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Update to version 20201004.
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api/release/lua.md

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This is an automatically generated listing of the Lua map scripting API for version 20200907 of OpenHV.
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This is an automatically generated listing of the Lua map scripting API for version 20201004 of OpenHV.
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OpenRA allows custom maps and missions to be scripted using Lua 5.1.
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OpenHV allows custom maps and missions to be scripted using Lua 5.1.
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These scripts run in a sandbox that prevents access to unsafe functions (e.g. OS or file access), and limits the memory and CPU usage of the scripts.
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You can access this interface by adding the `LuaScript` trait to the world actor in your map rules (note, you must replace the spaces in the snippet below with a single tab for each level of indentation):
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You can access this interface by adding the [LuaScript](../traits/#luascript) trait to the world actor in your map rules (note, you must replace the spaces in the snippet below with a single tab for each level of indentation):
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```
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Rules:
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World:
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```
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Map scripts can interact with the game engine in three ways:
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* Global tables provide functions for interacting with the global world state, or performing general helper tasks.
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They exist in the global namespace, and can be called directly using ```<table name>.<function name>```.
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* Individual actors expose a collection of properties and commands that query information or modify their state.
@@ -758,6 +759,12 @@ Specifies the amount of passengers.
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<br />
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<b>Requires Trait:</b> Cargo
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</td></tr>
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<tr><td width="50%" align="right"><strong>Actor[] Passengers { get; }</strong>
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</td><td>
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Returns references to passengers inside the transport.
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<br />
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<b>Requires Trait:</b> Cargo
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</td></tr>
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<tr><td width="50%" align="right"><strong>Actor UnloadPassenger(Actor a = nil)</strong>
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</td><td>
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Remove an existing actor (or first actor if none specified) from the transport. This actor is not added to the world.

api/release/traits.md

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This documentation is aimed at modders. It displays all traits with default values and developer commentary. Please do not edit it directly, but add new `[Desc("String")]` tags to the source code. This file has been automatically generated for version 20200920 of OpenRA.
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This documentation is aimed at modders. It displays all traits with default values and developer commentary. Please do not edit it directly, but add new `[Desc("String")]` tags to the source code. This file has been automatically generated for version 20201004 of OpenHV.
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## OpenRA.Mods.Common
@@ -115,7 +115,6 @@ An actor with this trait indicates a valid spawn point for actors of ActorSpawnM
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<tr><td>CanSlide</td><td>False</td><td>Boolean</td><td>Can the actor immediately change direction without turning first (doesn't need to fly in a curve)? </td></tr>
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<tr><td>VTOL</td><td>False</td><td>Boolean</td><td>Does the actor land and take off vertically? </td></tr>
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<tr><td>TurnToLand</td><td>False</td><td>Boolean</td><td>Does this VTOL actor need to turn before landing (on terrain)? </td></tr>
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<tr><td>TurnToDock</td><td>True</td><td>Boolean</td><td>Does this VTOL actor need to turn before landing on a resupplier? </td></tr>
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<tr><td>TakeOffOnResupply</td><td>False</td><td>Boolean</td><td>Does this actor automatically take off after resupplying? </td></tr>
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<tr><td>TakeOffOnCreation</td><td>True</td><td>Boolean</td><td>Does this actor automatically take off after creation? </td></tr>
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<tr><td>CanForceLand</td><td>True</td><td>Boolean</td><td>Can this actor be given an explicit land order using the force-move modifier? </td></tr>
@@ -146,6 +145,7 @@ Requires trait: [`Aircraft`](#aircraft).
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<tr><td>AbortOnResupply</td><td>True</td><td>Boolean</td><td>Does this actor cancel its attack activity when it needs to resupply? Setting this to 'false' will make the actor resume attack after reloading. </td></tr>
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<tr><td>OpportunityFire</td><td>True</td><td>Boolean</td><td>Automatically acquire and fire on targets of opportunity when not actively attacking. </td></tr>
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<tr><td>PersistentTargeting</td><td>True</td><td>Boolean</td><td>Keep firing on targets even after attack order is cancelled </td></tr>
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<tr><td>RangeMargin</td><td>1c0</td><td>1D World Distance</td><td>Range to stay away from min and max ranges to give some leeway if the target starts moving. </td></tr>
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<tr><td>Armaments</td><td>primary, secondary</td><td>Collection of String</td><td>Armament names </td></tr>
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<tr><td>Cursor</td><td></td><td>String</td><td>Cursor to display when hovering over a valid target. </td></tr>
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<tr><td>OutsideRangeCursor</td><td></td><td>String</td><td>Cursor to display when hovering over a valid target that is outside of range. </td></tr>
@@ -273,6 +273,7 @@ Actor will follow units until in range to attack them.
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<tr><th>Property</th><th>Default Value</th><th>Type</th><th>Description</th></tr>
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<tr><td>OpportunityFire</td><td>True</td><td>Boolean</td><td>Automatically acquire and fire on targets of opportunity when not actively attacking. </td></tr>
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<tr><td>PersistentTargeting</td><td>True</td><td>Boolean</td><td>Keep firing on targets even after attack order is cancelled </td></tr>
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<tr><td>RangeMargin</td><td>1c0</td><td>1D World Distance</td><td>Range to stay away from min and max ranges to give some leeway if the target starts moving. </td></tr>
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<tr><td>Armaments</td><td>primary, secondary</td><td>Collection of String</td><td>Armament names </td></tr>
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<tr><td>Cursor</td><td></td><td>String</td><td>Cursor to display when hovering over a valid target. </td></tr>
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<tr><td>OutsideRangeCursor</td><td></td><td>String</td><td>Cursor to display when hovering over a valid target that is outside of range. </td></tr>
@@ -318,6 +319,7 @@ Requires trait: [`Cargo`](#cargo).
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<tr><td>MuzzlePalette</td><td>effect</td><td>String</td><td></td></tr>
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<tr><td>OpportunityFire</td><td>True</td><td>Boolean</td><td>Automatically acquire and fire on targets of opportunity when not actively attacking. </td></tr>
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<tr><td>PersistentTargeting</td><td>True</td><td>Boolean</td><td>Keep firing on targets even after attack order is cancelled </td></tr>
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<tr><td>RangeMargin</td><td>1c0</td><td>1D World Distance</td><td>Range to stay away from min and max ranges to give some leeway if the target starts moving. </td></tr>
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<tr><td>Armaments</td><td>primary, secondary</td><td>Collection of String</td><td>Armament names </td></tr>
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<tr><td>Cursor</td><td></td><td>String</td><td>Cursor to display when hovering over a valid target. </td></tr>
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<tr><td>OutsideRangeCursor</td><td></td><td>String</td><td>Cursor to display when hovering over a valid target that is outside of range. </td></tr>
@@ -358,6 +360,7 @@ Requires trait: [`Turreted`](#turreted).
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<tr><td>Turrets</td><td>primary</td><td>Collection of String</td><td>Turret names </td></tr>
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<tr><td>OpportunityFire</td><td>True</td><td>Boolean</td><td>Automatically acquire and fire on targets of opportunity when not actively attacking. </td></tr>
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<tr><td>PersistentTargeting</td><td>True</td><td>Boolean</td><td>Keep firing on targets even after attack order is cancelled </td></tr>
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<tr><td>RangeMargin</td><td>1c0</td><td>1D World Distance</td><td>Range to stay away from min and max ranges to give some leeway if the target starts moving. </td></tr>
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<tr><td>Armaments</td><td>primary, secondary</td><td>Collection of String</td><td>Armament names </td></tr>
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<tr><td>Cursor</td><td></td><td>String</td><td>Cursor to display when hovering over a valid target. </td></tr>
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<tr><td>OutsideRangeCursor</td><td></td><td>String</td><td>Cursor to display when hovering over a valid target that is outside of range. </td></tr>
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<tr><th>Property</th><th>Default Value</th><th>Type</th><th>Description</th></tr>
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<tr><td>Types</td><td><em>(required)</em></td><td>Collection of CaptureType</td><td>CaptureTypes (from the Captures trait) that are able to capture this. </td></tr>
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<tr><td>ValidStances</td><td>Enemy, Neutral</td><td>Stance</td><td>What diplomatic stances can be captured by this actor. </td></tr>
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<tr><td>CancelActivity</td><td>False</td><td>Boolean</td><td></td></tr>
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<tr><td>CancelActivity</td><td>False</td><td>Boolean</td><td>Cancel the actor's current activity when getting captured. </td></tr>
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<tr><td>RequiresCondition</td><td></td><td>BooleanExpression</td><td>Boolean expression defining the condition to enable this trait. </td></tr>
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</table>
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@@ -1894,7 +1897,7 @@ This actor's experience increases when it has killed a GivesExperience actor.
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<tr><th>Property</th><th>Default Value</th><th>Type</th><th>Description</th></tr>
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<tr><td>Conditions</td><td><em>(required)</em></td><td>Mapping of Integer to String</td><td>Condition to grant at each level. Key is the XP requirements for each level as a percentage of our own value. Value is the condition to grant. </td></tr>
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<tr><td>LevelUpImage</td><td></td><td>String</td><td>Image for the level up sprite. </td></tr>
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<tr><td>LevelUpSequence</td><td>levelup</td><td>String</td><td>Sequence for the level up sprite. Needs to be present on Image. </td></tr>
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<tr><td>LevelUpSequence</td><td>levelup</td><td>String</td><td>Sequence for the level up sprite. Needs to be present on LevelUpImage. </td></tr>
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<tr><td>LevelUpPalette</td><td>effect</td><td>String</td><td>Palette for the level up sprite. </td></tr>
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<tr><td>ExperienceModifier</td><td>-1</td><td>Integer</td><td>Multiplier to apply to the Conditions keys. Defaults to the actor's value. </td></tr>
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<tr><td>SuppressLevelupAnimation</td><td>True</td><td>Boolean</td><td>Should the level-up animation be suppressed when actor is created? </td></tr>
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<table>
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<tr><th>Property</th><th>Default Value</th><th>Type</th><th>Description</th></tr>
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<tr><td>AddToArmyValue</td><td>False</td><td>Boolean</td><td>Add to army value in statistics </td></tr>
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<tr><td>AddToAssetsValue</td><td>True</td><td>Boolean</td><td>Add to assets value in statistics </td></tr>
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<tr><td>OverrideActor</td><td></td><td>String</td><td>Count this actor as a different type in the spectator army display. </td></tr>
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@@ -3118,6 +3122,7 @@ Actor can be sold
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### ShakeOnDeath
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<table>
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<tr><th>Property</th><th>Default Value</th><th>Type</th><th>Description</th></tr>
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<tr><td>DeathTypes</td><td></td><td>Collection of DamageType</td><td>DeathType(s) that trigger the shake. Leave empty to always trigger a shake. </td></tr>
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<tr><td>Duration</td><td>10</td><td>Integer</td><td></td></tr>
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<tr><td>Intensity</td><td>1</td><td>Integer</td><td></td></tr>
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</table>
@@ -4193,9 +4198,9 @@ Order of the layers defines the Z sorting.
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<tr><th>Property</th><th>Default Value</th><th>Type</th><th>Description</th></tr>
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<tr><td>Type</td><td>Scorch</td><td>String</td><td></td></tr>
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<tr><td>Sequence</td><td>scorch</td><td>String</td><td>Sprite sequence name </td></tr>
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<tr><td>SmokePercentage</td><td>25</td><td>Integer</td><td></td></tr>
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<tr><td>SmokeType</td><td>smoke_m</td><td>String</td><td>Sprite sequence name </td></tr>
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<tr><td>SmokeSequence</td><td>idle</td><td>String</td><td></td></tr>
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<tr><td>SmokeChance</td><td>0</td><td>Integer</td><td>Chance of smoke rising from the ground </td></tr>
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<tr><td>SmokeImage</td><td></td><td>String</td><td>Smoke sprite image name </td></tr>
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<tr><td>SmokeSequences</td><td></td><td>Collection of String</td><td>Smoke sprite sequences randomly chosen from </td></tr>
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<tr><td>SmokePalette</td><td>effect</td><td>String</td><td></td></tr>
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<tr><td>Palette</td><td>terrain</td><td>String</td><td></td></tr>
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<tr><td>InitialSmudges</td><td></td><td>Mapping of 2D Cell Position to MapSmudge</td><td></td></tr>
@@ -4385,7 +4390,7 @@ Requires trait: [`IsometricSelectable`](#isometricselectable).
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Renders a sprite effect when leaving a cell.
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<table>
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<tr><th>Property</th><th>Default Value</th><th>Type</th><th>Description</th></tr>
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<tr><td>Image</td><td></td><td>String</td><td></td></tr>
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<tr><td>Image</td><td><em>(required)</em></td><td>String</td><td></td></tr>
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<tr><td>Sequences</td><td>idle</td><td>Collection of String</td><td></td></tr>
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<tr><td>Palette</td><td>effect</td><td>String</td><td></td></tr>
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<tr><td>TerrainTypes</td><td></td><td>Set of String</td><td>Only leave trail on listed terrain types. Leave empty to leave trail on all terrain types. </td></tr>
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<tr><th>Property</th><th>Default Value</th><th>Type</th><th>Description</th></tr>
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<tr><td>DamagedSounds</td><td></td><td>Collection of String</td><td>Play a random sound from this list when damaged. </td></tr>
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<tr><td>DestroyedSounds</td><td></td><td>Collection of String</td><td>Play a random sound from this list when destroyed. </td></tr>
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<tr><td>DamageTypes</td><td></td><td>Collection of DamageType</td><td>DamageType(s) that trigger the sounds. Leave empty to always trigger a sound. </td></tr>
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### VoiceAnnouncement

api/release/weapons.md

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This documentation is aimed at modders. It displays a template for weapon definitions as well as its contained types (warheads and projectiles) with default values and developer commentary. Please do not edit it directly, but add new `[Desc("String")]` tags to the source code. This file has been automatically generated for version 20200907 of OpenHV.
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This documentation is aimed at modders. It displays a template for weapon definitions as well as its contained types (warheads and projectiles) with default values and developer commentary. Please do not edit it directly, but add new `[Desc("String")]` tags to the source code. This file has been automatically generated for version 20201004 of OpenHV.
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## OpenRA.Mods.Common.Projectiles

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