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New / Enhanced Logics

This page describes all the engine features that are either new and introduced by Phobos or significantly extended or expanded.

New types / ingame entities

Shields

image
Buildings, Infantries and Vehicles with Shield in Fantasy ADVENTURE

In rulesmd.ini:

[AudioVisual]
Pips.Shield=-1,-1,-1           ; int, frames of pips.shp for Green, Yellow, Red
Pips.Shield.Building=-1,-1,-1  ; int, frames of pips.shp for Green, Yellow, Red

[ShieldTypes]
0=SOMESHIELDTYPE

[SOMESHIELDTYPE]                     ; ShieldType name
Strength=0                           ; integer
InitialStrength=0                    ; integer
Armor=none                           ; ArmorType
Powered=false                        ; boolean
AbsorbOverDamage=false               ; boolean
SelfHealing=0.0                      ; double, percents or absolute
SelfHealing.Rate=0.0                 ; double, ingame minutes
Respawn=0.0                          ; double, percents or absolute
Respawn.Rate=0.0                     ; double, ingame minutes
BracketDelta=0                       ; integer - pixels
IdleAnim=                            ; animation
IdleAnim.OfflineAction=Hides         ; AttachedAnimFlag (None, Hides, Temporal, Paused or PausedTemporal)
IdleAnim.TemporalAction=Hides        ; AttachedAnimFlag (None, Hides, Temporal, Paused or PausedTemporal)
BreakAnim=                           ; animation
HitAnim=                             ; animation
BreakWeapon=                         ; WeaponType
AbsorbPercent=1.0                    ; double, percents
PassPercent=0.0                      ; double, percents
AllowTransfer=                       ; boolean

[SOMETECHNO]                         ; TechnoType
ShieldType=SOMESHIELDTYPE            ; ShieldType; none by default
                                     
[SOMEWARHEAD]                        ; WarheadType
Shield.Penetrate=false               ; boolean
Shield.Break=false                   ; boolean
Shield.BreakAnim=                    ; animation
Shield.HitAnim=                      ; animation
Shield.BreakWeapon=                  ; WeaponType
Shield.AbsorbPercent=                ; double, percents
Shield.PassPercent=                  ; double, percents
Shield.Respawn.Duration=0            ; integer, game frames
Shield.Respawn.Amount=0.0            ; double, percents or absolute
Shield.Respawn.Rate=-1.0             ; double, ingame minutes
Shield.Respawn.ResetTimer=false      ; boolean
Shield.SelfHealing.Duration=0        ; integer, game frames
Shield.SelfHealing.Amount=0.0        ; double, percents or absolute
Shield.SelfHealing.Rate=-1.0         ; double, ingame minutes
Shield.SelfHealing.ResetTimer=false  ; boolean
Shield.AffectTypes=                  ; List of ShieldType names
Shield.AttachTypes=                  ; List of ShieldType names
Shield.RemoveTypes=                  ; List of ShieldType names
Shield.ReplaceOnly=false             ; boolean
Shield.ReplaceNonRespawning=false    ; boolean
Shield.InheritStateOnReplace=false   ; boolean
  • Now you can have a shield for any TechnoType. It serves as a second health pool with independent Armor and Strength values.
    • Negative damage will recover shield, unless shield has been broken. If shield isn't full, all negative damage will be absorbed by shield.
    • When the TechnoType with a unbroken shield, [ShieldType]->Armor will replace [TechnoType]->Armor for game calculation.
    • InitialStrength can be used to set a different initial strength value from maximum.
  • When executing DeploysInto or UndeploysInto, if both of the TechnoTypes have shields, the transformed unit/building would keep relative shield health (in percents), same as with Strength. If one of the TechnoTypes doesn't have shields, it's shield's state on conversion will be preserved until converted back.
    • This also works with Ares' Convert.*.
  • Powered controls whether or not the shield is active when a unit is running low on power or it is affected by EMP.
    • Attention, if TechnoType itself is not Powered, then the shield won't be offline when low power.
  • AbsorbOverDamage controls whether or not the shield absorbs damage dealt beyond shield's current strength when the shield breaks.
  • SelfHealing and Respawn respect the following settings: 0.0 disables the feature, 1%-100% recovers/respawns the shield strength in percentage, other number recovers/respawns the shield strength directly. Specially, SelfHealing with a negative number deducts the shield strength.
    • If you want shield recovers/respawns 1 HP per time, currently you need to set tag value to any number between 1 and 2, like 1.1.
  • SelfHealing.Rate and Respawn.Rate respect the following settings: 0.0 instantly recovers the shield, other values determine the frequency of shield recovers/respawns in ingame minutes.
  • IdleAnim, if set, will be played while the shield is intact. This animation is automatically set to loop indefinitely.
    • Bouncer=yes animations are not supported at the moment.
  • IdleAnim.OfflineAction indicates what happens to the animation when the shield is in a low power state.
  • IdleAnim.TemporalAction indicates what happens to the animation when the shield is attacked by temporal weapons.
  • BreakAnim, if set, will be played when the shield has been broken.
  • HitAnim, if set, will be played when the shield is attacked, similar to WeaponNullifyAnim for Iron Curtain.
  • BreakWeapon, if set, will be fired at the TechnoType once the shield breaks.
  • AbsorbPercent controls the percentage of damage that will be absorbed by the shield. Defaults to 1.0, meaning full damage absorption.
  • PassPercent controls the percentage of damage that will not be absorbed by the shield, and will be dealt to the unit directly even if the shield is active. Defaults to 0.0 - no penetration.
  • AllowTransfer controls whether or not the shield can be transferred if the TechnoType changes (such as (Un)DeploysInto or Ares type conversion). If not set, defaults to true if shield was attached via Shield.AttachTypes, otherwise false.
  • A TechnoType with a shield will show its shield Strength. An empty shield strength bar will be left after destroyed if it is respawnable.
    • Buildings now use the 5th frame of pips.shp to display the shield strength while other units uses the 16th frame by default.
    • Pips.Shield can be used to specify which pip frame should be used as shield strength. If only 1 digit set, then it will always display it, or if 3 digits set, it will respect ConditionYellow and ConditionRed. Pips.Shield.Building is used for BuildingTypes.
    • pipbrd.shp will use its 4th frame to display an infantry's shield strength and the 3th frame for other units if pipbrd.shp has extra 2 frames. And BracketDelta can be used as additional PixelSelectionBracketDelta for shield strength.
  • Warheads have new options that interact with shields.
    • Shield.Penetrate allows the warhead ignore the shield and always deal full damage to the TechnoType itself. It also allows targeting the TechnoType as if shield doesn't exist.
    • Shield.Break allows the warhead to always break shields of TechnoTypes. This is done before damage is dealt.
    • Shield.BreakAnim will be displayed instead of ShieldType BreakAnim if the shield is broken by the Warhead, either through damage or Shield.Break.
    • Shield.HitAnim will be displayed instead of ShieldType HitAnim if set when Warhead hits the shield.
    • Shield.BreakWeapon will be fired instead of ShieldType BreakWeapon if the shield is broken by the Warhead, either through damage or Shield.Break.
    • Shield.AbsorbPercent overrides the AbsorbPercent value set in the ShieldType that is being damaged.
    • Shield.PassPercent overrides the PassPercent value set in the ShieldType that is being damaged.
    • Shield.Respawn.Rate & Shield.Respawn.Amount override ShieldType Respawn.Rate and Respawn.Amount for duration of Shield.Respawn.Duration amount of frames. Negative rate & zero or lower amount default to ShieldType values. If Shield.Respawn.ResetTimer is set, currently running shield respawn timer is reset, otherwise the timer's duration is adjusted to match Shield.Respawn.Rate without restarting the timer. If the effect expires while respawn timer is running, remaining time is adjusted to match ShieldType Respawn.Rate. Re-applying the effect resets the duration to Shield.Respawn.Duration
    • Shield.SelfHealing.Rate & Shield.SelfHealing.Amount override ShieldType SelfHealing.Rate and SelfHealing.Amount for duration of Shield.SelfHealing.Duration amount of frames. Negative rate & zero or lower amount default to ShieldType values. If Shield.SelfHealing.ResetTimer is set, currently running self-healing timer is restarted, otherwise timer's duration 'is adjusted to match Shield.SelfHealing.Rate without restarting the timer. If the effect expires while self-healing timer is running, remaining time is adjusted to match ShieldType SelfHealing.Rate. Re-applying the effect resets the duration to Shield.SelfHealing.Duration.
    • Shield.AffectsTypes allows listing which ShieldTypes can be affected by any of the effects listed above. If none are listed, all ShieldTypes are affected.
    • Shield.AttachTypes & Shield.RemoveTypes allows listing ShieldTypes that are attached or removed, respectively from any targets affected by the warhead (positive Verses values). Normally only first listed ShieldType in Shield.AttachTypes is applied.
      • If Shield.ReplaceOnly is set, shields from Shield.AttachTypes are only applied to affected targets from which shields were simultaneously removed, matching the order listed in Shield.RemoveTypes. If Shield.AttachTypes contains less items than Shield.RemoveTypes, last item from the former is used for any remaining removed shields.
      • If Shield.ReplaceNonRespawning is set, shield from Shield.AttachTypes replaces existing shields that have been broken and cannot respawn on their own.
      • If Shield.InheritStateOnReplace is set, shields replaced via Shield.ReplaceOnly inherit the current strength (relative to ShieldType Strength) of the previous shield and whether or not the shield was currently broken. Self-healing and respawn timers are always reset.

Laser Trails

Laser Trails
Laser trails used in Rise of the East

  • Technos and projectiles can now have colorful trails of different transparency, thickness and color, which are drawn via laser drawing code.
  • Technos and projectiles can have multiple laser trails. For technos each trail can have custom laser trail type and FLH offset relative to turret and body.
Laser trails are very resource intensive! Due to the game not utilizing GPU having a lot of trails can quickly drop the FPS on even good machines. To reduce that effect:
 - don't put too many laser trails on units and projectiles;
 - make sure you set as high `SegmentLength` value as possible without trails being too jagged;
 - try to keep the length of the trail minimal (can be achieved with smaller `FadeDuration` durations).

In artmd.ini:

[LaserTrailTypes]
0=SOMETRAIL

[SOMETRAIL]                 ; LaserTrailType name
IsHouseColor=no             ; boolean
Color=255,0,0               ; integer - Red,Green,Blue
FadeDuration=64             ; integer
Thickness=4                 ; integer
SegmentLength=128           ; integer, minimal length of each trail segment
IgnoreVertical=no           ; boolean, whether the trail won't be drawn on vertical movement
IsIntense=no                ; boolean, whether the laser is "supported" (AKA prism forwarding)

[SOMEPROJECTILE]            ; BulletType Image
LaserTrail.Types=SOMETRAIL  ; list of LaserTrailTypes

[SOMETECHNO]                ; TechnoType Image
LaserTrailN.Type=SOMETRAIL  ; LaserTrailType
LaserTrailN.FLH=0,0,0       ; integer - Forward,Lateral,Height
LaserTrailN.IsOnTurret=no   ; boolean, whether the trail origin is turret
; where N = 0, 1, 2, ...

Custom Radiation Types

image
Mixing different radiation types

  • Allows to have custom radiation type for any weapon now. More details on radiation here.

In rulesmd.ini:

[RadiationTypes]
0=SOMERADTYPE

[SOMEWEAPON]                    ; WeaponType
RadType=Radiation               ; RadType to use instead
                                ; of default [Radiation]

[SOMERADTYPE]                   ; custom RadType name
RadDurationMultiple=1           ; int
RadApplicationDelay=16          ; int
RadApplicationDelay.Building=0  ; int
RadLevelMax=500                 ; int
RadLevelDelay=90                ; int
RadLightDelay=90                ; int
RadLevelFactor=0.2              ; double
RadLightFactor=0.1              ; double
RadTintFactor=1.0               ; double
RadColor=0,255,0                ; RGB
RadSiteWarhead=RadSite          ; WarheadType

Animations

Anim-to-Unit

image

  • Animations can now create (or "convert" to) units when they end.
    • Because in most cases animations do not have owner, the unit will be created with civilian owner unless you use DestroyAnim which was modified to store owner and facing information from the destroyed unit, or animation from Warhead AnimList or one created through map trigger action 41 Play Anim At.

In rulesmd.ini:

[SOMEUNIT]                  ; UnitType
DestroyAnim.Random=yes      ; boolean, whether to randomize DestroyAnim

In artmd.ini:

[SOMEANIM]                          ; AnimationType
CreateUnit=                         ; UnitType
CreateUnit.Facing=0                 ; unsigned short, `CreateUnit` facings in range of 0-255
CreateUnit.RandomFacing=yes         ; boolean, `CreateUnit` use random facings
CreateUnit.InheritFacings=no        ; boolean, inherit facing from destroyed unit
CreateUnit.InheritTurretFacings=no  ; boolean, inherit facing from destroyed unit
CreateUnit.RemapAnim=no             ; boolean, whether to remap anim to owner color
CreateUnit.Mission=Guard            ; MissionType
CreateUnit.Owner=Victim             ; owner house kind, Invoker/Killer/Victim/Civilian/Special/Neutral/Random
CreateUnit.ConsiderPathfinding=no   ; boolean, whether to consider if the created unit can move in the cell and look for eligible cells nearby instead.

Buildings

Extended building upgrades logic

image
Upgrading own and allied Power Plants in CnC: Final War

  • Building upgrades now can be placed on own buildings, on allied buildings and/or on enemy buildings. These three owners can be specified via a new tag, comma-separated. When upgrade is placed on building, it automatically changes it's owner to match the building's owner.
  • One upgrade can now be applied to multiple buildings via a new tag, comma-separated.
    • Ares-introduced build limit for building upgrades works with this feature.

In rulesmd.ini:

[UPGRADENAME]       ; BuildingType
PowersUp.Owner=Self ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
PowersUp.Buildings= ; list of BuildingTypes

Power plant enhancer logic

  • When it exists, it can increase the power amount generated by the plants.
    • When buffer structures are sold or destroyed, the power amount returns to normal.

In rulesmd.ini:

[SOMEBUILDING]                     ; BuildingType
PowerPlantEnhancer.PowerPlants=    ; list of BuildingTypes
PowerPlantEnhancer.Amount=0        ; integer
PowerPlantEnhancer.Factor=1.0      ; float

Infantry

Random death animaton for NotHuman Infantry

  • Infantry with NotHuman=yes can now play random death anim sequence between Die1 to Die5 instead of the hardcoded Die1.
    • Do not forget to tweak infantry anim sequences before enabling this feature, otherwise it will play invisible anim sequence.

In rulesmd.ini:

[SOMEINFANTRY]                    ; InfantryType
NotHuman.RandomDeathSequence=yes  ; boolean

Default disguise for individual InfantryTypes

  • Infantry can now have its DefaultDisguise overridden per-type.
    • This tag's priority is higher than Ares' per-side DefaultDisguise.

In rulesmd.ini:

[SOMEINFANTRY]      ; InfantryType
DefaultDisguise=E2  ; InfantryType              

Automatic Passenger Deletion

  • Transports with these tags will erase the passengers overtime. Bigger units takes more time. Optionally this logic can work like a grinder.
  • Good combination with Ares Abductor logic.

In rulesmd.ini:

[SOMETECHNO]                            ; TechnoType
PassengerDeletion.Rate=0                 ; integer, game frames
PassengerDeletion.Rate.SizeMultiply=yes ; boolean, whether to multiply frames amount by size
PassengerDeletion.Soylent=no            ; boolean
PassengerDeletion.SoylentFriendlies=no  ; boolean
PassengerDeletion.ReportSound=          ; sound
PassengerDeletion.Anim=                 ; animation

Customizable OpenTopped Properties

  • You can now override settings of OpenTopped transport properties per TechnoType.
[SOMETECHNO]                       ; TechnoType
OpenTopped.RangeBonus=1            ; integer
OpenTopped.DamageMultiplier=1.3    ; float
OpenTopped.WarpDistance=8          ; integer

Technos

Mind Control enhancement

image
Mind Control Range Limit used in Fantasy ADVENTURE
image
Multiple Mind Control unit auto-releases the first victim in Fantasy ADVENTURE

  • Mind controllers now can have the upper limit of the control distance. Tag values greater than 0 will activate this feature.
  • Mind controllers with multiple controlling slots can now release the first controlled unit when they have reached the control limit and are ordered to control a new target.
  • Allows Warheads to play custom MindControl.Anim which defaults to ControlledAnimationType.

In rulesmd.ini:

[SOMETECHNO]                       ; TechnoType
MindControlRangeLimit=-1.0         ; double
MultiMindControl.ReleaseVictim=no  ; boolean

[SOMEWARHEAD]                            ; Warhead
MindControl.Anim=ControlledAnimationType ; AnimType

Spawn range limit

image
Limited pursue range for spawns in Fantasy ADVENTURE

  • The spawned units will abort the infinite pursuit if the enemy is out of range. Spawner.ExtraLimitRange adds extra pursuit range to the spawned units.

In rulesmd.ini:

[SOMETECHNO]              ; TechnoType
Spawner.LimitRange=no     ; boolean
Spawner.ExtraLimitRange=0 ; integer

Promoted Spawns

image
Promoted Spawns in Fantasy ADVENTURE

  • The spawned units will promote as their owner's veterancy.

In rulesmd.ini:

[SOMETECHNO]              ; TechnoType
Promote.IncludeSpawns=no  ; boolean

Initial Strength

  • You can now specify how many hitpoints a TechnoType starts with.

In rulesmd.ini:

[SOMETECHNO]        ; TechnoType
InitialStrength=    ; int

No Manual Move

  • You can now specify whether a TechnoType is unable to receive move command.
[SOMETECHNO]           ; TechnoType
NoManualMove=no        ; boolean

Firing offsets for specific Burst shots

  • You can now specify separate firing offsets for each of the shots fired by weapon with Burst via using (Elite)PrimaryFire|SecondaryFire|WeaponX|FLH.BurstN keys, depending on which weapons your TechnoType makes use of. N in BurstN is zero-based burst shot index, and the values are parsed sequentially until no value for either regular or elite weapon is present, with elite weapon defaulting to regular weapon FLH if only it is missing. If no burst-index specific value is available, value from the base key (f.ex PrimaryFireFLH) is used.
  • Burst-index specific firing offsets are absolute firing offsets and the lateral shifting based on burst index that occurs with the base firing offsets is not applied.

In artmd.ini:

[SOMETECHNO]                   ; TechnoType Image
PrimaryFireFLH.BurstN=         ; int - forward, lateral, height
ElitePrimaryFireFLH.BurstN=    ; int - forward, lateral, height
SecondaryFireFLH.BurstN=       ; int - forward, lateral, height
EliteSecondaryFireFLH.BurstN=  ; int - forward, lateral, height
WeaponXFLH.BurstN=             ; int - forward, lateral, height
EliteWeaponXFLH.BurstN=        ; int - forward, lateral, height

Automatically firing weapons

  • You can now make TechnoType automatically fire its weapon(s) without having to scan for suitable targets by setting AutoFire, on either its base cell (in which case the weapon that is used for force-firing is used) or itself (in which case normal targeting and weapon selection rules and are respected) depending on if AutoFire.TargetSelf is set or not.

In rulesmd.ini:

[SOMETECHNO]            ; TechnoType
AutoFire=no             ; boolean
AutoFire.TargetSelf=no  ; boolean

Disabling fallback to (Elite)Secondary weapon

  • It is now possible to disable the fallback to (Elite)Secondary weapon from (Elite)Primary weapon if it cannot fire at the chosen target by setting NoSecondaryWeaponFallback to true (defaults to false). This does not apply to special cases where (Elite)Secondary weapon is always chosen, including but not necessarily limited to the following:
    • OpenTransportWeapon=1 on an unit firing from inside OpenTopped=true transport.
    • NoAmmoWeapon=1 on an unit with Ammo value higher than 0 and current ammo count lower or equal to NoAmmoAmount.
    • Deployed IsSimpleDeployer=true units withDeployFireWeapon=1 set or omitted.
    • DrainWeapon=true weapons against enemy Drainable=yes buildings.
    • Units with IsLocomotor=true set on Warhead of (Elite)Primary weapon against buildings.
    • Weapons with ElectricAssault=true set on Warhead against Overpowerable=true buildings belonging to owner or allies.
    • Overpowerable=true buildings that are currently overpowered.
    • Any system using (Elite)WeaponX, f.ex Gunner=true or IsGattling=true is also wholly exempt.

In rulesmd.ini:

[SOMETECHNO]                      ; TechnoType
NoSecondaryWeaponFallback=false   ; boolean

Weapons

Burst.Delays

  • Allows specifying weapon-specific burst shot delays. Takes precedence over the old BurstDelayX logic available on VehicleTypes, functions with Infantry & BuildingType weapons (AircraftTypes are not supported due to their weapon firing system being completely different) and allows every shot of Burst to have a separate delay instead of only first four shots.
  • If no delay is defined for a shot, it falls back to last delay value defined (f.ex Burst=3 and Burst.Delays=10 would use 10 as delay for all shots).
  • Using -1 as delay reverts back to old logic (BurstDelay0-3 for VehicleTypes if available or random value between 3-5 otherwise) for that shot.

In rulesmd.ini:

[SOMEWEAPON]                 ; WeaponType
Burst.Delays=-1              ; int - burst delays (comma-separated) for shots in order from first to last.

Strafing aircraft weapon customization

image
Strafing aircraft weapon customization in Project Phantom

  • Some of the behavior of strafing aircraft weapons (weapon projectile has ROT below 2) can now be customized.
    • Strafing.Shots controls the number of times the weapon is fired during a single strafe run. Ammo is only deducted at the end of the strafe run, regardless of the number of shots fired. Valid values range from 1 to 5, any values smaller or larger are effectively treated same as either 1 or 5, respectively. Defaults to 5.
    • Strafing.SimulateBurst controls whether or not the shots fired during strafing simulate behavior of Burst, allowing for alternating firing offset. Only takes effect if weapon has Burst set to 1 or undefined. Defaults to false.

In rulesmd.ini:

[SOMEWEAPON]                 ; WeaponType
Strafing.Shots=5             ; integer
Strafing.SimulateBurst=false ; bool

Radiation enhancements

  • Radiation now has owner by default, so any rad-kills will be scored. This behavior can be reverted by a corresponding tag.
    • AffectsAllies, AffectsOwner and AffectsEnemies on RadSiteWarhead are respected.
    • Currently the rad maker doesn't gain experience from kills, this may change in future.
  • Radiation is now able to deal damage to Buildings. To enable set RadApplicationDelay.Building value more than 0.

In rulesmd.ini:

[SOMEWEAPON]    ; WeaponType
Rad.NoOwner=no  ; boolean

Weapon targeting filter

  • You can now specify which targets or houses a weapon can fire at. This also affects weapon selection, other than certain special cases where the selection is fixed.
    • Note that CanTarget explicitly requires either all or empty to be listed for the weapon to be able to fire at cells containing no TechnoTypes.

In rulesmd.ini:

[SOMEWEAPON]         ; WeaponType
CanTarget=all        ; list of Affected Target Enumeration (none|land|water|empty|infantry|units|buildings|all)
CanTargetHouses=all  ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)

AreaFire target customization

  • You can now specify how AreaFire weapon picks its target. By default it targets the base cell the firer is currently on, but this can now be changed to fire on the firer itself or at a random cell within the radius of the weapon's Range by setting AreaFire.Target to self or random respectively.
  • AreaFire.Target=self respects normal targeting rules (Warhead Verses etc.) against the firer itself.
  • AreaFire.Target=random ignores cells that are ineligible or contain ineligible objects based on listed values in weapon's CanTarget & CanTargetHouses.

In rulesmd.ini:

[SOMEWEAPON]         ; WeaponType
AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)

Warheads

All new warheads can be used with CellSpread and Ares' GenericWarhead superweapon where applicable.

Generate credits on impact

image
TransactMoney used in Rise of the East mod

  • Warheads can now give credits to its owner at impact.

In rulesmd.ini:

[SOMEWARHEAD]   ; Warhead
TransactMoney=0 ; integer - credits added or subtracted

Reveal map for owner on impact

image
SpySat=yes on [NUKE] warhead reveals the map when nuclear missile detonates

  • Warheads can now reveal the entire map on impact.
  • Reveal only applies to the owner of the warhead.

In rulesmd.ini:

[SOMEWARHEAD] ; Warhead
SpySat=no     ; boolean

Shroud map for enemies on impact

  • Warheads can now shroud the entire map on impact.
  • Shroud only applies to enemies of the warhead owner.

In rulesmd.ini:

[SOMEWARHEAD] ; Warhead
BigGap=no     ; boolean

Remove disguise on impact

  • Warheads can now remove disguise of spies.

In rulesmd.ini:

[SOMEWARHEAD]                      ; Warhead
RemoveDisguise=no                  ; boolean

Break Mind Control on impact

  • Warheads can now break mind control (doesn't apply to perma-MC-ed objects).

In rulesmd.ini:

[SOMEWARHEAD]                        ; Warhead
RemoveMindControl=no                 ; boolean

Critical damage chance

  • Warheads can now apply additional chance-based damage (known as "critical" damage) with the ability to customize chance, damage, affected targets, and animations of critical strike.

In rulesmd.ini:

[SOMEWARHEAD]       ; Warhead
Crit.Chance=0.0     ; float, chance on [0.0-1.0] scale
Crit.ExtraDamage=0  ; integer, extra damage
Crit.Affects=all    ; list of Affected Target Enumeration (none|land|water|empty|infantry|units|buildings|all)
Crit.AnimList=      ; list of animations

[SOMETECHNO]        ; TechnoType
ImmuneToCrit=no     ; boolean

Custom 'SplashList' on Warheads

image

  • Allows Warheads to play custom water splash animations. See vanilla's Conventional system here.

In rulesmd.ini:

[SOMEWARHEAD]            ; Warhead
SplashList=<none>        ; list of animations to play
SplashList.PickRandom=no ; play a random animation from the list? boolean, defaults to no

Trigger specific NotHuman infantry Death anim sequence

  • Warheads are now able to trigger specific NotHuman=yes infantry Death anim sequence using the corresponding tag. It's value represents sequences from Die1 to Die5.

In rulesmd.ini:

[SOMEWARHEAD]            ; Warhead
NotHuman.DeathSequence=  ; integer (1 to 5)

Projectiles

Projectile interception logic

image
Interception logic used in Tiberium Crisis mod

  • Projectiles can now be made targetable by certain TechnoTypes. Interceptor TechnoType's projectile must be Inviso=yes and AA=yes in order for it to work properly and the projectile must be used in a primary Weapon.
    • Interceptor.GuardRange is maximum range of the unit to intercept projectile. The unit weapon range will limit the unit interception range though.
    • Interceptor.EliteGuardRange value is used if the unit veterancy is Elite.
    • Interceptor.MinimumGuardRange is the minimum range of the unit to intercept projectile. Any projectile under this range will not be intercepted.
    • Interceptor.EliteMinimumGuardRange value is used if the unit veterancy is Elite.

In rulesmd.ini:

[SOMETECHNO]                            ; TechnoType
Interceptor=no                          ; boolean
Interceptor.GuardRange=0.0              ; double
Interceptor.EliteGuardRange=0.0         ; double
Interceptor.MinimumGuardRange=0.0       ; double
Interceptor.EliteMinimumGuardRange=0.0  ; double

[SOMEPROJECTILE] ; Projectile
Interceptable=no ; boolean

Trigger events

500-511 Variable comparation

  • Compares the variable's value with given number

In mycampaign.map:

[Events]
...
ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[Param],[EventX]
...
Event ID Description Global
500 CurrentValue > Number No
501 CurrentValue < Number No
502 CurrentValue = Number No
503 CurrentValue >= Number No
504 CurrentValue <= Number No
505 CurrentValue & Number No
506 CurrentValue > Number Yes
507 CurrentValue < Number Yes
508 CurrentValue = Number Yes
509 CurrentValue >= Number Yes
510 CurrentValue <= Number Yes
511 CurrentValue & Number Yes

512-523 Variable comparation with local variable

  • Compares the variable's value with given local variable value

In mycampaign.map:

[Events]
...
ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[LocalVariableIndex],[EventX]
...
Event ID Description Global
512 CurrentValue > LocalVariableValue No
513 CurrentValue < LocalVariableValue No
514 CurrentValue = LocalVariableValue No
515 CurrentValue >= LocalVariableValue No
516 CurrentValue <= LocalVariableValue No
517 CurrentValue & LocalVariableValue No
518 CurrentValue > LocalVariableValue Yes
519 CurrentValue < LocalVariableValue Yes
520 CurrentValue = LocalVariableValue Yes
521 CurrentValue >= LocalVariableValue Yes
522 CurrentValue <= LocalVariableValue Yes
523 CurrentValue & LocalVariableValue Yes

524-535 Variable comparation with global variable

  • Compares the variable's value with given global variable value

In mycampaign.map:

[Events]
...
ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[GlobalVariableIndex],[EventX]
...
Event ID Description Global
524 CurrentValue > GlobalVariableValue No
525 CurrentValue < GlobalVariableValue No
526 CurrentValue = GlobalVariableValue No
527 CurrentValue >= GlobalVariableValue No
528 CurrentValue <= GlobalVariableValue No
529 CurrentValue & GlobalVariableValue No
530 CurrentValue > GlobalVariableValue Yes
531 CurrentValue < GlobalVariableValue Yes
532 CurrentValue = GlobalVariableValue Yes
533 CurrentValue >= GlobalVariableValue Yes
534 CurrentValue <= GlobalVariableValue Yes
535 CurrentValue & GlobalVariableValue Yes

Trigger actions

500 Save Game

  • Save the current game immediately (singleplayer game only).
    • These vanilla CSF entries will be used: TXT_SAVING_GAME, TXT_GAME_WAS_SAVED and TXT_ERROR_SAVING_GAME.
    • The save's description will look like MapDescName - CSFText.
      • For example: Allied Mission 25: Esther's Money - Money Stolen.

In mycampaign.map:

[Actions]
...
ID=ActionCount,[Action1],500,4,[CSFKey],0,0,0,0,A,[ActionX]
...

501 Edit Variable

  • Operate a variable's value
    • The variable's value type is int32, which means it ranges from -2^31 to 2^31-1.
      • Any numbers exceeding this limit will lead to unexpected results!

In mycampaign.map:

[Actions]
...
ID=ActionCount,[Action1],501,0,[VariableIndex],[Operation],[Number],[IsGlobalVariable],0,A,[ActionX]
...
Operation Description
0 CurrentValue = Number
1 CurrentValue = CurrentValue + Number
2 CurrentValue = CurrentValue - Number
3 CurrentValue = CurrentValue * Number
4 CurrentValue = CurrentValue / Number
5 CurrentValue = CurrentValue % Number
6 CurrentValue = CurrentValue leftshift Number
7 CurrentValue = CurrentValue rightshift Number
8 CurrentValue = ~CurrentValue
9 CurrentValue = CurrentValue xor Number
10 CurrentValue = CurrentValue or Number
11 CurrentValue = CurrentValue and Number

502 Generate random number

  • Generate a random integer ranged in [Min, Max] and store it in a given variable

In mycampaign.map:

[Actions]
...
ID=ActionCount,[Action1],502,0,[VariableIndex],[Min],[Max],[IsGlobalVariable],0,A,[ActionX]
...

503 Print variable value

  • Print a variable value to the message list

In mycampaign.map:

[Actions]
...
ID=ActionCount,[Action1],503,[VariableIndex],0,[IsGlobalVariable],0,0,0,A,[ActionX]
...

504 Binary Operation

  • Operate a variable's value with another variable's value
    • Similar to 501, but the operation number is read from another variable

In mycampaign.map:

[Actions]
...
ID=ActionCount,[Action1],504,0,[VariableIndex],[Operation],[VariableForOperationIndex],[IsGlobalVariable],[IsOperationGlobalVariable],A,[ActionX]
...

Operation can be looked up at action 501

Script actions

71 Timed Area Guard

  • Puts the TaskForce into Area Guard Mode for the given units of time. Unlike the original timed Guard script (5,n) that just stays in place doing a basic guard operation the "Area Guard" action has a more active role attacking nearby invaders or defending units that needs protection.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=71,n            ; integer, time in ingame seconds

72 Load Onto Transports

  • If the TaskForce contains unit(s) that can be carried by the transports of the same TaskForce then this action will make the units enter the transports. In Single player missions the next action must be "Wait until fully loaded" (43,0) or the script will not continue.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=72,0

73 Wait until ammo is full

  • If the TaskForce contains unit(s) that use ammo then the the script will not continue until all these units have fully refilled the ammo.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=73,0

74-81 Generic Target Type Attack Action

  • These Actions instruct the TeamType to use the TaskForce to approach and attack the target specified by the second parameter which is an index of a generic pre-defined group. Look at the tables below for the possible Actions (first parameter value) and Arguments (the second parameter value).
    • For threat-based attack actions TargetSpecialThreatCoefficientDefault and EnemyHouseThreatBonus tags from rulesmd.ini are accounted.
    • All Aircrafts that attack other air units will end the script. This behavior is intentional because without it aircrafts had some bugs that weren't fixable at the time of developing the feature.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=i,n             ; where 74 <= i <= 81
Action Argument Repeats Target Priority Description
74 Target Type# Yes Closer, higher threat
75 Target Type# Yes Farther, higher threat
76 Target Type# Yes Closer
77 Target Type# Yes Farther
78 Target Type# No Closer, higher threat Ends when a team member kill the designated target
79 Target Type# No Farther, higher threat Ends when a team member kill the designated target
80 Target Type# No Closer Ends when a team member kill the designated target
81 Target Type# No Farther Ends when a team member kill the designated target
  • The following values are the Target Type# which can be used as second parameter of the new attack script actions:
Value Target Type Description
1 Anything Any enemy VehicleTypes, AircraftTypes, InfantryTypes and BuildingTypes
2 Structures Any enemy BuildingTypes without Artillary=yes, TickTank=yes, ICBMLauncher=yes or SensorArray=yes
3 Ore Miners Any enemy VehicleTypes with Harvester=yes or ResourceGatherer=yes, BuildingTypes with ResourceGatherer=yes
4 Infantry Any enemy InfantryTypes
5 Vehicles Any enemy VehicleTypes, AircraftTypes, BuildingTypes with Artillary=yes, TickTank=yes, ICBMLauncher=yes & SensorArray=yes
6 Factories Any enemy BuildingTypes with a Factory= setting
7 Base Defenses Any enemy BuildingTypes with IsBaseDefense=yes
8 House Threats Any object that targets anything of the Team's House or any enemy that is near to the Team Leader
9 Power Plants Any enemy BuildingTypes with positive Power= values
10 Occupied Any BuildingTypes with garrisoned infantry
11 Tech Buildings Any BuildingTypes with Unsellable=yes, Capturable=yes, negative TechLevel= values or appears in [AI]>NeutralTechBuildings= list
12 Refinery Any enemy BuildingTypes with Refinery=yes or ResourceGatherer=yes, VehicleTypes with ResourceGatherer=yes & Harvester=no (i.e. Slave Miner)
13 Mind Controller Anything VehicleTypes, AircraftTypes, InfantryTypes and BuildingTypes with MindControl=yes in the weapons Warheads
14 Air Units Any enemy AircraftTypes, flying VehicleTypes or InfantryTypes
15 Naval Any enemy BuildingTypes and VehicleTypes with a Naval=yes, any enemy VehicleTypes, AircraftTypes, InfantryTypes in a water cell
16 Disruptors Any enemy objects with positive InhibitorRange= values, positive RadarJamRadius= values, CloakGenerator=yes or GapGenerator=yes
17 Ground Vehicles Any enemy VehicleTypes without Naval=yes, landed AircraftTypes, Deployed vehicles into BuildingTypes
18 Economy Any enemy VehicleTypes with Harvester=yes or ResourceGatherer=yes, BuildingTypes with Refinery=yes, ResourceGatherer=yes or OrePurifier=yes
19 Infantry Factory Any enemy BuildingTypes with Factory=InfantryType
20 Vehicle Factory Any enemy BuildingTypes with Factory=UnitType
21 Aircraft Factory Any enemy BuildingTypes with Factory=AircraftType
22 Radar Any enemy BuildingTypes with Radar=yes or SpySat=yes
23 Tech Lab Any enemy BuildingTypes in [AI]>BuildTech= list
24 Naval Factory Any enemy BuildingTypes with Naval=yes and Factory=UnitType
25 Super Weapon Any enemy BuildingTypes with SuperWeapon=, SuperWeapon2= or SuperWeapons=
26 Construction Yard Any enemy BuildingTypes with ConstructionYard=yes and Factory=BuildingType
27 Neutrals Any neutral object (Civilian)
28 Generators Any enemy BuildingTypes with CloakGenerator=yes or GapGenerator=yes
29 Radar Jammer Any enemy objects with positive RadarJamRadius= values
30 Inhibitors Any enemy objects with positive InhibitorRange= values
31 Naval Units Any enemy VehicleTypes with a Naval=yes or any enemy VehicleTypes, AircraftTypes, InfantryTypes in a water cell
32 Mobile Units Anything VehicleTypes, AircraftTypes and InfantryTypes
33 Capturable Any BuildingTypes with Capturable=yes or any BuildingTypes with BridgeRepairHut=yes and Repairable=yes
34 Area Threats Any enemy object that is inside of the Team Leader's Guard Area

82 Decrease AI Trigger Current Weight

  • When executed this decreases the current Weight of the AI Trigger.The current Weight will never surprass the Minimum Weight and Maximum Weight limits of the AI Trigger. Take note that all TeamTypes of the same AI Trigger will update sooner or later the AI Trigger Current Weight. The second parameter is a positive value. Take note that the original game only uses the first of the two Teams for calculating the AI Trigger Current Weight at the end of the Trigger life, this action ignores if the Team is the first or the second of the AI Trigger and the Current Weight is calculated when is executed the action.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=82,n

83 Increase AI Trigger Current Weight

  • When executed this increases the current Weight of the AI Trigger.The current Weight will never surprass the Minimum Weight and Maximum Weight limits of the AI Trigger. Take note that all TeamTypes of the same AI Trigger will update sooner or later the AI Trigger Current Weight. The second parameter is a positive value. Take note that the original game only uses the first of the two Teams for calculating the AI Trigger Current Weight at the end of the Trigger life, this action ignores if the Team is the first or the second of the AI Trigger and the Current Weight is calculated when is executed the action.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=83,n

84-91, 104-105 AITargetTypes Attack Action

  • These Actions instruct the TeamType to use the TaskForce to approach and attack the target specified by the second parameter which is an index of a modder-defined group from AITargetTypess. Look at the tables below for the possible Actions (first parameter value) and Arguments (the second parameter value).
    • For threat-based attack actions TargetSpecialThreatCoefficientDefault and EnemyHouseThreatBonus tags from rulesmd.ini are accounted.
    • All Aircrafts that attack other air units will end the script. This behavior is intentional because without it aircrafts had some bugs that weren't fixable at the time of developing the feature.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=i,n             ; where 84 <= i <= 91 or 104 <= i <= 105
Action Argument Repeats Target Priority Description
84 AITargetTypes index# Yes Closer, higher threat
85 AITargetTypes index# Yes Farther, higher threat
86 AITargetTypes index# Yes Closer
87 AITargetTypes index# Yes Farther
88 AITargetTypes index# No Closer, higher threat Ends when a team member kill the designated target
89 AITargetTypes index# No Farther, higher threat Ends when a team member kill the designated target
90 AITargetTypes index# No Closer Ends when a team member kill the designated target
91 AITargetTypes index# No Farther Ends when a team member kill the designated target
104 AITargetTypes index# Yes Closer Picks 1 random target from the list
105 AITargetTypes index# Yes Farther Picks 1 random target from the list
  • The second parameter with a 0-based index for the AITargetTypes section specifies the list of possible VehicleTypes, AircraftTypes, InfantryTypes and BuildingTypes that can be evaluated. The new AITargetTypes section must be declared in rulesmd.ini for making this script work:

In rulesmd.ini:

[AITargetTypes]  ; List of TechnoType lists
0=SOMETECHNOTYPE,SOMEOTHERTECHNOTYPE,SAMPLETECHNOTYPE
1=ANOTHERTECHNOTYPE,YETANOTHERTECHNOTYPE
; ...

92 Wait If No Target Found

  • When executed before a new Attack ScriptType Actions like 74-81 and 84-91 the TeamType will remember that must wait 1 second if no target was selected. The second parameter is a positive value that specifies how much retries the Attack will do when no target was found before new Attack ScriptType Action is discarded & the script execution jumps to the next line. The value 0 means infinite retries.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=92,n            ; integer n=0

93 Team's Trigger Weight Reward

  • When executed before a new Attack ScriptType Actions like 74-81 and 84-91 the TeamType will remember that must be rewarded increasing the current Weight of the AI Trigger when the TeamType Target was killed by any of the Team members. The current Weight will never surprass the Minimum Weight and Maximum Weight limits of the AI Trigger. The second parameter is a positive value.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=93,n            ; integer n=0

94 Pick A Random Script

  • When executed this action picks a random Script Type and replaces the current script by the new picked. The second parameter is a 0-based index from the new section AIScriptsList explained below.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=94,n

The second parameter is a 0-based index for the AIScriptsList section that specifies the list of possible ScriptTypes that can be evaluated. The new AIScriptsList section must be declared in rulesmd.ini for making this script work:

In rulesmd.ini:

[AIScriptsList]  ; List of ScriptType lists
0=SOMESCRIPTTYPE,SOMEOTHERSCRIPTTYPE,SAMPLESCRIPTTYPE
1=ANOTHERSCRIPTTYPE,YETANOTHERSCRIPTTYPE
; ...

95-98, 106-109 Moving Team to techno location

  • These Actions instructs the TeamType to use the TaskForce to approach the target specified by the second parameter. Look at the tables below for the possible Actions (first parameter value).

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=i,n             ; where 95 <= i <= 98 or 106 <= i <= 109
Action Argument Target Owner Target Priority Description
95 Target Type# Enemy Closer, higher threat
96 Target Type# Enemy Farther, higher threat
97 Target Type# Friendly Closer
98 Target Type# Friendly Farther
99 [AITargetType] index# Enemy Closer, higher threat
100 [AITargetType] index# Enemy Farther, higher threat
101 [AITargetType] index# Friendly Closer
102 [AITargetType] index# Friendly Farther
106 [AITargetType] index# Enemy Closer Picks 1 random target from the selected list
107 [AITargetType] index# Enemy Farther Picks 1 random target from the selected list
108 [AITargetType] index# Friendly Closer Picks 1 random target from the selected list
109 [AITargetType] index# Friendly Farther Picks 1 random target from the selected list

103 Modify Target Distance

  • By default Movement actions 95-102 & 106-109 ends when the Team Leader reaches a distance declared in rulesmd.ini called CloseEnough. When this action is executed before the Movement actions 95-102 overwrites CloseEnough value. This action works only the first time and CloseEnough will be used again the next Movement action.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=103,n

110 Set Move Action End Mode

  • Sets how the Movement actions ends and jumps to the next line. This action works only the first time and CloseEnough will be used again the next Movement action.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=110,n
  • The possible argument values are:
Argument Action ends when...
0 Team Leader reaches the minimum distance
1 One unit reaches the minimum distance
2 All team members reached the minimum distance

111 Un-register Team success

  • Is just the opposite effect of the script action 49,0. Like if the Team failed.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=111,0

112 Regroup temporarily around the Team Leader

  • Puts the TaskForce into Area Guard Mode for the given amount of time around the Team Leader (this unit remains almost immobile until the action ends). The default radius around the Leader is [General] > CloseEnough and the units will not leave that area.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=112,n

113 Randomly Skip Next Action

  • When executed this action picks a random value between 1 and 100. If the value is equal or below the second parameter then the next action will be skipped. If the second parameter is 0 means that the next action will never be skipped and 100 means thay always will be skipped.

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=113,n           ; where 0 > n <= 100

500 - 523 Edit Variable

  • Operate a variable's value
    • The variable's value type is int16 instead of int32 in trigger actions for some reason, which means it ranges from -2^15 to 2^15-1.
      • Any numbers exceeding this limit will lead to unexpected results!

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=i,n             ; where 500 <= i <= 523, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the param value.

524 - 547 Edit Variable by Local Variable

  • Operate a variable's value by a local variable's value
    • Similar to 500-523, but the number to operate the value is being read from a local variable

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=i,n             ; where 524 <= i <= 547, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the local variable index.

548 - 571 Edit Variable by Global Variable

  • Operate a variable's value by a global variable's value
    • Similar to 500-523, but the number to operate the value is being read from a global variable

In aimd.ini:

[SOMESCRIPTTYPE]  ; ScriptType
x=i,n             ; where 548 <= i <= 571, n is made up of two parts, the low 16 bits is being used to store the variable index, the high 16 bits is being used for storing the global variable index.

Super Weapons

LimboDelivery

  • Super Weapons can now deliver off-map buildings that act as if they were on the field.

    • LimboDelivery.Types is the list of BuildingTypes that will be created when the Super Weapons fire. Super Weapon Type and coordinates do not matter.
    • LimboDelivery.IDs is the list of numeric IDs that will be assigned to buildings. Necessary for LimboKill to work.
  • Created buildings are not affected by any on-map threats. The only way to remove them from the game is by using a Super Weapon with LimboKill set.

    • LimboKill.Affects sets which houses are affected by this feature.
    • LimboKill.IDs lists IDs that will be targeted. Buildings with these IDs will be removed from the game instantly.
  • Delivery can be made random with these optional tags. The game will randomly choose only a single building from the list for each roll chance provided.

    • LimboDelivery.RollChance lits chances of each "dice roll" happening. Valid values range from 0% (never happens) to 100% (always happens). Defaults to a single sure roll.
    • LimboDelivery.RandomWeightsN lists the weights for each "dice roll" that increase the probability of picking a specific building. Valid values are 0 (don't pick) and above (the higher value, the bigger the likelyhood). RandomWeights are a valid alias for RandomWeights0. If a roll attempt doesn't have weights specified, the last weights will be used.

Note: This feature might not support every building flag. Flags that are confirmed to work correctly are listed below:

  • FactoryPlant
  • OrePurifier
  • SpySat
  • KeepAlive (Ares 3.0)
  • Prerequisite, PrerequisiteOverride, Prerequisite.List# (Ares 0.1), Prerequisite.Negative (Ares 0.1), GenericPrerequisites (Ares 0.1)
  • SuperWeapon, SuperWeapon2, SuperWeapons (Ares 0.9), SW.AuxBuildings (Ares 0.9), SW.NegBuildings (Ares 0.9)

Note: In order for this feature to work with AITriggerTypes conditions ("Owning house owns ???" and "Enemy house owns ???"), LegalTarget must be set to true.

Remember that Limbo Delivered buildings don't exist physically! This means they should never have enabled machanics that require interaction with the game world (i.e. factories, cloning vats, service depots, helipads). They also **should have either `KeepAlive=no` set or be killable with LimboKill** - otherwise the game might never end.

In rulesmd.ini:

[SOMESW]                        ; Super Weapon
LimboDelivery.Types=            ; List of BuildingTypes
LimboDelivery.IDs=              ; List of numeric IDs. -1 cannot be used.
LimboDelivery.RollChances=      ; List of percentages.
LimboDelivery.RandomWeightsN=   ; List of integers.
LimboKill.Affects=self          ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
LimboKill.IDs=                  ; List of numeric IDs.