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View Code? Open in Web Editor NEWPart of the ZeroSyntax series. Contains syntax highlighting for Command & Conquer Generals Zero Hour Map.ini syntax
License: MIT License
Part of the ZeroSyntax series. Contains syntax highlighting for Command & Conquer Generals Zero Hour Map.ini syntax
License: MIT License
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
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
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
Have ZeroSyntax-Highlight recognize AudioEvents
AudioEvent RangerVoiceSelect
Sounds = iransea iranseb iransec iransee iransef
Control = random
Volume = 90
Type = ui voice player
End
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
Be aware of all the subblocks in fxlist like ParticleSystem, Sound, ViewShake ...
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
Vscode built in autocompletion feature only works on the first word. Afterwards it doesn't suggest new words
Remove the extension go to a parameter and write the first string, after the equals vscode doesn't suggest more completions
Have ZeroSyntax-Highlight recognize all properties, modules and conditionstates.
Have the ZeroSyntax-Highlight DialogEvents correctly:
DialogEvent EvaGLA_DetectedNuke
Filename = egdenuk.wav
End
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
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
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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