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Copy file name to clipboardExpand all lines: README.md
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As the project is international and English is currently studied the most commonly as a second language, it's the main project language. We do not limit the creation of language-specific community groups though, because we understand that many may not know English as well as their native language and/or may have trouble accessing Discord.
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-**[🌐 International Discord channel on C&C Mod Haven](https://discord.gg/sZeMzz6qVg)**
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-[🇨🇳 Chinese QQ Phobos group / Phobos 中文用户QQ群 (630590659)](http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=f_h7TZoVX_8--ZedVFBMmjRrLBIzjMKJ&authKey=QfNyW4DZUFqL3ZKzGL5PgLUWTnISj0myWn4WGtPPQmi3F%2FP3vfnuBd3YjLFk%2BU94&noverify=0&group_code=630590659)
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-[🇨🇳 Chinese QQ Phobos group](http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=f_h7TZoVX_8--ZedVFBMmjRrLBIzjMKJ&authKey=QfNyW4DZUFqL3ZKzGL5PgLUWTnISj0myWn4WGtPPQmi3F%2FP3vfnuBd3YjLFk%2BU94&noverify=0&group_code=630590659)(630590659)
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Downloads
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---------
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-[Official docs](https://phobos.readthedocs.io) (also available in [Chinese](https://phobos.readthedocs.io/zh_CN/latest))
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You can switch between versions (displays latest develop nightly version by default) in the bottom left corner, as well as download a PDF version.
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You can switch between versions (displays latest develop nightly version by default) in the bottom right corner, as well as download a PDF version.
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The documentation is split by a few major categories, each represented with a page on the sidebar. Each page has its contents grouped into multiple subcategories, be it buildings, technotypes, infantries, superweapons or something else.
Copy file name to clipboardExpand all lines: docs/AI-Scripting-and-Mapping.md
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- Script action `Move to cell` now obeys YR cell calculation now. Using `1000 * Y + X` as its cell value. (was `128 * Y + X` as it's a RA1 leftover)
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- The game now can reads waypoints ranges in [0, 2147483647]. (was [0,701])
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- Map trigger action `41 Play Animation At...` can now create 'non-inert' animations which can play sounds, deal damage and apply `TiberiumChainReaction` if a parameter is set (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-final-alert-2).
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- Map trigger action `125 Build At...` can now play buildup anim and becomes singleplayer-AI-repairable optionally (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-final-alert-2).
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- Map trigger action `41 Play Animation At...` can now create 'non-inert' animations which can play sounds, deal damage and apply `TiberiumChainReaction` if a parameter is set (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-final-alert-2)).
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- Map trigger action `125 Build At...` can now play buildup anim and becomes singleplayer-AI-repairable optionally (needs [following changes to `fadata.ini`](Whats-New.md#for-map-editor-final-alert-2)).
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- Both Global Variables (`VariableNames` in `rulesmd.ini`) and Local Variables (`VariableNames` in map) are now unlimited.
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- Script action `Deploy` now has vehicles with `DeploysInto` searching for free space to deploy at if failing to do so at initial location, instead of simply getting stuck.
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- Teams spawned by trigger action 7,80,107 can use IFV and opentopped logic normally. `InitialPayload` logic from Ares is not supported yet.
Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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- Fixed building and defense tab hotkeys not enabling the placement mode after `Cannot build here.` triggered and the placement mode cancelled.
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- Fixed buildings with `UndeployInto` playing `EVA_NewRallypointEstablished` on undeploying.
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- Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to place onto water.
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- Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]` > `AllowParallelAIQueues=no` is set.
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- Fixed AI Aircraft docks bug when Ares tag `[GlobalControls]`-> `AllowParallelAIQueues=no` is set.
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- Fixed laser drawing code to allow for thicker lasers in house color draw mode.
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- Fixed `DeathWeapon` not detonating properly.
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- Some settings are still ignored like `PreImpactAnim`*(Ares feature)*, this might change in future.
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- Fixed `DeployToFire` not recalculating firer's position on land if it cannot currently deploy.
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-`Arcing=true` projectile elevation inaccuracy can now be fixed by setting `Arcing.AllowElevationInaccuracy=false`.
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- Wall overlays are now drawn with the custom palette defined in `Palette` in `artmd.ini` if possible.
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-`Secondary` will now be used against walls if `Primary` weapon Warhead has `Wall=false`, `Secondary` has `Wall=true` and the firer does not have `NoSecondaryWeaponFallback` set to true.
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-If `[CombatDamage]`->`AllowWeaponSelectAgainstWalls` is set to true, `Secondary` will now be used against walls if `Primary` weapon Warhead has `Wall=false`, `Secondary` has `Wall=true` and the firer does not have `NoSecondaryWeaponFallback` set to true.
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- Setting `ReloadInTransport` to true on units with `Ammo` will allow the ammo to be reloaded according to `Reload` or `EmptyReload` timers even while the unit is inside a transport.
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- It is now possible to enable `Verses` and `PercentAtMax` to be applied on negative damage by setting `ApplyModifiersOnNegativeDamage` to true on the Warhead.
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- Attached animations on flying units now have their layer updated immediately after the parent unit, if on same layer they always draw above the parent.
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- Unit `Speed` setting now accepts floating-point values. Internally parsed values are clamped down to maximum of 100, multiplied by 256 and divided by 100, the result (which at this point is converted to an integer) then clamped down to maximum of 255 giving effective internal speed value range of 0 to 255, e.g leptons traveled per game frame.
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- Subterranean movement now benefits from speed multipliers from all sources such as veterancy, AttachEffect etc.
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- Aircraft will now behave as expected according to it's `MovementZone` and `SpeedType` when moving onto different surfaces. In particular, this fixes erratic behavior when vanilla aircraft is ordered to move onto water surface and instead the movement order changes to a shore nearby.
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- Allowed `AuxBuilding` to count building upgrades.
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- Fix the bug that parasite will vanish if it missed its target when its previous cell is occupied.
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- Prevent the units with locomotors that cause problems from entering the tank bunker.
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## Fixes / interactions with other extensions
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- Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (typically begin with `[Developer fatal]Pointer 00000000 declared change to both`).
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- Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares feature)* of vehicles built from a war factory.
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- Fixed Ares' InitialPayload not being created for vehicles spawned by trigger actions.
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- Allowed Ares' `SW.AuxBuildings` and `SW.NegBuildings` to count building upgrades.
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## Aircraft
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Units.UseRepairCost= ; boolean
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```
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### Waypoints for buildings
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- In vanilla, buildings are forbidden to use waypoints. Now you can allow that using the following flag.
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In `rulesmd.ini`:
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```ini
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[General]
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BuildingWaypoints=false ; boolean
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```
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## Particle systems
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### Fire particle target coordinate adjustment when firer rotates
- In vanilla, vehicles entering tank bunkers are subject to a series of hardcoding restrictions, including having to have turrets, having to have weapons, and not having Hover speed types. Now you can skip these restrictions.
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- This needs to be used with `Bunkerable=yes`.
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- This flag only skips the static check, that is, the check on the unit type. The dynamic check (cannot be parasitized) remains unchanged.
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In `rulesmd.ini`:
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```ini
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[SOMEVEHICLE]; VehicleType
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BunkerableAnyway=false ; boolean
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```
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```{warning}
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Skipping checks with this feature doesn't mean that vehicles and tank bunkers will interact correctly. Following the simple checks performed by the provider of this feature, bunkerability is mainly determined by Locomotor. The details about locomotors' bunkerability can be found on [ModEnc](https://modenc.renegadeprojects.com/Bunkerable).
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```
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### Customizing crushing tilt and slowdown
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- Vehicles with `Crusher=true` and `OmniCrusher=true` / `MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys `TiltsWhenCrushes` but can be customized individually for these two scenarios using `TiltsWhenCrusher.Vehicles` and `TiltsWhenCrusher.Overlays`, which both default to `TiltsWhenCrushes`.
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