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4 changes: 2 additions & 2 deletions bugfixes/type2/missilespawnbuildings.rst
Original file line number Diff line number Diff line change
Expand Up @@ -5,9 +5,9 @@
=======================================

Buildings were able to use :tag:`Spawns` logic only as long as the spawned
:type:`AircraftType` had :tag:`MissileSpawn=no` set, thus could only spawn
:type:`AircraftType` was not listed in :tag:`V3RocketType` or :tag:`DMislType` or :tag:`CMislType`, thus could only spawn
aircraft like the Destroyer and the Aircraft Carrier. If a building were to
spawn a missile, the game would crash. :game:`Ares` fixed the missile handling
and thus :tag:`MissileSpawn=yes` no longer crashes the game.
and thus it no longer crashes the game.

.. versionadded:: 1.0
6 changes: 3 additions & 3 deletions extras/MouseCursors.txt
Original file line number Diff line number Diff line change
Expand Up @@ -29,8 +29,8 @@ NoDeploy=119,1,0,-1,-1,Center,Middle
Sell=129,10,4,-1,-1,Center,Middle
SellUnit=139,10,4,-1,-1,Center,Middle
NoSell=149,1,0,-1,-1,Center,Middle
Repair=150,20,4,-1,-1,Center,Middle
EngineerRepair=170,20,4,-1,-1,Center,Middle
EngineerRepair=150,20,4,-1,-1,Center,Middle
Repair=170,20,4,-1,-1,Center,Middle
NoRepair=190,1,0,-1,-1,Center,Middle
Disguise=199,5,0,-1,-1,Center,Middle
IvanBomb=204,5,4,-1,-1,Center,Middle
Expand Down Expand Up @@ -75,5 +75,5 @@ NoTogglePower=384,1,0,-1,-1,Center,Middle
InfantryHeal=355,1,0,-1,-1,Center,Middle
UnitRepair=150,20,4,-1,-1,Center,Middle
TakeVehicle=89,10,4,100,10,Center,Middle
Sabotage=89,10,4,100,10,Center,Middle
Sabotage=309,10,4,309,10,Center,Middle
RepairTrench=150,20,4,-1,-1,Center,Middle
2 changes: 1 addition & 1 deletion new/buildings/prismforwarding.rst
Original file line number Diff line number Diff line change
Expand Up @@ -224,7 +224,7 @@ provided example at the end of the following flag list instead.
:tag:`LaserInnerColor`, :tag:`LaserOuterColor`, :tag:`LaserOuterSpread` and
:tag:`LaserThickness`) are also respected. If no support weapon is specified
then the traditional support laser will be drawn (:tag:`IsLaser=yes`,
:tag:`LaserDuration=[General]PrismSupportDuration`, :tag:`IsHouseColor=yes`,
:tag:`LaserDuration=`:tag:`[General]PrismSupportDuration`, :tag:`IsHouseColor=yes`,
:tag:`LaserThickness=3`).
:tagdef:`[PrismForwarding.SupportWeapon]IsElectricBolt=boolean`
Specifies whether or not an electric bolt should be drawn when supporting
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2 changes: 1 addition & 1 deletion new/buildings/trivialstructuredamage.rst
Original file line number Diff line number Diff line change
Expand Up @@ -7,7 +7,7 @@ When a house is suffering low power, buildings can be made to degrade just like
in the earlier games like :game:`Tiberian Dawn` and :game:`Red Alert`. The
buildings lose health while they are unpowered, defined by an amount and an
interval, down to a minimum health. The damage is always dealt by
:tag:`[General]C4Warhead`.
:tag:`[CombatDamage]C4Warhead`.

In the earlier games, only buildings consuming power degraded one hitpoint per
interval until reaching yellow health.
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12 changes: 6 additions & 6 deletions new/crashableaircraft.rst
Original file line number Diff line number Diff line change
Expand Up @@ -24,14 +24,14 @@ adds support for :tag:`Crashable=no` and aircraft.
Spinning
--------

Aircraft that is going to crash starts to spin uncontrollably. For larger planes
this can look silly and :game:`Ares` adds an option for this to turn it off.
Units that have :tag:`Locomotor=Jumpjet` and are going to crash start to spin uncontrollably.
For larger planes this can look silly and :game:`Ares` adds an option for this to turn it off.

:tagdef:`[AircraftType]CrashSpin=boolean`
Whether the aircraft should spin when crashing, opposed to gliding down to the
:tagdef:`[TechnoType]CrashSpin=boolean`
Whether the unit should spin when crashing, opposed to gliding down to the
ground. Defaults to :value:`yes`.

.. note:: This setting only works for aircraft. :tag:`JumpJet=yes`
\ :type:`VehicleType`\ s do not support it.
.. note:: This setting only works for units with :tag:`Locomotor=Fly`.
\ Units using :tag:`Locomotor=Jumpjet` do not support it.

.. versionadded:: 0.6
2 changes: 1 addition & 1 deletion new/crushdamage.rst
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,6 @@ comes at a customizable cost.

:tagdef:`[TechnoType]CrushDamage.Warhead=Warhead`
The warhead used to deal crush damage when this unit is crushed. Defaults to
:tag:`[General]C4Warhead`.
:tag:`[CombatDamage]C4Warhead`.

.. versionadded:: 0.A
2 changes: 1 addition & 1 deletion new/deploydir.rst
Original file line number Diff line number Diff line change
Expand Up @@ -14,6 +14,6 @@ having a :tag:`DeployingAnim` do not turn needlessly.
:tagdef:`[TechnoType]DeployDir=integer - facing`
The direction a unit will face when deploying. Valid values range from
:value:`0` for north to :value:`7` for north west. Defaults to
:tag:`[General]DeployDir`.
:tag:`[AudioVisual]DeployDir`.

.. versionadded:: 2.0
2 changes: 1 addition & 1 deletion new/prerequisites.rst
Original file line number Diff line number Diff line change
Expand Up @@ -172,7 +172,7 @@ For example:

[TechnoType]
...
Prerequisites=NAVALYARD
Prerequisite=NAVALYARD
...


Expand Down
2 changes: 1 addition & 1 deletion new/saboteur.rst
Original file line number Diff line number Diff line change
Expand Up @@ -29,7 +29,7 @@ customizable :doc:`Mouse Cursor </new/mousecursors>`.
:tag:`TechLevel=-1` :tag:`CanBeOccupied=yes` buildings, to :value:`no`
otherwise.

.. note: By default, unbuildable occupiable structures cannot be sabotaged.
.. note:: By default, unbuildable occupiable structures cannot be sabotaged.
This prevents saboteurs from blowing up civilian structures when selected in
a group with occupiers. This default value might change in the future.

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20 changes: 18 additions & 2 deletions new/sidescountries/uiside.rst
Original file line number Diff line number Diff line change
Expand Up @@ -12,8 +12,24 @@ Sidebar
The MIX file number to use for the sidebar (e.g. :value:`1` for the Allied
sidec01.mix, :value:`2` for the Soviet sidec02.mix).
:tagdef:`[Side]Sidebar.YuriFileNames=boolean`
Whether or not to use the Yuri sidebar file names (sidec02md.mix and the
Yuri-specific files within that MIX).
Whether or not to use the Yuri sidebar file names (file naming rule similar to the original Yuri's :file:`sidec02md.mix`).

.. note:: This feature primarily serves independent palettes. You could also place :file:`radary.shp` directly into :file:`sidec0#.mix` without creating an additional :file:`sidec0#md.mix`.

File Name Comparison Table
`````````````````````````````
.. table::

================================ ================================================================== ================================================
File Purpose Original Naming Rule Yuri-style Naming Rule
================================ ================================================================== ================================================
:value:`Radar Animation` :file:`radar.shp` :file:`radar`:value:`y`:file:`.shp`
:value:`Radar Palette` :file:`sidebar.pal` (Many other files also share this palette) :value:`radaryuri.pal`
:value:`Background - Large` :file:`bkgdlg.shp` :file:`bkgdlg`:value:`y`:file:`.shp`
:value:`Background - Medium` :file:`bkgdmd.shp` :file:`bkgdmd`:value:`y`:file:`.shp`
:value:`Background - Small` :file:`bkgdsm.shp` :file:`bkgdsm`:value:`y`:file:`.shp`
:value:`Background Palette` :file:`uibkgd.pal` :file:`uibkgd`:value:`y`:file:`.pal`
================================ ================================================================== ================================================

.. versionadded:: 0.1

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2 changes: 1 addition & 1 deletion new/superweapons/types/empulse.rst
Original file line number Diff line number Diff line change
Expand Up @@ -42,7 +42,7 @@ EMPulse specific tags:

:tagdef:`[SuperWeapon]EMPulse.Cannons=list of BuildingType`
The building types considered to check the range and to fire. If the list is
empty, all buildings with :tag:`EMPulseCannon=yes` are considered. All
empty, all buildings to which the super weapon is attached are considered. All
buildings are required to have a primary weapon. Defaults to :value:`none`.

:tagdef:`[SuperWeapon]EMPulse.TargetSelf=boolean`
Expand Down
2 changes: 1 addition & 1 deletion new/superweapons/types/lightningstorm.rst
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,7 @@ Lightning Storm specific tags:
indefinite duration. Defaults to :tag:`[General]LightningStormDuration`.
:tagdef:`[SuperWeapon]Lightning.RadarOutage=integer - frames`
The number of frames radars are jammed for players defined by
:tag:`SW.AffectsHouse`. Defaults to :tag:`[General]LightningStormDuration`.
:tag:`Lightning.RadarOutageAffects`. Defaults to :tag:`[General]LightningStormDuration`.
:tagdef:`[SuperWeapon]Lightning.RadarOutageAffects=enumeration`
Specifies the houses affected by radar outage. Defaults to :value:`enemies`.
:tagdef:`[SuperWeapon]Lightning.HitDelay=integer - frames`
Expand Down
2 changes: 1 addition & 1 deletion new/superweapons/types/multimissile.rst
Original file line number Diff line number Diff line change
Expand Up @@ -48,7 +48,7 @@ Other changes:
Use :tag:`WeaponType` to control the properties of the upward flying animation
(especially its :tag:`Projectile`). :game:`Ares` respects the :tag:`WeaponType`
for every nuke, it will not use the :tag:`WeaponType` of the first superweapon
with :tag:`Type=Nuke` like :game:`Yuri's Revenge` did. Also mind to set
with :tag:`Type=MultiMissile` like :game:`Yuri's Revenge` did. Also mind to set
:tag:`NukeMaker=yes` on the :tag:`WeaponType`, otherwise the nuke will not come
down again.

Expand Down
2 changes: 1 addition & 1 deletion new/tiberium/chainreactions.rst
Original file line number Diff line number Diff line change
Expand Up @@ -43,7 +43,7 @@ Customizable Settings
:tagdef:`[Tiberium]ExplosionWarhead=warhead`
The warhead used to deliver the damage of the chain reaction effect, as well
as the damage of the Tiberium Explosion effect. Defaults to
:tag:`[General]C4Warhead`.
:tag:`[CombatDamage]C4Warhead`.

.. note:: \ :game:`Tiberian Sun`'s :tag:`C4Warhead` was :value:`HE`, which had
\ :tag:`Spread` set. :game:`Red Alert 2` uses :value:`Super`, which does
Expand Down
2 changes: 1 addition & 1 deletion new/weapons/electricbolts.rst
Original file line number Diff line number Diff line change
Expand Up @@ -8,7 +8,7 @@ Bolt Coloring

The default colors for electric bolts are taken from the theater palette. The
third is always the color at index 15, while both others use the color at index
10 (or 5, if :tagdef:`IsAlternateColor=yes`).
10 (or 5, if :tag:`[Weapon]IsAlternateColor=yes`).

:tagdef:`[Weapon]Bolt.Color1=R,G,B`

Expand Down
2 changes: 1 addition & 1 deletion restored/firestormwall.rst
Original file line number Diff line number Diff line change
Expand Up @@ -46,7 +46,7 @@ Global Settings

:tagdef:`[CombatDamage]FirestormWarhead=Warhead`
The warhead used by active Firestorm Walls to destroy objects. Cannot be
:value:`none`. Defaults to :tag:`[General]C4Warhead`.
:value:`none`. Defaults to :tag:`[CombatDamage]C4Warhead`.

:tagdef:`[General]DamageToFirestormDamageCoefficient=double - multiplier`
The multiplier for the damage dealt to active Firestorm Walls to convert
Expand Down