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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -191,7 +191,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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-`FreeUnit` uses the unit's own `SpeedType` to find the spawn location.
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- The bug where naval ships as StartUnit might spawn on land has been fixed.
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- When a building is transformed into a vehicle via `UndeploysInto`, the `SpeedType` and `MovementZone` of the target VehicleType will determine whether it can move into the target cell.
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- Fixed an issue that harvesters with amphibious movement zone can not automatically return to refineries with `WaterBound` on water surface. Units with `Teleporter=true` are not affected, as they can be used as long as set the refinery’s `Naval` to false.
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- Fixed an issue that harvesters with amphibious movement zone can not automatically return to refineries with `WaterBound` on water surface. Units with `Teleporter=true` are not affected, as they can be used as long as set the refinery's `Naval` to false.
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- Units are now unable to kick out from a factory that is in construction process, and will not always stuck in the factory.
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- Fixed issues caused by incorrect reference removal (f.ex. If the unit cloaks/enters transport, it cannot gain experience from previously launched spawners/C4/projectiles).
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- Fixed an issue that caused `IsSonic=true` wave drawing to crash the game if the wave traveled over a certain distance.
@@ -248,21 +248,28 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fixed the bug that submarine always turn left after changed owner by map event.
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- Fixed the bug that occupyable structure won't redraw when press deploy hotkey to release all occupants.
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- Fixed an issue that if the garrison unload occupants when there is no open space around it would result in the disappearance of the occupants.
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- Fixed the bug that Locomotor warhead won’t stop working when the attacker is being affected by `Temporal=yes` warhead.
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- Fixed the bug that Locomotor warhead won't stop working when the attacker is being affected by `Temporal=yes` warhead.
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- Fixed the bug that `IsLocomotor=yes` warhead rendering hover units unselectable and undamageable on elevated bridge.
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- Fixed the bug that Locomotor warhead won't stop working when firer (except for vehicle) stop firing.
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- Fixed the bug that hover vehicle will sink if destroyed on bridge.
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- Fixed the fact that when the selected unit is in a rearmed state, it can unconditionally use attack mouse on the target.
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- When `Speed=0` or the TechnoTypes cell cannot move due to `MovementRestrictedTo`, vehicles cannot attack targets beyond the weapon's range. `Area Guard` and `Hunt` missions will also become ineffective.
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- Fixed an issue that barrel anim data will be incorrectly overwritten by turret anim data if the techno's section exists in the map file.
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- Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that happened on bigger maps due to too small pathfinding node buffer.
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-`IsSimpleDeployer``BalloonHover=true` units with `DeployToLand=false` are no longer forced to land when hovering.
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- If `DeployingAnim` with `Shadow=true` is played for unit currently in air its shadow will now be drawn on ground.
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-`DeployingAnim` now supports both `Normalized=true` and `Reverse=true`. Keep in mind `Reverse` uses `LoopEnd` for frame amount instead of `End` even without `LoopCount` > 1.
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-`DeployingAnim` using unit drawer now also tint accordingly with the unit.
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- Fixed the bug that armor multiplier of new attacheffect will have extra take effect once if restricted warheads.
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- Fixed an issue that units' `LaserTrails` will always lags behind by one frame
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## Fixes / interactions with other extensions
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- Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect the firing building's FLH.
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- Weapons fired by EMPulse superweapons *(Ares feature)* without `EMPulse.TargetSelf=true` can now create radiation.
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- Weapons fired by EMPulse superweapons *(Ares feature)* now respect `Floater` and Phobos-added `Gravity` setting.
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-`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no longer get stuck after deploying or play their move sound indefinitely.
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-`Convert.Deploy` displays 'no deploy' cursor if the new type is not allowed to move to the cell due to `SpeedType` etc
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- All forms of type conversion (including Ares') now correctly update the warp-in delay if unit with teleport `Locomotor` was converted while the delay was active.
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- All forms of type conversion (including Ares') now correctly update `MoveSound` if a moving unit has their type changed.
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- All forms of type conversion (including Ares') now correctly update `OpenTopped` state of passengers in transport that is converted.
@@ -281,7 +288,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- 1000 save files are supported, from `SVGM_000.NET` to `SVGM_999.NET`. When the limit is reached, the game will overwrite the latest save file.
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- The previous `SVGM_XXX.NET` files are cleaned up before first copy if it's a new game, otherwise the highest numbered `SVGM_XXX.NET` file is found and the index is incremented, if possible.
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- The game also automatically copies `spawn.ini` to the save folder as `spawnSG.ini` when saving a game.
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- Fixed an issue that Ares' Type Conversion not resetting barrel's direction by `FireAngle`.
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```{note}
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The described behavior is a replica of and is compliant with XNA CnCNet Client's multiplayer save game support.
- In RA2, the GI-like infantry controlled by the AI will automatically deploy to use their more powerful secondary weapons when engaging the enemy. This feature was broken in Yuri’s Revenge. Now you can use the following flags to re-enable this feature.
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- In RA2, the GI-like infantry controlled by the AI will automatically deploy to use their more powerful secondary weapons when engaging the enemy. This feature was broken in Yuri's Revenge. Now you can use the following flags to re-enable this feature.
*Chrono Legionnaire and Ronco using different teleportation settings in [YR: New War](https://www.moddb.com/mods/yuris-revenge-new-war)*
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- You can now specify Teleport/Chrono Locomotor settings per TechnoType to override default rules values. Unfilled values default to values in `[General]`.
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-Only applicable to Techno that have Teleport/Chrono Locomotor attached.
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-Applicable to Techno that have Teleport/Chrono Locomotor attached, or being chronowarped by chronosphere.
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- If more than one animation is listed in `WarpOut`, `WarpIn` or `WarpAway`, a random one is selected.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO]; TechnoType
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WarpOut= ; list of Animation (played when Techno warping out), default to [General] WarpOut
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WarpIn= ; list of Animation (played when Techno warping in), default to [General] WarpIn
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WarpAway= ; list of Animation (played when Techno chronowarped by chronosphere), default to [General] WarpOut
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WarpAway= ; list of Animation (played when Techno being erased by `Temporal=yes` warhead), default to [General] WarpAway
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ChronoTrigger= ; boolean, if yes then delay varies by distance, if no it is a constant
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ChronoDistanceFactor= ; integer, amount to divide the distance to destination by to get the warped out delay
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ChronoMinimumDelay= ; integer, the minimum delay for teleporting, no matter how short the distance
### `IsSimpleDeployer` vehicle ammo change on deploy
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-`Ammo.AddOnDeploy` determines the number of ammo added or substracted on unit deploy.
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-`Ammo.AddOnDeploy` determines the number of ammo added or subtracted after the vehicle has deployed or undeployed.
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- Ammo count cannot go below 0 or above the maximum ammo for vehicle's type (in case the deploy results in type conversion, type is the one after the conversion).
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In `rulesmd.ini`:
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```ini
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[SOMEVEHICLE]; VehicleType
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Ammo.AddOnDeploy=0 ; integer
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```
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```{warning}
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Due to technical constraints, units that use `Convert.Deploy` from [Ares' Type Conversion](https://ares-developers.github.io/Ares-docs/new/typeconversion.html) to change type with `Ammo.AddOnDeploy` will add or substract ammo despite of convertion success. This will also happen when unit exits tank bunker.
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```
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### `IsSimpleDeployer` vehicle auto-deploy / deploy block on ammo change
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- Vehicle deployment can now be affected by ammo count.
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-`Ammo.AutoDeployMinimumAmount` determines the minimal number of ammo at which a vehicle converts/deploys automatically.
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-`Ammo.DeployUnlockMinimumAmount` determines the minimal number of ammo that unlocks issuing vehicle converting/deploying command.
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-`Ammo.AutoDeployMaximumAmount` and `Ammo.DeployUnlockMaximumAmount` behave analogically.
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- Setting a negative number will disable ammo count check.
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In `rulesmd.ini`:
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```ini
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[SOMEVEHICLE]; VehicleType
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Ammo.AutoDeployMinimumAmount=-1 ; integer
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Ammo.AutoDeployMaximumAmount=-1 ; integer
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Ammo.DeployUnlockMinimumAmount=-1 ; integer
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Ammo.DeployUnlockMaximumAmount=-1 ; integer
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```
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```{warning}
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Auto-deploy feature requires `Convert.Deploy` from [Ares' Type Conversion](https://ares-developers.github.io/Ares-docs/new/typeconversion.html) to change type. Unit without it will constantly use deploy command on self until ammo is changed.
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[SOMEVEHICLE]; VehicleType
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Ammo.AddOnDeploy=0 ; integer
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```
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### IsSimpleDeployer vehicle deploy animation / direction customization
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### IsSimpleDeployer facing and animation customization
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-`DeployingAnim.AllowAnyDirection` if set, disables any direction constraints for deployers with `DeployingAnim` set. Only works for ground units.
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-`DeployingAnim.KeepUnitVisible` determines if the unit is **not** hidden while the animation is playing.
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-`DeployingAnim.ReverseForUndeploy` controls whether or not the animation is played in reverse for undeploying.
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-`DeployingAnim.UseUnitDrawer` controls whether or not the animation is displayed in the unit's palette and team colours or regular animation palette, including a potential custom palette.
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- In vanilla game only units with `DeployingAnim` were constrained to a specific deploy facing and it was not customizable per unit. `DeployDir` can be set to override this per unit (defaults to `[AudioVisual]` -> `DeployDir`), including using value of -1 to disable the facing restriction.
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- Multiple new options for deploy animations:
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-`DeployingAnims` can be used instead of `DeployingAnim` (if both are set, `DeployingAnims` takes precedence) to define a list of direction-specific deploy animations to play. Largest power of 2 the number of listed animations falls to is used as number of directions/animations. Less than 8 animations listed results in only first listed one being used.
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-`DeployingAnim.KeepUnitVisible` determines if the unit is **not** hidden while the animation is playing.
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-`DeployingAnim.ReverseForUndeploy` controls whether or not the animation is played in reverse for undeploying.
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-`DeployingAnim.UseUnitDrawer` controls whether or not the animation is displayed in the unit's palette and team colours or regular animation palette, including a potential custom palette.
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In `rulesmd.ini`:
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```ini
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[SOMEVEHICLE]; VehicleType
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DeployingAnim.AllowAnyDirection=false ; boolean
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DeployDir= ; Facing type (integers from 0-7 or -1)
AmphibiousUnload= ; boolean, default to [General] -> AmphibiousUnload
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```
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### Automatic deploy and blocking deploying based on ammo
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- It is now possible for deployable vehicles (`DeploysInto`, `DeployFire`, `IsSimpleDeployer` and those that have passengers) to automatically deploy or prevent deploying based on their current ammo.
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-`Ammo.AutoDeployMinimumAmount` & `Ammo.AutoDeployMaximumAmount` determine minimum and maximum ammo the vehicle should have for it to automatically deploy. Negative values disable the check.
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-`Ammo.DeployUnlockMinimumAmount` & `Ammo.AutoDeployMaximumAmount` determine minimum and maximum ammo the vehicle should have for deploying to be available in general. Negative values disable the check.
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In `rulesmd.ini`:
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```ini
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[SOMEVEHICLE]; VehicleType
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Ammo.AutoDeployMinimumAmount=-1 ; integer
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Ammo.AutoDeployMaximumAmount=-1 ; integer
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Ammo.DeployUnlockMinimumAmount=-1 ; integer
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Ammo.DeployUnlockMaximumAmount=-1 ; integer
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```
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### Damaged unit image changes
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- When a unit is damaged (health points percentage is lower than `[AudioVisual] -> ConditionYellow` percentage), it now may use different image set by `Image.ConditionYellow` VehicleType.
-`Strafing.Shots` controls the number of times the weapon is fired during a single strafe run, defaults to 5 if not set. `Ammo` is only deducted at the end of the strafe run, regardless of the number of shots fired.
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-`Strafing.SimulateBurst` controls whether or not the shots fired during strafing simulate behavior of `Burst`, allowing for alternating firing offset. Only takes effect if weapon has `Burst` set to 1 or undefined.
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-`Strafing.UseAmmoPerShot`, if set to `true` overrides the usual behaviour of only deducting ammo after a strafing run and instead doing it after each individual shot.
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-`Strafing.TargetCell` controls whether the aircraft will change the target of this round to the ground after firing the first shot, to ensure that all `Strafing.Shots` can be dropped. That is, the `Strafing` will not be interrupted by the premature death of the target.
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-`Strafing.EndDelay` can be used to override the delay after firing last shot in strafing run before aircraft resumes another strafing run or returns to base. Defaults to (Weapon `Range` * 256 + 1024) / Aircraft `Speed`. 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.
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- There is a special case for aircraft spawned by `Type=SpyPlane` superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where `Strafing.Shots` only if explicitly set on its primary weapon, determines the maximum number of times the map revealing effect can activate irregardless of other factors.
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