used for that type, or the last listed delay if not available.Note that neither
InitialDelaysorRecreationDelayscount down if the effect cannot currently be active due toDiscardOncondition.
AttachEffectTypes can be attached to objects via Warheads using
AttachEffect.AttachTypes.AttachEffect.DurationOverridescan be used to override the default durations. Duration matching the position inAttachTypesis used for that type, or the last listed duration if not available.AttachEffect.CumulativeRefreshAllif set to true makes it so that trying to attachCumulative=trueeffect to a target that already hasCumulative.MaxCountamount of effects will refresh duration of all attached effects of the same type instead of only the one with shortest remaining duration. IfAttachEffect.CumulativeRefreshAll.OnAttachis also set to true, this refresh applies even if the target does not have maximum allowed amount of effects of same type.AttachEffect.CumulativeRefreshSameSourceOnlycontrols whether or not trying to applyCumulative=trueeffect 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.RemoveTypesorAttachEffect.RemoveGroups.AttachEffect.CumulativeRemoveMinCountssets minimum number of active instaces perRemoveTypes/RemoveGroupsrequired forCumulative=truetypes to be removed.AttachEffect.CumulativeRemoveMaxCountssets maximum number of active instaces perRemoveTypes/RemoveGroupsforCumulative=truethat 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.RequiredTypescan be used to list attached effects required to be on target to fire, all listed effect types must be present to allow firing.AttachEffect.DisallowedTypescan 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/DisallowedGroupshave the same effect except applied with/to all types that have one of the listed groups in theirGroupslisting.AttachEffect.(Required|Disallowed)MinCounts & (Required|Disallowed)MaxCountscan be used to set the minimum and maximum number of instances required / disallowed to be on the Techno forCumulative=truetypes (ignored for other types) respectively.AttachEffect.IgnoreFromSameSourcecan be set to true to ignore effects that have been attached by the firer of the weapon and its Warhead.AttachEffect.CheckOnFireris 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
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)
DisableWeapons=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
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.Buildingcan 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.Detonatecan be set to makeRadSiteWarheaddetonate on affected objects rather than only be used to dealt direct damage. This enables most Warhead effects, display of animations etc. IfRadSiteWarhead.Detonate.Fullis 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 asAffectsAllieswill 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
UseGlobalRadApplicationDelayis set to true. This makes game always useRadApplicationDelayandRadApplicationDelay.Buildingfrom[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
SegmentLengthvalue as possible without trails being too jagged;try to keep the length of the trail minimal (can be achieved with smaller
FadeDurationdurations).
Shields
Buildings, Infantry 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
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
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
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
ArmorandStrengthvalues.Shield will not take damage if the TechnoType is under effects of
Temporalwarhead, is Iron Curtained / Force Shielded, hasImmune=trueor if it hasTypeImmune=trueand 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] -> Armorwill replace[TechnoType] -> Armorfor targeting and damage calculation purposes.InheritArmorFromTechnocan be set to true to override this so that[TechnoType] -> Armoris used even if shield is active and[ShieldType] -> Armoris ignored.
InitialStrengthcan be used to set a different initial strength value from maximum.ConditionYellowandConditionRedcan be used to set the thresholds for shield damage states, defaulting to[AudioVisual] -> Shield.ConditionYellow & Shield.ConditionRedrespectively which in turn default to justConditionYellow & ConditionRed.
When executing
DeploysIntoorUndeploysInto, 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.*.
Poweredcontrols 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.
AbsorbOverDamagecontrols whether or not the shield absorbs damage dealt beyond shield’s current strength when the shield breaks.SelfHealingandRespawnrespect 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,SelfHealingwith 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.RestartInCombatis set, self-healing timer pauses and then resumes afterSelfHealing.RestartInCombatDelayframes have passed when the shield gets damaged.
SelfHealing.RateandRespawn.Raterespect the following settings: 0.0 instantly recovers the shield, other values determine the frequency of shield recovers/respawns in ingame minutes.IdleAnim, if set, will be played while the shield is intact. This animation is automatically set to loop indefinitely.IdleAnim.ConditionYellowandIdleAnim.ConditionRedcan be used to set different animations for when shield health is at or below the percentage defined in[AudioVisual] -> ConditionYellow/ConditionRed, respectively. IfIdleAnim.ConditionRedis not set it falls back toIdleAnim.ConditionYellow, which in turn falls back toIdleAnim.IdleAnimDamaged,IdleAnimDamaged.ConditionYellowandIdleAnimDamaged.ConditionRedare 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 regularIdleAnimvariants and if none are set, falls back to the regularIdleAnimor variants thereof.Bouncer=trueandIsMeteor=trueanimations can exhibit irregular behaviour when used asIdleAnimand should be avoided.
IdleAnim.OfflineActionindicates what happens to the animation when the shield is in a low power state.IdleAnim.TemporalActionindicates 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 toWeaponNullifyAnimfor 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.FixedSizeis 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.Blackis 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.AbsorbPercentcontrols the percentage of damage that will be absorbed by the shield. Defaults to 1.0, meaning full damage absorption.PassPercentcontrols 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.Maximumcontrol the minimum and maximum amount of damage that can be dealt to shield in a single hit. This is applied after armor type andAbsorbPercentadjustments. IfAbsorbOverDamage=false, the residual damage dealt to the TechnoType is still based on the original damage before the clamping to the range.AllowTransfercontrols whether or not the shield can be transferred if the TechnoType changes (such as(Un)DeploysIntoor Ares type conversion). If not set, defaults to true if shield was attached viaShield.AttachTypes, otherwise false.ImmuneToBerserkgives the immunity againstPsychedelic=yeswarhead. 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=trueWarheads can be applied to TechnoTypes with shields by settingTint.Colorand/orTint Intensity.Tint.Intensityis additive lighting increase/decrease - 1.0 is the default object lighting.Tint.VisibleToHousescan 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.shpto display the shield strength while others use the 17th frame.Pips.Shieldcan 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 belowConditionYellowandConditionRed, respectively.Pips.Shield.Buildingis 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.Backgroundcan 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.Emptycan be used to set the frame ofpips.shpdisplayed for empty building strength pips, defaults to 1st frame ofpips.shp.The above customizations are also available on per ShieldType basis, e.g
[ShieldType] -> Pipsinstead of[AudioVisual] -> Pips.Shieldand so on. ShieldType settings take precedence over the global ones, but will fall back to them if not set.BracketDeltacan 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.Breakor removing / attaching) still require WarheadVersesto affect the target unlessEffectsRequireVersesis set to false on the Warhead.Shield.Penetrateallows 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.Breakallows the warhead to always break shields of TechnoTypes. This is done before damage is dealt.Shield.BreakAnimwill be displayed instead of ShieldTypeBreakAnimif the shield is broken by the Warhead, either through damage orShield.Break.Shield.HitAnimwill be displayed instead of ShieldTypeHitAnimif set when Warhead hits the shield.If
Shield.SkipHitAnimis set to true, no hit anim is shown when the Warhead damages the shield whatsoever.Shield.BreakWeaponwill be fired instead of ShieldTypeBreakWeaponif the shield is broken by the Warhead, either through damage orShield.Break.Shield.AbsorbPercentoverrides theAbsorbPercentvalue set in the ShieldType that is being damaged.Shield.PassPercentoverrides thePassPercentvalue set in the ShieldType that is being damaged.Shield.ReceivedDamage.Minimum&Shield.ReceivedDamage.Maximumoverride the values set in in the ShieldType that is being damaged.Shield.ReceivedDamage.MinMultiplierandShield.ReceivedDamage.MinMultiplierare multipliers to the effectiveShield.ReceivedDamage.MinimumandShield.ReceivedDamage.Maximumrespectively that are applied when the Warhead deals damage to a shield.
Shield.Respawn.Rate&Shield.Respawn.Amountoverride ShieldTypeRespawn.RateandRespawn.Amountfor duration ofShield.Respawn.Durationamount of frames. Negative rate & zero or lower amount default to ShieldType values. IfShield.Respawn.RestartTimeris 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.DurationShield.SelfHealing.Rate&Shield.SelfHealing.Amountoverride ShieldTypeSelfHealing.RateandSelfHealing.Amountfor duration ofShield.SelfHealing.Durationamount of frames. Negative rate & zero or lower amount default to ShieldType values. IfShield.SelfHealing.RestartTimeris 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.RestartInCombatDelaycan be used to override ShieldType settings.
Shield.AffectTypesallows listing which ShieldTypes can be affected by any of the effects listed above. If none are listed, all ShieldTypes are affected.Shield.AffectTypescan be overriden for specific shield interactions by using keysShield.Penetrate.Types,Shield.Break.Types,Shield.Respawn.TypesandShield.SelfHealing.Typesrespectively.
Shield.AttachTypes&Shield.RemoveTypesallows listing ShieldTypes that are attached or removed, respectively from any targets affected by the warhead (positiveVersesvalues). Normally only first listed ShieldType inShield.AttachTypesis applied.If
Shield.ReplaceOnlyis set, shields fromShield.AttachTypesare only applied to affected targets from which shields were simultaneously removed, matching the order listed inShield.RemoveTypes. IfShield.AttachTypescontains less items thanShield.RemoveTypes, last item from the former is used for any remaining removed shields.If
Shield.ReplaceNonRespawningis set, shield fromShield.AttachTypesreplaces existing shields that have been broken and cannot respawn on their own.If
Shield.RemoveAllis set, all shield types are removed from the affected targets, even those that are not listed inShield.RemoveTypes. IfShield.ReplaceOnlyis set, first type listed inShield.AttachTypesis used to replace any removed types not listed inShield.RemoveTypes.Shield.MinimumReplaceDelaycan 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.InheritStateOnReplaceis set, shields replaced viaShield.ReplaceOnlyinherit 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 thanMakeInfantrydoes for infantry.CreateUnit.Ownerdetermines 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/SplashListand map trigger action41 Play Anim Atwill 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.Missiondetermines the initial mission of the created unit. This can be overridden for AI players by settingCreateUnit.AIMission.CreateUnit.Facingdetermines 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.InheritFacingsandCreateUnit.InheritTurretFacingsinherit facings for vehicle body and turret respectively from the destroyed vehicle if the animation is a vehicle destroy animation.InheritTurretFacingsdoes 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.AlwaysSpawnOnGroundis 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.SpawnAnimcan 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.SpawnHeightcan 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.AlwaysSpawnOnGroundis 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=Smokeare 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 theNextanimation 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 ofVisibleToinstead 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 aircraftTraileranimations (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.DetachOnCloakcan 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/StartSoundis 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.Allowedlists BuildingTypes this BuildingType can be placed off (within distance defined byAdjacent). If empty, any BuildingType not listed inAdjacent.Disallowedis okay.Adjacent.Disallowedlists BuildingTypes this BuildingType cannot be placed next to. If empty, any BuildingTypes are okay as long asAdjacent.Allowedis empty or they are listed on it.If
NoBuildAreaOnBuildupis 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
IsDestroyableBlockageto 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
MovementZonebut 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.VictimSuperWeaponinstantly launches a Super Weapon for the owner of the infiltrated building at building’s coordinates.SpyEffect.InfiltratorSuperWeaponbehaves 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
PrimaryFireFLHandSecondaryFireFLHif 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
SlavesFreeSoundis now dehardcoded from[AudioVisual]and can be set individually for each enslavable infantry type.
In rulesmd.ini:
[SOMEINFANTRY] ; InfantryType, with Slaved=yes
SlavesFreeSound= ; Sound entry, default to [AudioVisual] -> SlavesFreeSound
Default disguise for individual InfantryTypes
Infantry can now have its
DefaultDisguiseoverridden 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=yescan now play random death anim sequence betweenDie1toDie5instead 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, with Slaved=yes
Slaved.OwnerWhenMasterKilled=killer ; enumeration (suicide | master | killer | neutral)
Use land sequences even in water
Setting
OnlyUseLandSequencesto 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=trueon 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 defineArmorandStrength. Weapons that cannot target the projectile’s armor type will not attempt to intercept it. On interception, if the projectile hasArmorset, an amount equaling to the intercepting weapon’sDamageadjusted by WarheadVersesand the TechnoType’s firepower multipliers 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.Weapondetermines the weapon (0 =Primary, 1 =Secondary) to be used for intercepting projectiles.The interceptor weapon may need
AGand/orAAset 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.CanTargetHousescontrols 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.Interceptable.DeleteOnInterceptdetermines whether or not the projectile will simply be deleted on detonation upon interception, or if it will properly detonate. Will be overridden byInterceptor.DeleteOnInterceptsetting on the interceptor.Interceptable.WeaponOverridecan be set to a WeaponType that will be used to override characteristics such asDamageandWarheadof the current projectile for detonation after interception. Will be overridden byInterceptor.WeaponOverridesetting on the interceptor.On interceptors,
Interceptor.WeaponReplaceProjectilecan be set to true to makeInterceptor.WeaponOverridealso replace the intercepted projectile’s type (includingImageand other projectile characteristics) andSpeedwith its own. Does not replace particle systems (AttachedSystem, Ares feature).On interceptors,
Interceptor.WeaponCumulativeDamagecan be set to true to makeDamagefromInterceptor.WeaponOverrideweapon be added on the projectile’s damage rather than override it.
Interceptor.KeepIntactcan be set to true to allow intercepted projectiles to continue traveling as if they were not intercepted, but effects such asInterceptor.WeaponOverridewill 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.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.
Trajectoryshould not be combined with original game’s projectile trajectory logics (Arcing,ROT,VerticalorInviso). Attempt to do so will result in the other logics being disabled and a warning being written to log file.Initial speed of the projectile is defined by
Trajectory.Speed, which unlikeSpeedused byROT> 0 projectiles is defined on projectile not weapon.
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.DetonationDistancecontrols 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.ApplyRangeModifiersis set to true, any applicable weapon range modifiers from the firer are applied here as well.Trajectory.Straight.TargetSnapDistancecontrols 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.PassThroughenables 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.
In rulesmd.ini:
[SOMEPROJECTILE] ; Projectile
Trajectory=Straight ; Trajectory type
Trajectory.Straight.DetonationDistance=0.4 ; floating point value
Trajectory.Straight.ApplyRangeModifiers=false ; boolean
Trajectory.Straight.TargetSnapDistance=0.5 ; floating point value
Trajectory.Straight.PassThrough=false ; boolean
Bombard trajectory
Similar trajectory to
Straight, but targets a coordinate above the intended target (height determined byTrajectory.Bombard.Height). When the projectile approaches that coordinate, it will free fall and explodes when it hits the target or ground.
In rulesmd.ini:
[SOMEPROJECTILE] ; Projectile
Trajectory=Bombard ; Trajectory type
Trajectory.Bombard.Height=0.0 ; double
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).Detonateis set to true, the projectiles will detonate if they somehow manage to collide with the said obstacles.Level=trueprojectiles 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.
In rulesmd.ini:
[SOMEPROJECTILE] ; Projectile
SubjectToLand= ; boolean
SubjectToLand.Detonate=true ; boolean
SubjectToWater= ; boolean
SubjectToWater.Detonate=true ; boolean
Return weapon
It is now possible to make another weapon & projectile go off from a detonated projectile (in somewhat similar manner to
AirburstWeaponorShrapnelWeapon) straight back to the firer by settingReturnWeapon. If the firer perishes before the initial projectile detonates,ReturnWeaponis not fired off.
In rulesmd.ini:
[SOMEPROJECTILE] ; Projectile
ReturnWeapon= ; WeaponType
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.Tospecifies the TechnoType which is the result of conversion.ConvertN.AffectedHousesspecifies whose units can be converted.Convert.From,Convert.ToandConvert.AffectedHouses(without numbers) are a valid alternative toConvert0.From,Convert0.ToandConvert0.AffectedHousesif only one pair is specified.Conversion affects all existing units of set TechnoTypes, this includes units in: transports, occupied buildings, buildings with
InfantryAbsorb=yesorUnitAbsorb=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=truefires when an associatedType=EMPulsesuperweapon (only ifEMPulse.TargetSelf=falseor omitted) is fired by settingEMPulse.WeaponIndex.Note that if you fire another
Type=EMPulsesuperweapon 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/MinimumRangeunlessSW.RangeMinimum/SW.RangeMaximumare explicitly set.
Is is now also possible to have all other
Type=EMPulsesuperweapons 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.Typesis the list of BuildingTypes that will be created when the Superweapons fire. SuperweaponTypeand coordinates do not matter.LimboDelivery.IDsis 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.IDsset.LimboKill.Affectedsets which houses are affected by this feature.LimboKill.IDslists 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.RollChanceslists chances of each “dice roll” happening. Valid values range from 0% (never happens) to 100% (always happens). Defaults to a single sure roll.LimboDelivery.RandomWeightsNlists 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).RandomWeightsare 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 ???”),
LegalTargetmust 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 of 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.RealLaunchcontrols 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.IgnoreInhibitorsignoresSW.Inhibitors/SW.AnyInhibitorof each superweapon, otherwise only non-inhibited superweapons are launched.SW.Next.IgnoreDesignatorsignoresSW.Designators/SW.AnyDesignatorrespectively.
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.WarheadandDetonate.Weaponare set, latter takes precedence.Detonate.Warhead.Fullcustomizes 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 weaponDamageforDetonate.Weaponand 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.AtFireris 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
Aircraft spawner customizations
Limited pursue range for spawns in Fantasy ADVENTURE
If
Spawner.LimitRangeis set, the spawned units will abort their pursuit if the enemy is out of the range of the largest weaponRangeof aSpawner=trueweapon of the spawner.Spawner.ExtraLimitRangeadds extra pursuit range on top of the weapon range.
Spawner.DelayFramescan 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.AttackImmediatelyis set to true, spawned aircraft will assume attack mission immediately after being spawned instead of waiting for the remaining aircraft to spawn first.
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
Automatic passenger deletion
Transports can erase passengers over time. Passengers are deleted in order of entering the transport, from first to last.
PassengerDeletion.Ratedetermines the interval in game frames that it takes to erase a single passenger.If
PassengerDeletion.Rate.SizeMultiplyis 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.CostMultipliercan be used to modify the cost-based time interval.PassengerDeletion.CostRateCapcan be used to set a cap to the cost-based time interval.
PassengerDeletion.AllowedHousesdetermines 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.Soylentis 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.SoylentMultiplieris a direct multiplier applied to the refunded amount of credits.PassengerDeletion.SoylentAllowedHousesdetermines which houses passengers can belong to be eligible for refunding.PassengerDeletion.DisplaySoylentcan be set to true to display the amount of credits refunded on the transport.PassengerDeletion.DisplaySoylentToHousesdetermines which houses can see this andPassengerDeletion.DisplaySoylentOffsetcan be used to adjust the display offset.
PassengerDeletion.ReportSoundandPassengerDeletion.Animcan be used to specify a sound and animation to play when a passenger is erased, respectively.If
PassengerDeletion.UnderEMPis 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.SyncOwnerset to true will have the owner of their passengers changed to match the transport if transport’s owner changes.On
OpenTopped=truetransports 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=trueweapon (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.TargetSelfis 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.Typesdetermines 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.Numsdetermines 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.Typesis used for that type.BuildLimitGroup.Factordetermines 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.ContentIfAnyMatchdetermines 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.Numsvalue. If set to false, then it’ll only be content if the amount of all technos in the group reached.BuildLimitGroup.NotBuildableIfQueueMatchdetermines 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.Typesdetermines the technos that’ll be used for extra value calculation.BuildLimitGroup.ExtraLimit.Numsdetermines the actual value of increment. Value matching the position inBuildLimitGroup.ExtraLimit.Typesis 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.MaxCountdetermines the maximum amount of technos being counted into the extra value calculation. Value matching the position inBuildLimitGroup.ExtraLimit.Typesis used for that type. If not set or set to a value below 1, it’ll be considered as no maximum count.BuildLimitGroup.ExtraLimit.MaxNumdetermines the maximum of values inBuildLimitGroup.Numsafter 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=trueWarheads can be applied to TechnoTypes naturally by settingTint.Colorand/orTint Intensity.Tint.Intensityis additive lighting increase/decrease - 1.0 is the default object lighting.Tint.VisibleToHousescan 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
OpenToppedtransport properties per TechnoType.OpenTopped.IgnoreRangefindingcan be used to disableOpenToppedtransport 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.AllowFiringIfDeactivatedcan be used to customize whether or not passengers can fire out when the transport is deactivated (EMP, powered unit etc).OpenTopped.ShareTransportTargetcontrols 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
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.Soldis used to customize the EVA voice when selling.SellSoundis used to customize the report sound when selling.
In rulesmd.ini:
[SOMETECHNO] ; BuildingType or VehicleType
EVA.Sold= ; EVA entry, default to EVA_StructureSold for buildings and EVA_UnitSold for vehicles
SellSound= ; Sound entry, default to [AudioVisual] -> SellSound
Note
Vanilla game played vehicles’ SellSound globally. This has been changed in consistency with buildings’ SellSound.
Disabling fallback to (Elite)Secondary weapon
It is now possible to disable the fallback to
(Elite)Secondaryweapon from(Elite)Primaryweapon if it cannot fire at the chosen target by settingNoSecondaryWeaponFallbackto true (defaults to false).NoSecondaryWeaponFallback.AllowAAcontrols whether or not fallback because of projectileAAsetting and target being in air is still allowed. This does not apply to special cases where(Elite)Secondaryweapon is always chosen, including but not necessarily limited to the following:OpenTransportWeapon=1on an unit firing from insideOpenTopped=truetransport.NoAmmoWeapon=1on an unit withAmmovalue higher than 0 and current ammo count lower or equal toNoAmmoAmount.Deployed
IsSimpleDeployer=trueunits withDeployFireWeapon=1set or omitted.DrainWeapon=trueweapons against enemyDrainable=yesbuildings.Units with
IsLocomotor=trueset onWarheadof(Elite)Primaryweapon against buildings.Weapons with
ElectricAssault=trueset onWarheadagainstOverpowerable=truebuildings belonging to owner or allies.Overpowerable=truebuildings that are currently overpowered.Any system using
(Elite)WeaponX, f.exGunner=trueorIsGattling=trueis also wholly exempt.
If
[CombatDamage] -> AllowWeaponSelectAgainstWallsis set to true,Secondarywill now be used against walls ifPrimaryweapon Warhead hasWall=false,SecondaryhasWall=trueand the firer does not haveNoSecondaryWeaponFallbackset to true.
In rulesmd.ini:
[CombatDamage]
AllowWeaponSelectAgainstWalls=false ; boolean
[SOMETECHNO] ; TechnoType
NoSecondaryWeaponFallback=false ; boolean
NoSecondaryWeaponFallback.AllowAA=false ; boolean
Disguise logic additions (disguise-based movement speed, disguise blinking visibility)
DisguiseBlinkingVisibilitycan 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
DisguiseBlinkingVisibilityis set tononeorenemies.
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
Firing offsets for specific Burst shots
You can now specify separate firing offsets for each of the shots fired by weapon with
Burstvia using(Elite)(Prone/Deployed)PrimaryFire|SecondaryFire|WeaponX|FLH.BurstNkeys, depending on which weapons your TechnoType makes use of. N inBurstNis 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
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.Decloakedforces 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.Cloakedforces specified weapon to be used against any cloaked targets.ForceWeapon.Disguisedforces specified weapon to be used against any disguised targets.
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
Initial strength for TechnoTypes and cloned infantry
Initial strength for cloned infantry example in C&C: Reloaded
InitialStrengthcan be used to set how many hitpoints a TechnoType starts with.InitialStrength.Cloningcan be used to specify a percentage of hitpoints (single value or a range from which a random value is picked) cloned infantry produced byCloning=truebuilding 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.Anycontrols whether or not a single listed TechnoType is enough to satisfy the requirement or if all are required.Technos(Dont)Exist.AllowLimboedcontrols whether or not limboed TechnoTypes (f.ex those in transports) are counted.Technos(Dont)Exist.Housescontrols 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 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
MultiMindControl.ReleaseVictim=false ; boolean
No Manual Move
You can now specify whether a TechnoType is unable to receive move command.
In rulesmd.ini:
[SOMETECHNO] ; TechnoType
NoManualMove=false ; boolean
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.VeteranAnimationis used when unit or structure is promoted to veteran.Promote.EliteAnimationis used when unit or structure is promoted to elite.If
Promote.EliteAnimationis not defined,Promote.VeteranAnimationwill play instead when unit or structure is promoted to elite.
In rulesmd.ini:
[AudioVisual]
Promote.VeteranAnimation= ; AnimationType
Promote.EliteAnimation= ; AnimationType
Revenge weapon
Revenge Weapon usage in RA2: Reboot
Similar to
DeathWeaponin 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,RevengeWeaponwill not be fired.RevengeWeapon.AffectsHousescan 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
SuppressRevengeWeaponsset to true, it will not trigger revenge weapons.SuppressRevengeWeapons.Typescan 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
VoiceCreatedwill be played for the unit owner.If
IsVoiceCreatedGlobalis set to true,VoiceCreatedwill be played globally instead ofEVA_UnitReady.
In rulesmd.ini:
[AudioVisual]
IsVoiceCreatedGlobal=false ; boolean
[SOMETECHNO] ; TechnoType
VoiceCreated= ; Sound entry
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.WarpInMinRangeWeaponis used instead ofWarpInWeaponif the distance traveled (in leptons) was less thanChronoRangeMinimum. This works regardless of ifChronoTriggeris set or not. IfWarpInMinRangeWeaponis not set, it defaults toWarpInWeapon.If
WarpInWeapon.UseDistanceAsDamageis set,DamageofWarpIn(MinRange)Weaponis overriden by the number of whole cells teleported across.
In rulesmd.ini:
[SOMETECHNO] ; TechnoType
WarpInWeapon= ; WeaponType
WarpInMinRangeWeapon= ; WeaponType
WarpInWeapon.UseDistanceAsDamage=false ; boolean
WarpOutWeapon= ; WeaponType
Reset MindControl after transformation
After the unit conversion is completed, its mind control can be reset.
If all warheads don’t have
MindControl=yes, thenConvert.ResetMindControl=yeswill release all controlled units.If any warhead has
MindControl=yes, thenConvert.ResetMindControl=yesresets its maximum number of controls.If all weapons don’t have
InfiniteMindControl=yes, thenConvert.ResetMindControl=yesrelease controlled units that exceed the limit.
In rulesmd.ini:
[SOMETECHNO] ; TechnoType
Convert.ResetMindControl= ; boolean, default to false
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
Warheads
Hint
All new Warhead effects
Can be used with
CellSpreadand Ares’ GenericWarhead superweapon where applicable.Cannot be used with
MindControl.Permanent=yesof Ares.Respect
Verseswhere applicable unlessEffectsRequireVersesis 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
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.Chancedetermines 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.ApplyChancePerTargetis set, then whether or not the chance roll is successful is determined individually for each target.Crit.ExtraDamagedetermines the damage dealt by the critical hit. IfCrit.Warheadis set, the damage is used to detonate the specified Warhead on each affected target, otherwise the damage is directly dealt based on current Warhead’sVersessettings.Crit.Warheadcan be used to set a Warhead to detonate instead of using current Warhead.Crit.Warhead.FullDetonationcontrols 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.Affectscan 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.AffectsHousescan be used to customize houses that this Warhead can deal critical hits against.Crit.AffectBelowPercentcan be used to set minimum percentage of their maximumStrengththat targets must have left to be affected by a critical hit.Crit.AnimListcan be used to set a list of animations used instead of Warhead’sAnimListif Warhead deals a critical hit to even one target. IfCrit.AnimList.PickRandomis set (defaults toAnimList.PickRandom) then the animation is chosen randomly from the list. IfCrit.AnimList.CreateAllis set (defaults toAnimList.CreateAll), all animations from the list are created.Crit.AnimOnAffectedTargets, if set, makes the animation(s) fromCrit.AnimListplay on each affected target in addition to animation from Warhead’sAnimListplaying as normal instead of replacingAnimListanimation. Note that because these animations are independent fromAnimList,Crit.AnimList.PickRandomandCrit.AnimList.CreateAllwill not default to theirAnimListcounterparts here and need to be explicitly set if needed.
Crit.ActiveChanceAnimscan 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.ImmuneToCritcan 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.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
Vehicle version of Genetic Converter in NanoStorm
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.Tospecifies the TechnoType which is the result of conversion.ConvertN.AffectedHousesspecifies whose units can be converted.Convert.From,Convert.ToandConvert.AffectedHouses(without numbers) are a valid alternative toConvert0.From,Convert0.ToandConvert0.AffectedHousesif 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.
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.PickRandomcan 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
Detonate Warhead on all objects on map
Setting
DetonateOnAllMapObjectsto true allows a Warhead that is detonated by a projectile (for an example, this excludes things like animationWarheadand Ares’ GenericWarhead superweapon but includesCrit.Warheadand animationWeapon) and consequently anyAirburst/ShrapnelWeaponthat 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.Fullcustomizes 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.AffectTargetsis used to filter which types of targets (TechnoTypes) are considered valid and must be set to a valid value other thannonefor this feature to work. Onlynone,all,aircraft,buildings,infantryandunitsare valid values. This is set tononeby default as inclusion of all object types can be performance-heavy.DetonateOnAllMapObjects.AffectHousesis used to filter which houses targets can belong to be considered valid and must be set to a valid value other thannonefor this feature to work. Only applicable if the house that fired the projectile is known. This is set tononeby default as inclusion of all houses can be performance-heavy.DetonateOnAllMapObjects.AffectTypescan 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.AffectTargetsandDetonateOnAllMapObjects.AffectHousestake priority over this setting.DetonateOnAllMapObjects.IgnoreTypescan 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-zeroVersesvalue 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.
Generate credits on impact
TransactMoney used in Rise of the East
Warheads can now give credits to its owner at impact.
TransactMoney.Displaycan 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.AtFirerif 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.Housesdetermines which houses can see the credits display.TransactMoney.Display.Offsetis additional pixel offset for the center of the credits display, by default0,0at 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.
PenetratesForceShielddefaults 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 ofAirburstWeaponthat 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.
LaunchSWspecifies 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.RealLaunchcontrols whether the owner who fired the warhead must own all listed superweapons. Otherwise they will be launched out of nowhere.LaunchSW.IgnoreInhibitorsignoresSW.Inhibitors/SW.AnyInhibitorof each superweapon, otherwise only non-inhibited superweapons are launched.LaunchSW.IgnoreDesignatorsignoresSW.Designators/SW.AnyDesignatorrespectively.LaunchSW.DisplayMoneycan 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.Housesdetermines which houses can see the credits display.LaunchSW.DisplayMoney.Offsetis additional pixel offset for the center of the credits display, by default0,0at superweapon’s target cell.
Note
For animation warheads/weapons to take effect,
Damage.DealtByInvokermust 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
Versesare 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 the entire map on impact.
Reveal only applies to the owner of the warhead.
In rulesmd.ini:
[SOMEWARHEAD] ; WarheadType
SpySat=false ; boolean
Shroud map for enemies on impact
Warheads can now shroud the entire map on impact.
Shroud only applies to enemies of the warhead owner.
In rulesmd.ini:
[SOMEWARHEAD] ; WarheadType
BigGap=false ; boolean
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.SpawnsCrateNwhere N is a number starting from 0, parsed until no key is found can be used to define the type of crate spawned.SpawnsCrateN.Weightis 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/Weightis an alias forSpawnsCrate0.Type/Weightif 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=yesinfantryDeathanim sequence using the corresponding tag. It’s value represents sequences fromDie1toDie5.
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
Rangeby settingAreaFire.Targettoselforrandomrespectively.AreaFire.Target=selfrespects normal targeting rules (WarheadVersesetc.) against the firer itself.AreaFire.Target=randomignores 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.Delaysallows specifying weapon-specific burst shot delays. Takes precedence over the oldBurstDelayXlogic 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 ofBurstto 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=3andBurst.Delays=10would use 10 as delay for all shots).Using
-1as delay reverts back to old logic (BurstDelay0-3for VehicleTypes if available or random value between 3-5 otherwise) for that shot.
Burst.FireWithinSequenceis only used if the weapon is fired by InfantryTypes, and setting it to true allows infantry to fire multipleBurstshots within same firing sequence.First shot is always fired at sequence frame determined by firing frame controls on InfantryType image (
FireUpet 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.DamageOverridescan be used to override the weapon’sDamagefor the extra Warhead detonations. Value from position matching the position fromExtraWarheadsis used if found, or last listed value if not found. If list is empty, WeaponTypeDamageis used.ExtraWarheads.DetonationChancescan be used to customize the chance of each extra Warhead detonation occuring. Value from position matching the position fromExtraWarheadsis used if found, or last listed value if not found. If list is empty, every extra Warhead detonation is guaranteed to occur.ExtraWarheads.FullDetonationcan 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 fromExtraWarheadsis 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.
FireInTransportsetting of the feedback weapon is respected to determine if it can be fired when the original weapon is fired from insideOpenTopped=truetransport. If feedback weapon is fired, it is fired on the transport.OpenToppedDamageMultiplieris not applied on feedback weapons.
In rulesmd.ini:
[SOMEWEAPON] ; WeaponType
FeedbackWeapon= ; WeaponType
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
ROTandJumpjetTurnRate.
In rulesmd.ini:
[SOMEWEAPON] ; WeaponType, with 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.
Strafingcontrols if the aircraft can strafe when firing at the target. Default totrueif the projectile’sROT< 2 andInviso=falsewithoutTrajectory, otherwisefalse.Strafing.Shotscontrols the number of times the weapon is fired during a single strafe run, defaults to 5 if not set.Ammois only deducted at the end of the strafe run, regardless of the number of shots fired.Strafing.SimulateBurstcontrols whether or not the shots fired during strafing simulate behavior ofBurst, allowing for alternating firing offset. Only takes effect if weapon hasBurstset to 1 or undefined.Strafing.UseAmmoPerShot, if set totrueoverrides the usual behaviour of only deducting ammo after a strafing run and instead doing it after each individual shot.Strafing.EndDelaycan 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=SpyPlanesuperweapons onSpyPlane ApproachorSpyPlane Overflymission whereStrafing.Shotsonly 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
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.
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)
Note
CanTarget explicitly requires either all or empty to be listed for the weapon to be able to fire at cells containing no TechnoTypes.