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[Docs] update
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Synchronized, and moved some content that was incorrectly categorized.
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DeathFishAtEase committed Feb 26, 2025
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79 changes: 43 additions & 36 deletions docs/New-or-Enhanced-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -187,7 +187,7 @@ UseGlobalRadApplicationDelay=true ; boolean

[SOMEWEAPON] ; WeaponType
RadType=Radiation ; RadType to use instead of default of [Radiation]

[SOMERADTYPE] ; RadType
RadDurationMultiple=1 ; integer
RadApplicationDelay=16 ; integer
Expand Down Expand Up @@ -543,7 +543,7 @@ Due to technical limitations, with Ares, upgrades placed through `PowersUp.Build

In `rulesmd.ini`:
```ini
[UPGRADENAME] ; BuildingType
[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
```
Expand Down Expand Up @@ -634,24 +634,6 @@ In `rulesmd.ini`:
NotHuman.RandomDeathSequence=yes ; boolean
```

### Shared Ammo

- Transports with `OpenTopped=yes` and `Ammo.Shared=yes` will transfer ammo to passengers that have `Ammo.Shared=yes`.
In addition, a transport can filter who will receive ammo if passengers have the same value in `Ammo.Shared.Group=<integer>` of the transport, ignoring other passengers with different groups values.
- Transports with `Ammo.Shared.Group=-1` will transfer ammo to any passenger with `Ammo.Shared=yes` ignoring the group.
- Transports must have ammo and should be able to reload ammo.

In `rulesmd.ini`:
```ini
[SOMETECHNO1] ; TechnoType, transport with OpenTopped=yes
Ammo.Shared=no ; boolean
Ammo.Shared.Group=-1 ; integer

[SOMETECHNO2] ; TechnoType, passenger
Ammo.Shared=no ; boolean
Ammo.Shared.Group=-1 ; integer
```

### 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`:
Expand Down Expand Up @@ -1158,6 +1140,24 @@ Spawner.DelayFrames= ; integer, game frames
Spawner.AttackImmediately=false ; boolean
```

### Shared Ammo

- Transports with `OpenTopped=yes` and `Ammo.Shared=yes` will transfer ammo to passengers that have `Ammo.Shared=yes`.
In addition, a transport can filter who will receive ammo if passengers have the same value in `Ammo.Shared.Group=<integer>` of the transport, ignoring other passengers with different groups values.
- Transports with `Ammo.Shared.Group=-1` will transfer ammo to any passenger with `Ammo.Shared=yes` ignoring the group.
- Transports must have ammo and should be able to reload ammo.

In `rulesmd.ini`:
```ini
[SOMETECHNO1] ; TechnoType, transport with OpenTopped=yes
Ammo.Shared=no ; boolean
Ammo.Shared.Group=-1 ; integer

[SOMETECHNO2] ; TechnoType, passenger
Ammo.Shared=no ; boolean
Ammo.Shared.Group=-1 ; integer
```

### Automatic passenger deletion

- Transports can erase passengers over time. Passengers are deleted in order of entering the transport, from first to last.
Expand Down Expand Up @@ -1330,18 +1330,6 @@ ForceWeapon.Cloaked=-1 ; integer. 0 for primary weapon, 1 for secondary
ForceWeapon.Disguised=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
```

### Make units try turning to target when firing with `OmniFire=yes`

- The unit will try to turn the body to target even firing with `OmniFire=yes`.
- Jumpjets are recommended to have the same value of body `ROT` and `JumpjetTurnRate`.

In `rulesmd.ini`:
```ini
[SOMEWEAPON] ; WeaponType
OmniFire=yes
OmniFire.TurnToTarget=no ; boolean
```

### Initial strength for TechnoTypes and cloned infantry

![image](_static/images/initialstrength.cloning-01.png)
Expand Down Expand Up @@ -1419,9 +1407,6 @@ In `rulesmd.ini`:
[SOMETECHNO] ; TechnoType
MindControlRangeLimit=-1.0 ; floating point value
MultiMindControl.ReleaseVictim=false ; boolean

[SOMEWARHEAD] ; WarheadType
MindControl.Anim= ; Animation, defaults to ControlledAnimationType
```

### No Manual Move
Expand Down Expand Up @@ -1526,7 +1511,8 @@ VoiceCreated= ; Sound entry

- You can now specify an animation on the unit or structure promotion.
- `Promote.VeteranAnimation` is used when unit or structure is promoted to veteran.
- `Promote.EliteAnimation` is used when unit or structure is promoted to elite. If `Promote.EliteAnimation` is not defined, `Promote.VeteranAnimation` will play instead when unit or structure is promoted to elite.
- `Promote.EliteAnimation` is used when unit or structure is promoted to elite.
- If `Promote.EliteAnimation` is not defined, `Promote.VeteranAnimation` will play instead when unit or structure is promoted to elite.

In `rulesmd.ini`:
```ini
Expand Down Expand Up @@ -1613,6 +1599,15 @@ All new Warhead effects
- Respect `Verses` where applicable unless `EffectsRequireVerses` is set to false. If target has an active shield, its armor type is used instead unless warhead can penetrate the shield.
```

### Custom Mind Control Animation
- Allows Warheads to play custom `MindControl.Anim` which defaults to `[CombatDamage] -> ControlledAnimationType`.

In `rulesmd.ini`:
```ini
[SOMEWARHEAD] ; WarheadType
MindControl.Anim= ; Animation, defaults to [CombatDamage] -> ControlledAnimationType
```

### Break Mind Control on impact

![image](_static/images/remove-mc.gif)
Expand Down Expand Up @@ -1903,6 +1898,18 @@ In `rulesmd.ini`:
AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)
```

### Make units try turning to target when firing with `OmniFire=yes`

- The unit will try to turn the body to target even firing with `OmniFire=yes`.
- Jumpjets are recommended to have the same value of body `ROT` and `JumpjetTurnRate`.

In `rulesmd.ini`:
```ini
[SOMEWEAPON] ; WeaponType
OmniFire=yes
OmniFire.TurnToTarget=no ; boolean
```

### Burst delay customizations

- `Burst.Delays` allows specifying weapon-specific burst shot delays. Takes precedence over the old `BurstDelayX` logic available on VehicleTypes, functions with Infantry & BuildingType weapons (AircraftTypes are not supported due to their weapon firing system being completely different) and allows every shot of `Burst` to have a separate delay instead of only first four shots.
Expand Down
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