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Add docs
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ZivDero committed Nov 27, 2024
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2 changes: 2 additions & 0 deletions CREDITS.md
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Expand Up @@ -130,6 +130,7 @@ This page lists all the individual contributions to the project by their author.
- Implement various controls to customise target lasers line.
- Implement various controls to show and customise NavCom queue lines.
- Implement customizable mouse cursors and actions.
- Implement a feature for animations to spawn additional animations.
- **Kerbiter (Metadorius)**:
- Initial documentation setup.
- **MarkJFox**:
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- Implement required and forbidden houses.
- Allow turning off "sticky" technologies.
- Allow disabling the ActLike check on construction yards to allow for faction-specific MCVs.
- Finalize the feature for animations to spawn additional animations.

26 changes: 25 additions & 1 deletion docs/New-Features-and-Enhancements.md
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Expand Up @@ -22,10 +22,34 @@ In `RULES.INI`:
```ini
[SOMEAIRCRAFT] ; AircraftType
ReloadRate= ; float, the rate that this aircraft will reload its ammo when docked with a helipad. Defaults to [General]->ReloadRate.
```


## Animations

### Additional Animation Spawning

- Vinifera implements a new system for AnimTypes, allowing them to spawn additional animations at the start, middle and end of their sequence stages. All animations spawned will be from the center coordinate of the animation spawning these additional animations.

```{note}
The `<stage>` keyword used below can be replaced with: `Start`, `Middle`, `End`.
```
In `RULES.INI`:
```ini
[AnimType] ; AnimType
<stage>Anims= ; list of AnimTypes, list of animations to spawn at the designated stage of the animation sequence.
<stage>AnimsMinimum= ; list of integers, the minimum number of animations that can spawn when choosing the random amount for each of the respective entries on the animations list. This list must have the same number of entries as the animations list. Defaults to 1 for each entry.
<stage>AnimsMaximum= ; list of integers, the maximum number of animations that can spawn when choosing the random amount for each of the respective entries on the animations list. This list must have the same number of entries as the animations list. Defaults to 1 for each entry.
<stage>AnimsCount= ; list of integers, the number of animations to spawn for each of the respective entries on the animations list. This list must have the same number of entries as the animations list. Defaults to 1 for each entry, and takes priority over the Minimum and Maximum entries.
```

- In addition to this new system, a new key for setting the logical middle frame (the frame in which the craters etc, are spawned) can now be set.

In `RULES.INI`:
```ini
[AnimType] ; AnimType
MiddleFrame= ; integer, the frame number in which the animation system will spawn various logics (e.g. craters, scorch marks, fires). Defaults to auto-detect based on the largest frame of the shape file. A special value of -1 can be used to tell the animation system to use the exact middle frame of the shape file (shape file has 30 frames, frame 15 will be used).
```

### Various Keys Ported from Red Alert 2

- Vinifera implements various AnimType keys from Red Alert 2.
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1 change: 1 addition & 0 deletions docs/Whats-New.md
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Expand Up @@ -166,6 +166,7 @@ New:
- Implement required and forbidden houses (by ZivDero)
- Allow turning off "sticky" technologies (by ZivDero)
- Allow disabling the ActLike check on construction yards to allow for faction-specific MCVs (by ZivDero)
- Implement a feature for animations to spawn additional animations (by CCHyper/tomsons26, ZivDero)


Vanilla fixes:
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