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- Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix
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- Destroyed unit leaves sensors bugfix
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-**Multfinite** - Allow to toggle main exception handler via command line argument `-ExceptionHandler=boolean`
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-**Ares developers**
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-**Ares developers**:
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- YRpp and Syringe which are used, save/load, project foundation and generally useful code from Ares
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- unfinished RadTypes code
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- prototype deployer fixes
@@ -475,7 +475,7 @@ This page lists all the individual contributions to the project by their author.
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-**SukaHati (Erzoid)** - Minimum interceptor guard range
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-**E1 Elite** - TileSet 255 and above bridge repair fix
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-**AutoGavy** - interceptor logic, Warhead critical hit logic
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-**Chasheen (Chasheenburg)** - CN docs help
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-**Chasheen (Chasheenburg)** - CN docs help for Build#24
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-**tomsons26** - all-around help, assistance and guidance in reverse-engineering, YR binary mappings
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-**CCHyper** - all-around help, current project logo, assistance and guidance in reverse-engineering, YR binary mappings, custom locomotors example implementation
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-**AlexB** - Original FlyingStrings implementation
Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -196,6 +196,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fix an issue where a unit will leave an impassable invisible barrier in its original position when it is teleported by ChronoSphere onto an uncrushable unit and self destruct.
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- Fix the bug that destroyed unit may leaves sensors.
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- Fix an issue that harvesters with amphibious movement zone can not automatically return to refineries with `WaterBound` on water surface.
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- Fix the bug that laser, electric bolt and rad beam not support `FlakScatter=true` and `Inaccurate=true` projectiles.
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## Fixes / interactions with other extensions
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@@ -324,7 +325,7 @@ ExtraShadow=true ; boolean
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-`SmallFireAnims` can be used to set the animation types, defaults to `[AudioVisual] -> SmallFire` (single animation).
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-`SmallFireChances` is a list of probabilities for the animations to spawn, up to `SmallFireCount` amount of items are read. Last item listed is used if count exceeds the number of listed probabilities. Defaults to `1.0,0.5` for `Flamer=true`, `1.0` otherwise.
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-`SmallFireDistances` is a list of distances in cells for the animations to spawn at from the parent animation's coordinates, up to `SmallFireCount` amount of items are read. Last item listed is used if count exceeds the number of listed probabilities. Defaults to `0.25,0.625` for `Flamer=true`, `0.0` otherwise.
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-`LargeFireCount` determines number of large fire animations to spawn by`Flamer=true` animations only.
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-`LargeFireCount` determines number of large fire animations to spawn by`Flamer=true` animations only.
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-`LargeFireAnims` can be used to set the animation types, defaults to `[AudioVisual] -> LargeFire` (single animation).
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-`LargeFireChances` is a list of probabilities for the animations to spawn, up to `LargeFireCount` amount of items are read. Last item listed is used if count exceeds the number of listed probabilities.
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-`LargeFireDistances` is a list of distances in cells for the animations to spawn at from the parent animation's coordinates, up to `LargeFireCount` amount of items are read. Last item listed is used if count exceeds the number of listed probabilities.
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