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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -620,6 +620,7 @@ BallisticScatter.Max= ; floating point value, distance in cells
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- It is now possible to set a global cap for the effects of `InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting `InfantryGainSelfHealCap` & `UnitsGainSelfHealCap` under `[General]`, respectively.
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- Whether or not `MultiplayPassive=true` houses benefit from these effects can be controlled via `GainSelfHealAllowMultiplayPassive`.
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- In campaign, whether or not these effects for player can be benefited by houses with `PlayerControl=true` can be controlled via `GainSelfHealAllowPlayerControl`.
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- Whether or not these effects can be benefited by allied houses can be controlled via `GainSelfHealAllowAllies`.
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- It is also possible to change the pip frames displayed from `pips.shp` individually for infantry, units and buildings by setting the frames for infantry & unit self-healing on `Pips.SelfHeal.Infantry/Units/Buildings` under `[AudioVisual]`, respectively.
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-`Pips.SelfHeal.Infantry/Units/Buildings.Offset` can be used to customize the pixel offsets for the displayed pips, individually for infantry, units and buildings.
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- Whether or not a TechnoType benefits from effects of `InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can now be controlled by setting `SelfHealGainType`.
@@ -632,6 +633,7 @@ InfantryGainSelfHealCap= ; integer, maximum amount of InfantryGai
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UnitsGainSelfHealCap= ; integer, maximum amount of UnitsGainSelfHeal that can be in effect at once, must be 1 or higher
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GainSelfHealAllowMultiplayPassive=true ; boolean
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GainSelfHealAllowPlayerControl=false ; boolean
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GainSelfHealAllowAllies=false ; boolean
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[AudioVisual]
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Pips.SelfHeal.Infantry=13,20 ; integer, frames of pips.shp for infantry & unit-self healing pips, respectively
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