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New Enum Definitions

andreasw edited this page Sep 1, 2026 · 18 revisions

New Enum Values

Weapon Slots

New weapon slots were added for 8 slots in total In addition to PRIMARY, SECONDARY, TERTIARY, you can use

  • WEAPON_FOUR
  • WEAPON_FIVE
  • WEAPON_SIX
  • WEAPON_SEVEN
  • WEAPON_EIGHT

For conditionstates (e.g. FIRING_A) you can use the letters D-H for the new types.

For Stealth forbidden conditions, you can use "FIRING_WEAPON_FOUR", etc.

For synced weapons (AutoChooseSources) you can use "SYNC_TO_WEAPON_FOUR", etc.

DamageTypes

Generic DamageTypes

(no special logic attached, can be used for any weapon)

  • SONIC
  • ACID
  • JET_BOMB
  • ANTI_TANK_GUN
  • ANTI_TANK_MISSILE
  • ANTI_AIR_GUN
  • ANTI_AIR_MISSILE
  • ARTILLERY
  • SEISMIC
  • RAD_BEAM
  • TESLA

Functional DamageTypes

  • CHRONO_GUN - Disables units and removes them after a health treshold is reached. Uses parameters from GameData. TODO: detailed tutorial

DeathTypes

  • CHRONO

KindOfs

Functional KindOfs

These kindofs have some hardcoded functions attached to them and should not be used for general classification.

  • CAN_RETALIATE - required for DRONE units to bypass hardcoded cannot_retaliate behavior
  • ENABLE_INFANTRY_LIGHTING - Enables infantry ambient lighting for non-infantry
  • DISABLE_INFANTRY_LIGHTING - Disables infantry ambient lighting for infantry
  • TELEPORTER - Used with TeleportAIUpdate module. Required for pathfinding tweaks.
  • SHOW_PROGRESS_BAR - Allows the object to show progress bar above healthbar (used for EnergyShields)
  • NO_ATTACK_WARNING - Suppresses the "under attack" EVA/radar alarm event when this object is attacked.

Generic KindOfs

New generic kindofs were added. These do not serve any internal purposes beyond classification. You can use them in various combinations for Required or Forbidden kindofs in various modules:

  • NO_BATTLE_PLAN (note: this still needs to be added as invalidKindof)
  • VTOL
  • LARGE_AIRCRAFT
  • MEDIUM_AIRCRAFT
  • SMALL_AIRCRAFT
  • ARTILLERY
  • HEAVY_ARTILLERY
  • ANTI_AIR
  • SCOUT
  • COMMANDO
  • HEAVY_INFANTRY
  • SUPERHEAVY_VEHICLE
  • EXTRA1
  • EXTRA2
  • EXTRA3
  • EXTRA4
  • EXTRA5
  • EXTRA6
  • EXTRA7
  • EXTRA8
  • EXTRA9
  • EXTRA10
  • EXTRA11
  • EXTRA12
  • EXTRA13
  • EXTRA14
  • EXTRA15
  • EXTRA16

RadiusCursorType

New radius cursor types were added, usable in RadiusCursorType = fields (Weapon/SpecialPower):

  • JUMPJET - used for Jumpjet-related abilities
  • ATTACK_DAMAGE_AREA2, ATTACK_DAMAGE_AREA3, ATTACK_DAMAGE_AREA4 - extra tiers alongside the vanilla ATTACK_DAMAGE_AREA, for weapons/powers that need more than one distinctly-styled damage-area cursor.

Locomotor Sets

  • LOCOMOTORSET_VTOL - This is used for VTOL aircraft for takeoff and landing. This should be a HOVER (=helicopter) locomotor, so a jet with WINGS locomotor can properly land and take off.

ArmorSetFlags

Added new ArmorSetFlags:

  • PLAYER_UPGRADE2
  • PLAYER_UPGRADE3
  • PLAYER_UPGRADE4

WeaponSetFlags

Added new WeaponSetFlags that can be manually used for upgrades:

  • PLAYER_UPGRADE2
  • PLAYER_UPGRADE3
  • PLAYER_UPGRADE4 (Note: There will be more in the future)

Added new WeaponSetFlags for specific conditions:

  • GARRISONED - If a unit has a weaponset with this flag, it will be chosen when the unit is garrisoned inside a structure
  • CONTAINED - If a unit has a weaponset with this flag, it will be chosen when the unit is contained inside a transport

ConditionStates

For each new WeaponSetFlag there is a corresponding ConditionState

  • WEAPONSET_PLAYER_UPGRADE2
  • WEAPONSET_PLAYER_UPGRADE3
  • WEAPONSET_PLAYER_UPGRADE4

Conditionstates that are used for VTOL aircraft (i.e. JetAIUpdate with NeedsRunway = No)

  • TAKEOFF
  • LANDING

Conditionstate used for TeleporterAIUpdate

  • TELEPORT_RECOVER

WeaponBonus types

Added new WeaponBonus types for the following conditions:

  • CONTAINED - this bonus is applied to passengers in TransportContain (similar to GARRISONED)
  • FRENZY_FOUR, FRENZY_FIVE - extra tiers above the vanilla FRENZY_ONE/TWO/THREE
  • BOOST_ONE, BOOST_TWO, BOOST_THREE - generic "boost" bonus tiers, for use with the BuffTemplate WeaponBonus FlagModifier (see BuffSystem)
  • DEMORALIZED_ONE, DEMORALIZED_TWO, DEMORALIZED_THREE - generic "demoralized" penalty tiers
  • TARGET_PAINT_ONE, TARGET_PAINT_TWO, TARGET_PAINT_THREE - bonus applied to a target that has been "painted" (e.g. by a target designator)
  • CRYO_ONE, CRYO_TWO, CRYO_THREE - generic "cryo/slow" penalty tiers (used e.g. by the Cryo Bomb buff example in BuffSystem)
  • VETERANCY_FOUR, VETERANCY_FIVE - bonus tiers matching the new LEVEL_FOUR/LEVEL_FIVE veterancy ranks
  • BATTLEPLAN_BOMBARDMENT_TWO, BATTLEPLAN_HOLDTHELINE_TWO, BATTLEPLAN_SEARCHANDDESTROY_TWO - second-tier battle plan bonuses
  • EXTRA1 ... EXTRA8 - free-to-use slots reserved for mods

Bonus values can be defined in GameData.ini (no bonus by default). Example:

WeaponBonus = CONTAINED RANGE 125%

Veterancy Levels

Added two extra veterancy levels above HEROIC, for a total of 6 (REGULAR, VETERAN, ELITE, HEROIC, LEVEL_FOUR, LEVEL_FIVE).

  • LEVEL_FOUR
  • LEVEL_FIVE

Used by the object veterancy parameters (MaxVeterancyLevel, ExperienceRequired, ExperienceValue, SkillPointValue), the SetMaxVeterancyLevel upgrade, and the HealthBonus_Four / HealthBonus_Five GameData parameters.

Rider Slots (Combat Bike)

Extended RiderChangeContain from 8 to 16 rider slots. Corresponding enums were added for the new slots (9-16):

  • ArmorSetFlags: RIDER9 ... RIDER16
  • WeaponSetFlags: RIDER9 ... RIDER16
  • ModelConditions: RIDER9 ... RIDER16
  • ObjectStatus: STATUS_RIDER9 ... STATUS_RIDER16

See RiderChangeContain.

New Enum Types

TintStatus Types

TintStatus is used to define color tint effects for various game mechanics (e.g. Frenzy). Most entries are unused by default.

The colors for each type can be defined in in GameData.ini. The TintStatus types that are used in vanilla ZH have their default values hardcoded, but they can be overriden in GameData.ini.

Values:

  • DISABLED - Used for Disabled units
  • IRRADIATED
  • POISONED
  • GAINING_SUBDUAL_DAMAGE - Used for units being disabled
  • FRENZY - Used for Frenzy
  • SHIELDED
  • DEMORALIZED
  • BOOST
  • TELEPORT_RECOVER - Chrono Legionnaire-style teleport recovery tint
  • DISABLED_CHRONO - see GameData ChronoGun parameters
  • GAINING_CHRONO_DAMAGE - see GameData ChronoGun parameters
  • FORCE_FIELD
  • IRON_CURTAIN
  • FROZEN
  • EXTRA1
  • EXTRA2
  • EXTRA3
  • EXTRA4
  • EXTRA5
  • EXTRA6
  • EXTRA7
  • EXTRA8
  • EXTRA9
  • EXTRA10

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