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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -316,7 +316,7 @@ 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.
- It is now possible to disable the fallback to `(Elite)Secondary` weapon from `(Elite)Primary` weapon if it cannot fire at the chosen target by setting `NoSecondaryWeaponFallback` to true (defaults to false). `NoSecondaryWeaponFallback.AllowAA` controls whether or not fallback because of projectile `AA` setting and target being in air is still allowed. This does not apply to special cases where `(Elite)Secondary` weapon is always chosen, including but not necessarily limited to the following:
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-`OpenTransportWeapon=1` on an unit firing from inside `OpenTopped=true` transport.
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-`NoAmmoWeapon=1` on an unit with `Ammo` value higher than 0 and current ammo count lower or equal to `NoAmmoAmount`.
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- Deployed `IsSimpleDeployer=true` units with`DeployFireWeapon=1` set or omitted.
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- Deployed `IsSimpleDeployer=true` units with`DeployFireWeapon=1` set or omitted.
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-`DrainWeapon=true` weapons against enemy `Drainable=yes` buildings.
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- Units with `IsLocomotor=true` set on `Warhead` of `(Elite)Primary` weapon against buildings.
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- Weapons with `ElectricAssault=true` set on `Warhead` against `Overpowerable=true` buildings belonging to owner or allies.
Copy file name to clipboardExpand all lines: docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po
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@@ -30,7 +30,7 @@ msgstr "Bug 修复与杂项"
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#:../../AI-Scripting-and-Mapping.md:7
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msgid"Script action `Move to cell` now obeys YR cell calculation now. Using `1000 * Y + X` as its cell value. (was `128 * Y + X` as it's a RA1 leftover)"
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msgstr"动作脚本 `移动到单元格` 现在遵守 YR 的单元格计算规则。使用 `1000 * Y + X` 获取单元格值。(先前使用遗留自 RA1 的 `128 * Y + X`)"
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msgstr"脚本动作 `移动到单元格` 现在遵守 YR 的单元格计算规则。使用 `1000 * Y + X` 获取单元格值。(先前使用遗留自 RA1 的 `128 * Y + X`)"
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#:../../AI-Scripting-and-Mapping.md:8
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msgid"The game now can reads waypoints ranges in [0, 2147483647]. (was [0,701])"
@@ -154,7 +154,7 @@ msgstr "在 `RA2MD.INI`:"
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#:../../AI-Scripting-and-Mapping.md:118
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msgid"Script Actions"
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msgstr"动作脚本"
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msgstr"脚本动作"
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#:../../AI-Scripting-and-Mapping.md:120
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msgid"`10000-10999` Ingame Actions"
@@ -930,7 +930,7 @@ msgstr "`12000` 无目标情况下等待"
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#:../../AI-Scripting-and-Mapping.md:290
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msgid"When executed before a new Attack ScriptType actions like `Generic Target Type Attack` actions and `AITargetTypes Attack` actions the TeamType will remember that must wait 1 second if no target was selected. The second parameter is a positive value that specifies how much retries the Attack will do when no target was found before new Attack ScriptType Action is discarded & the script execution jumps to the next line. The value `0` means infinite retries."
msgid"When executed before a new Attack ScriptType actions like `Generic Target Type Attack` actions and `AITargetTypes Attack` actions the TeamType will remember that must be rewarded increasing the current weight of the AI Trigger when the TeamType Target was killed by any of the Team members. The current weight will never surprass the minimum weight and maximum weight limits of the AI Trigger. The second parameter is a positive value."
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msgstr"当在例如新的 `通用目标类型攻击` 动作和 `AITargetTypes 攻击` 动作脚本执行前小队类型会考虑如果小队目标被小队成员杀死则必须奖励增加 AI 触发的当前权重。当前权重不会超过AI触发最小权重和最大权重的限制。第二个参数是一个正整数。"
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msgstr"当在例如新的 `通用目标类型攻击` 动作和 `AITargetTypes 攻击` 脚本动作执行前小队类型会考虑如果小队目标被小队成员杀死则必须奖励增加 AI 触发的当前权重。当前权重不会超过AI触发最小权重和最大权重的限制。第二个参数是一个正整数。"
msgid" *Harvesters not selected together with battle units in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*"
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