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zerosyntax-highlight's Issues

Recognize Upgrade class

Upgrade Upgrade_AmericaRadar
    DisplayName        = UPGRADE:Radar
    Type               = OBJECT
    BuildTime          = 10.0
    BuildCost          = 500
    ButtonImage        = SARadarUpgrade
    ResearchSound      = NoSound ;Doesn't need a sound because this upgrade is granted immediately!
    AcademyClassify    = ACT_UPGRADE_RADAR
End

Recognize PlayerTemplate class

image

PlayerTemplate FactionAmerica
 IntrinsicSciences    = SCIENCE_AMERICA SCIENCE_CHINA SCIENCE_Pathfinder
 ProductionCostChange = AirF_AmericaVehicleChinook -16.66%
 ProductionCostChange = AmericaVehicleChinook -33.28%
 ProductionCostChange = AmericaVehicleTomahawk 25%
 ProductionCostChange = AmericaVehicleComanche -16.66%
 ProductionCostChange = AmericaTankAvenger -25%
 ProductionCostChange = AmericaVehicleSentryDrone -43.75%
 ProductionCostChange = AmericaInfantryRanger -33.15%
 ProductionCostChange = AmericaInfantryPathfinder -16.65%
 ProductionCostChange = AmericaVehicleMedic -16.65%
 ProductionCostChange = SupW_AmericaJetAurora 50%
 ProductionCostChange = AmericaJetRaptor -28.55%
 ProductionCostChange = AirF_AmericaJetStealthFighter -20%
 ProductionCostChange = AmericaParticleCannonUplink -50%
 PurchaseScienceCommandSetRank1  = SCIENCE_UNITEDFACTIONS_USA_CommandSetRank1
 PurchaseScienceCommandSetRank3  = SCIENCE_UNITEDFACTIONS_USA_CommandSetRank3
 PurchaseScienceCommandSetRank8  = SCIENCE_UNITEDFACTIONS_USA_CommandSetRank8
 SpecialPowerShortcutCommandSet  = UNITEDFACTIONS_SpecialPowerShortcutUSA
 SpecialPowerShortcutButtonCount = 11
End

Recognize SpecialPower class

Make ZeroSyntax-Highlight capture SpecialPower class and properties.

SpecialPower SuperweaponArtilleryBarrage
  Enum                = SPECIAL_ARTILLERY_BARRAGE
  ReloadTime          = 300000   ; in milliseconds. min is 2x door/open close time!
  RequiredScience     = SCIENCE_ArtilleryBarrage1
  InitiateSound       = FireArtilleryCannonSound
  PublicTimer         = No
  SharedSyncedTimer   = Yes
  ViewObjectDuration  = 30000
  ViewObjectRange     = 250
  RadiusCursorRadius  = 125
  ShortcutPower       = Yes     ;Capable of being fired by the side-bar shortcut.
  AcademyClassify     = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End

Recognize AudioEvent class

Have ZeroSyntax-Highlight recognize AudioEvents

AudioEvent RangerVoiceSelect
  Sounds = iransea iranseb iransec iransee iransef 
  Control = random
  Volume  = 90
  Type = ui voice player
End

Recognize ParticleSystem class

image

ParticleSystem HALOPowerPlantControlRodsGlow
  Priority 	  = CRITICAL
  Shader 	  = ADDITIVE
  Type 		  = PARTICLE
  ParticleName 	  = EXLnzFlar5.tga
  AngleZ 	  = 0.00 0.00
  AngularRateZ 	  = 0.00 0.00
  AngularDamping  = 1.00 1.00
  VelocityDamping = 1.00 1.00
  Gravity 	  = 0.00
  Lifetime 	  = 30.00 30.00
  SystemLifetime  = 0
  Size 		  = 7.00 7.00
  StartSizeRate   = 0.00 0.00
  SizeRate 	  = 4.00 5.00
  SizeRateDamping = 0.90 0.92
  Alpha1          = 0.00 0.00 0
  Alpha2          = 0.25 0.25 5
  Alpha3          = 0.00 0.00 30
  Alpha4          = 0.00 0.00 0
  Color1          = R:255 G:255 B:25 0
  Color2          = R:0 G:0 B:0 30
  Color3          = R:0 G:0 B:0 0
  Color4          = R:0 G:0 B:0 0
  ColorScale      = 0.00 0.00
  BurstDelay      = 10.00 10.00
  BurstCount      = 1.00 1.00
  InitialDelay 	  = 0.00 0.00
  DriftVelocity   = X:0.00 Y:0.00 Z:0.00
  VelocityType 	  = ORTHO
  VelOrthoX 	  = 0.00 0.00
  VelOrthoY 	  = 0.00 0.00
  VelOrthoZ 	  = 0.00 0.00
  VolumeType      = LINE
  VolLineStart    = X:-7 Y:5 Z:30
  VolLineEnd      = X:-7 Y:5 Z:30
  IsHollow 	  = Yes
  IsGroundAligned = Yes
End

Recognize FXList class

Be aware of all the subblocks in fxlist like ParticleSystem, Sound, ViewShake ...

image

FXList WeaponFX_LaserBombDetonation
  ParticleSystem 
    Name   = LaserBombFlare1
    Offset = X:0.0 Y:0.0 Z:4.0
  End
  ParticleSystem 
    Name   = LaserBombFlare2
    Offset = X:0.0 Y:0.0 Z:4.0
  End
  ParticleSystem 
    Name = LaserBombRing
  End
  ViewShake 
    Type = NORMAL
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 50
  End
  Sound
    Name = LaserBombPulse
  End
  Sound
    Name = LaserBombBlast
  End
End

Interferes with vscode built in completions handler

Subject of the issue

Vscode built in autocompletion feature only works on the first word. Afterwards it doesn't suggest new words

Steps to reproduce

Remove the extension go to a parameter and write the first string, after the equals vscode doesn't suggest more completions

Expected behaviour

image

Actual behaviour

image

Recognize Rank # class

image

Rank 3
  RankName                      = INI:RankLevel3
  SkillPointsNeeded             = 1750
  SciencesGranted               = SCIENCE_Rank3
  SciencePurchasePointsGranted  = 2
End

Recognize DialogEvent class

Have the ZeroSyntax-Highlight DialogEvents correctly:

DialogEvent EvaGLA_DetectedNuke
  Filename =  egdenuk.wav  
End

Recognize Weather class

Make ZeroSyntax-Highlight capture Weather class and properties.

Weather
   SnowEnabled = no ; enable/disable snow on the map.
   SnowTexture = ExSnowFlake.tga ;texture used for each snow particle.
   SnowBoxDimensions = 200 ; width/height of box around camera containing snow.
   SnowBoxDensity = 1 ; amount of snow particles per world-unit. Raise to increase particle count.
   SnowFrequencyScaleX = 0.0533 ;speed of side-to-side wave movement.
   SnowFrequencyScaleY = 0.0275 ;speed of side-to-side wave movement. 
   SnowAmplitude = 5.0 ;amount of side-to-side movement. 
   SnowVelocity = 4.0 ;speed at which snow falls
   SnowPointSize = 1.0 ;scale the size of snow particles.
   SnowMaxPointSize = 64.0 ; maximum pixel size of point sprite particles (min-spec requires <= 64).
   SnowMinPointSize = 0.0 ; minimum pixel size of point sprite particles.
  
   ;Some video cards can't do hardware accelerated particles.  Set this
   ;setting to "no" in order see what emulation will look like.  Use the
   ;SnowQuadSize setting to make it look similar to PointSprite version.
   SnowPointSprites = yes ;set to "no" for point-sprite emulation.
   SnowQuadSize = 0.5 ;scale the size of snow particles when using point-sprite emulation.
End

Recognize Weapon class

Make ZeroSyntax-Highlight capture Weapon class and properties.

Weapon MarauderTankGun
  PrimaryDamage = 60.0
  PrimaryDamageRadius = 5.0
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 170.0
  MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
  MaxTargetPitch = 15                          ; ditto
  DamageType = ARMOR_PIERCING
  DeathType = NORMAL
  WeaponSpeed = 300                           ; dist/sec 
  WeaponRecoil = 10                            
  ProjectileObject = MarauderTankShell
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
  FireSound = MarauderTankWeapon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots = 2000        ; time between shots, msec
  ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0              ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES WALLS 
End

Recognize Armor class

image

Armor SuperEmperorTankArmor
  Armor = DEFAULT            100%
  Armor = SMALL_ARMS          10%
  Armor = GATTLING            10%
  Armor = COMANCHE_VULCAN     10%
  Armor = EXPLOSION           92%
  Armor = STEALTHJET_MISSILES 40%
  Armor = AURORA_BOMB        125%
  Armor = ARMOR_PIERCING      55%
  Armor = TOPPLING            50%
  Armor = INFANTRY_MISSILE    40%
  Armor = JET_MISSILES        40%
  Armor = FLAME               15%
  Armor = RADIATION           15%
  Armor = POISON               5%
  Armor = SNIPER               0%
  Armor = LASER                0%
  Armor = HAZARD_CLEANUP       0%
  Armor = SUBDUAL_MISSILE      0%
  Armor = SUBDUAL_VEHICLE     50%
  Armor = SUBDUAL_BUILDING     0%
  Armor = SURRENDER            0%
  Armor = KILL_PILOT           0%
  Armor = MELEE                0%
  Armor = MOLOTOV_COCKTAIL     0%
  Armor = PARTICLE_BEAM       20%
  Armor = FALLING              0%
End

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