Gunner IFVs¶
Gunner=yes
units support changing their weapon depending on their first
passenger. While it was quite versatile for players and while it supported some
customization for modders, this logic added in Red Alert 2 was rather
rigidly hardcoded internally. Ares changes this.
Multiple IFVs¶
The [FV]
was the only unit to be checked for the special turret and
weapon flags, such as SniperTurretIndex
. With Ares, all
VehicleTypes with Gunner=yes
set will read those flags. This
means that you can now have multiple types of IFV.
New in version 0.1.
More Turrets and Weapons¶
Ares supports more than 18 different turret and barrel voxels, which
means TurretCount
now can be set to values greater than 18.
TurretCount
values greater than 127 are not supported, though.
Also, units having multiple turrets enabled by the use of TurretCount
have been expanded to support more than 18 weapons along with their elite
counterparts, thus more than 18 different IFVMode
s are now possible.
New in version 0.E.
Defining IFV Modes¶
Ares replaces the original parsing of the tags mapping weapons to
turrets like InitiateWeaponIndex
and InitiateTurretIndex
. No
longer are the values applied even though the weapon index is -1 (which
is the default and which usually resulted in corruptions and crashes).
Gunner=yes
units will not change properties if their section is defined
for example in a map file without restating all those mappings.
For the additional IFVMode
s Ares adds an alternative way to
define which turret to use for which weapon using a single tag each. Also, a
warning message is put into the debug log if an index is set to an invalid
value.
[TechnoType]►WeaponTurretIndexX=
(integer - turret index)The turret index used when
WeaponX
andEliteWeaponX
are active, defined byIFVMode
on the passenger. X is the number from 1 toWeaponCount
. Defaults to -1.Note
Note that
WeaponX
is 1-based whileIFVMode
is 0-based. For exampleIFVMode=4
activatesWeapon5
and uses the turret index set asWeaponTurretIndex5
.
Optionally, the Gunner=yes
unit can have its own custom tool tip text for
each active weapon, which can be set using the following tags.
Note that this is different from the original game’s approach which focused on the active turret index to determine what name to show. The game used hardcoded labels for certain turrets and could also merge the final tool tip from the passenger type’s name and the transport’s name.
[TechnoType]►WeaponUINameX=
(CSF label)- If set, is used as tool tip for this
Gunner=yes
unit if weapon X is active. X is the number from 1 toWeaponCount
. If not set, defaults to the original behavior.
New in version 0.E.
VoiceIFVRepair¶
In Ares you can specify the VoiceIFVRepair
tag on any IFV unit.
[VehicleType]►VoiceIFVRepair=
(soundmd entry)- Specifies the response this IFV gives when ordered to repair something. If
this value is not set,
[VehicleType]►VoiceAttack
is used. Defaults to[AudioVisual]►VoiceIFVRepair
for[FV]
, otherwise to none.
New in version 0.2.