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- Now you can have some units following surrounding units when executing an attack move command. The follow behavior is equivalent to the behavior of follow command (`ctrl + alt`).
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- Use `AttackMove.Follow.IncludeAir` to determine whether the follower will follow an air unit.
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- Mind control units with `AttackMove.Follow.IfMindControlIsFull=true` set will follow if they reach the capacity.
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- This feature should be useful for supportive units such as medics and repairers.
*Enemy behavior against EMP targets with `ForceWeapon.UnderEMP` in [C&C: Reloaded](https://www.moddb.com/mods/cncreloaded)*
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- Can be used to override normal weapon selection logic to force specific weapons to use against certain targets. If multiple are set and target satisfies the conditions, the first one in listed order satisfied takes effect.
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-`ForceWeapon.Naval.Decloaked` forces specified weapon to be used against uncloaked naval targets. Useful if your naval unit has one weapon only for underwater and another weapon for surface targets.
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-`ForceWeapon.Naval.Decloaked` forces specified weapon to be used against uncloaked `Naval=yes` targets. Useful if your naval unit has one weapon only for underwater and another weapon for surface targets.
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-`ForceWeapon.Cloaked` forces specified weapon to be used against any cloaked targets.
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-`ForceWeapon.Disguised` forces specified weapon to be used against any disguised targets.
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-`ForceWeapon.UnderEMP` forces specified weapon to be used if the target is under EMP effect.
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-`ForceWeapon.InRange` forces specified a list of weapons to be used once the target is within their `Range`. If `ForceWeapon.InRange.TechnoOnly` set to true, it'll only be forced on TechnoTypes like other forced weapons, otherwise it'll also be forced when attacking empty grounds. The first weapon in the listed order satisfied will be selected. Can be applied to both ground and air target if `ForceAAWeapon.InRange` is not set.
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-`ForceAAWeapon.InRange` does the same thing but only for air target. Taking priority to `ForceWeapon.InRange`, which means that it can only be applied to ground target when they're both set.
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-`Force(AA)Weapon.InRange.Overrides` overrides the range when decides which weapon to use. Value from position matching the position from `Force(AA)Weapon.InRange` is used if found, or the weapon's own `Range` if not found or set to a value below 0.
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- If `Force(AA)Weapon.InRange.ApplyRangeModifiers` is set to true, any applicable weapon range modifiers from the firer are applied to the decision range.
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- A series of tags can force specified weapons based on the target's type.
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-`ForceWeapon.Naval.Units` forces specified weapon to be used against `Naval=yes` units. Taking priority to `ForceWeapon.Units`.
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- If `ForceWeapon.Defenses` is enabled, it'll be used if the target is a building with `BuildCat=Combat`. Otherwise it'll follow `ForceWeapon.Buildings`, if enabled.
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-`ForceWeapon.Infantry/Units/Aircraft` can be applied to both ground and air target if `ForceAAWeapon.Infantry/Units/Aircraft` is not set.
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-`ForceAAWeapon.Infantry/Units/Aircraft` do the same things but only for air target. Taking priority to `ForceWeapon.Infantry/Units/Naval.Units/Aircraft`, which means that they can only be applied to ground target when they're both set.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO]; TechnoType
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ForceWeapon.Naval.Decloaked=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
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ForceWeapon.Cloaked=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
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ForceWeapon.Disguised=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
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ForceWeapon.UnderEMP=-1 ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
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ForceWeapon.InRange= ; List of integers. 0 for primary weapon, 1 for secondary weapon, -1 to disable
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ForceWeapon.Naval.Decloaked=-1 ; integer, -1 to disable
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ForceWeapon.Cloaked=-1 ; integer, -1 to disable
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ForceWeapon.Disguised=-1 ; integer, -1 to disable
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ForceWeapon.UnderEMP=-1 ; integer, -1 to disable
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ForceWeapon.InRange= ; List of integers
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ForceWeapon.InRange.Overrides= ; List of floating-point values
ForceWeapon.Naval.Units=-1 ; integer, -1 to disable
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ForceWeapon.Units=-1 ; integer, -1 to disable
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ForceWeapon.Aircraft=-1 ; integer, -1 to disable
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ForceAAWeapon.Infantry=-1 ; integer, -1 to disable
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ForceAAWeapon.Units=-1 ; integer, -1 to disable
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ForceAAWeapon.Aircraft=-1 ; integer, -1 to disable
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```
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```{note}
@@ -1656,6 +1672,26 @@ MindControlLink.VisibleToHouse=all ; Affected House Enumeration (none|owner/s
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MultiMindControl.ReleaseVictim=false ; boolean
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```
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### Multi Weapon
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*Multi Weapon used to release different weapons against different targets in **Zero Boundary** by @[Stormsulfur](https://space.bilibili.com/11638715/lists/5358986)*
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- You can now use `WeaponX` to enable more than 2 weapons for a TechnoType without hardcoded `Gunner=yes`, `IsGattling=yes` or `IsChargeTurret=yes` restriction.
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- Set `MultiWeapon=yes` to enable this feature, be careful not to forget `WeaponCount`.
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-`MultiWeapon.IsSecondary` specifies which weapons will be considered as `Secondary` when selecting weapons or triggering infantry's `SecondaryFire` settings. If not set, `Weapon1` will be considered as `Secondary`.
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-`MultiWeapon.SelectCount` determines the number of weapons that can be selected by default weapon selection logic. Notice that higher number is bad for performance.
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- If the number is smaller than the total amount of weapons, the ones with smaller indices will be picked.
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- Other weapons can still be used for logic that specify a weapon index, such as [ForceWeapon](#forcing-specific-weapon-against-certain-targets).
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO]; TechnoType
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MultiWeapon=false ; boolean
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MultiWeapon.IsSecondary= ; List of integers
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MultiWeapon.SelectCount=2 ; integer
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```
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### No Manual Move
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- You can now specify whether a TechnoType is unable to receive move command.
- Now you can use and customize select box for infantry, vehicle and aircraft. No select box for buildings in default case, but you still can specific for some building if you want.
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-`Frames` can be used to list frames of `Shape` file that'll be drawn as a select box when the TechnoType's health is at or below full health/the percentage defined in `[AudioVisual] -> ConditionYellow/ConditionRed`, respectively.
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- If `Grounded` set to true, the select box will be drawn on the ground below the TechnoType.
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- Select box's translucency setting can be adjusted via `Translucency`.
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-`VisibleToHouses` and `VisibleToHouses.Observer` can limit visibility to specific players.
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-`DrawAboveTechno` specific whether the select box will be drawn before drawing the TechnoType. If set to false, the select box can be obscured by the TechnoType, and the draw location will ignore `PixelSelectionBracketDelta`.
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- You can now use `GroundShape` to specific a image which always draw on ground, it will only draw when techno is in air if set `Ground.AlwaysDraw=false`, this also affect on `GroundLine`.
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- If `GroundLine=true` , the game will draw a line from techno's position to its vertical projection, `GroundLine.Dashed=true` means the projection line is a dashed line.
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In `rulesmd.ini`:
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```ini
@@ -304,12 +308,21 @@ DefaultUnitSelectBox= ; Select box for vehicle and aircraft
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Shape=select.shp ; filename with .shp extension
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Palette=palette.pal ; filename with .pal extension
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Frames= ; List of integer, default 1,1,1 for infantry, 0,0,0 for vehicle and aircraft
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Grounded=false ; boolean
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Offset=0,0 ; integers - horizontal, vertical
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Translucency=0 ; translucency level (0/25/50/75)
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VisibleToHouses=all ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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VisibleToHouses.Observer=true ; boolean
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DrawAboveTechno=true ; boolean
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GroundShape= ; filename with .shp extension
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GroundPalette=palette.pal ; filename with .pal extension
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GroundFrames= ; List of integer, default 1,1,1 for infantry, 0,0,0 for vehicle and aircraft
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