I'm authorized by LH_Mouse to spread this TEST vision of GearZero for bug reports.Before you start to try GZ,I hope you can read this "manual",as GZ doesn't have an official one.These instructions are collected from private talks.
Attention!Now GZ is only a test vision!If you find any bugs report to LH_mouse.The IE dialog will show you the address.If the bug is not causing IE,make an IE yourself.
GZ is not based on NP.Now some NP features are not done yet.Like SWs,GZ's SW system is still like the original game.
A GZ save cannot be loaded in other visions!
Most NPEXT features are still there.Check NPExt manual.If any feature doesn't work,just wait for LH_mouse's later vision.
With the gamemd I included a ini file,a map for test,and some bacic SHPs.Play the allied campaign to get to test field.This "mod" is not meant to be played.Ignore all imbalance.
THIS IS NOT A PLAYABLE MOD !!!
DON"T POST ANY REVIEWS!
DOWNLOAD IT AND USE THE GAMEMD,DELETE THE RULES IF YOU WISH TO.
BETTER SEE NPEXT MANUAL TO GET MORE TAGS
If a projectile without any of ROT,Inviso,Arcing,it will be considered the fourth kind of projectile-direct shot.Like in C&C Generals,you can make bullet effects.Shown in the conscripts.
ECMAction=disable(the missile flys to MissileSafetyAltitude and explode)/deflect(adjust by ECMRadius,0 means killing the missile)/kill(the missile disappear,no explosion)/none
ECMCapability=(how many missiles,with ROT= I can affect)
CellSpread=(how big the ecm field is)
ECMRadius=(how far deflected missile will fly.Must have ECMAction=deflect)
ECMAnim=(ECMAction=deflect or kill,what anim to play when ECM hits the target)[Projectile]
ECMLevel=[int]ecmlevel is cauculated as Damage=
Only when Damage is bigger than ECMLevel,the missile will be affected by ECM
This is shown with chaos drone
OverridesPermaControl=[yes/no]AOE is supported.Must not have MindControl=yes
shown with yuri prime
the general DecloakSound is useless now
LH_mouse said the GZ emp is like Ares,so I copied these:
Primary effect: units will not respond to any commands. They will stop moving and will not attack anything.>/li>
Hovering units (such as the Robot Tank) will land.
Units display the animation specified by [General]-EMPulseSparkles=EMP_FX01. Note that the emp_fx01.shp file that comes with Red Alert 2 is in the Tiberian Sun palette and needs to be converted.
Voxel-based units are darkened (SHP-based units are not).
Buildings that can undeploy into vehicles (e.g. MCVs) still can, but the resulting vehicle will remain EMP'd until the effect wears off.
Aircraft will immediately crash.
Base defenses will not be able to fire their weapon.
Gap Generators will stop emitting radar gap.
Robot Control Centers will stop working.
Super weapon buildings will shut down and the super weapons themselves will stop charging, if they have [SuperWeapon]?IsPowered=yes set.
Radar buildings will stop providing radar.
Units that spawn other units will cease to do so. If the spawner unit has launched any aircraft then the aircraft will immediately crash.
Slave Miner slaves will stop working.
Units that are in their unloading state (such as ore harvesters depositing ore or Siege Choppers transforming) will only become EMP'd once they have finished unloading.
for spawned weapons.
Immunity logic is just like NP but you don't need [ImmunityTypes]
TypeSelectionLink0 overrides DeploysInto，TypeSelectionLink1 overrides UndeploysInto
IsLocalShake like the tag can show.
AIIonCannonValue used on all techno types to determine the chance hit by NUKE SW
BunkerPenetrationLevel BunkerProtectionLevel like NPExt
Burst is enabled with particle weapons
ForceShrapnels=yes shrapnel weapons appear even when hit the ground
Shown with kirov
Shown with yuri prime
CellSpread= at most about 500,far enough to kill everything on a largest map.
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