Objects & Modules¶
Object.ini¶
CaptureTimePercent¶
CaptureTimePercent = 100%Default. Scales how long it takes to capture this object.
Multiplies the capturer's PreparationTime when the target is this object. Applies to infantry
capture (SPECIAL_INFANTRY_CAPTURE_BUILDING) and Black Lotus capture
(SPECIAL_BLACKLOTUS_CAPTURE_BUILDING).
Object AmericaCommandCenter
CaptureTimePercent = 200%
End
With PreparationTime = 17000, capturing this Command Center takes 34 seconds.
Notes
- The capture flash and the raising-flag animation follow the scaled time.
- Changes the simulation; replays must use the same INI.
QuickGamePrerequisites¶
QuickGamePrerequisitesDefault: none. ReplacesPrerequisiteswhen Quick Game is on.
Takes the same Object and Science lines as Prerequisites. An object that leaves it out uses
its Prerequisites in a Quick Game too.
Object AmericaParticleCannonUplink
Prerequisites
Object = AmericaStrategyCenter
Science = SCIENCE_Rank5
End
QuickGamePrerequisites
Object = AmericaStrategyCenter
End
End
In a Quick Game the uplink needs only the Strategy Center; otherwise it also needs rank 5.
Notes
- An empty
QuickGamePrerequisitesblock lets the object be built with no prerequisites in a Quick Game. - The build tooltip lists the requirements of the current game.
- A map.ini override replaces the list, as it does for
Prerequisites.
Turret modules¶
MaxPhysicalPitch¶
MaxPhysicalPitch = 90Default. The highest pitch a turret withAllowsPitch = Yeswill aim at, in degrees.
Counterpart of MinPhysicalPitch. Stops a vehicle's cannon pointing skyward at out-of-range
targets.
RiderChangeContain¶
Two opt-in fields on the combat bike contain module, both default No.
SurviveScuttle¶
SurviveScuttle = NoDefault.Yeskeeps the transport alive after its rider dismounts.
The abandoned bike topples into its ScuttleStatus pose and stays. A new valid rider stands it back
up.
Notes
- Not box-selectable, but can be right-clicked, so a rider can be ordered onto it.
- Enemies can still destroy it; only its owner can mount it.
ScuttleDelayis unused.
SilentScuttle¶
SilentScuttle = NoDefault.Yesscuttles the bike without announcing a loss.
A dismount scuttle no longer triggers "Unit Lost", a radar ping or an "under attack" warning. A bike
killed by an enemy still announces. Kill credit and score are unchanged. Not needed with
SurviveScuttle = Yes.
FireWeaponWhenDamagedBehavior¶
NoHealthLoss¶
NoHealthLoss = NoDefault.Yesrefunds the health taken by any hit that passes theDamageTypesandDamageAmountgate.
For using the module as a trigger (e.g. a 1 point MELEE hit) without the trigger hit costing
health.
Notes
- Every qualifying hit is refunded, even when no weapon fires.
- Qualifying hits can no longer kill the object or change its damage state.
- The hit still plays damage effects and raises "under attack".
- Other damage types and smaller hits drain health normally.
FireWeaponUpdate¶
Upgrade parameters¶
FireWeaponUpdate and FireWeaponAdvancedUpdate now take the standard upgrade keys, so a
self-firing weapon can be switched on by an upgrade instead of needing a separate object variant.
TriggeredByupgrades that switch the module on. Any one of them is enough unlessRequiresAllTriggers = Yes.ConflictsWithupgrades that switch it off. A conflict wins over a trigger.RequiresAllTriggers = NoDefault.Yesdemands every upgrade inTriggeredBy.RemovesUpgradesupgrades stripped from the object when the trigger first completes.FXListUpgradeplayed once when the trigger first completes.
With no TriggeredBy listed the module fires as it always has, so existing objects need no change.
Notes
- The gate is re-read every frame rather than latched, so an upgrade named in
ConflictsWithstops the firing again once it completes. Most upgrade modules only ever turn on; this one can turn back off. RemovesUpgradesandFXListUpgradestill run only once, on the frame the trigger completes.- Both the object's own upgrades and its owning player's upgrades count toward the gate.
StealthUpdate¶
New StealthForbiddenConditions¶
New values for StealthForbiddenConditions (and OverrideStealthForbiddenConditions on
StealthUpgrade):
RIDERS_FIRING_PRIMARY,RIDERS_FIRING_SECONDARY,RIDERS_FIRING_TERTIARY- no stealth while a passenger fired that slot this frame or last. Only forPassengersAllowedToFire = Yes. UnlikeRIDERS_ATTACKING, they reveal only on shots, so the container can re-cloak between them.UNIT_CREATEDno stealth in the frame it finishes producing a unit (production queue, spawner or drone release, dozer finishing a structure).
Each breaks stealth for one frame; StealthDelay decides when it can cloak again.
New Behavior Modules¶
TimeOfDayOverrideUpdate¶
Switches the map's time of day, piggybacking on an existing special power. Two modes:
- On the structure firing the power: switches at launch, for
Duration. - On an object the power creates, with
ActivateOnCreate: switches when it is created and reverts when it dies.
Behavior = TimeOfDayOverrideUpdate ModuleTag_TODOverride01
SpecialPowerTemplate = SuperweaponScudStorm ; optional, see below
TimeOfDay = NIGHT
FallbackTimeOfDay = AFTERNOON
Duration = 60000
End
Or on an object the power creates, where the effect itself decides how long the night lasts:
Behavior = TimeOfDayOverrideUpdate ModuleTag_TODOverride01
TimeOfDay = NIGHT
ActivateOnCreate = Yes
End
SpecialPowerTemplateOnly react to this power. Leave it out and the module reacts to every special power the object fires. Not used whenActivateOnCreateis set.TimeOfDay = NIGHTMORNING|AFTERNOON|EVENING|NIGHT. What the world switches to.FallbackTimeOfDay = AFTERNOONRevert target when the map already sits atTimeOfDay. Never switched to.Duration = 0In milliseconds.0makes the switch permanent, and firing again toggles it back. Any other value reverts after that long. Ignored withActivateOnCreate.ActivateOnCreate = NoYes switches on creation and reverts on death, instead of on a special power.
A real time of day change: the map's night lighting, night model variants, ambient sounds, sky, water and player indicator colours all come with it.
Notes
- Without
ActivateOnCreatethe switch lands at launch, not impact. - A map already at
TimeOfDayis left alone. - Global: every player and observer sees it.
- Overlapping holders share the change; it reverts when the last one lets go.
- Multiplayer and replay safe.
- A timed switch reverts if the firing structure dies.
- Runtime switches now relight trees, bibs, bridges and roads immediately; the debug time of day hotkey benefits too, and refreshes player indicator colours.
GrantTemporaryStealthBehavior¶
Grants stealth for a set time. It runs beside permanent stealth (GrantStealthBehavior, upgrades,
innate) and never removes it when it runs out. Two modes:
- On the object firing a special power: grants when the power fires.
- On an object an OCL or weapon creates, with
ActivateOnCreate: grants once, on creation.
Behavior = GrantTemporaryStealthBehavior ModuleTag_TempStealth01
SpecialPowerTemplate = SpecialAbilityCloak ; optional, see below
Duration = 10000
Radius = 0
KindOf = INFANTRY VEHICLE
ForbiddenKindOf = AIRCRAFT
End
SpecialPowerTemplateOnly react to this power. Leave it out and the module reacts to every special power the object fires. Not used whenActivateOnCreateis set.Duration = 0In milliseconds. How long the stealth lasts. Required.Radius = 00grants to a single object. Any other value grants to every allied object within that distance.KindOfA receiver needs at least one of these. Default = everything.ForbiddenKindOfA receiver may have none of these. Default = none.ActivateOnCreate = NoYes grants on creation instead of on a special power.
Who receives the stealth:
| Trigger | Radius = 0 |
Radius > 0 |
|---|---|---|
| Power without a target | the firing object | allies around the firing object |
| Power on an object | the target | allies around the target |
| Power on a location | nobody | allies around the location |
ActivateOnCreate |
the created object | allies around the created object |
A unit ability needs a special power, a button and a SpecialAbility module beside this one:
SpecialPower SpecialAbilityCloak
Enum = SPECIAL_CIA_INTELLIGENCE
ReloadTime = 30000
PublicTimer = No
End
CommandButton Command_Cloak
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCloak
TextLabel = CONTROLBAR:Cloak
ButtonImage = SUGPS02
End
; on the unit
Behavior = SpecialAbility ModuleTag_CloakPower
SpecialPowerTemplate = SpecialAbilityCloak
End
Behavior = GrantTemporaryStealthBehavior ModuleTag_Cloak
SpecialPowerTemplate = SpecialAbilityCloak
Duration = 10000
End
The engine decides by the power's Enum which kind of target it accepts. These work without an
update module of their own:
| Target | Enum |
Button Options |
|---|---|---|
| None | SPECIAL_CIA_INTELLIGENCE, SPECIAL_COMMUNICATIONS_DOWNLOAD |
- |
| Allied object | SPECIAL_TANKHUNTER_TNT_ATTACK |
CONTEXTMODE_COMMAND NEED_TARGET_ALLY_OBJECT |
| Location | SPECIAL_RADAR_VAN_SCAN |
CONTEXTMODE_COMMAND NEED_TARGET_POS |
SPECIAL_TANKHUNTER_TNT_ATTACK accepts structures and ground vehicles only. A power on an object
has no range limit and lands the moment the player clicks.
A field dropped by an OCL, for an area effect that needs no special power on the caster:
Object TempStealthField
KindOf = IMMOBILE UNATTACKABLE INERT
Behavior = GrantTemporaryStealthBehavior ModuleTag_01
ActivateOnCreate = Yes
Duration = 15000
Radius = 150
End
Behavior = LifetimeUpdate ModuleTag_02
MinLifetime = 100
MaxLifetime = 100
End
End
Notes
- A receiver needs a
StealthUpdate, as with the GPS Scrambler. ItsStealthForbiddenConditionsandStealthDelaystill apply while the grant runs. - Only allies of the granting object receive it, its own units included.
- A second grant never shortens a running one. The later end time wins.
- When the time is up, a unit that can stealth by other means stays stealthed.
- A portable structure or drone that joins a carrier running on temporary stealth alone gets the time the carrier has left, not permanent stealth.
- A player order does not end it, unlike the supply center's
GrantTemporaryStealth. - Disguisers such as the Bomb Truck are skipped.
- List the module before the power's own update module (e.g.
SpecialAbilityUpdate), which stops later modules from seeing the power fire.