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Copy file name to clipboardExpand all lines: CREDITS.md
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@@ -48,6 +48,7 @@ This page lists all the individual contributions to the project by their author.
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- Ability to disable shadow for debris & meteor animations
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- Voxel light source position customization
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-`UseFixedVoxelLighting`
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- Warhead activation target health thresholds
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-**Uranusian (Thrifinesma)**:
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- Mind Control enhancement
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- Custom warhead splash list
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- Ability for deployed infantry to use both weapons
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- Observer PCX loading screen
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- Original `Arcing` elevation inaccuracy fix
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- Display banner improvement
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- Official CN docs for Build#29 and previous versions
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-**secsome (SEC-SOME)**:
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- Debug info dump hotkey
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- Map Events 604 & 605 for checking if a specific Techno enters in a cell
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- Warhead that can not kill
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-`Pips.HideIfNoStrength` and `SelfHealing.EnabledBy` additions for shields
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- Warhead activation target health thresholds enhancements
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-**Starkku**:
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- Misc. minor bugfixes & improvements
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- AI script actions:
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-`601 House owns TechnoType` and `602 House doesn't own TechnoType` trigger events
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- Voxel light source position customization
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- Extending `Power` to all TechnoTypes
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- Display banner by triggers
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- Help with docs
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-**ChrisLv_CN** (work relicensed under [following permission](https://github.com/Phobos-developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):
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- General assistance
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- Fix the issue where some units crashed after the deployment transformation
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- Turretless vehicles with `Voxel=no` support use `FireUp` like infantry
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- Infantry support `IsGattling=yes`
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- Support for more optional weapons
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-**NetsuNegi**:
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- Forbidding parallel AI queues by type
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- Jumpjet crash speed fix when crashing onto building
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- Fix the bug that AlphaImage remained after unit entered tunnel
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- Weapon target filtering by health percentage
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- Fix the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective on airforce
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- Customize limit when engineer repair a building
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- Fix the bug that damaged particle dont disappear after building has repaired by engineer
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- Display banner improvement
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- Electric/RadBeam trail for laser tails
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- Ground line for select box
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-**Apollo** - Translucent SHP drawing patches
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-**ststl**:
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- Customizable `ShowTimer` priority of superweapons
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- Unlimited `AlternateFLH` entries
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- Build limit group
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- Customizing whether passengers are kicked out when an aircraft fires
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- Display banner by triggers
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- New SuperWeapon Type template
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- Fix the issue where some units crashed after the deployment transformation
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-**TwinkleStar**:
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- Exclusive SuperWeapon Sidebar
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- Fix an issue that the widespread damage caused by detonation on the bridge/ground cannot affect objects on the ground/bridge who are in the opposite case
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- Several new Infotypes, no display in specific status and a new single frame display method
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- Customizable spawn delay of `VoxelAnim`'s `TrailerAnim` and fix its incorrect position
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- Add `DebrisMinimums` to keep the count of debris within a certain range
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-**Ollerus**:
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- Build limit group enhancement
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- Customizable rocker amplitude
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-Allowed`AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building upgrades
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-Allow`AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building upgrades
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- Type select for buildings (doc)
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- Enhanced Bombard trajectory
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- Shield armor inheritance customization
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- Fix `DefaultDisguise` showing wrong house colors for different players
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- Fire weapon when Warhead kills something
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- Promotion animation deglobalization
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- Forcing specific weapon by range
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- Forcing specific weapon by range and target type
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- Passenger-based insignias
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- Use `InsigniaType` to set the properties of insignia in a batch
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-Allowed player's self-healing effects to be benefited by allied or `PlayerControl=true` houses
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-Allow player's self-healing effects to be benefited by allied or `PlayerControl=true` houses
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- Power plant damage factor
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- Forcing specific weapon by range and target type
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- Allow faking digital display for `InfoType=Health` at disguise
- Display a 'banner' at a fixed location that is relative to the screen.
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- Action `800` will create a new banner or replace the banner with the same Banner ID if it exists. Using a local variable's value when displaying a text banner.
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- Action `801` will create a new banner or replace the banner with the same Banner ID if it exists. Using a global variable's value when displaying a text banner.
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- Action `802` will delete the banner corresponding to the set Banner ID.
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- To make use of this, you need to set the properties of a `BannerType` in your ini file. The banner can either be a `PCX` file, a Shape (`SHP`) file or a `CSF` text. If multiple are set the first one in the above listed order takes effect.
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-`SHP.Palette` controls the palette that'll be used when drawing a banner for Shape file.
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-`CSF.Color` controls the color of the text that'll be used when drawing a text banner.
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-`CSF.Background` controls whether a black background will be displayed below the text banner.
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-`CSF.VariableFormat` controls the way to print a variable together with the text banner.
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-`none` will make the text banner not display the variable.
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-`variable` will make the text banner display the variable alone and will ignore the text in `CSF`.
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-`prefix`/`prefixed` will make the text banner display the variable before any other text.
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-`surfix`/`surfixed` will make the text banner display the variable after any other text.
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In `rulesmd.ini`:
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```ini
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[BannerTypes]
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0=SOMEBANNER
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[SOMEBANNER]; BannerType
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PCX= ; filename - excluding the .pcx extension
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SHP= ; filename - excluding the .shp extension
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SHP.Palette=palette.pal ; filename - excluding the .pal extension
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CSF= ; CSF entry key
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CSF.Color= ; integer - R,G,B, defaults to MessageTextColor of the owner Side
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CSF.Background=false ; boolean
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CSF.VariableFormat=none ; List of Variable Format Enumeration (none|variable|prefix/prefixed|surfix/surfixed)
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