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Super Weapons

In Yuri’s Revenge, there is very little you can do to change or add to the existing super weapons - most super weapon-related features are hard-coded to only work as designed for the original super weapons. Ares, however, includes several new ways to customize existing super weapons as well as several wholly new super weapons.

Note

You cannot change a super weapon’s Type= or Action= values in any of the game mode specific INI files (like mpfreeforallmd.ini) or map files. To achive the same effect, add a new super weapon to rulesmd.ini with the different Type= or Action= and change SuperWeapon= for the respective owner buildings to use the new super weapon in the INI file instead.

Building Animations

Buildings can display specific animations for when the attached super weapon is charging, is nearly charged (1 minute remaining in the normal game), is ready to be fired, and when it fires. However, in Yuri’s Revenge, these animations only work properly for the original super weapons. In Ares, these will work for any super weapon. Building animations played correctly for new super weapons.

New in version 0.1.

General properties

[SuperWeapon]►SW.Range= (float,int)
Most superweapons having a ranged effect can take a float or two integers. One float is taken as radius around the target cell, two integers separated by comma denote a rectangular area. For example, SW.Range=3.5 defines a circle with 7 cells diameter, SW.Range=4,6 defines a rectangle 4 cells wide and 6 cells high. The range is no longer bound to cell spread’s limitation of a maximum range of 10.
[SuperWeapon]►SW.CreateRadarEvent= (bool)
Creates a radar event rectangle for every player centered above the super weapon’s target cell.
[SuperWeapon]►SW.AffectsHouse= (enum none|owner|allies|team|enemies|all)
Which houses items are affected by this super weapon. You can combine multiple values by comma. team equals owner,allies, all equals owner,allies,enemies. Defaults to team for the Force Shield, to all otherwise.
[SuperWeapon]►SW.AffectsTarget= (enum land|water|empty|infantry|units|buildings)
Which items are allowed to be affected by this super weapon. You can combine multiple values by comma. If you don’t specify either land or water, both will be allowed. If you don’t specify any of the other values, everything can be affected. For example, SW.AffectsTarget=land,buildings affects all buildings that aren’t water-bound, SW.AffectsTarget=water affects every water cell, occupied or empty.
[SuperWeapon]►SW.ShowCameo= (boolean)
Sets whether this super weapon will appear in the side bar. This setting is ignored if SW.AutoFire=no is set. Defaults to yes.
[SuperWeapon]►SW.Deferment= (integer frames)
The number of frames after the fired super weapon takes effect. Not all super weapons support deferment.

New in version 0.1.

Hardcoded Values

It made no sense to have the values PreClick, PostClick, and PreDependent customizable. Ares hardcodes these values and they have no effect any more. Instead, SW.PostDependent takes their place.

[SuperWeapon]►SW.PostDependent= (SuperWeapon)
The super weapon invoked right after firing this super weapon. As in Red Alert 2 the only super weapon using this is the ChronoSphere invoking the ChronoWarp. To distinguish between multiple of such super weapons you can provide the specific super weapon ID here. For example, [ChronoSphereSpecial]►SW.PostDependent=ChronoWarpSpecial switches to the ChronoWarp type super weapon after you chose the source location.

New in version 0.2.

Targeting

[SuperWeapon]►SW.FireIntoShroud= (boolean)
Whether or not this super weapon is allowed to fire into an unexplored area of the map. Default is yes.
[SuperWeapon]►SW.AutoFire= (boolean)
Sets whether this super weapon should be launched automatically even for human players. If this is set to yes, the AI targeting options are used to infer the best target cell. Defaults to no.
[SuperWeapon]►SW.ManualFire= (boolean)
Sets whether this super weapon can be manually fired by the owning player. If set to no, the player will not be able to get a selection cursor for this super weapon when clicking the cameo. This setting is ignored if SW.AutoFire=no is set, because the player would have no way to fire this super weapon. You can use this on auto-firing super weapons where the targeting mode might prevents it from being fired (like the Lightning Storm or Psychic Dominator, if another super weapon of this type is currently active). Defaults to yes.
[SuperWeapon]►SW.RequiresTarget= (enum land|water|empty|infantry|units|buildings)

Which items this super weapon can fire upon. Hovering above an allowed item will show the Cursor, otherwise the player gets the NoCursor and it is not possible to launch the super weapon. For an example see SW.AffectsTarget=.

Note

Please be aware of the problems that can arise if this and SW.AffectsTarget= are set to mutually exclusive values not allowing the super weapon to affect anything.

[SuperWeapon]►SW.RequiresHouse= (enum none|owner|allies|team|enemies|all)
Which house’s items this super weapon can fire upon.
[SuperWeapon]►SW.AITargeting= (enum SW Targeting Type)
Select one of the following values to define how the AI will use this super weapon:
  • None: The AI will not use this super weapon and it cannot auto-fire.
  • LightningStorm: Targets offensively, but waits until a currently striking Lightning Storm subsides. Supports map action 135.
  • Nuke: Targets offensively, or strikes the waypoint set by map triggers. Supports map action 135.
  • PsychicDominator: Targets the largest group of enemy units. Supports map action 135.
  • GeneticMutator: Targets the largest group of enemy infantry (in a 3x3 area). Supports map action 135.
  • ParaDrop: Targets the least defended cell near the enemy base. Supports map action 135.
  • ForceShield: Targets the position an enemy super weapon is about to hit to protect against it. Supports map action 140.
  • NoTarget: This super weapon doesn’t need any valid coordinates to strike. You can use this for map-wide super weapons.
  • Offensive: Targets offensively, without any special handling like LightningStorm or Nuke.
  • Stealth: Targets stealth units or buildings only. Respects SW.RequiresTarget and SW.RequiresHouse.
  • Base: Targets the owning player’s base center.
  • Self: Targets buildings providing this very super weapon, belonging to the owning player only.

Note

The AI will only respect SW.AITargeting when finding a target, if not noted otherwise. For example, this means Nuke cannot be used to target allies only.

New in version 0.2.

Cursors

Ares allows you to specify custom mouse cursors for the super weapon, using the following flags:

[SuperWeapon]►Cursor.Frame= (integer)
Starting frame of the cursor from mouse.sha. Defaults to the Attack cursor.
[SuperWeapon]►Cursor.Count= (integer)
Number of frames in the animated cursor.
[SuperWeapon]►Cursor.Interval= (integer)
How often to animate the cursor? Default is 5.
[SuperWeapon]►Cursor.MiniFrame= (integer)
Same as Cursor.Frame, except this is for the mouse cursor when positioned on the minimap. Set this to -1 to disable the minimap cursor and to only allow players to click on the battlefield.
[SuperWeapon]►Cursor.MiniCount= (integer)
Same as Cursor.Count, except this is for the mouse cursor when positioned on the minimap.
[SuperWeapon]►Cursor.HotSpot= (HotSpot X, HotSpot Y)
Specifies the coordinates on the cursor that are considered to be the ‘tip’ that is, the point from which the click event will handled. HotSpot X should be one of Left, Center or Right. HotSpot Y should be one of Top, Middle or Bottom. For example, Cursor.HotSpot=Left,Top will treat the top-left corner of the cursor as the tip. Default is Center,Middle.

All of the above Cursor.* flags have a corresponding NoCursor.* flag, which allows you to specify the cursor that will be displayed when the mouse pointer is positioned over a point where the super weapon cannot be fired (e.g. the Force Shield cannot be fired over empty ground, so will display an alternate cursor to indicate this).

The NoCursor.* flags default to the same value as their Cursor.* counterparts.

New in version 0.1.

Charge/Drain Super Weapons

Instead of one global setting, Ares supports customizable ChargeToDrainRatio settings for each super weapon. All settings here only apply for super weapons with UseChargeDrain=yes set.

[SuperWeapon]►SW.ChargeToDrainRatio= (float multiplier)
The recharge time multiplied by this value is how long the super weapon will stay active. Must not be 0. Defaults to [General]►ChargeToDrainRatio.
[SuperWeapon]►SW.Unstoppable= (boolean)
Whether this super weapon can be stopped when active. Otherwise clicks on the super weapon’s cameo are ignored. Defaults to no.

Note

Note that UseChargeDrain is supported for the Firewall super weapon only. Using it along with any other super weapon types it will lead to unexpected results.

New in version 0.2.

Cost

The firing of a super weapon can now add or subtract credits from the firing player’s cash reserve. If the player doesn’t have enough funds the launch is aborted and an EVA event is triggered to notify the player. Super weapons costing money will show the needed amount in the super weapon’s cameo tool tip. If the player has not enough money to use the super weapon, the sidebar cameo is grayed out.

[SuperWeapon]►Money.Amount= (integer - credits)
This many credits are added to the firing player’s account when the super weapon is fired. Use a negative number to subtract credits. Defaults to 0.
[SuperWeapon]►Money.DrainAmount= (integer - credits)
This many credits are added to the firing player’s account when a UseChargeDrain=yes super weapon is active. Use a negative number to subtract credits. Defaults to 0.
[SuperWeapon]►Money.DrainDelay= (integer - frames)
After this many frames the credits defined in Money.DrainAmount= are added to the firing player’s account when a UseChargeDrain=yes super weapon is active. Defaults to 0.

New in version 0.1.

Changed in version 0.4.

Animation/Sound

The default values depend on the super weapon’s actual Type.

[SuperWeapon]►SW.Animation= (animation)
The animation to display at the super weapon’s target cell.
[SuperWeapon]►SW.AnimationHeight= (integer)
How high above the target cell to display the animation.
[SuperWeapon]►SW.AnimationVisibility= (enumeration none|owner|allies|team|enemies|all)
Defines who will see this animation.
[SuperWeapon]►SW.Sound= (sound)
The sound to play at the super weapon’s target cell.
[SuperWeapon]►SW.ActivationSound= (sound)
The sound to play when a Nuke is fired or a deferrable super weapon like the Lightning Storm is activated.

New in version 0.1.

EVA Events

[SuperWeapon]►EVA.Detected= (EVA event)
The EVA event that will be triggered when the super weapon building is constructed (the EVA event is not played for the owner of the building).
[SuperWeapon]►EVA.Ready= (EVA event)
The EVA event that will be triggered when the super weapon is ready to fire (the EVA event is only played for the owner of the super weapon).
[SuperWeapon]►EVA.Activated= (EVA event)
The EVA event that will be triggered when the super weapon is fired.
[SuperWeapon]►EVA.Impatient= (EVA event)
The EVA event that will be triggered when a super weapon cameo is clicked but isn’t ready to fire yet.
[SuperWeapon]►EVA.InsufficientFunds= (EVA event)
The EVA event that will be triggered when a super weapon can’t be fired because the player doesn’t have enough money. Defaults to EVA_InsufficientFunds.
[SuperWeapon]►EVA.SelectTarget= (EVA event)
The EVA event that will be triggered when the super weapon cameo is clicked in the sidebar and the player is required to select a target.

To disable an EVA event, use the value none.

New in version 0.1.

Changed in version 0.4.

Messages

[SuperWeapon]►Message.Detected= (CSF label)
Message displayed to every player the moment the super weapon building is detected.
[SuperWeapon]►Message.Ready= (CSF label)
Message displayed to the firing player when the super weapon becomes ready to launch.
[SuperWeapon]►Message.Launch= (CSF label)
Message displayed to every player the moment the super weapon is launched.
[SuperWeapon]►Message.Activate= (CSF label)
Message displayed to every player the moment a deferrable super weapon is activated.
[SuperWeapon]►Message.Abort= (CSF label)
Message displayed to the firing player if the super weapon cannot be fired right now because another super weapon is active.
[SuperWeapon]►Message.InsufficientFunds= (CSF label)
Message displayed if the firing player doesn’t have enough money to launch this super weapon.
[SuperWeapon]►Message.FirerColor= (boolean)
Messages are displayed in the firing house’s color scheme. Defaults to no.
[SuperWeapon]►Message.Color= (Color scheme)
If set, messages are always displayed in this color scheme instead of the player’s color scheme. This is not respected if Message.FirerColor=yes is set.

New in version 0.2.

Cameo Overlay Texts

These texts will overlay the cameo in the sidebar to show the super weapon’s current status.

[SuperWeapon]►Text.Hold= (CSF label)
Overlay displayed in case this super weapon is powered and can’t currently charge because the building is shut down.
[SuperWeapon]►Text.Ready= (CSF label)
Overlay displayed in case this super weapon is fully charged and ready to be launched.
[SuperWeapon]►Text.Charging= (CSF label)
Overlay displayed in case this super weapon has UseChargeDrain=yes set and can be fired, but it isn’t fully charged yet.
[SuperWeapon]►Text.Active= (CSF label)
Overlay displayed in case this super weapon has UseChargeDrain=yes set and is currently enabled and draining.
[SuperWeapon]►Text.Preparing= (CSF label)
Overlay displayed in case none of the above texts are shown for this super weapon. That is, for example, charging for super weapons not using charge drain.

New in version 0.2.

Super Weapon Lighting

The three major super weapons allow for a temporary change of lighting. You can change any of these values without having to change the others too. If you want to use the scenario’s respective default value, use -1 for ambient or colors.

[SuperWeapon]►Light.Enabled= (boolean)
Whether the lighting gets respected or not. Currently only the primary super weapons support lighting changes.
[SuperWeapon]►Light.Ambient= (integer)
The brightness of the environment. Too high values will cause a slow-down.
[SuperWeapon]►Light.Red= (integer)
The red component of the lighting.
[SuperWeapon]►Light.Green= (integer)
The green component of the lighting.
[SuperWeapon]►Light.Blue= (integer)
The blue component of the lighting.

New in version 0.2.

Enhanced Super Weapon Types

Type=LightningStorm

Default values for general tags:

[SuperWeapon]►SW.Range= (float,integer)
Area around the target location the Lightning Storm strikes. Note that a single value denotes the diameter of a circle - this is not the radius. Defaults to [General]►LightningCellSpread.
[SuperWeapon]►SW.Damage= (integer)
The damage each lightning bolt delivers. Defaults to [General]►LightningDamage.
[SuperWeapon]►SW.Warhead= (Warhead)
The warhead used to deal the damage of each lightning bolt. Defaults to [General]►LightningWarhead.
[SuperWeapon]►SW.Deferment= (integer frames)
Defaults to [General]►LightningDeferment.
[SuperWeapon]►SW.ActivationSound= (Sound)
Defaults to [AudioVisual]►StormSound.
[SuperWeapon]►SW.AITargeting= (enum)
Defaults to LightningStorm.
[SuperWeapon]►Light.*= (integer)
Default to the scenario’s [Lighting]►Ion*.

Lightning Storm specific tags:

[SuperWeapon]►Lightning.Duration= (integer - frames)
The length the Lightning Storm endures. A value of -1 means indefinite duration. Defaults to [General]►LightningStormDuration.
[SuperWeapon]►Lightning.RadarOutage= (integer - frames)
The number of frames radars are jammed for players defined by SW.AffectsHouse. Defaults to [General]►LightningStormDuration.
[SuperWeapon]►Lightning.RadarOutageAffects= (enum)
Specifies the houses affected by radar outage. Defaults to enemies.
[SuperWeapon]►Lightning.HitDelay= (integer - frames)
The number of frames between two clouds being created over the target cell. Values of 0 or lower will disable direct hits. Clouds created by this mechanism are never subject to separation rules (see below). Defaults to [General]►LightningHitDelay.
[SuperWeapon]►Lightning.ScatterDelay= (integer - frames)
The number of frames between clouds getting created over a random cell in the super weapon’s range. Values of 0 or lower will disable random hits. Only clouds created by this mechanism are subject to separation rules (see below). Defaults to [General]►LightningScatterDelay.
[SuperWeapon]►Lightning.ScatterCount= (integer)
The number of new clouds created every Lightning.ScatterDelay frames. Values of 0 or lower will disable random hits. Defaults to 1.
[SuperWeapon]►Lightning.Separation= (integer - distance)
The least number of cells between two random clouds to better distribute damage. This is not the direct distance, but rather the sum of the differences of the x and y components. Values of 0 or lower will disable separation rules. Defaults to [General]►LightningSeparation.
[SuperWeapon]►Lightning.PrintText= (boolean)
Enables the warning text appearing shortly before the Lightning Storm strikes. Defaults to [General]►LightningPrintText.
[SuperWeapon]►Lightning.IgnoreLightningRod= (boolean)
Disables the special handling for buildings with LightningRod=yes set. Defaults to no.
[SuperWeapon]►Lightning.DebrisMin= (integer)
The least number of debris created when lightning strikes empty cells or destroys a building or a unit. Defaults to 2.
[SuperWeapon]►Lightning.DebrisMax= (integer)
The largest number of debris created when lightning strikes empty cells or destroys a building or a unit. Defaults to 4.
[SuperWeapon]►Lightning.CloudHeight= (integer - leptons)
The height above the ground the clouds get created in. Values less than 0 will center the cloud image on top of the first bolt anim from the list (for the original game this is about 1200). Defaults to -1.
[SuperWeapon]►Lightning.BoltExplosion= (Animation)
Every lightning bolt will display this damage animation upon impact. Defaults to [General]►WeatherConBoltExplosion.
[SuperWeapon]►Lightning.Sounds= (list of Sounds)
A comma separated list of sounds played when lightning strikes. Defaults to [AudioVisual]►LightningSounds.
[SuperWeapon]►Lightning.Clouds= (list of Animation)

A comma separated list of cloud animations. Defaults to [General]►WeatherConClouds.

Note

If this list is empty, the Lightning Storm super weapon will not function.

[SuperWeapon]►Lightning.Bolts= (list of Animation)

A comma separated list of bolt animations. If this list is empty, the damage is caused even though no bolts are shown. Defaults to [General]►WeatherConBolts.

Warning

Do not use Bouncer=yes animations with Lightning.Bolts. This leads to crashes if a building is hit.

[SuperWeapon]►Lightning.Debris= (list of Animation)
A comma separated list of animations used as debris when lightning strikes. Defaults to [General]►MetallicDebris.

Other changes:

Lightning rods attract random lightning that is about to strike in close range. For more information see the Lightning Rods section.

New in version 0.2.

Type=MultiMissile

Default values for general tags:

[SuperWeapon]►SW.Damage= (integer)
The damage the nuclear missile delivers. Negative values indicate to use the payload weapon’s damage. Defaults to -1.
[SuperWeapon]►SW.Warhead= (Warhead)
The warhead used to deal the damage of the nuke. If this is empty, the payload weapon’s warhead will be used. Defaults to none.
[SuperWeapon]►SW.ActivationSound= (Sound)
The nuke warn siren played at the destination. Defaults to [AudioVisual]►DigSound.
[SuperWeapon]►SW.AITargeting= (enum)
Defaults to Nuke.
[SuperWeapon]►Light.*= (integer)
Default to Light.Ambient=200, Light.Red=175, Light.Green=150, and Light.Blue=125 respectively.

Nuclear missile specific tags:

[SuperWeapon]►Nuke.Payload= (Weapon)
The Weapon used to display the downward-pointing nuke and as default, if SW.Damage and SW.Warhead aren’t set. Defaults to NukePayload.
[SuperWeapon]►Nuke.TakeOff= (Animation)
The Animation played on the missile silo when the missile is launched. Defaults to [General]►NukeTakeOff.
[SuperWeapon]►Nuke.PsiWarning= (Animation)
The Animation played at the nuke target, detectable by Psychic Sensors. Defaults to PSIWARN.
[SuperWeapon]►Nuke.SiloLaunch= (boolean)
Whether this missile is launched from a building with NukeSilo=yes providing this super weapon. Otherwise the weapon defined by Nuke.Payload is created off-screen, aiming for the target cell. Defaults to yes.

Other changes:

Use WeaponType to control the properties of the upward flying animation (especially its Projectile). Ares respects the WeaponType for every nuke, it will not use the WeaponType of the first superweapon with Type=Nuke like Yuri’s Revenge did. Also mind to set NukeMaker=yes on the WeaponType, otherwise the nuke will not come down again.

Ares supports multiple buildings with NukeSilo=yes providing this super weapon. Yuri’s Revenge only tried to find the first building type that matched those criteria.

Yuri’s Revenge supported the nuke impact animation only for the warhead called NUKE, hardcoded to NUKEBALL. To change this animation in Ares, have a look at PreImpactAnim.

New in version 0.2.

Type=PsychicDominator

Default values for general tags:

[SuperWeapon]►SW.Range= (float,integer)
Area around the target location the Psychic Dominator captures. This does not affect the damage. Defaults to [General]►DominatorCaptureRange.
[SuperWeapon]►SW.Damage= (integer)
The damage the Psychic Dominator delivers right before capturing. No damage is dealt if this value is 0 or negative. Defaults to [General]►DominatorDamage.
[SuperWeapon]►SW.Warhead= (Warhead)
The warhead used to deal the damage. Defaults to [General]►DominatorWarhead.
[SuperWeapon]►SW.Deferment= (integer - frames)
Defaults to 0.
[SuperWeapon]►SW.ActivationSound= (Sound)
Defaults to [AudioVisual]►PsychicDominatorActivateSound.
[SuperWeapon]►SW.AITargeting= (enum)
Defaults to PsychicDominator.
[SuperWeapon]►SW.AffectsHouse= (enum)
Specifies the houses affected by the capture. Defaults to all.
[SuperWeapon]►SW.AffectsTarget= (enum)
Specifies which types the capture affects. Defaults to infantry,units.
[SuperWeapon]►Light.*= (integer)
Default to the scenario’s [Lighting]►Dominator*.

Psychic Dominator specific tags:

[SuperWeapon]►Dominator.FirstAnim= (Animation)
The Animation hovering above the target for some time before the Psychic Dominator strikes. Defaults to [General]►DominatorFirstAnim.
[SuperWeapon]►Dominator.FirstAnimHeight= (integer - leptons)
The height the Dominator.FirstAnim is played above the ground. Defaults to 750.
[SuperWeapon]►Dominator.SecondAnim= (Animation)
The Animation hovering above the target when the Psychic Dominator strikes. Defaults to [General]►DominatorSecondAnim.
[SuperWeapon]►Dominator.SecondAnimHeight= (integer - leptons)
The height the Dominator.SecondAnim is played above the ground. Defaults to 0.
[SuperWeapon]►Dominator.FireAtPercentage= (integer)
After this percentage of the Dominator.FirstAnim‘s frames have been played, the Dominator is fired. This is the actual percentage, 20 is 20%. Don’t use decimal numbers. Defaults to [General]►DominatorFireAtPercentage.
[SuperWeapon]►Dominator.ControlAnim= (Animation)
The Animation displayed above units being mind-controlled by the Dominator permanently. Defaults to [CombatDamage]►PermaControlledAnimationType.
[SuperWeapon]►Dominator.Capture= (boolean)
Defines whether this Psychic Dominator captures units in its range. Otherwise only the damage is dealt. Defaults to yes.
[SuperWeapon]►Dominator.Ripple= (boolean)
Defines whether this Psychic Dominator creates a ripple effect when the Psychic Dominator strikes. Defaults to yes.
[SuperWeapon]►Dominator.CaptureMindControlled= (boolean)
Defines whether this Psychic Dominator can capture units that are mind-controlled already. Otherwise already mind-controlled units are ignored. Defaults to yes.
[SuperWeapon]►Dominator.CapturePermaMindControlled= (boolean)
Defines whether this Psychic Dominator can capture units that are permanently mind-controlled already. Otherwise already permanently mind-controlled units are ignored. Defaults to yes.
[SuperWeapon]►Dominator.CaptureImmuneToPsionics= (boolean)
Defines whether this Psychic Dominator can capture units that usually aren’t mind-controllable. Setting this to yes ignores the ImmuneToPsionics tag on its victims. Defaults to no.
[SuperWeapon]►Dominator.PermanentCapture= (boolean)
Defines whether the victims are permanently mind-controlled. Setting this to no allows other mind-controllers to re-capture the victim, otherwise it will be uncapturable. Defaults to yes.

New in version 0.2.

Type=ChronoSphere

The ChronoSphere type super weapon needs a ChronoWarp type super weapon. If you have more than one ChronoSphere super weapons, you can reuse the same ChronoWarp super weapon for all of them, or create dedicated super weapons if you want to. See SW.PostDependent.

Default values for general tags:

[SuperWeapon]►SW.Range= (float,integer)
Range affected by the chronoshift. Defaults to 3,3.
[SuperWeapon]►SW.Animation= (Animation)
The placement animation indicating the source location for the chronoshift. Defaults to [General]►ChronoPlacement.
[SuperWeapon]►SW.AnimationHeight= (integer)
The height the SW.Animation is played above the ground. Defaults to 5.
[SuperWeapon]►SW.AITargeting= (enum)
Defaults to none. The AI cannot use this.
[SuperWeapon]►SW.AffectsHouse= (enum)
Specifies the houses affected by the chronoshift. Defaults to all.
[SuperWeapon]►SW.AffectsTarget= (enum)

Specifies which types the chronoshift affects. Defaults to infantry,units.

Note

Please note that buildings with Chronoshift.IsVehicle=yes are considered units and not buildings, if Chronosphere.ReconsiderBuildings=yes is set.

[SuperWeapon]►SW.PostDependent= (super weapon)
Specifies the super weapon used to select the target cell for the chronoshift by ID. Defaults to the first ChronoWarp type super weapon in the SuperWeaponTypes list.

Chronosphere specific tags:

[SuperWeapon]►Chronosphere.BlastSrc= (Animation)
The Animation played above the source when the chronoshift is started. Defaults to [General]►ChronoBlast.
[SuperWeapon]►Chronosphere.BlastDest= (Animation)
The Animation played above the destination when the chronoshift is started. Defaults to [General]►ChronoBlastDest.
[SuperWeapon]►Chronosphere.ReconsiderBuildings= (boolean)
Defines whether the chronoshift will consider buildings with Chronoshift.IsVehicle=yes as vehicles instead. Otherwise deployed-vehicle type buildings always count as buildings like with the original Chronosphere. Defaults to yes.
[SuperWeapon]►Chronosphere.KillOrganic= (boolean)
Defines whether the chronoshift will kill all organic units. Otherwise the units will not be killed by the chronoshift and teleport instead. Defaults to yes.
[SuperWeapon]►Chronosphere.KillTeleporters= (boolean)
Defines whether the chronoshift will kill units with Teleporter=yes set. Otherwise the units will be chronoshifted. Defaults to no.
[SuperWeapon]►Chronosphere.AffectsIronCurtain= (boolean)
Defines whether the chronoshift will affect iron curtained units. Otherwise the units will be ignored. Defaults to no.
[SuperWeapon]►Chronosphere.AffectsUnwarpable= (boolean)
Defines whether the chronoshift will affect units with Warpable=no set. Otherwise the units will be ignored. Defaults to yes.
[SuperWeapon]►Chronosphere.AffectsUndeployable= (boolean)

Defines whether the chronoshift will affect buildings that can be undeployed into units again. Effectively, if a building has UndeploysInto= set and this value is yes, SW.AffectsTarget and Chronoshift.IsVehicle are bypassed and the building is chronoshifted with vehicle placement rules. Defaults to no.

Note

“Undeployable” means buildings that can undeploy, rather than “vehicles that cannot deploy”.

[SuperWeapon]►Chronosphere.BlowUnplaceable= (boolean)
Defines whether the chronoshift will destroy buildings that don’t fit in the target location, otherwise the buildings will stay at the source location. This function will not spare units that have been deployed into buildings. Defaults to yes.

Other changes:

It is now possible to chronoshift buildings. Note that there is a difference to chronoporting units: If a building cannot be placed in the target location it will blow up in the source location (if the default Chronosphere.BlowUnplaceable=yes is used). Vehicle-type buildings will try to find a fitting place just like units would.

See Chronoshift to prevent objects from being chronoshifted.

Warning

There are several known issues with chronoshifting buildings that haven’t been fixed yet. For example, buildup animations will restart and the turret facing is reset.

New in version 0.2.

Type=ChronoWarp

The ChronoWarp type super weapon is fired at the target location of the chronoshift and marks the position the units will be teleported to. If you have a ChronoSphere type super weapon you have to have one ChronoWarp type super weapon, too.

From the ChronoWarp type super weapon only the targeting and cursor properties are used, as well as Range to indicate the area of effect by drawing radial lines around the cursor. SW.Range is not used.

For the actual chronoshifting tags, see ChronoSphere.

New in version 0.2.

Type=IronCurtain and Type=ForceShield

The difference between Type=IronCurtain and Type=ForceShield are the default values used. Type=ForceShield will always use the force shield protection color for buildings, otherwise the iron curtain color is used. At the moment, the color cannot be customized.

Default values for general tags:

[SuperWeapon]►SW.Range= (float,integer)
Range affected by the protection. Defaults to [General]►ForceShieldRadius for ForceShield, to 3,3 otherwise.
[SuperWeapon]►SW.Animation= (Animation)
Defaults to [General]►ForceShieldInvokeAnim for ForceShield, to [General]►IronCurtainInvokeAnim otherwise.
[SuperWeapon]►SW.AnimationHeight= (integer)
The height the SW.Animation is played above the ground. Defaults to 5.
[SuperWeapon]►SW.AITargeting= (enum)
Defaults to ForceShield for ForceShield, to none otherwise and the AI cannot use this.
[SuperWeapon]►SW.AffectsHouse= (enum)
Specifies the houses affected by the protection. Defaults to team for ForceShield, to all otherwise.
[SuperWeapon]►SW.AffectsTarget= (enum)
Specifies which types the protection affects. Defaults to buildings for ForceShield, to all otherwise.
[SuperWeapon]►SW.RequiresTarget= (enum)
Specifies which types the protection can be fired upon. Defaults to buildings for ForceShield, to all otherwise.
[SuperWeapon]►SW.RequiresHouse= (enum)
Defaults to team for ForceShield, to none otherwise.

Iron Curtain and Force Shield specific tags:

[SuperWeapon]►Protect.Duration= (integer - frames)
The length the protection effect endures. Defaults to [General]►ForceShieldDuration for ForceShield, to [CombatDamage]►IronCurtainDuration otherwise.
[SuperWeapon]►Protect.PowerOutage= (integer - frames)
The length the owning player will expericence a power outage after firing this super weapon. Defaults to [General]►ForceShieldBlackoutDuration for ForceShield, to 0 otherwise.
[SuperWeapon]►Protect.PlayFadeSoundTime= (integer - frames)
This many frames before the protection effect ends the [SuperWeapon]►SpecialSound is played. Must be lower than Protect.Duration. Defaults to [General]►ForceShieldPlayFadeSoundTime for ForceShield, to 0 otherwise.

The duration of the protection can be customized for each TechnoType. See the Force Shield Modifier section for Type=ForceShield, otherwise see the Iron Curtain Effect on Warheads section.

New in version 0.2.

Type=GeneticConverter

Default values for general tags:

[SuperWeapon]►SW.Range= (float,integer)
The area the Genetic Mutator affects. Ignored if Mutate.Explosion=yes. Defaults to 3,3.
[SuperWeapon]►SW.Damage= (integer)
The damage the Genetic Mutator delivers if Mutate.Explosion=yes. Defaults to 10000.
[SuperWeapon]►SW.Warhead= (Warhead)
The warhead used to deal the damage. Defaults to [SpecialWeapons]►MutateExplosionWarhead if Mutate.Explosion=yes, to [SpecialWeapons]►MutateWarhead otherwise.
[SuperWeapon]►SW.Animation= (Animation)
Defaults to [General]►IonBlast.
[SuperWeapon]►SW.AnimationHeight= (integer)
Defaults to 5.
[SuperWeapon]►SW.Sound= (Sound)
Defaults to [AudioVisual]►GeneticMutatorActivateSound.
[SuperWeapon]►SW.AITargeting= (enum)
Defaults to GeneticMutator.
[SuperWeapon]►SW.AffectsHouse= (enum)
Specifies the houses affected by the mutation, if Mutate.Explosion=no. Defaults to all.
[SuperWeapon]►SW.AffectsTarget= (enum)
Specifies whether the mutation effect should be limited to land or water targets. You cannot define any unit type here and they will be ignored. Ignored if Mutate.Explosion=yes. Defaults to all.

Genetic Mutator specific tags:

[SuperWeapon]►Mutate.Explosion= (boolean)
Switches between two modes. If yes, the Genetic Mutator will cause an explosion using SW.Warhad and SW.Damage without respecting any other Genetic Mutator specific tags. Otherwise all infantry units in range are damaged using SW.Warhead and SW.Damage, verses and immunities are respected. Defaults to [General]►MutateExplosion.
[SuperWeapon]►Mutate.IgnoreCyborg= (boolean)
Whether the Genetic Mutator will not affect infantry with Cyborg=yes set. Ignored if Mutate.Explosion=yes. Defaults to no.
[SuperWeapon]►Mutate.IgnoreNotHuman= (boolean)
Whether the Genetic Mutator will not affect infantry with NotHuman=yes set. Ignored if Mutate.Explosion=yes. Defaults to no.
[SuperWeapon]►Mutate.KillNatural= (boolean)
Whether the Genetic Mutator will just kill infantry with Natural=yes set opposed to affecting it using SW.Warhead. Ignored if Mutate.Explosion=yes. Defaults to yes.

New in version 0.2.

Type=ParaDrop and Type=AmerParaDrop

Default values for general tags:

[SuperWeapon]►SW.AITargeting= (enum)
Defaults to ParaDrop.

The original flags that control the units provided by the generic paradrop super weapons (AllyParaDropInf, SovParaDropInf and YuriParaDropInf) and the American paradrop (AmerParaDropInf) only accept InfantryTypes. If you try to include a VehicleType via these lists then the game will create a new InfantryType instead - with the same parameters as the existing VehicleType - ultimately resulting in an invisible InfantryType being delivered in the paradrop.

With Ares, there are new country-specific flags that override the old flags and enhance the way paradrops are delivered. ParaDrop.Types will accept VehicleTypes as well as InfantryTypes. You can send multiple airplanes of user-defined type.

Each plane consists of the following properties:

[SuperWeapon]►ParaDrop.Types= (list of InfantryTypes and/or VehicleTypes)

The units that will be paradropped by this super weapon. For Type=AmerParaDrop super weapons, this defaults to AmerParaDropInf=.

Note

The original flags used to control the paradrop units only accept InfantryTypes. To include VehicleTypes in a paradrop you must use the new ParaDrop.Types and ParaDrop.Num flags.

[SuperWeapon]►ParaDrop.Num= (list of integers)
The quantity of each corresponding unit (listed against ParaDrop.Types) that will be paradropped. For Type=AmerParaDrop super weapons, this defaults to AmerParaDropNum=.
[SuperWeapon]►ParaDrop.Aircraft= (AircraftType)
The type of aircraft that will deliver the units. Defaults to the corresponding country’s ParaDrop.Aircraft=.
[SuperWeapon]►ParaDrop.Count= (integer - number of planes)
This controls how many planes should be send to drop paratroopers. Defaults to 1.

You can define every plane for each country, side or the super weapon separately. The syntax is as follows:

[Superweapon]►ParaDrop.ID.PlaneX.*=
ID is name of the country or side. X is a positive integer, with no leading zeros, starting with 2 up to Count. To customize the first plane (which will also act as the default plane), do not use the PlaneX segment. If you want to set the default properties for all sides, do not use the ID segment. The Count tags can’t have a PlaneX segment.

The Airplane and its contents will be read separately, thus it is possible to only define Aircraft; Types and Nums will use the default value by going though the list until the tags are defined. This also works vice versa.

Types and Nums have to be defined together; it is not possible to change the number of units without restating the types.

Values are read in this order, top down. The first value found is used.

  1. [Superweapon]►ParaDrop.Country.PlaneX.*= (the SW’s country-specific plane number X)
  2. [Superweapon]►ParaDrop.Side.PlaneX.*= (the SW’s side-specific plane number X)
  3. [Superweapon]►ParaDrop.PlaneX.*= (the SW’s default plane number X)
  4. [Superweapon]►ParaDrop.Country.*= (the SW’s country-specific default plane)
  5. [Superweapon]►ParaDrop.Side.*= (the SW’s side-specific default plane)
  6. [Superweapon]►ParaDrop.*= (the SW’s default plane)
  7. [Country]►ParaDrop.*= (the country-specific default plane)
  8. [Side]►ParaDrop.*= (the side-specific default plane)
  9. [General]►*= (the Rules’ default plane)

Examples:

  • [Superweapon]►ParaDrop.Russia.Plane3.Types=BORIS (and proper Nums) would replace the contents of the third plane for the country Russia.
  • [Superweapon]►ParaDrop.Nod.Aircraft=SPLANE would replace the aircraft for all Soviet side countries.

Quickstart

To give all countries the same items, use [Superweapon]►ParaDrop.Count=, [Superweapon]►ParaDrop.Aircraft=, [Superweapon]►ParaDrop.Types=, and [Superweapon]►ParaDrop.Num=. This creates a clone of the American Paradrop.

You can create unlimited new paradrop superweapons with different properties. Type=ParaDrop and Type=AmerParaDrop are treated equally, but they differ by the default values. The AI will use both types as in the unmodified game.

New in version 0.2.

Type=SpyPlane

Default values for general tags:

[SuperWeapon]►SW.AITargeting= (enum)
Defaults to ParaDrop.

Spy Plane specific tags:

[SuperWeapon]►SpyPlane.Type= (AircraftType)
The AircraftType that will be sent as a spy plane. Defaults to SPYP.
[SuperWeapon]►SpyPlane.Count= (integer)
The number of spy planes to be sent out. Defaults to 1.
[SuperWeapon]►SpyPlane.Mission= (mission)
The mission that the aircraft will be sent on (Guard, Attack, Move, etc). Defaults to SpyPlane_Approach.

New in version 0.1.

Type=PsychicReveal

Default values for general tags:

[SuperWeapon]►SW.Range= (float,integer)
Range revealed by this super weapon. Defaults to [CombatDamage]►PsychicRevealRadius. The default value is capped at 10, mimicking the original implementation using Cell Spread. To disable this limitation, set SW.Range explicitly.
[SuperWeapon]►SW.Sound= (Sound)
Defaults to [AudioVisual]►PsychicRevealActivateSound.
[SuperWeapon]►SW.AITargeting= (enum)
Defaults to ParaDrop.

New in version 0.2.

New Super Weapon Types

Type=SonarPulse

The Sonar Pulse is a variation of the original Sonar Pulse known from Red Alert it will cause any cloaked units in range or on the entire map to temporarily decloak, even if it is under a Cloak Generator or not.

Default values for general tags:

[SuperWeapon]►SW.Range= (float,integer)
The radius, in cells, that the decloak effect will be applied. Use negative values to reveal all units on the map. When using full-map sonar you don’t have to select a target location, instead the super weapon will be fired when you click its cameo icon. Defaults to 10.
[SuperWeapon]►SW.AITargeting= (enum)
Defaults to Stealth.
[SuperWeapon]►SW.AffectsHouse= (enum)
Specifies the houses affected by the sonar reveal. Defaults to enemies.
[SuperWeapon]►SW.AffectsTarget= (enum)
Specifies which types the sonar affects. Defaults to water, all unit types situated on water cells.

Sonar Pulse specific tags:

[SuperWeapon]►SonarPulse.Delay= (integer - frames)
The duration that the decloak effect will last. Defaults to 60.

New in version 0.1.

Changed in version 0.5.

Type=GenericWarhead

The Generic Warhead super weapon will detonate the specified warhead at the target cell.

Default values for general tags:

[SuperWeapon]►SW.Damage= (integer)
The amount of damage that will be dealt by the warhead.
[SuperWeapon]►SW.Warhead= (warhead)
The warhead that will be detonated when in the target cell when the super weapon is fired. Note the warhead is detonated in a cell, not on a unit, so chances are you will want to set a CellSpread on the warhead to make sure the desired targets (especially InfantryTypes) are affected.
[SuperWeapon]►SW.AITargeting= (enum)
Defaults to Offensive.

Don’t forget that the BuildingType will need DamageSelf=yes set (just like the Soviet Nuclear Missile Silo) if you want the warhead to be capable of damaging the firing building.

New in version 0.1.

Type=UnitDelivery

The Unit Delivery super weapon will create the specified unit(s) in the target cell. This uses the CellSpread model to place the units.

Default values for general tags:

[SuperWeapon]►SW.Deferment= (integer - frames)
Delay before the units are placed. Defaults to 20.
[SuperWeapon]►SW.ActivationSound= (Sound)
Played when the units are placed. Defaults to none.
[SuperWeapon]►SW.AITargeting= (enum)
Defaults to ParaDrop.

Unit Delivery specific tags:

[SuperWeapon]►Deliver.Types= (list of TechnoTypes)
The list of units that will be delivered. This works for infantry, vehicles, aircraft and buildings.
[SuperWeapon]►Deliver.Buildups= (boolean)
Whether or not buildings delivered by this super weapon should play their buildup animation prior to becoming available. Defaults to no.

All objects are placed on the ground, including aircraft. Flying units that never land (e.g. the Rocketeer and Kirovs) will take off. If a cell is occupied, the super weapon will retry on the next cell and so on, until the object gets placed. Once the first unit is placed, this process starts again for the next item in the list. Infantry squads are grouped in a single cell. The search will skip an item if it has not been placed after testing 100 cells.

You can mix in naval units and they will be placed where they can normally exist.

If you have more than one building, the resulting placement might look odd.

The actual delivery of the units happens all at once, after firing the super weapon and awaiting its deferment.

New in version 0.1.

Changed in version 0.4.

Type=Firestorm

This superweapon is a recreation of the Tiberian Sun Firestorm superweapon.

When activated, all structures owned by the firing player that have Firestorm.Wall=yes set will emit an energy field, blocking all hostile projectiles (except those with SubjectToFirestorm=no set) from passing through. The energy field also destroys any friend or foe unlucky (or stupid) enough to come into direct contact with active cells.

BuildingTypes with Firestorm.Wall=yes set will act as a section of the Firestorm Wall and auto-connect to other nearby pieces (check the original building’s SHP from Tiberian Sun to see how the art is controlled).

This super weapon uses the old Charge/Drain logic: once activated, the effect will persist for a duration determined by SW.ChargeToDrainRatio, after which it will automatically shut down and the superweapon will restart its charging process. Whilst the effect is active you can click the super weapon button again to manually deactivate it, thus allowing the recharge process to begin earlier and finish faster. See Charge/Drain. Refer to ModEnc for more information about Charge/Drain logic.

In Tiberian Sun, the Charge/Drain feature was disableable through an INI flag ([SuperWeapon]►UseChargeDrain=no) however: Ares forces this logic to be used regardless of the value of that flag. Ares also forces this super weapon to ignore its assigned Action, if any, as this is required to make it activate from a single click of the sidebar icon.

The AI will not use this super weapon.

Note

The animations used by this logic are temporarily hard-coded to FSIDLE, FSGRND and FSAIR, as was used in Tiberian Sun.

Note

The AI has a lot of problems with targets behind an active Firestorm Wall, although this should not be a major problem due to the relatively small amount of game time that the Wall is active for.

New in version 0.1.