Skip to content

Commit

Permalink
[Docs] update
Browse files Browse the repository at this point in the history
Check the documentation and update the localized documents.
Unified the sorting of hotkey functions.
Note: In the current theme, some table formats are set to be centered but actually appear left-aligned. In the new theme that may be used in the future, they will be displayed correctly, but the actual effect is not good. Therefore, those in these tables that do not look good when centered are pre-processed to be left-aligned here to maintain consistency with the original display effect. This will not have any impact on the display of the current document.
  • Loading branch information
DeathFishAtEase committed Feb 25, 2025
1 parent 67477b7 commit 8edd4d3
Show file tree
Hide file tree
Showing 10 changed files with 7,393 additions and 3,284 deletions.
34 changes: 17 additions & 17 deletions docs/AI-Scripting-and-Mapping.md
Original file line number Diff line number Diff line change
Expand Up @@ -133,7 +133,7 @@ x=i,n ; For i values check the next table
```

| *Action* | *Argument* | *Repeats* | *Target Priority* | *Description* |
| :------: | :--------------------: | :-------: | :--------------------: | :------------------------------------------------: |
|:--------:|:----------------------:|:---------:|:-----------------------|:--------------------------------------------------:|
| 10000 | Target Type# | Yes | Closer | |
| 10001 | Target Type# | No | Closer | Ends when a team member kill the designated target |
| 10002 | `AITargetTypes` index# | Yes | Closer | |
Expand All @@ -157,7 +157,7 @@ x=i,n ; For i values check the next table
- 'Buildings considered as vehicles' means buildings with both `UndeploysInto` set & `Foundation=1x1` and `ConsideredVehicle` not set or buildings with `ConsideredVehicle=true`.

| *Value* | *Target Type* | *Description* |
| :-----: | :----------------------: | :-------------------------------------------: |
|:-------:|:------------------------:|:----------------------------------------------|
| 1 | Anything | Any enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and `BuildingTypes` |
| 2 | Structures | Any enemy `BuildingTypes` that are not considered as vehicles |
| 3 | Ore Miners | Any enemy `VehicleTypes` with `Harvester=yes` or `ResourceGatherer=yes`, `BuildingTypes` with `ResourceGatherer=yes` |
Expand Down Expand Up @@ -203,7 +203,7 @@ In `rulesmd.ini`:
[AITargetTypes] ; List of TechnoType lists
0=SOMETECHNOTYPE,SOMEOTHERTECHNOTYPE,SAMPLETECHNOTYPE
1=ANOTHERTECHNOTYPE,YETANOTHERTECHNOTYPE
; ...
...
```

#### `10050-10099` Move Team to Techno Location actions
Expand All @@ -217,7 +217,7 @@ x=i,n ; For i values check the next table
```

| *Action* | *Argument* | *Target Owner* | *Target Priority* | *Description* |
| :------: | :---------------------: | :------------: | :--------------------: | :------------------------------------------: |
|:--------:|:----------------------:|:---------:|:-----------------------|:--------------------------------------------------:|
| 10050 | Target Type# | Enemy | Closer, higher threat | |
| 10051 | `[AITargetType]` index# | Enemy | Closer, higher threat | |
| 10052 | `[AITargetType]` index# | Enemy | Closer | Picks 1 random target from the selected list |
Expand All @@ -240,7 +240,7 @@ x=i,n ; For i values check the next table
In `aimd.ini`:
```ini
[SOMESCRIPTTYPE] ; ScriptType
x=10100,n ; integer, time in ingame seconds
x=10100,n ; integer, time in ingame seconds
```

##### `10101` Wait Until Ammo is Full
Expand Down Expand Up @@ -292,7 +292,7 @@ x=10104,n ; integer, additional distance in cells
In `aimd.ini`:
```ini
[SOMESCRIPTTYPE] ; ScriptType
x=12000,n ; integer n=0
x=12000,n ; integer n=0
```

#### `12001` Modify Target Distance
Expand All @@ -318,7 +318,7 @@ x=12002,n
- The possible argument values are:

| *Argument* | *Action ends when...* |
| :--------: | :-------------------------------------------: |
|:----------:|:---------------------------------------------:|
| 0 | Team Leader reaches the minimum distance |
| 1 | One unit reaches the minimum distance |
| 2 | All team members reached the minimum distance |
Expand Down Expand Up @@ -374,7 +374,7 @@ x=14003,0
In `aimd.ini`:
```ini
[SOMESCRIPTTYPE] ; ScriptType
x=16000,n ; integer n=0, in ingame seconds
x=16000,n ; integer n=0, in ingame seconds
```

#### `16001` Start a Timed Jump to the Next Line
Expand All @@ -384,7 +384,7 @@ x=16000,n ; integer n=0, in ingame seconds
In `aimd.ini`:
```ini
[SOMESCRIPTTYPE] ; ScriptType
x=16001,n ; integer n=0, in ingame seconds
x=16001,n ; integer n=0, in ingame seconds
```

#### `16002` Stop the Timed Jumps
Expand All @@ -404,7 +404,7 @@ x=16002,0
In `aimd.ini`:
```ini
[SOMESCRIPTTYPE] ; ScriptType
x=16003,n ; where 0 > n <= 100
x=16003,n ; where 0 > n <= 100
```

#### `16004` Pick a Random Script
Expand All @@ -424,7 +424,7 @@ In `rulesmd.ini`:
[AIScriptsList] ; List of ScriptType lists
0=SOMESCRIPTTYPE,SOMEOTHERSCRIPTTYPE,SAMPLESCRIPTTYPE
1=ANOTHERSCRIPTTYPE,YETANOTHERSCRIPTTYPE
; ...
...
```

#### `16005` Jump Back To Previous Script
Expand Down Expand Up @@ -509,7 +509,7 @@ ID=ActionCount,[Action1],501,0,[VariableIndex],[Operation],[Number],[IsGlobalVar
```

| *Operation* | *Description* |
| :---------: | :-------------------------------------------: |
|------------:|:----------------------------------------------|
| 0 | CurrentValue = Number |
| 1 | CurrentValue = CurrentValue + Number |
| 2 | CurrentValue = CurrentValue - Number |
Expand Down Expand Up @@ -569,7 +569,7 @@ ID=ActionCount,[Action1],504,0,[VariableIndex],[Operation],[VariableForOperation
- `HouseIndex` can take various values:

| *House Index* | *Description* |
| :-----------: | :---------------------------------------: |
|:-------------:|:------------------------------------------|
| >= 0 | The index of the current House in the map |
| 4475-4482 | Like in the index range 0-7 |
| -1 | Pick a random House that isn't Neutral |
Expand Down Expand Up @@ -626,7 +626,7 @@ ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[Param],[EventX]
```

| *Event ID* | *Description* | *Global* |
| :--------: | :--------------------: | :------: |
|:----------:|:-----------------------|:--------:|
| 500 | CurrentValue > Number | No |
| 501 | CurrentValue < Number | No |
| 502 | CurrentValue = Number | No |
Expand All @@ -653,7 +653,7 @@ ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[LocalVariableIndex],[EventX]
```

| *Event ID* | *Description* | *Global* |
| :--------: | :--------------------------------: | :------: |
|:----------:|:-----------------------------------|:--------:|
| 512 | CurrentValue > LocalVariableValue | No |
| 513 | CurrentValue < LocalVariableValue | No |
| 514 | CurrentValue = LocalVariableValue | No |
Expand All @@ -680,7 +680,7 @@ ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[GlobalVariableIndex],[EventX
```

| *Event ID* | *Description* | *Global* |
| :--------: | :---------------------------------: | :------: |
|:----------:|:------------------------------------|:--------:|
| 524 | CurrentValue > GlobalVariableValue | No |
| 525 | CurrentValue < GlobalVariableValue | No |
| 526 | CurrentValue = GlobalVariableValue | No |
Expand Down Expand Up @@ -738,7 +738,7 @@ ID=EventCount,...,605,2,[HouseIndex],[AITargetTypes index#],...
```

| *House Index* | *Description* |
| :-----------: | :----------------------------------------: |
|:-------------:|:------------------------------------------:|
| >= 0 | The index of the current House in the map |
| -1 | This value is ignored (any house is valid) |
| -2 | Pick the owner of the map trigger |
28 changes: 14 additions & 14 deletions docs/Fixed-or-Improved-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -1341,7 +1341,7 @@ Due to technical constraints, units that use `Convert.Deploy` from [Ares’ Type

### Unit Without Turret Always Turn To Target

- Now vehicles (exclude jumpjets) without turret will attempt to turn to the target while the weapon is cooling down, rather than after the weapon has cooled down, by setting to `NoTurret.TrackTarget` true.
- Now vehicles (exclude jumpjets) without turret will attempt to turn to the target while the weapon is cooling down, rather than after the weapon has cooled down, by setting `NoTurret.TrackTarget` to true.

In `rulesmd.ini`:
```ini
Expand Down Expand Up @@ -1723,20 +1723,20 @@ DropPod properties can now be customized on a per-InfantryType basis.
In `rulesmd.ini`:
```ini
[SOMEINFANTRY] ; InfantryType
DropPod.Angle = ; double, default to [General] -> DropPodAngle, measured in radians
DropPod.AtmosphereEntry = ; anim, default to [AudioVisual] -> AtmosphereEntry
DropPod.GroundAnim = ; 2 anims, default to [General] -> DropPod
DropPod.AirImage = ; SHP file, the pod's shape, default to POD
DropPod.Height = ; int, default to [General] -> DropPodHeight
DropPod.Puff = ; anim, default to [AudioVisual] -> DropPodPuff
DropPod.Speed = ; int, default to [General] -> DropPodSpeed
DropPod.Trailer = ; anim, default to [General] -> DropPodTrailer, which by default is SMOKEY
DropPod.Trailer.Attached = ; boolean, default to no
DropPod.Trailer.SpawnDelay = ; int, number of frames between each spawn of DropPod.Trailer, default to 6
DropPod.Weapon = ; weapon, default to [General] -> DropPodWeapon
DropPod.Weapon.HitLandOnly = ; boolean, default to no
DropPod.Angle= ; double, default to [General] -> DropPodAngle, measured in radians
DropPod.AtmosphereEntry= ; anim, default to [AudioVisual] -> AtmosphereEntry
DropPod.GroundAnim= ; 2 anims, default to [General] -> DropPod
DropPod.AirImage= ; SHP file, the pod's shape, default to POD
DropPod.Height= ; int, default to [General] -> DropPodHeight
DropPod.Puff= ; anim, default to [AudioVisual] -> DropPodPuff
DropPod.Speed= ; int, default to [General] -> DropPodSpeed
DropPod.Trailer= ; anim, default to [General] -> DropPodTrailer, which by default is SMOKEY
DropPod.Trailer.Attached= ; boolean, default to no
DropPod.Trailer.SpawnDelay= ; int, number of frames between each spawn of DropPod.Trailer, default to 6
DropPod.Weapon= ; weapon, default to [General] -> DropPodWeapon
DropPod.Weapon.HitLandOnly= ; boolean, default to no
```

```{note}
`[General] -> DropPodTrailer`is [Ares features](https://ares-developers.github.io/Ares-docs/new/droppod.html).
`[General] -> DropPodTrailer` is [Ares features](https://ares-developers.github.io/Ares-docs/new/droppod.html).
```
10 changes: 5 additions & 5 deletions docs/Miscellanous.md
Original file line number Diff line number Diff line change
Expand Up @@ -31,17 +31,17 @@ Due to technical incompatibilities, enabling this feature disables [Ares' Custom

- Phobos writes additional information to the `SYNC#.txt` log files when a desynchronization occurs such as calls to random number generator functions, facing / target / destination changes etc.

### Display Damage Numbers

- There's a [new hotkey](User-Interface.md#display-damage-numbers) to show exact numbers of damage dealt on units & buildings. The numbers are shown in red (blue against shields) for damage, and for healing damage in green (cyan against shields). They are shown on the affected units and will move upwards after appearing. Available only if `DebugKeysEnabled` under `[GlobalControls]` is set to true in `rulesmd.ini`.

### Dump Object Info

![image](_static/images/objectinfo-01.png)
*Object info dump from [CnC: Reloaded](https://www.moddb.com/mods/cncreloaded/)*

- There's a [new hotkey](User-Interface.md#dump-object-info) to dump selected/hovered object info on press. Available only if `DebugKeysEnabled` under `[GlobalControls]` is set to true in `rulesmd.ini`.

### Display Damage Numbers

- There's a [new hotkey](User-Interface.md#display-damage-numbers) to show exact numbers of damage dealt on units & buildings. The numbers are shown in red (blue against shields) for damage, and for healing damage in green (cyan against shields). They are shown on the affected units and will move upwards after appearing. Available only if `DebugKeysEnabled` under `[GlobalControls]` is set to true in `rulesmd.ini`.

### Frame Step In

- There's a [new hotkey](User-Interface.md#toggle-frame-by-frame-mode) to execute the game frame by frame for development usage.
Expand All @@ -66,7 +66,7 @@ SaveVariablesOnScenarioEnd=false ; boolean
- It's now possible to write locomotor aliases instead of their CLSIDs in the `Locomotor` tag value. Use the table below to find the needed alias for a locomotor.

| *Alias* | *CLSID* |
| ------: | :--------------------------------------: |
|--------:|:----------------------------------------:|
|Drive | `{4A582741-9839-11d1-B709-00A024DDAFD1}` |
|Jumpjet | `{92612C46-F71F-11d1-AC9F-006008055BB5}` |
|Hover | `{4A582742-9839-11d1-B709-00A024DDAFD1}` |
Expand Down
6 changes: 3 additions & 3 deletions docs/New-or-Enhanced-Logics.md
Original file line number Diff line number Diff line change
Expand Up @@ -1583,8 +1583,8 @@ CombatAlert.Suppress= ; boolean
In `rulesmd.ini`:
```ini
[SOMETECHNO] ; TechnoType
Convert.HumanToComputer = ; TechnoType
Convert.ComputerToHuman = ; TechnoType
Convert.HumanToComputer= ; TechnoType
Convert.ComputerToHuman= ; TechnoType
```

## Terrain
Expand Down Expand Up @@ -1870,7 +1870,7 @@ NotHuman.DeathSequence= ; integer (1 to 5)

### Damage multiplier for different houses

- Warheads are now able to define the extra damage multiplier for owner house, ally houses and enemy houses. If the warhead's own `DamageXXMultiplier` are not set, these will default to respective `[CombatDamage]` -> `DamageXXMultiplier` which all default to 1.0 .Note that `DamageAlliesMultiplier` won't affect your own units like `AffectsAllies` did, and this function will not affect damage with ignore defenses like `Suicide`.etc .
- Warheads are now able to define the extra damage multiplier for owner house, ally houses and enemy houses. If the warhead's own `Damage(Owner|Allies|Enemies)Multiplier` are not set, these will default to respective `[CombatDamage] -> Damage(Owner|Allies|Enemies)Multiplier` which all default to 1.0 .Note that `DamageAlliesMultiplier` won't affect your own units like `AffectsAllies` did, and this function will not affect damage with ignore defenses like `Suicide`.etc .

In `rulesmd.ini`:
```ini
Expand Down
26 changes: 13 additions & 13 deletions docs/User-Interface.md
Original file line number Diff line number Diff line change
Expand Up @@ -313,17 +313,10 @@ ShowFlashOnSelecting=false ; boolean
- Writes currently hovered or last selected object info in log and shows a message. See [this](Miscellanous.md#dump-object-info) for details.
- For localization add `TXT_DUMP_OBJECT_INFO` and `TXT_DUMP_OBJECT_INFO_DESC` into your `.csf` file.

### `[ ]` Next Idle Harvester

- Selects and centers the camera on the next TechnoType that is counted via the [harvester counter](#harvester-counter) and is currently idle.
- For localization add `TXT_NEXT_IDLE_HARVESTER` and `TXT_NEXT_IDLE_HARVESTER_DESC` into your `.csf` file.

### `[ ]` Quicksave
### `[ ]` Toggle Frame By Frame Mode

- Save the current singleplayer game.
- For localization, add `TXT_QUICKSAVE`, `TXT_QUICKSAVE_DESC`, `TXT_QUICKSAVE_SUFFIX` and `MSG:NotAvailableInMultiplayer` into your `.csf` file.
- These vanilla CSF entries will be used: `TXT_SAVING_GAME`, `TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`.
- The save should be looks like `Allied Mission 25: Esther's Money - QuickSaved`.
- Switches on/off [frame by frame mode](Miscellanous.md#frame-step-in).
- For localization add `TXT_FRAME_BY_FRAME` and `TXT_FRAME_BY_FRAME_DESC` into your `.csf` file.

### `[ ]` Save Variables

Expand All @@ -340,10 +333,17 @@ ShowFlashOnSelecting=false ; boolean
- Switches on/off [digital display types](#digital-display).
- For localization add `TXT_DIGITAL_DISPLAY` and `TXT_DIGITAL_DISPLAY_DESC` into your `.csf` file.

### `[ ]` Toggle Frame By Frame Mode
### `[ ]` Next Idle Harvester

- Switches on/off [frame by frame mode](Miscellanous.md#frame-step-in).
- For localization add `TXT_FRAME_BY_FRAME` and `TXT_FRAME_BY_FRAME_DESC` into your `.csf` file.
- Selects and centers the camera on the next TechnoType that is counted via the [harvester counter](#harvester-counter) and is currently idle.
- For localization add `TXT_NEXT_IDLE_HARVESTER` and `TXT_NEXT_IDLE_HARVESTER_DESC` into your `.csf` file.

### `[ ]` Quicksave

- Save the current singleplayer game.
- For localization, add `TXT_QUICKSAVE`, `TXT_QUICKSAVE_DESC`, `TXT_QUICKSAVE_SUFFIX` and `MSG:NotAvailableInMultiplayer` into your `.csf` file.
- These vanilla CSF entries will be used: `TXT_SAVING_GAME`, `TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`.
- The save should be looks like `Allied Mission 25: Esther's Money - QuickSaved`.

## Loading screen

Expand Down
4 changes: 2 additions & 2 deletions docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po
Original file line number Diff line number Diff line change
Expand Up @@ -305,7 +305,7 @@ msgstr "10010"

#: ../../AI-Scripting-and-Mapping.md:0
msgid "Closer, higher threat"
msgstr "较近,威胁较高"
msgstr "较近且威胁较高"

#: ../../AI-Scripting-and-Mapping.md:0
msgid "10011"
Expand All @@ -325,7 +325,7 @@ msgstr "10014"

#: ../../AI-Scripting-and-Mapping.md:0
msgid "Farther, higher threat"
msgstr "较远,威胁较高"
msgstr "较远且威胁较高"

#: ../../AI-Scripting-and-Mapping.md:0
msgid "10015"
Expand Down
Loading

0 comments on commit 8edd4d3

Please sign in to comment.