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GameData
All units now move with the same speed in all directions. In vanilla ZH, diagonal movement was faster.
Vanilla behavior can be restored with this parameter:
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UseVanillaDiagonalMoveSpeed = Yes- (Default = No)
Colors for tint effects (E.g. frenzy) can be defined here. You can define multiple entries for different types.
TintStatus = <TintStatusType> <Tint Color> <Tint Color (Infantry)> <Fade in Frames> <Fade out Frames>
Example:
TintStatus = SHIELDED R:-0.1 G:-0.2 B:-0.2 R:-0.1 G:-0.2 B:-0.2 30 30
Notes:
- Colors are defined separately for Infantry. Due to different shading it might be needed to finetune values for infantry.
- Color are defined as decimal number (ranging from -1.0 to 1.0). Values > 1 will brighten the color, values < 1 will darken it.
- Fade in/out frames define how long transition takes when applying or removing a color tint.
You can find a list of TintStatus types here.
ViewportHeightScale = 1.0 ; no reduced viewport with non collapsed UI (0.8 in vanilla)
This removes the black bar behind the bottom command bar.
These parameters configure behavior of CHRONO_GUN damage type, designed to replicate RA2 Chrono Legionnaire logic.
Tint Colors:
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TintStatus = DISABLED_CHRONO R:-0.5 G:-0.5 B:2.0 R:-0.5 G:-0.5 B:2.0 10 10; Used when a target is currently being disabled/removed -
TintStatus = GAINING_CHRONO_DAMAGE R:0.5 G:0.5 B:1.5 R:0.5 G:0.5 B:1.5 30 60; Used when a target is starting to get disabled/removed -
ChronoDamageDisableThreshold = 10%; CHRONO_GUN damage must reach this threshold of the unit's maxHP to disable it -
ChronoDamageHealRate = 500; Interval (in ms) in which units recover from CHRONO_DAMAGE after not getting damaged -
ChronoDamageHealAmountPercent = 10%; "Chrono Health" in percent recovered per interval -
ChronoDamageOpacityStart = 75%; Visual opacity of the unit when it starts to be disabled by CHRONO_GUN damage -
ChronoDamageOpacityEnd = 25%; Visual opacity when the unit reaches critical CHRONO_GUN damage -
ChronoDamageParticleSystemLarge = ChronoSparksLarge; ParticleSystem applied to STRUCTURES. (BOX volume scales to unit geometry) -
ChronoDamageParticleSystemMedium = ChronoSparksMedium; ParticleSystem applied to everyting else. (BOX volume scales to unit geometry) -
ChronoDamageParticleSystemSmall = ChronoSparksSmall; ParticleSystem applied to INFANTRY. (BOX volume scales to unit geometry)
Moved: this feature was reworked and is no longer configured in GameData.ini. It is now a per-map setting in a MapData block — see MapData. The "work in progress" issues from the old GameData.ini-based version are resolved.
Example:
DefaultExcludedDeathTypes = CHRONO
This means the listed death types will be excluded from any Death module that uses "ALL -XXX" notation. It can be explicitly added by using "+" notation, e.g. "ALL +CHRONO". This can be used to define global exceptions without having to edit every existing death module.
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HideScorchmarksAboveGround = No- (If Yes, scorch mark decals are not drawn when their position is above the terrain, e.g. on top of the water surface. Useful to avoid floating scorch marks for naval combat. Default = No)
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ReverseMoveIgnoreAngleThreshold = No- (Global override. If Yes, the per-locomotorBackwardsMoveAngleThresholdis ignored and units decide to reverse based only on distance. See Locomotor reverse movement. Default = No)
SmartGarrison is a command that distributes a selected group of units across a target transport/structure and nearby transports (round-robin), instead of cramming everyone into the clicked one. Triggered by holding ALT while issuing the garrison command (or via a CommandButton with the SmartGarrison command).
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SmartGarrisonRange = 100.0- (Radius searched around the clicked target for additional transports/structures to distribute units into. Default = 100.0)
Added two extra veterancy levels above HEROIC (see New Enum Definitions). Health bonuses for the new levels are defined here:
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HealthBonus_Four = 0%- (Health bonus (percent) at veterancy levelLEVEL_FOUR.) -
HealthBonus_Five = 0%- (Health bonus (percent) at veterancy levelLEVEL_FIVE.)
Notes:
- These extend the existing
HealthBonus_Veteran/HealthBonus_Elite/HealthBonus_Heroicparameters. - See ThingTemplate veterancy parameters for per-object level configuration.
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WeaponScatterOnWaterSurfaceDefault = No- (Default value for the per-weaponScatterOnWaterSurfaceflag when it is not set explicitly on a WeaponTemplate. Controls whether scattered shots that land on water detonate at the water surface. Individual weapons can still override this viaScatterOnWaterSurfacein Weapon.ini. Default = No)
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RadiusDecalsAboveWater = No- (Global default. If Yes, radius decals (e.g. weapon/special-power range indicators, RadiusDecalBehavior) render above the water surface instead of being hidden/clipped by it. Default = No)
Note: a separate per-decal override exists for FXList-driven decals — see W3DDecalDraw RenderAboveWater.
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EnableSingleplayerChatwindow = No- (If Yes, the in-game chat window (Enter key) can be opened in singleplayer and skirmish games. This is required to use Chat Commands. Default = No)
The following new entries in MiscAudio.ini are available
*ChronoDisabledSoundAmbient = <AudioEvent> - (looping) audio to play when an object is being removed/disabled by a CHRONO_GUN