Hard-coded Unit Properties¶
The game is hard-coded to do certain things with certain unit IDs. Namely the
[COW]
, [DESO]
and [FV]
. These units can now have said
special properties switched off, and other units can be given these properties
if you want. Hard-coded properties of Cows and Desolators can be toggled on/off
for any infantry.
IsCow¶
The [COW]
was hard-coded to play its idle animation more frequently than
other infantry and was also hard-coded to move around randomly. You can now set
IsCow=yes
on other InfantryTypes or, indeed, IsCow=no
on
the [COW]
.
[InfantryType]►IsCow=
(boolean)- Defaults to yes for
[COW]
, otherwise to no.
New in version 0.1.
IsDesolator¶
The [DESO]
was hard-coded to have different deploy-weapon firing timing
than other units. The change to the timing appears to be related to the unit’s
art Sequence
although the exact effect has not been investigated. You can
now set IsDesolator=yes
on other InfantryTypes or, indeed,
IsDesolator=no
on the [DESO]
.
[InfantryType]►IsDesolator=
(boolean)- Defaults to yes for
[DESO]
, otherwise to no.
New in version 0.1.
Multiple IFVs / Gunner¶
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.
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.