Ares Optional Fix -- Ability To Revert Ares Transport Cloak Behavior#2110
Ares Optional Fix -- Ability To Revert Ares Transport Cloak Behavior#2110CnCRAZER wants to merge 16 commits intoPhobos-developers:developfrom
Conversation
|
Nightly build for this pull request:
This comment is automatic and is meant to allow guests to get latest nightly builds for this pull request without registering. It is updated on every successful build. |
There was a problem hiding this comment.
we don't need to simply revert, we need to have the behavior configurable between "uncloak transport on firing" and "don't uncloak on firing". as much as it may be desirable for CnCNet YR, the vanilla behavior is a bug, so we have to offer a fix with a possibility to revert (for CnCNet YR)
Introduce a new OpenTopped.DecloakToFire setting (global Rules and per-TechnoType) to control decloak-to-fire behavior for open-topped units. Load/serialize the option in RulesExt and TechnoTypeExt, add nullable per-type value with global fallback (Rules default false), and update Cloak hook to check the per-type setting before applying the fix.
…nCRAZER/Phobos into ares-fix-opentopped-transports
This reverts commit 81ba9f6.
This reverts commit fdb880d.
I didn't do anything is 100% correct. I took @MortonPL and deleted the part that didn't make it act like vanilla. If I need to delete it please tell me, I'm complete noob in this |
DeathFishAtEase
left a comment
There was a problem hiding this comment.
The document is incomplete. Please complete it in the OpenTopped extension section, or if you don't mind, I might directly submit the changes (since I see you have checked Maintainers are allowed to edit this pull request.)
| - Fixed the issue that technos cannot spawn survivors due to non-probabilistic reasons when the tech type was destroyed (by NetsuNegi) | ||
| - Fixed the bug that vehicle survivor can spawn on wrong position when transport has been destroyed (by NetsuNegi) | ||
| - Fixed the bug that building with `Explodes=yes` use Ares's rubble logic will cause it's owner cannot defeat normally (by NetsuNegi) | ||
| - Passengers in open-topped transports can no longer decloak the transporter when firing weapons with `DecloakToFire=yes`. The transporter will only decloak if it fires its own weapons. |
There was a problem hiding this comment.
The format does not conform to the specifications.
| - **CnCRazer** - Wall overlay unit sell exploit fix | ||
| - **RAZER**: | ||
| - Revert Ares patch to allow passengers inside cloaked transports which are opentopped fire out | ||
| - Wall overlay unit sell exploit fix |
There was a problem hiding this comment.
Generally speaking, the existing entries in this document are arranged in chronological order rather than the reverse.
There's an open topped extension section? Jesus Christ |
See the section Customizable OpenTopped properties in the documentation. This title corresponds to line 1552 of |
Once I get the patch working in an acceptable manner I will go back and update the documentation. Thank you |
This reverts commit 1cc2c9d.
This pull request introduces a fix and new customization for the decloaking behavior of open-topped transports, specifically when passengers fire weapons with
DecloakToFire=yes. The changes allow modders to control whether passenger actions can decloak their transporter, and revert a previous patch that forced decloaking under certain conditions.Open-topped transport decloak behavior improvements:
OpenTopped.DecloakToFireoption to bothRulesExtandTechnoTypeExt, allowing global or per-unit control over whether passengers firing withDecloakToFire=yesdecloak their open-topped transporter.