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move two feature to the correct position
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docs/New-or-Enhanced-Logics.md

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@@ -1355,6 +1355,30 @@ Spawner.RecycleOnTurret=false ; boolean
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If you set recycle FLH, it is best to set a recycle range of at least `0.5` at the same time. Otherwise, the spawner may not recycle correctly.
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```
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### Automatic conversion based on ammo
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- Units can now be converted into another unit by ammo count.
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- `Ammo.AutoConvertMinimumAmount` determines the minimal number of ammo at which a unit converts automatically after the ammo update.
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- `Ammo.AutoConvertMaximumAmount` determines the maximum number of ammo at which a unit converts automatically after the ammo update.
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- `Ammo.AutoConvertType` specify the new techno after the conversion. This unit must be of the same type of the original (infantry -> infantry, vehicle -> vehicle or aircraft -> aircraft).
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- Setting a negative number will disable the ammo count check, and when both checks are disabled, conversion will not occur.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO] ; TechnoType, before conversion
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Ammo.AutoConvertMinimumAmount=-1 ; integer
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Ammo.AutoConvertMaximumAmount=-1 ; integer
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Ammo.AutoConvertType= ; TechnoType, after conversion
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```
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```{warning}
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This feature has the same limitations as [Ares' Type Conversion](https://ares-developers.github.io/Ares-docs/new/typeconversion.html). This feature does not support BuildingTypes.
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```
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```{warning}
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This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is not detected, not all properties of a unit may be updated.
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```
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### Automatic passenger deletion
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- Transports can erase passengers over time. Passengers are deleted in order of entering the transport, from first to last.
@@ -1506,6 +1530,23 @@ Spawns.Queue= ; List of AircraftTypes, in order
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Note that all spawnees in a queue should have `MissileSpawn` set to the same value (all to true or false). Mixing them will make missile spawnees can't hit their targets.
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```
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### Customize Ares's radar jam logic
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- It is now possible to customize some properties of Ares's radar jam logic.
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- `RadarJamHouses` determines which houses will be affected by the jam.
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- `RadarJamDelay` determines the interval of the jam, default to 30 frames like Ares did. Shorter interval means the jam will be applied more timely, but worse for performance.
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- `RadarJamAffect` determines a list of buildings with `Radar=yes` or `SpySat=yes` that could be affected by the jam. If it's empty, all radar buildings will be affected.
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- `RadarJamIgnore` determines a list of buildings with `Radar=yes` or `SpySat=yes` that couldn't be affected by the jam.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO] ; TechnoType, with RadarJamRadius=
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RadarJamHouses=enemies ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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RadarJamDelay=30 ; integer
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RadarJamAffect= ; List of BuildingTypes
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RadarJamIgnore= ; List of BuildingTypes
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```
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### Customize EVA voice and `SellSound` when selling units
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- When a building or a unit is sold, a sell sound as well as an EVA is played to the owner. These configurations have been deglobalized.
@@ -2037,47 +2078,6 @@ WarpInWeapon.UseDistanceAsDamage=false ; boolean
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WarpOutWeapon= ; WeaponType
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```
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### Customize Ares's radar jam logic
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- It is now possible to customize some properties of Ares's radar jam logic.
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- `RadarJamHouses` determines which houses will be affected by the jam.
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- `RadarJamDelay` determines the interval of the jam, default to 30 frames like Ares did. Shorter interval means the jam will be applied more timely, but worse for performance.
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- `RadarJamAffect` determines a list of buildings with `Radar=yes` or `SpySat=yes` that could be affected by the jam. If it's empty, all radar buildings will be affected.
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- `RadarJamIgnore` determines a list of buildings with `Radar=yes` or `SpySat=yes` that couldn't be affected by the jam.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO] ; TechnoType, with RadarJamRadius=
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RadarJamHouses=enemies ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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RadarJamDelay=30 ; integer
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RadarJamAffect= ; List of BuildingTypes
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RadarJamIgnore= ; List of BuildingTypes
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```
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### Automatic conversion based on ammo
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- Units can now be converted into another unit by ammo count.
2060-
- `Ammo.AutoConvertMinimumAmount` determines the minimal number of ammo at which a unit converts automatically after the ammo update.
2061-
- `Ammo.AutoConvertMaximumAmount` determines the maximum number of ammo at which a unit converts automatically after the ammo update.
2062-
- `Ammo.AutoConvertType` specify the new techno after the conversion. This unit must be of the same type of the original (infantry -> infantry, vehicle -> vehicle or aircraft -> aircraft).
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- Setting a negative number will disable the ammo count check, and when both checks are disabled, conversion will not occur.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO] ; TechnoType, before conversion
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Ammo.AutoConvertMinimumAmount=-1 ; integer
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Ammo.AutoConvertMaximumAmount=-1 ; integer
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Ammo.AutoConvertType= ; TechnoType, after conversion
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```
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```{warning}
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This feature has the same limitations as [Ares' Type Conversion](https://ares-developers.github.io/Ares-docs/new/typeconversion.html). This feature does not support BuildingTypes.
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```
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```{warning}
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This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is not detected, not all properties of a unit may be updated.
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```
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## Terrain
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### Destroy animation & sound

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