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	<id>https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=125.26.141.211</id>
	<title>ModEnc² - User contributions [en]</title>
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	<updated>2026-04-18T23:47:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15448</id>
		<title>Legacy RockPatch Wishlist</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist&amp;diff=15448"/>
		<updated>2007-05-23T08:48:30Z</updated>

		<summary type="html">&lt;p&gt;125.26.141.211: /* General Bugfixes/Corrections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__[[Category:RockPatch]]{{RockPatch}}&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;98%&amp;quot; class=&amp;quot;table_parted&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Introduction&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;What this List is&#039;&#039;&#039;&amp;lt;/div&amp;gt;You&#039;re looking at the community-editable wishlist for [[RockPatch:Main|RockPatch]].&lt;br /&gt;
&lt;br /&gt;
If you would like to see a specific feature added to RockPatch, add it at an appropriate place on this list. &#039;&#039;Do not contact CnCVK in any other way.&#039;&#039; It just doesn&#039;t work that way. If the entire community started IM sessions and bugged about features the moment he signed on, he&#039;d soon quit making the patch at all.&amp;lt;br&amp;gt; &lt;br /&gt;
As such, all wishes &#039;&#039;not&#039;&#039; made through the wishlist will be ignored. (And, most likely, pd will remember you in a way not helping other wishes you have.)&lt;br /&gt;
&lt;br /&gt;
Also note [[RockPatch:Votelist|the Votelist]].&lt;br /&gt;
|width=&amp;quot;50%&amp;quot;|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;What this List is not&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*This is &#039;&#039;&#039;not&#039;&#039;&#039; a list of &#039;&#039;demands&#039;&#039;.&lt;br /&gt;
*These are &#039;&#039;&#039;not&#039;&#039;&#039; features that &#039;&#039;are&#039;&#039; already implemented.&lt;br /&gt;
*This list does &#039;&#039;&#039;not&#039;&#039;&#039; guarantee the feature &#039;&#039;will&#039;&#039; be implemented.&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;100%&amp;quot; colspan=&amp;quot;2&amp;quot;|&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&#039;&#039;&#039;Where to put your Wish&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
*There are several topical lists, choose the one that fits best.&lt;br /&gt;
*Newer wishes are added to the bottom.&lt;br /&gt;
*The list was spread over several pages for a reason. &#039;&#039;Keep it that way.&#039;&#039; (Look at the history to see why.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039; You wish to request a warhead-feature. That would, of course, be a Totally New Feature. However, &#039;&#039;Weapons related&#039;&#039; fits even better for something about warheads. Weapons related is on Page 5. So your wish belongs to Page 5, Weapons related, at the bottom of the list.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{quote|pd|I just want to underline that this is not a demand list but only a collection of ideas because I&#039;m the only person who has the possibility to change anything at the moment... teaching others how to do this would be a solution but it would mean much learning to them (I think).&amp;lt;br&amp;gt;&lt;br /&gt;
I will choose the easiest for me and the most useful for the community things first.&amp;lt;br&amp;gt;&lt;br /&gt;
So don&#039;t be angry if you&#039;re wish doesn&#039;t get &amp;quot;fulfilled&amp;quot;.}}&lt;br /&gt;
&lt;br /&gt;
{{quote|CnCVK|&lt;br /&gt;
The wishlist &#039;&#039;&#039;only&#039;&#039;&#039; help me to find good ideas.&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s not list of demands and this list does not guarantee the feature will be implemented.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=General Bugfixes/Corrections=&lt;br /&gt;
{{Wishlist/TOC}} &lt;br /&gt;
*Fix Balloon Hover Unit rotate when it fire range weapon and not fire weapon out when it stand wrong direction with turget.&lt;br /&gt;
*Fixing the 74-unit-bug, aka whiteboy bug&lt;br /&gt;
*Fixing of the &amp;quot;Tank Bunker only allows ground locomotor units&amp;quot; issue (it should allow hover locomotor too).&lt;br /&gt;
*Fixing of the &amp;quot;TIBMINExx is hardcoded to spawn xx entry from {{tt|[Tiberiums]}}&amp;quot; issue, preferably changing xx to an INI-controlled value&lt;br /&gt;
*Fixing of the &amp;quot;{{tt|AttachedParticleSystem&amp;amp;#61;}} nullifies {{tt|Burst&amp;amp;#61;}}&amp;quot; issue&lt;br /&gt;
*Fix various hardcoded YR bugs. See {{tt|[http://marshall.cannis.net/ump/index.htm#bugs]}} for list.&lt;br /&gt;
*Fix Carryall Logic for Hind.&lt;br /&gt;
*Rumor has it that {{tt|NonVehicle&amp;amp;#61;yes}} does not actually block Vehicle Hijackers, it just gives a no entry cursor and still lets them hijack...this needs fixing.&lt;br /&gt;
*{{tt|NonVehicle&amp;amp;#61;yes}} also needs to prevent the Tote action (carryall logic) from grabbing the unit too.&lt;br /&gt;
*{{tt|UseOwnName&amp;amp;#61;true}} cannot be used on a VehicleType (only InfantryTypes). Any vehicle placed inside an IFV will cause the IFV to have a name of &amp;quot;Rocket IFV&amp;quot; (or Repair/Machine Gun if IFV mode 1/2/3).&lt;br /&gt;
*Any way to optimize cloaking code or speed it up&lt;br /&gt;
*Fix VehicleThief and Thief logic (currently, you need both to get hijackers to work but the infantry can then enter refineries to no effect)&lt;br /&gt;
*Fix the PrismSupportModifier bug (if a {{tt|[General]}} section is declared on a map and a value is not defined there, the value is set to infinite or something)&lt;br /&gt;
*The use of {{tt|HoverPad&amp;amp;#61;yes}} causes an Internal Error if the AI uses a Nuke or Weather Storm. This is a pain because the {{tt|HoverPad&amp;amp;#61;yes}} can be used to make hover units land on service depots and, better yet, allows an airpad to come with a free aircraft - but we can&#039;t use it because of the damned IE!&amp;lt;br&amp;gt;Not so much of a problem, see discussion.&lt;br /&gt;
*having 2 PKT files makes some maps get listed ingame twice. can you fix this?&lt;br /&gt;
*Fix adding new {{tt|[BuildingTypes]}} breaking single player campains. See this link for a better description: [http://www.cannis.net/tutorials/ra2yr_nobreak_yrmissions1/]}}&lt;br /&gt;
*Fix code so you can build all units of a BuildLimit &amp;gt;1 in a row&amp;lt;br&amp;gt;(right now, if you have {{tt|BuildLimit&amp;amp;#61;10}}, for example, you can only build 9, something else, and then the last one)&lt;br /&gt;
*The &#039;sell unit&#039; function can be resurrected using a super weapon. However, you can sell any docked unit, including Tank-Bunkered units. Selling a Tank-Bunkered unit leaves the Tank Bunker walls up, rendering it useless. Selling the Tank Bunker then causes an Internal Error. Now, we don&#039;t want &#039;sell unit&#039; forcibly resurrected, however it would be nice if either A) Tank-Bunkered units couldn&#039;t be sold (preferred choice), or B) Tank-Bunkers&#039; walls retracted and the Bunker continued to work normally (second choice), or C) selling a &#039;broken&#039; Tank Bunker did not cause an Internal Error.&lt;br /&gt;
*HarvestersPerRefinery - Make this usable&lt;br /&gt;
*A rules option so that units will consider in their threat scan neutral player-owned units that have a weapon or non-zero threat rating. It&#039;s so annoying if your mod has something that generates neutral infantry opponents that your units and, more importantly, the AI completely ignores.&lt;br /&gt;
*fix the &amp;quot;AI doesn&#039;t deploy MCVs with new locomotors set on them&amp;quot; bug(IE hover, jumpjet, subter...)&lt;br /&gt;
*Force refresh when returning from game-mode menu to apply changes to the menu made by a game mode, such as money range, or starting units range.&lt;br /&gt;
*Tote action (carryall logic) and Heal action (negative damage weapon given to an infantry) need to point to sequences in mouse.sha rather than to the same single frame.&lt;br /&gt;
*If an AnimToInfantry call occurs for an animation that is positioned in a place where no infantry can land then the call will be suspended (potentially for the remainder of the game). This is believed by some to cause a general game slow down. Either way, it doesn&#039;t look nice. Perhaps the call could be cancelled if there is no space...&lt;br /&gt;
*{{tt|WeaponXTurretLocked&amp;amp;#61;true}}  &amp;quot;bug&amp;quot; when unit turns 180 the turret may spin in the opposed direction instead of following with voxle nit’s direction.&lt;br /&gt;
*{{tt|AccelerationFactor&amp;amp;#61;0.01}}; This has a problem with voxel scales.&lt;br /&gt;
*{{tt|IsTrain&amp;amp;#61;yes}}, {{tt|MovementRestrictedTo&amp;amp;#61;Railroad}} one of these has the control for the train movement and the turn is 135 or 90 but the train should only turn 45 to prevent jumping tracks.&lt;br /&gt;
*in RA2 you can place a PKT with a map/maps in a mix, and rename it to an MMX and the map will work, like a map pack, however, the YR equevalant YRO(as documented by deezire) files don&#039;t actually work. my idea is to try and make them work!&lt;br /&gt;
*Improve the havester logic so it (the harvester) cannot go to an enemy base (and then get killed) when there is an Ore on it (enemy base)&lt;br /&gt;
*Factory Plant Settings reduce Solyent values to prevent income generation explotation. (If implemented, this should definitely be optional - I myself reduce soylents manually so I don&#039;t want them reduced further by owning an Industrial Plant.) By default vehicle refund should be 50%. Basically if you make a vehicle 25% cheaper, you should only get 50% of its value back&lt;br /&gt;
*Code the {{tt|Hospital&amp;amp;#61;yes}} and Machine Shop tag so that owning multiple buildings does generate an undocumented cumulative effect.&lt;br /&gt;
*The game reads langmd.mix &amp;gt; missionsmd.pkt and uses it to determine which gamemodes the stock maps are available in. Editing this file and dropping it in the directory causes random bugs and duplicate entries in the map list. If possible, add a rules tag pointing to a filename to read &#039;&#039;instead&#039;&#039; of missionsmd.pkt (de-hardcode the reference, like the {{tt|IsIFV&amp;amp;#61;}} and similar new tags do). Like {{tt|[General]}}--&amp;amp;gt;{{tt|PKTFile&amp;amp;#61;}} .&lt;br /&gt;
*A fix for the ridiculous slowdown caused by having an extra CD drive or too-good hardware. In my case, my P4 3.0GHz and GeForce 5900 are (my the sound of it) the two pieces of hardware that stop me running YR...&lt;br /&gt;
*Fix the currently unworking {{tt|CloakStop&amp;amp;#61;}} tag &lt;br /&gt;
*Fix it so that your computer doesn&#039;t have to be in 16-bit colour for the windowed mode (from adding -WIN to a shortcut) to work, i.e. it supports 32-bit colour too.&lt;br /&gt;
*Make Fighters/Aircraft Cloakable with their own cloaking unit and can dogfight, ATA without {{tt|Jumpjet&amp;amp;#61;}} or altering the height-fongsaunder&lt;br /&gt;
*Allow aircrafts/copters to transport vehicles correctly, not by setting a ridiculous ammount of transportable units. (ex: you&#039;d have to set the Hind and the NightHawk to have alot of pips, about ten, just so one tank could fit in it) &lt;br /&gt;
*Fix the error when having a gate that slides down (TS style) instead of opening sideways which made the gate appear OVER a unit passing on the downed gate. &lt;br /&gt;
*Fix it so that when you add a superweapon upgrade to a building that has a superweapon, it overwrites the previous superweapon, instead of just adding it as a new superweapon (perhaps make it an optional tag)&lt;br /&gt;
*Make {{tt|PrismType&amp;amp;#61;}} support more than one&lt;br /&gt;
*Bring back mine layer codes&lt;br /&gt;
*Fix voxel size units that is bigger than a tank. Eg.: Like if you have a mech or walker unit that is bigger than a 1x1 square.Wish voxel size can be user define like {{tt|VoxelSize&amp;amp;#61;2x2}},like what you can do for buildings.&lt;br /&gt;
*Enable the Robotic Centre to accept more than 1 robotic units and if it is destroyed and rebuilt,the robotic units that are more than the first one can be shaken out from their shut down mode. This should also fix a problem with mods that have Vehicle Hijackers and more than 1 type of Robot Tank.&lt;br /&gt;
*Enable a Psi-Warning animation for the intended target of any superweapon, not just the nuke and its clones.&lt;br /&gt;
*Make a unit ELITE with the armory should coast money, like EliteInfantryCoast=3000, armory is to cheaty right now&lt;br /&gt;
*Make so a [vehicletype] can spawn an other [vehicletype]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;s&amp;gt;Make so a unit only can built by a specefic warfactory, like BuildOnly=HTNK(on the new warfactory) This is good so big tanks can spawn on a big factory&amp;lt;/s&amp;gt; (see the [[RockPatch_talk:Wishlist#Re:_BuildOnly|talk page]])&lt;br /&gt;
*Make weapon that, when you fire a unit, you get extra hp, like ih Damage is 100, thats mean you take 100hp from them and add 100hp to you&lt;br /&gt;
*BUG: Flipping other tanks... If a tank is to heavy and cant be flipped, the heavy tank get permanetly emp and the tank with flipper weapon cant flipp other unit the heavy tank is dead(not rp bug)&lt;br /&gt;
*Fix so AI dont build more unit than the buildlimit&lt;br /&gt;
*make the tunnel system works(like generals that GLA uses)&lt;br /&gt;
*Make a magnetic push weapon yhat pushes other vehicles away&lt;br /&gt;
*Subterrainean units that have occupants that can fire out of the unit like the Battle Fortress can fire at targets even when traveling underground.&lt;br /&gt;
*Make so Cyborg=yes can get EMP and is allowed to iron curtian protection and also make the make so iron curtians warhead is in rules.ini&lt;br /&gt;
*Enable the Auto-Deploy logic to work with human players. Currently it only works with the AI, human-controlled units are unable to use Auto-Deploy. This was apparantly either unfinished or desupported according to the ini files.&lt;br /&gt;
*Fix the hardcoded CourseLockDuration= and Level= in projectiles, so the unit can fire a bullet that goes in a strange line&lt;br /&gt;
*Fix the Mirage Tank logic so it can work with the turret logic&lt;br /&gt;
*Fix the tankbunker bug in which if it will not be sold if it&#039;s a deployed unit (like a MCV), if you choose to sale it it&#039;ll just undeploy.&lt;br /&gt;
*Is it possible for a unit to switch weapon when the targeted unit gets in range? So it wouldn&#039;t be sort of strange for units with a weapon with CellSpread=.5 or more kill themselves or has to back off with the MinimumRange= logic. Might be possible for melee combat...&lt;br /&gt;
*Fix the bug where if the crew of a jumpjet unit lands on a structure, it will be invulunerable to any attacks except for mind control.&lt;br /&gt;
*Make a unit wait in frames before it fires, so the SHP vehicle can load up and charge&lt;br /&gt;
*Custom Spy Plane / Airstrike superweapons currently can only have 1 AircraftType listed in the SpyPlane tag, multiple types would be preferable.&lt;br /&gt;
*Fixing of EMP and large animations causing a reconnect error in online games&lt;br /&gt;
*Showing of tech slider and multi engineer options on online game lobbies &lt;br /&gt;
*[[EMEffect|EMEffect=yes]] does not work on Animation warheads, neither does CellSpread from what I can tell, would it be possible to make those work on animations?&lt;br /&gt;
*Allow buildings to detect cloakable/subterrean units, like in normal RA2&lt;br /&gt;
*Allow modify width,color,sound of laser weapon&lt;br /&gt;
*Allow modify width,color,sound of sonic weapon&lt;br /&gt;
*Allow anti-air weapon Warhead to use Temporal=yes on air targets. Note that this used to work in RA2.&lt;br /&gt;
*Enable Fog of War logic and make it optional in the skirmish menu&lt;br /&gt;
*Allow infantries to be spawned, not just slaves&lt;br /&gt;
*Fix the bug where docked aircrafts sometimes could not be selected correctly when having AirportBound=no.&lt;br /&gt;
*Fix the bug with the new upgrade system, so that aircrafts will not lose the ability to cloak or have sensors when upgraded.&lt;br /&gt;
*Currently, EMEffect and IsPermaControlled do not seem to work on new MissileType warheads, any chance of this being fixed?&lt;br /&gt;
*I would like to see the FlyBy= tag not disable the PoseDir=. As it stands if a aircraft has FlyBy=yes then it will not abide by the PoseDir= tag and will land faceing the last direction it was moveing in. Along with making PoseDir= a unit specific tag and not just global.&lt;br /&gt;
*Make garrisoned structures become ungarrisoned instead of being destroyoed if the owning player is defeated.&lt;br /&gt;
*Fix the Internal Error that can appear upon exiting the game. This can occur both in and out of mods, but seems to occur constantly in one of mine.&lt;br /&gt;
*The MouseCursors system currently cannot change the cursors of existing Actions, such as Tote or Heal. Perhaps you could make whatever&#039;s here override the existing hardcoded frames (but not functionality like in the case of TogglePower).&lt;br /&gt;
*Fix the bug for amphibious units to not be killed instantly if unlimboing out from a unit (If you read the Debug.txt you&#039;ll know what this mean), this will allow ships and shipyards to have crews that are amphibious infantries, and allowing an &amp;quot;amphibious terror drone&amp;quot;.&lt;br /&gt;
*Fix the shadow appearing on top of vehicletype with flying locomotor, this would be practical for a flying fortress without infantries parachuting out.&lt;br /&gt;
*Fix the AnimToInfantry logic so that animations added to the list after GENDEATH can spawn player-owned infantry, rather than neutral infantry. Since some mods probably use this logic to spawn neutral infantry, this should be optional.&lt;br /&gt;
&lt;br /&gt;
==Not clear for my brain==&lt;br /&gt;
*Fix the Droppod Locomoter&lt;br /&gt;
*Fix the dam hardcoded stolentech&lt;br /&gt;
*Fix Debris Logic/Improve it&lt;br /&gt;
*In game, when you press esc, there should be a OPTIONS button there&lt;br /&gt;
&lt;br /&gt;
==Done==&lt;br /&gt;
*Breaking of the 100-unit-limit&lt;br /&gt;
*Fix the issues with the &#039;Dropship load screen&#039; and alter its logic so it is possible to specify the units to use as the &#039;DropShip&#039;, preferably any type of unit, not just aircraft.&lt;br /&gt;
*Give Aircraft the ability to fire at other aircraft. And if they already can, how?&lt;br /&gt;
*Repair bugs with DropShip load out screen and change cameo highlight to size of RA2 icons.&lt;/div&gt;</summary>
		<author><name>125.26.141.211</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15725</id>
		<title>Legacy RockPatch Wishlist/Page 6</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Legacy_RockPatch_Wishlist/Page_6&amp;diff=15725"/>
		<updated>2007-05-23T08:41:42Z</updated>

		<summary type="html">&lt;p&gt;125.26.141.211: /* Art Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RockPatch}}&lt;br /&gt;
=Art Related=&lt;br /&gt;
{{Wishlist/TOC}}&lt;br /&gt;
*Adding &amp;quot;AlternateArctic/Urban/weArt&amp;quot; to units as well as infantry&lt;br /&gt;
*Use voxels for infantry, and buildings, for terrain objects&lt;br /&gt;
*Re-enable amphibious alternate VXLs for when crossing between land and water, like it was in TS&lt;br /&gt;
*Allow any color to be used for [[Alpha_Image]]&lt;br /&gt;
*Allow NoSpawnAlt= to work with shp files.&lt;br /&gt;
*Aircraft under the chaos effect do not glow red like InfantryTypes and VehicleTypes do. It would be nice if they did.&lt;br /&gt;
*possibility to make shoreline animations (i think something for the TXguys)&lt;br /&gt;
:(See response on the Discussion Page)&lt;br /&gt;
*Infantry crush animation.&lt;br /&gt;
*Infantry jump animation.&lt;br /&gt;
*Seperate cursor for Heal and Tote&lt;br /&gt;
*DisableIfUnavailable= tag on individual objects to hide their cameo if it would otherwise be gray (not enough aircraft docks, buildlimit reached etc.) to prevent sidebar crowding.&lt;br /&gt;
*SectionSequence for vehicles to allow for submerged frames, damaged frames, firing frames etc, and related to this would be seperate art entries for turrets.&lt;br /&gt;
*Using EVA Voices in animations or buildings&lt;br /&gt;
*A tag in the paradrop superweapon that lets you pick the Gfx used for the parachute (mig eater)&lt;br /&gt;
*Makes the Turret as the Shadow and, all voxel frames will show something like &amp;quot;ShowAllShadow(Turret/Shadow)Sections=true&amp;quot; (genobreaker)&lt;br /&gt;
*Alternate images for veterans (like VetImg=E1Vet) or something, and stuff like VetTur=blah&lt;br /&gt;
*Remap basic color of a unit (Allied units are bluish, Soviets brownish, so if a Allies build a rhino it is bluish) I am not talking about the remap color!&lt;br /&gt;
*AltSovCameo=blah (like if the soviets can build a grizzly, it looks sovietish in the cameo) also, AltAllCameo= etc&lt;br /&gt;
*Add alpha maps for buildings so as to cut out the use of down sizer, and to clean up the edges of buildings.&lt;br /&gt;
*Allow for trailers on normal ground vehicles.&lt;br /&gt;
**Additionally, allow for multiple trailers and their positioning.&lt;br /&gt;
*Facings for trailer anims.&lt;br /&gt;
*Side-specific health bars&lt;br /&gt;
*An AlignFLHToBody= tag that uses the body of the voxel for the FLH alignment instead of the turret, for use with units using the TurretSpin=yes logic. See this thread: [http://forums.renegadeprojects.com/showthread.php?tid=377]&lt;br /&gt;
*Allow shp images to be used for units with all locomotors including true air and subterranean.&lt;br /&gt;
*Slaves can use VXL Files&lt;br /&gt;
*Custom additional cursors for such as deploying, weapons, etc.&lt;br /&gt;
*Make voxel projectiles remapable&lt;br /&gt;
*Use the HVA animation tag. Like HVAWalkFrame=(frames) HVAPrimaryFrame=(frames) HVASecondaryFrame=(frame) will come in hand not only for mech, but also other complicated voxels. &lt;br /&gt;
*Allow infantry to be radar invisible to the enemy when deployed using a tag like RadarInvisibleWhenDeployed=yes. The owner can see the units on their own radar as if the tag wasn&#039;t there. This is useful for infantry that deploy &amp;quot;into the ground&amp;quot; as a method of cloaking. Think of the burrow ability that Zerg units have. See {{sup|[[RockPatch:Wishlist/Page_4|InvulnerableWhenDeployed]]}}&lt;br /&gt;
*Something to prevent jumpjet infantries (Or flying) from using the prone animation when airborne.&lt;br /&gt;
*Making balloon hover shp type unit can cast shadows on ground [when it fly].like rocketeer the unit shp file will seperate with shadows file example,Airunit.shp &amp;lt;--- Unit file and Airunit_shw.shp &amp;lt;---Shadow of that unit.and adding code on art.ini like &amp;quot;unitshadows=Airunit_shw&amp;quot;. [*activate &amp;quot;StartStandFrame=&amp;quot; and &amp;quot;StandFrame=&amp;quot; on art/md.ini to working again.[i already test it before post this it cant work] &lt;br /&gt;
*support 32 view rotation for shp unit.&lt;br /&gt;
&#039;&#039;&#039;Rejected:&#039;&#039;&#039;&lt;br /&gt;
*enable rotating the map. &#039;&#039;Comment: YR is a 2D game, no map rotating. [- pd]&#039;&#039;&lt;br /&gt;
*Add a rules tag that can be attached to superweapons, allowing them to distort around the point the superweapon strikes, (&amp;quot;DistortArea=true&amp;quot;, default would be false) like in this TS E3 Screenshot (A&amp;amp;#108;ex05): [http://www.tiberiumsun.com/gameinfo/images/e3/e3_23.jpg] &#039;&#039;Comment: the Psychic Dominator creates it... though, it&#039;s not that extremely distorted. [- pd]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>125.26.141.211</name></author>
	</entry>
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