Overview¶
A number of changes were added for improved naval / water-based unit support. The relevant parameters live across several modules and INI files; this page collects the water-related features and links to the detailed documentation.
Ships and Naval Death¶
- ShipSlowDeathBehavior - multi-stage sinking death (delay → topple → sink) for ships, with FX/OCL and condition states per stage.
- PhysicsBehavior water parameters -
DoWaterPhysics,WaterExtraFriction,WaterImpactFXfor objects reacting to the water surface. - Die water depth conditions -
MinWaterDepth/MaxWaterDepthto trigger different death effects depending on water depth. - HeightDieUpdate
TargetHeightIncludesWater- die relative to the water surface. - Water Impact OCL nugget -
WaterImpactFX/WaterImpactSoundfor debris hitting water.
Water Effects¶
- FXList height & surface restrictions -
AllowedSurface = WATER/LAND/ALLandMin/MaxAllowedHeightfor ParticleSystem and Sound nuggets, so effects can be restricted to water or land. - Water depth terrain lighting - darken/tint terrain based on depth below the water surface.
HideScorchmarksAboveGround- avoid scorch decals floating on the water surface.
Naval Weapons¶
- DumbProjectileBehavior
DynamicHeightMinScale/DynamicHeightMinRange- scale projectile arc height by distance, useful for torpedoes and arcing naval guns. - Torpedo /
MissileAIUpdatebehavior was improved internally (no new parameters) to travel correctly towards naval targets.
Salvage / Crates on Water¶
- Crate
AllowWater- allow salvage/pickup crates to be created on water.
Carriers¶
- Drone Carrier system - modules for a simplified mobile aircraft carrier (
DroneCarrierContain,DroneCarrierAIUpdate,CarrierDroneAIUpdate, ...).