GameData - Andreas-W/GeneralsGameCode_Modding GitHub Wiki
All units now move with the same speed in all directions. In vanilla ZH, diagonal movement was faster.
Vanilla behavior can be restored with this parameter:
-
UseVanillaDiagonalMoveSpeed = Yes
- (Default = No)
Colors for tint effects (E.g. frenzy) can be defined here. You can define multiple entries for different types.
TintStatus = <TintStatusType> <Tint Color> <Tint Color (Infantry)> <Fade in Frames> <Fade out Frames>
Example:
TintStatus = SHIELDED R:-0.1 G:-0.2 B:-0.2 R:-0.1 G:-0.2 B:-0.2 30 30
Notes:
- Colors are defined separately for Infantry. Due to different shading it might be needed to finetune values for infantry.
- Color are defined as decimal number (ranging from -1.0 to 1.0). Values > 1 will brighten the color, values < 1 will darken it.
- Fade in/out frames define how long transition takes when applying or removing a color tint.
You can find a list of TintStatus types here.
These parameters configure behavior of CHRONO_GUN damage type, designed to replicate RA2 Chrono Legionnaire logic.
Tint Colors:
-
TintStatus = DISABLED_CHRONO R:-0.5 G:-0.5 B:2.0 R:-0.5 G:-0.5 B:2.0 10 10
; Used when a target is currently being disabled/removed -
TintStatus = GAINING_CHRONO_DAMAGE R:0.5 G:0.5 B:1.5 R:0.5 G:0.5 B:1.5 30 60
; Used when a target is starting to get disabled/removed -
ChronoDamageDisableThreshold = 10%
; CHRONO_GUN damage must reach this threshold of the unit's maxHP to disable it -
ChronoDamageHealRate = 500
; Interval (in ms) in which units recover from CHRONO_DAMAGE after not getting damaged -
ChronoDamageHealAmountPercent = 10%
; "Chrono Health" in percent recovered per interval -
ChronoDamageOpacityStart = 75%
; Visual opacity of the unit when it starts to be disabled by CHRONO_GUN damage -
ChronoDamageOpacityEnd = 25%
; Visual opacity when the unit reaches critical CHRONO_GUN damage -
ChronoDamageParticleSystemLarge = ChronoSparksLarge
; ParticleSystem applied to STRUCTURES. (BOX volume scales to unit geometry) -
ChronoDamageParticleSystemMedium = ChronoSparksMedium
; ParticleSystem applied to everyting else. (BOX volume scales to unit geometry) -
ChronoDamageParticleSystemSmall = ChronoSparksSmall
; ParticleSystem applied to INFANTRY. (BOX volume scales to unit geometry)
Example:
DefaultExcludedDeathTypes = CHRONO
This means the listed death types will be excluded from any Death module that uses "ALL -XXX" notation. It can be explicitly added by using "+" notation, e.g. "ALL +CHRONO". This can be used to define global exceptions without having to edit every existing death module.
The following new entries in MiscAudio.ini are available
*ChronoDisabledSoundAmbient = <AudioEvent>
- (looping) audio to play when an object is being removed/disabled by a CHRONO_GUN