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Copy file name to clipboardExpand all lines: README.md
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As the project is international and English is currently studied the most commonly as a second language, it's the main project language. We do not limit the creation of language-specific community groups though, because we understand that many may not know English as well as their native language and/or may have trouble accessing Discord.
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-**[🌐 International Discord channel on C&C Mod Haven](https://discord.gg/sZeMzz6qVg)**
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-[🇨🇳 Chinese QQ Phobos group](http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=f_h7TZoVX_8--ZedVFBMmjRrLBIzjMKJ&authKey=QfNyW4DZUFqL3ZKzGL5PgLUWTnISj0myWn4WGtPPQmi3F%2FP3vfnuBd3YjLFk%2BU94&noverify=0&group_code=630590659) (630590659)
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-**[🇨🇳 Chinese Phobos Communication Forum - Phobos CN](https://phoboscn.top)**
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Downloads
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---------
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-**[@Starkku](https://github.com/Starkku)** - T3 maintainer (co-lead)
The Phobos project is an unofficial open-source community collaboration project to extend the Red Alert 2 Yuri's Revenge engine for modding and compatibility purposes.
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As a modification, the project complies with [EA C&C modding guidelines](https://www.ea.com/games/command-and-conquer/modding-faq); should there be conflict between the project's license and modding guidelines - the rules imposed by guidelines shall take precedence (for example, the project should not be commercial or used to make money).
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As a modification, the project complies with [EA C&C modding guidelines](https://www.ea.com/games/command-and-conquer/command-and-conquer-remastered/news/modding-faq); should there be conflict between the project's license and modding guidelines - the rules imposed by guidelines shall take precedence (for example, the project should not be commercial or used to make money).
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This project has no direct affiliation with Electronic Arts Inc. Command & Conquer, Command & Conquer Red Alert 2, Command & Conquer Yuri's Revenge are registered trademarks of Electronic Arts Inc. All Rights Reserved.
Copy file name to clipboardExpand all lines: docs/AI-Scripting-and-Mapping.md
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| 8 | House Threats | Any object that targets anything of the Team's House or any enemy that is near to the Team Leader |
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| 9 | Power Plants | Any enemy `BuildingTypes` with positive `Power=` values |
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| 10 | Occupied | Any `BuildingTypes` with garrisoned infantry |
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| 11 | Tech Buildings | Any `BuildingTypes` with `Unsellable=yes`, `Capturable=yes`, negative `TechLevel=` values or appears in `[AI] -> NeutralTechBuildings=` list|
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| 11 | Tech Buildings | Any `BuildingTypes` with `Capturable=yes` and `NeedsEngineer=yes`|
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| 12 | Refinery | Any enemy `BuildingTypes` with `Refinery=yes` or `ResourceGatherer=yes`, `VehicleTypes` with `ResourceGatherer=yes` & `Harvester=no` (i.e. Slave Miner) |
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| 13 | Mind Controller | Anything `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and `BuildingTypes` with `MindControl=yes` in the weapons Warheads |
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| 14 | Air Units (incl. landed) | Any enemy, `AircraftTypes` and `Jumpjet=yes``VehicleTypes` or `InfantryTypes`, including landed ones as well as any other currently airborne units |
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| 30 | Inhibitors | Any enemy objects with positive `InhibitorRange=` values |
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| 31 | Naval Units | Any enemy `VehicleTypes` with a `Naval=yes` or any enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` in a water cell |
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| 32 | Mobile Units | Anything `VehicleTypes`, `AircraftTypes` and `InfantryTypes`|
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| 33 | Capturable | Any `BuildingTypes` with `Capturable=yes` or any `BuildingTypes` with `BridgeRepairHut=yes`and `Repairable=yes`|
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| 33 | Capturable | Any `BuildingTypes` with `Capturable=yes` or any `BuildingTypes` with `BridgeRepairHut=yes`that are linked to broken bridges|
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| 34 | Area Threats | Any enemy object that is inside of the Team Leader's Guard Area |
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| 35 | Vehicle & Naval Factory | Any enemy `BuildingTypes` with `Factory=UnitType`|
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| 36 | Non-defensive Structures | Any enemy `BuildingTypes` with `IsBaseDefense=no`|
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| 37 | Bridge Repair Huts | Any `BuildingTypes`with `BridgeRepairHut=yes` that are linked to broken bridges |
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- 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.
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- The *`AITargetTypes` index#* values are obtained in the new `AITargetTypes` section that must be declared in `rulesmd.ini`:
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