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New Enum Values

Weapon Slots

New weapon slots were added for 8 slots in total In addition to PRIMARY, SECONDARY, TERTIARY, you can use

  • WEAPON_FOUR
  • WEAPON_FIVE
  • WEAPON_SIX
  • WEAPON_SEVEN
  • WEAPON_EIGHT

For conditionstates (e.g. FIRING_A) you can use the letters D-H for the new types.

For Stealth forbidden conditions, you can use "FIRING_WEAPON_FOUR", etc.

For synced weapons (AutoChooseSources) you can use "SYNC_TO_WEAPON_FOUR", etc.

DamageTypes

Generic DamageTypes

(no special logic attached, can be used for any weapon)

  • SONIC
  • ACID
  • JET_BOMB
  • ANTI_TANK_GUN
  • ANTI_TANK_MISSILE
  • ANTI_AIR_GUN
  • ANTI_AIR_MISSILE
  • ARTILLERY
  • SEISMIC
  • RAD_BEAM
  • TESLA

Functional DamageTypes

  • CHRONO_GUNDisables units and removes them after a health treshold is reached. Uses parameters from GameData. TODO: detailed tutorial
  • SUBDUAL_JAMMING / SUBDUAL_JAMMING_UNRESISTABLE - Jamming damage pool; see Subdual Jamming
  • SUBDUAL_FROZEN / SUBDUAL_FROZEN_UNRESISTABLE - Frozen damage pool that disables like retail subdual; see Subdual Frozen

DeathTypes

  • CHRONO

KindOfs

Functional KindOfs

These kindofs have some hardcoded functions attached to them and should not be used for general classification.

  • CAN_RETALIATErequired for DRONE units to bypass hardcoded cannot_retaliate behavior
  • ENABLE_INFANTRY_LIGHTINGEnables infantry ambient lighting for non-infantry
  • DISABLE_INFANTRY_LIGHTINGDisables infantry ambient lighting for infantry
  • TELEPORTERUsed with TeleportAIUpdate module. Required for pathfinding tweaks.
  • SHOW_PROGRESS_BARAllows the object to show progress bar above healthbar (used for EnergyShields)

Generic KindOfs

New generic kindofs were added. These do not serve any internal purposes beyond classification. You can use them in various combinations for Required or Forbidden kindofs in various modules:

  • NO_BATTLE_PLAN (note: this still needs to be added as invalidKindof)
  • VTOL
  • LARGE_AIRCRAFT
  • MEDIUM_AIRCRAFT
  • SMALL_AIRCRAFT
  • ARTILLERY
  • HEAVY_ARTILLERY
  • ANTI_AIR
  • SCOUT
  • COMMANDO
  • HEAVY_INFANTRY
  • SUPERHEAVY_VEHICLE
  • EXTRA1
  • EXTRA2
  • EXTRA3
  • EXTRA4
  • EXTRA5
  • EXTRA6
  • EXTRA7
  • EXTRA8
  • EXTRA9
  • EXTRA10
  • EXTRA11
  • EXTRA12
  • EXTRA13
  • EXTRA14
  • EXTRA15
  • EXTRA16

Locomotor Sets

  • LOCOMOTORSET_VTOLThis is used for VTOL aircraft for takeoff and landing. This should be a HOVER (=helicopter) locomotor, so a jet with WINGS locomotor can properly land and take off.

ArmorSetFlags

Added new ArmorSetFlags:

  • PLAYER_UPGRADE2
  • PLAYER_UPGRADE3
  • PLAYER_UPGRADE4

WeaponSetFlags

Added new WeaponSetFlags that can be manually used for upgrades:

  • PLAYER_UPGRADE2
  • PLAYER_UPGRADE3
  • PLAYER_UPGRADE4 (Note: There will be more in the future)

Added new WeaponSetFlags for specific conditions:

  • GARRISONEDIf a unit has a weaponset with this flag, it will be chosen when the unit is garrisoned inside a structure
  • CONTAINEDIf a unit has a weaponset with this flag, it will be chosen when the unit is contained inside a transport

ConditionStates

For each new WeaponSetFlag there is a corresponding ConditionState

  • WEAPONSET_PLAYER_UPGRADE2
  • WEAPONSET_PLAYER_UPGRADE3
  • WEAPONSET_PLAYER_UPGRADE4

Conditionstates that are used for VTOL aircraft (i.e. JetAIUpdate with NeedsRunway = No)

  • TAKEOFF
  • LANDING

Conditionstate used for TeleporterAIUpdate

  • TELEPORT_RECOVER

Conditionstate set while a unit is disabled by SUBDUAL_FROZEN damage

  • FROZEN

WeaponBonus types

Added new WeaponBonus types for the following conditions:

  • CONTAINEDthis bonus is applied to passengers in TransportContain (similar to GARRISONED)
  • BATTLEPLAN_BOMBARDMENT_TWO, BATTLEPLAN_HOLDTHELINE_TWO, BATTLEPLAN_SEARCHANDDESTROY_TWO - a second set of battle plan bonus flags. These are not applied by the battle plans themselves; they are set manually, so a second tier of bonus can be granted on top of the existing BATTLEPLAN_* conditions.

Bonus values can be defined in GameData.ini (no bonus by default). Example:

WeaponBonus = CONTAINED RANGE 125%

Radius Cursor types

The cursor type named on a generic RadiusCursor <TYPE> block in GameData.ini. The full list:

NONE, ATTACK_DAMAGE_AREA, ATTACK_SCATTER_AREA, ATTACK_CONTINUE_AREA, GUARD_AREA

EMERGENCY_REPAIR, FRIENDLY_SPECIALPOWER, OFFENSIVE_SPECIALPOWER

SUPERWEAPON_SCATTER_AREA, PARTICLECANNON, A10STRIKE, CARPETBOMB, DAISYCUTTER

PARADROP, SPYSATELLITE, SPECTREGUNSHIP, HELIX_NAPALM_BOMB, NUCLEARMISSILE, EMPPULSE

ARTILLERYBARRAGE, NAPALMSTRIKE, CLUSTERMINES, SCUDSTORM, ANTHRAXBOMB, AMBUSH

RADAR, SPYDRONE, FRENZY, CLEARMINES, AMBULANCE, IONCANNON, CLUSTERMISSILE

SUNSTORM, METEORSTRIKE, PUNISHER, CHEMICALMISSILE, CARPETBOMB_USA, MOAB

SUPERSONICSTRIKE, HELISUPPORT, INTERCEPTORS, HOLOGRAMS, PARADROP_AIRF

COASTALBARRAGE, PARADROP_COMMANDOS, IONSTRIKE, CRYOBOMB, FORCEFIELD, SPACESHIP

ORBITALSTRIKE, DROPPODS, DROPPODS_SUPER, LASERSTRIKE, ANTIMATTERBOMB, CHRONOAMBUSH

CHRONOSPHERE, SUBORBITALSTRIKE, NANOSWARM, SPYPLANE, OBSERVATION, AIRSTRIKE_NUKE

ICBM_NUKE, CARPETBOMB_NUKE, ARTILLERYBARRAGE_NUKE, SUPERHACK, SYSTEMHACK

CARPETBOMB_NAPALM, DRAGONSTAR, SPIDERMINES, EARTHSHAKER, IRONCURTAIN, PARADROP_TANK

MORTARBARRAGE, NAPALMBOMB, PARADROP_LARGE, DEMOTRAPS, FRENZY_GLA, GPSSCRAMBLER

JUNKREPAIR, ROCKETBARRAGE, CARPETBOMB_CLUSTER, SUICIDEPLANE, ARTILLERYBARRAGE_GLA

VIRUS, CHEMTRAILS, AIRSTRIKE_GLA, CHEMICALBOMB, TOXINDROP, JUMPJET

ATTACK_DAMAGE_AREA2, ATTACK_DAMAGE_AREA3, ATTACK_DAMAGE_AREA4

JUMPJET and ATTACK_DAMAGE_AREA2 / 3 / 4 are new; the extra ATTACK_DAMAGE_AREA slots let a unit use a different damage-area cursor per weapon.

Veterancy Levels

Added two extra veterancy levels above HEROIC, for a total of 6 (REGULAR, VETERAN, ELITE, HEROIC, LEVEL_FOUR, LEVEL_FIVE).

  • LEVEL_FOUR
  • LEVEL_FIVE

Used by the object veterancy parameters (MaxVeterancyLevel, ExperienceRequired, ExperienceValue, SkillPointValue), the SetMaxVeterancyLevel upgrade, and the HealthBonus_Four / HealthBonus_Five GameData parameters.

Rider Slots (Combat Bike)

Extended RiderChangeContain from 8 to 16 rider slots. Corresponding enums were added for the new slots (9-16):

  • ArmorSetFlags: RIDER9 ... RIDER16
  • WeaponSetFlags: RIDER9 ... RIDER16
  • ModelConditions: RIDER9 ... RIDER16
  • ObjectStatus: STATUS_RIDER9 ... STATUS_RIDER16

See RiderChangeContain.

New Enum Types

TintStatus Types

TintStatus is used to define color tint effects for various game mechanics (e.g. Frenzy). Most entries are unused by default.

The colors for each type can be defined in in GameData.ini. The TintStatus types that are used in vanilla ZH have their default values hardcoded, but they can be overriden in GameData.ini.

Values:

  • DISABLEDUsed for Disabled units
  • IRRADIATED
  • POISONED
  • GAINING_SUBDUAL_DAMAGEUsed for units being disabled
  • FRENZYUsed for Frenzy
  • SHIELDED
  • DEMORALIZED
  • BOOST
  • EXTRA1
  • EXTRA2
  • EXTRA3
  • EXTRA4
  • EXTRA5
  • EXTRA6
  • EXTRA7
  • EXTRA8