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- Show passenger cameo icons (SHP/PCX) and counts above vehicles when selected
- Toggle via hotkey Toggle Unit Passengers with CSF-configurable messages
- Two modes: Permanent (ShowUnitPassengers=true) and Toggleable (ShowUnitPassengers.Toggleable=true)
- Icons use CAMEO_PAL/SHP, with PCX cameo fallback, arranged bottom-to-top with fixed bottom boundary
New INI tags:
[AudioVisual] ShowUnitPassengers, ShowUnitPassengers.Toggleable
[TechnoType] ShowPassengers, ShowPassengers.PerRow, ShowPassengers.BottomOffset
Copy file name to clipboardExpand all lines: CREDITS.md
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@@ -53,6 +53,7 @@ This page lists all the individual contributions to the project by their author.
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- Ported XNA CnCNet Client MP save handling
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- Retint fix toggle
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- Voxel drawing invisible sections skip
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- Animatable template
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-**Uranusian (Thrifinesma)**:
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- Mind Control enhancement
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- Custom warhead splash list
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- Customizing effect of level lighting on air units
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- Reimplemented `Airburst` & `Splits` logic with more customization options
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- Buildings considered as destroyable pathfinding obstacles
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- Animation transparency customization settings
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- Animation visibility customization settings
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- Light effect customizations
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- Building unit repair customizations
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- Frame CRC generation rewrite
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- Laser drawing Z-adjust customization
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- Armed building guard mission retry delay customization
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- Animation theater/tile palette toggle
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- Building turret idle/firing/low power animations
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- Animation theater/tile palette toggle
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- Animatable template
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- Tank Bunker improvements
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-**Morton (MortonPL)**:
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-`XDrawOffset` for animations
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- Shield passthrough & absorption
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- Fix the bug where passengers, when their transport unit is removed, would cause incorrect `LimboTracker` counts due to either having their destructor called directly (bypassing `UnInit`) or nested `UnInit` calls resetting the deletion flag too early, thereby breaking auto-death and superweapon auxiliary techno checks
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- Allow `Temporal` warhead to apply ratio and bonus
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- Fix the bug that techno will get stuck if change owner in tunnel
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- Fix the bug that the vanilla `SecondSpawnOffset` no longer takes effect
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-**Apollo** - Translucent SHP drawing patches
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-**ststl**:
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- Customizable `ShowTimer` priority of superweapons
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- Allow the aircraft to enter area guard mission and not crash immediately without any airport
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- Allow merging AOE damage to buildings into one
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- Fix the bug that `DeploysInto` and `UndeploysInto` will make damaged techno lose 1 health
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-**Noble Fish**:
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- Documentation maintenance
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- Chinese documentation maintenance and translation
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- Established Community Chinese docs
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- Took over and completely rewrite the Official Chinese docs during Build#46
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- Fix frame by frame hotkey description to read `TXT_FRAME_BY_FRAME_DESC` instead of `TXT_DISPLAY_DAMAGE_DESC`
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- Remove the hardcoded wall interaction of NoSecondaryWeaponFallback that was erroneously introduced by Phobos
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- Fix a read bug when setting the SHP file name in INI
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- Unify the messy tag names such as `xxx.(AffectHouse/AffectsHouses/AffectedHouse)` and improve tag names like `AutoFire`
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- Add compatibility for deprecated tag names and output warnings to avoid breaking the normal operation of existing Mods
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- Fix the bug where warhead flags are read twice
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- Fix an issue where shadow matrix scaling was incorrectly applied to `TurretOffset` causing turret shadow misplacement
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- Extend the Harvester counter color definition and standardize the variable names
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- Fix a bug where a unit's turrets would also get locked when the unit became deactivated for reasons other than being under EMP
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- Wall overlay unit sell exploit fix
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- Allows defining whether passengers of an OpenTopped transport unit can fire when it is affected by a locomotor warhead
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- Customize `HarvesterLoadRate`
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- Fix the bug where the `.SubjectToGround` of the Trajectory type did not consider bridges
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- Customize `HarvesterDumpRate`
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- Allow users to define the time interval of `DisplayIncome`
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- Electric bolt Z-adjust
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- Allow disabling the processing of the Z-depth of EBolt drawn by BuildingType being clamped to non-positive numbers
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- Add the `Bolt.ZAdjust` setting item to the LaserTrailType with `DrawType=ebolt`
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- Fix the bug where `WeaponRange.AllowWeapons` and `WeaponRange.DisallowWeapons` only support weapons listed in the `[WeaponTypes]` list
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- Fix a bug where stationary vehicles would also block movement caused by external factors
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- Fix the Phobos bug where visual effect drawing does not respect `[BuildingType] -> TargetCoordOffset`
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- Allow *Harvester counter* to display only the total number or the number currently working
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- Allow users to customize whether the movement state check depends on the destination for the `DiscardOn=move` condition of AE to support more usage scenarios
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- Restore the original Tiberian Sun behavior of playing the `[AudioVisual] -> DeploySound=` sound effect when clicking the sidebar to execute `Deploy`
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- Allow `RemoveMindControl` and `MindControl.Permanent` warheads to mute `MindClearedSound`
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- Introduce weight selection rules for ExtraWarheads
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- Add action `512 Set Follower for Associated Unit...`
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- Dehardcode of parasites unlimboing after killing naval targets
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- Allow warhead to only affect invoker
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- Allow customizing whether the creation of shrapnel weapon is controlled by the new target check on the warhead of the parent weapon
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- Customize `Tiled` drawing interval and centering
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- Customize whether technos with `Locomotor=Fly` wobble
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- Customize the landing animation of technos that have `Locomotor=Fly`
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- Allow infantry to use `Convert.Deploy` without requiring `IsSimpleDeployer=true`
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-**Ollerus**:
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- Build limit group enhancement
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- Customizable rocker amplitude
@@ -757,6 +801,7 @@ This page lists all the individual contributions to the project by their author.
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- Allow disable an over-optimization in targeting
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- Extra threat
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- Fix the incorrect mission switching in infantry EnterIdleMode
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- Customizable Berzerk mission
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- Fix the issue that `BombSight` not being updated correctly in techno conversion
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- Fix BalloonHover incorrectly considering ground factors when pathfinding
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- Technos with Walk locomotor spawn wake like ship
@@ -795,7 +840,6 @@ This page lists all the individual contributions to the project by their author.
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-**E1 Elite** - TileSet 255 and above bridge repair fix
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-**AutoGavy** - interceptor logic, Warhead critical hit logic
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-**Chasheen (Chasheenburg)** - CN docs help for Build#24
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-**Noble Fish** - some minor improvements and fixes, established Community Chinese docs, took over and completely rewrite the Official Chinese docs during Build#46, Dehardcode of parasites unlimboing after killing naval targets
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-**tomsons26** - all-around help, assistance and guidance in reverse-engineering, YR binary mappings
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-**CCHyper** - all-around help, current project logo, assistance and guidance in reverse-engineering, YR binary mappings, custom locomotors example implementation
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-**AlexB** - Original FlyingStrings implementation
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- Multiplayer gamespeed fix for RealTimeTimers
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- Revert Ares patch to allow OpenTopped transport customization
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- Fix for units with Fly, Jumpjet or Rocket locomotors crashing off-map not being cleaned up
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-**Chang_zhi**:
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- Interop export interface for accessing scenario local/global variables
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- Add `ClampToScreen` tag for `BannerType` to control whether banner position is clamped to the visible area
Copy file name to clipboardExpand all lines: docs/AI-Scripting-and-Mapping.md
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@@ -26,13 +26,14 @@ This page describes all AI scripting and mapping related additions and changes i
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-`alivecount`: taking the amount of players that's not defeated at the moment into account, including itself.
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-`aliveallies`: taking the amount of allied players that's not defeated at the moment into account, excluding itself.
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-`aliveenemies`: taking the amount of hostile players that's not defeated at the moment into account.
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-`none`: dynamic team delay will be disabled regardless of the settings of `TeamDelays.CountN`.
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-`TeamDelays.CountN` control the team delay when the amount of players meets the above conditions, where `N` stands for an integer between 1-8. Consisted by 3 integers that represent each difficulty.
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- If a dynamic team delay is not set for this player amount, or the set value isn't greater than 0, it'll default to `[General] -> TeamDelays`.
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In `rulesmd.ini`:
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```ini
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[General]
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TeamDelays.DynamicType=startingpoint ; Dynamic Team Delay Type Enumeration (startingpoint|playercount|allies/ally|enemies/enemy|alivecount|aliveallies/alliveally|aliveenemies|aliveenemy)
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TeamDelays.DynamicType=startingpoint ; Dynamic Team Delay Type Enumeration (startingpoint|playercount|allies/ally|enemies/enemy|alivecount|aliveallies/alliveally|aliveenemies/aliveenemy|none)
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TeamDelays.CountN= ; List of 3 integers indicating AI's TeamDelays in Difficult / Normal / Easy game diffculty.
- Set the `TeamDelays` value of the trigger's house.
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- If this value is less than 0, then use the value of `[General] -> TeamDelays`, or dynamic team delay if set and in skirmish.
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- If this value is less than 0, then use the value of `[General] -> TeamDelays`, or [dynamic team delay](AI-Scripting-and-Mapping.md#dynamic-team-delays) if set and in skirmish.
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In `mycampaign.map`:
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```ini
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-`Duration` determines how long the banner will be displayed. Negative values mean the banner can always be displayed until being deleted. The banner itself won't be deleted when it's not displaying.
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-`Delay` determines when the banner will be displayed again after it stops displaying by a positive `Duration`. Neagtive values mean it can't be displayed again.
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- If an `SHP` banner displays again after the delay, it'll start from the frame when it's stopped last time. This can also be changed to its first frame if `SHP.RefreshAfterDelay` set to true.
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-`ClampToScreen` controls whether the banner is clamped to stay within the visible area. When disabled, a PCX banner exceeding the top screen edge may crash the game.
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