Fixes to Mod Logics¶
Fixes to logic that goes unused in the unmodded game, or at least not used to its full capabilities i.e. game logic that often does not work as expected when used in mods.
- AircraftTypes and Railguns
- Air-To-Air Combat
- Alternate Theater Art For BuildingTypes
- AmbientDamage=0 Still Dealt Damage
- Amphibious Objects Sink When Chronoshifted Onto Water
- Animation Damage Warheads
- Infantry Getting Stuck in Armory
- Assaulter Mix Up
- BaseUnit
- Buildable Construction Yards
- Buildable Secret Labs
- BuildConst
- BuildingTypes and InfantryTypes Do Not Reload Ammo Properly
- BuildingType Upgrades Are Not Viable Prerequisites
- BuildLimit and Queues
- C4 Veteran Ability
- Carryall Cargo Fixes
- Chrono-Transport Deploy Inconsistency
- Cloakable AircraftTypes and BuildingTypes
- Cloakable Spawners
- Cloaked Objects no Longer Uncloak if Unaffected
- Repair Wrench Revealing Cloaked Structures
- Custom Palettes
- Destroyable Cliffs
- DestroyAnims Cause Reconnection Errors
- DestroyAnims Don’t Remap
- DigSound
- Passengers and TurretCount
- Crew with Engineer=yes could freeze the game
- Crash with undefined Engineer, Technician and Crew
- Factory Load Sharing
- Free Unit Initial Mission
- Gap Generator Radius can be greater than 127 Cells
- Hardcoded Wall/Gate Interactions
- Hijackers are reimbursed when a unit is grinded
- Cloakable Infantry Constantly Uncloaking
- Infantry Lost In Special Function Buildings
- Initial Veteran Cameos
- Ivan Bombs Can Only Be Fired By InfantryTypes
- Ivan Bombs and Cloaked Ivans
- Jumpjet Shadows
- Crash with Loose SHP Files
- Mind-Controller Parasites
- Slaves Change Ownership If Enslaver Switches Sides
- Mirage Logic with Turrets/Barrels
- MissileSpawn on Buildings
- Moving Alpha Lights
- Multiple AI Factories Clone Units
- AI ignores BuildLimit when creating teams
- Negatively Damaging Weapons with AnimList
- New Construction Options
- NoSpawnAlt and Turret
- Occupiers are always trained even if Trainable=no
- OpenTopped Gunners and Temporal weapons
- OpenTopped Transports Do Not Decloak To Fire
- Overriding missionsmd.pkt
- Paradropping from Player-Loaded Aircraft
- PKT Duplication
- Player @ X Support for Multiplayer Map Events
- Play Sound at Random Waypoint
- ProduceCashDelay Problems
- RadBeams And Waves Using The Wrong FLH
- Radiation Color and Snow Theater
- Reinforcements and Multiplayer Map Triggers
- Remappable Walls
- Shape Compression 1 Draws Vertical Lines on Large Images
- Sonic Waves Respect Wall=no
- Sonic Wave Ambient Damage
- “Special” Weapons now function in secondary slots
- SpyPlane Count Decoupled From AllyParaDropNum
- Subterranean Units Could Accidentally Leave The Map
- Summoned Airstrikes no longer dependent on SovParaDropInf
- Temporal Warheads Still Affect Objects That Are Not Warpable
- The 100-Unit Bug
- Warning When a Too Long ID is Used
- Unit Instances Not Counting Towards BuildLimit
- Unit Sounds Played At Inappropriate Times
- Units overpowering buildings
- Vehicle Paradrop Offset
- IsMagBeam Waves and Moving Targets
- IsSonic Waves and Hardcoded Ranges
- IsLaser and IsBigLaser on Lower Detail Levels
- The Whiteboy Bug