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- In Vanilla, non-building technos will not generate radar events or EVAs when attacked, so players can hardly notice them until they are destroyed. You can now receive a radar event (and optionally a sound effect) when your units is attacked, so you can respond to the combats in time.
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-`[AudioVisual]->CombatAlert` is a global switch, set it to `true` to enable the entire logic.
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- These flags controlls when to trigger a combat alert.
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- You can disable this logic on specific techno by setting `[SOMETECHNO]->CombatAlert` to `false`. It is defaultly disabled for technos with `Insignificant=yes` or `Spawned=yes`.
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- You can disable this logic on specific techno by setting `[SOMETECHNO]->CombatAlert` to `false`, which default to `[AudioVisual]->CombatAlert.Default`. If `CombatAlert.Default` is also empty, it is defaultly disabled for technos with `Insignificant=yes` or `Spawned=yes`.
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-`[AudioVisual]->CombatAlert.IgnoreBuilding` will turn the logic off on buildings. You can override it for specific building by setting `[SOMETECHNO]->CombatAlert.NotBuilding` to true. You may hope to use it on veh-buildings.
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-`[AudioVisual]->CombatAlert.SuppressIfInScreen` decides whether to disable the logic for the units in the current screen.
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-`[AudioVisual]->CombatAlert.Interval` decides the time interval (in frames) between alerts, to prevent the alert from being anonying. It is default to 150 frames.
if (screenArea.Width >= coordInScreen.X && screenArea.Height >= coordInScreen.Y && coordInScreen.X >= 0 && coordInScreen.Y >= 0) // check if the unit is in screen
if (!pRules->CombatAlert_MakeAVoice) // No one want to play two sound at a time, I guess?
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break;
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elseif (pTypeExt->CombatAlert_UseFeedbackVoice.Get((constbool)pRules->CombatAlert_UseFeedbackVoice) && pType->VoiceFeedback.Count > 0) // Use VoiceFeedback first
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return;
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elseif (pTypeExt->CombatAlert_UseFeedbackVoice.Get(pRules->CombatAlert_UseFeedbackVoice) && pType->VoiceFeedback.Count > 0) // Use VoiceFeedback first
elseif (pTypeExt->CombatAlert_UseAttackVoice.Get((constbool)pRules->CombatAlert_UseAttackVoice) && pType->VoiceAttack.Count > 0) // Use VoiceAttack then
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elseif (pTypeExt->CombatAlert_UseAttackVoice.Get(pRules->CombatAlert_UseAttackVoice) && pType->VoiceAttack.Count > 0) // Use VoiceAttack then
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