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- Introduced alternate code paths for odd-sized foundations in relevant
places to allow odd-sized tank bunkers f.ex 3x3 ones.
- The logic to make vehicles enter center of building on even-sized
foundation hinges on function (`Force_Track()`) not implemented on all
locomotors and does not behave in visually consistent manner on
odd-sized foundations. Conversely the simpler approach with discrete
center cells present cannot be used with even-sized foundations.
- Non-Drive locomotors should hypothetically work better with the
discrete center cell approach but since there's no guarantee of parity I
have elected to not lift the hardcoded locomotor restrictions.
- Added customization for the logic update delay that can be used to
make tank bunkers more responsive on unit attempting to enter.
- Documentation with prior changes to tank bunker logic was consolidated
under single header since there's not a large amount of changes.
-------------------------------------
### Tank Bunker improvements
- `Bunker=true` and associated logic should now work more reliably on
odd-sized foundations. It still expects size on both X and Y axis to be
equal e.g `2x2` or `3x3` and will not behave correctly otherwise.
- It is now possible to change the tank bunker logic update delay by
setting `BunkerStateUpdateDelay`. Defaults to `[General]` ->
`BunkerStateUpdateDelay`. Lowering the value from the default value of
15 will make units trying to bunker up spend less time waiting.
In `rulesmd.ini`:
```ini
[General]
BunkerStateUpdateDelay=15 ; integer, game frames
[SOMEBUILDING] ; BuildingType
BunkerStateUpdateDelay= ; integer, game frames
```
The prism towers' fire is hardcoded to be delayed. Their fire will ignore this flag, just as they ignore `IsAnimDelayedFire`.
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```
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### Tank Bunker improvements
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-`Bunker=true` and associated logic should now work more reliably on odd-sized foundations. It still expects size on both X and Y axis to be equal e.g `2x2` or `3x3` and will not behave correctly otherwise.
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- It is now possible to change the tank bunker logic update delay by setting `BunkerStateUpdateDelay`. Defaults to `[General]` -> `BunkerStateUpdateDelay`. Lowering the value from the default value of 15 will make units trying to bunker up spend less time waiting.
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- Setting `BunkerableAnyway=true` on a vehicle will bypass several otherwise hardcoded checks that would otherwise prevent it from being bunkerable - namely that it needs to have a turret, weapon and `SpeedType` other than `Hover`. It will still require `Bunkerable=true` and the vehicle to not be parasitized to allow bunkering.
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In `rulesmd.ini`:
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```ini
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[General]
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BunkerStateUpdateDelay=15 ; integer, game frames
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[SOMEBUILDING]; BuildingType
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BunkerStateUpdateDelay= ; integer, game frames
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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 the bunkerable checks doesn't mean that vehicles and tank bunkers will interact correctly - actual bunkerability is mainly determined by `Locomotor`. Details about locomotors' bunkerability can be found on [ModEnc](https://modenc.renegadeprojects.com/Bunkerable).
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```
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### Unit repair customization
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- It is now possible to customize the repairing of units by `UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings.
- 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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### Custom Unit Crate Reroll Chance
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- It is possible to influence weighting of units given from crates (`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the chance that if this type of unit is rolled, it will reroll again for another type of unit.
- [Allow infantry to perform type conversion when deploying and undeploying](New-or-Enhanced-Logics.md#allow-infantry-to-perform-type-conversion-when-deploying-and-undeploying) (by Noble_Fish)
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- Add `ClampToScreen` tag for `BannerType` (defaults to `true`) to control whether banner position is clamped to the visible area (by Chang_zhi)
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