Post by Zlixine on Sept 21, 2015 4:42:04 GMT
well this topic contain most "i won't say all with presence of ares" codes of rules md this will help you in creating a new unit without the copy & paste crap.
-----Some of WEAPONS by tibmaker------
This is just a little tut to explain what certain commands do with weapons. The Weapon is the grouping of the projectile, warhead, and sound. The projectile is what the object looks like in air and the warhead is what the object looks like on impact. Here is some code you put into your unit:
Ammo=number (how much rounds it has. Putting –1 will mean it has unlimited which is standard)
DeployFire=yes (fires when deployed)
DeployFireWeapon=weapon (weapon it fires when deployed)
DistributedFire=yes (the unit will target units nearby and attacks all of them)
EmptyReload=-1 (how long it takes to fire. –1 means none)
GuardRange=5 (distance to scan for enemies to attack)
InitialAmmo=-1 (number of rounds a unit starts with. –1 means full)
OmniFire=no (doesn’t rotate when fires)
OpportunityFire=yes (Can fire at targets while moving)
Primary=weapon (primary weapon equipped with)
Secondary=2nd Weapon (secondary weapon equipped with)
ElitePrimary=Elite Weapon (primary weapon when at elite veteran status. Replaces primary.)
EliteSecondary=2nd Elite weapon (secondary weapon when unit is an elite. Replaces secondary.)
Reload=0 (time delay between reloads)
ReloadIncrement=0 (amount to add to how long a unit reloads at every time a unit fires.)
TargetLaser=yes (Does it have a targeting laser)
Insert this in units as well but this is how the Dreadnaught or whatever launches other units and missiles. You have to create these units or missiles though or you can use current game ones and you need a spawning weapon.
Spawns=unit that it spawns
SpawnsNumber=number of units
SpawnRegenRate=time it takes to respawn
SpawnReloadRate=how long it takes to launch another
Insertable commands in Weapons Section
Anim=image (animation to display as a firing effect)
AreaFire=no (weapon fires and does damage in a radius. Works only for secondary)
Bright=yes (Does this weapons bullet cause a lighting effect on the ground?)
Burst=1 (number of rapid succession shots from this weapon)
Camera=no (Reveals area around shooter)
Damage=1000 (the amount of damage dealt with every bullet)
Floater=no (weapon floats like a frizbee)
Lobber=no (does the projectile fly to target in a high arc that goes over walls)
Projectile=projectile (projectile to use)
RadLevel=0 (the radiation level left by the weapon.)
Range=8 (maximum cell range of a weapon)
ROF=15 (delay between shots [15 = 1 second at middle speed setting])
Report=sound (List of sounds to random play when firing)
Speed=50 (speed of projectile to target. 100 is maximum)
TurboBoost=yes (Should the weapon get a boosted speed bonus when firing upon aircraft?)
UseFireParticles=no (Should the weapon spawn a flame particle system?)
Warhead=warhead (warhead to attach to projectile (explosion))
Other code for Weapons:
AttachedParticleSystem=partical system (secondary image that goes along with projectile)
IsRailgun=true (if it has railgun abilities)
AmbientDamage=150 (damage field)
SabotageCursor=yes (displays a cursor for C4’s)
RevealOnFire=yes (clears shroud when fired)
Floater=yes (hovers in air before impacting)
OmniFire=yes (can fire multiple shots)
LimboLaunch=yes (just mean unit will act as bullet)
PenetratesBunker=yes (If shot at a bunkered tank, no, bunker gets damaged, yes, unit in bunker does)
FireInTransport=no (cant fire in a transport like Battle Fortress)
Spawner=yes (means weapon spawns)
DecloakToFire=no (unit decloaks when fires)
LaserOuterSpread= 0,0,0 (how far it spreads outwards)
LaserDuration = 15 (how long it stays on)
IsLaser=true (this flag tells the game to use the special laser draw effect)
IsHouseColor=true (looks like the color you selected)
IsElectricBolt=true (flag that tells it has abilities of an electric bolt)
-------warheads-------
; This is what gives the "rock, paper, scissors" character to the game.
; It describes how the damage is to be applied to the target. The
; values should take into consideration the 'area of effect'.
; example: Although an armor piercing tank round would instantly
; kill a soldier IF it hit, the anti-infantry rating is still
; very low because the tank round has such a limited area of
; effect, lacks pinpoint accuracy, and acknowledges the fact that
; tanks pose little threat to infantry that take cover.
; Spread = Obsolete. Kept entries to give benchmark for new spread system
; Wall = Does this warhead damage concrete walls (def=no)?
; WallAbsoluteDestroyer = Does this warhead do killing damage to a wall, instead of one wound? (def=no) ;gs
; Wood = Does this warhead damage wood walls (def=no)?
; Fire = Does this produce great heat and thus will melt ice (def=no)?
; Radiation = Is this a radiation weapon? Certains units will be immune to this. (def=no)
; Tiberium = Does this warhead destroy tiberium (def=no)?
; Sparky = Does this warhead cause residual flames (def=no)?
; Conventional = Is explosive warhead big enough to cause a splash when it hits water [nukes are too big for this] (def=no)?
; Rocker = Can this warhead cause nearby units to rock upon impact (def=no)?
; AnimList = list of animations to play when warhead explodes [listed from lesser to greater damage]
; Verses = damage value verses various armor types (as percentage of full damage)...
; -vs- None, Flak, Plate //infantry
; Light, Medium, Heavy //units
; Wood, Steel, Concrete //buildings
; Special_1, Special_2 //dunno yet
; 3-17 Special_1 is the Shock Trooper's electric armor.
; 5-11 Special_1 is now the Terror Drone's "I'm a unit with infantry vulnerabilities" armor
; 5-11 Special_2 is now spawn rockets' armor to keep them from blowing each other up when shot
; NOTE: (Double Note, a float math bug caused 2% to be used when 1% broke down. Fixing the bug is why I made 2%)
; A 0% means no force fire, no retaliate, no passive aquire
; A 1% means no retaliate, no passive aquire
; A 2% means no passive aquire
; InfDeath = which infantry death animation to use (def=0)
; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
; NEW ONES 6=Yuri head explode 7=Nuke Melt
; Even Newer 8=Virus explosion 9=Brute transformation
; Brand spankin new 10=get smashed into pieces by a brute
; Deform = % chance that this warhead will damage the ground when it hits. (def=0)
; DeformThreshhold = damage must exceed this amount before deformation can occur (def=0)
; Particle = Particle effect to use when explosion occurs (def=none)
; ProneDamage = Damage modifer for infantry when prone (def=1.0)
; Bright = Does this warhead normally cause a lighting effect when it goes off (def=no). This is overridden in the case of bullets by the weapon 'Bright' flag.
; CombatLightSize = % of max size; > 0% means force size of combat light, overriding damage-based value (def=0%)
; Bullets = Is this weapon a bunch of bullet-like gunfire? (def=no).
; CellSpread (def 0)= Replaces Spread and WideDamage. This is actually how far damage from this warhead can spread
; 0 will explicitly only hurt the target, anything higher will at least search some cells around and compare distance
; CellInset (def 0)=Use this to tell autodeploy how much inside CellSpread we need to get before autodeploying.
; This way, the desolater won't just blast as soon as the target is on the very edge -- he'll move in a bit.
; PercentAtMax (def 1.0)= And this is the percent of damage it does at max range; to control fade linearly
-----projectiles-----
like the missile or bullet
; Projectiles describe how and what image to use as the weapon flies
; to its target. Think of the projectile as the "delivery method" used
; to get the warhead to the desired target.
; AA = Can this weapon fire upon flying aircraft (def=no)?
; AG = Can this weapon fire upon ground objects (def=yes)?
; AN = Can this weapon fire upon naval objects (def=yes)?
; AS = Can this weapon fire upon sub-marine objects (def=no)?
; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
; Acceleration = amount to increase missile speed (def=3)
; Airburst = Does it try to fly over the target instead of hit it (def=no)?
; Arcing = Does the bullet travel using an arcing path rather than a straight line? (def=no)
; Arm = arming delay (def=0)
; Bouncy = Does it bounce a bit upon impact (def=no)?
; Cluster = number of explosions attached to projectile [cluster-bomb] (def=1)
; Color = Color to use for special remapping projectiles (def = none)
; CourseLockDuration = How many frames the projectile keep its initial course locked for. (def=0)
; Degenerates = Does the bullet strength weaken as it travels (def=no)?
; Dropping = Does it fall from a starting height (def=no)?
; Level = Does it stay at the same altitude in flight? (Currently also acts as IsTorpedo)
; Elasticity = "bounciness" of the object [should be 0.0 through 1.0] (def=0.75)
; Image = image to use during flight
; Inaccurate = Is it inherently inaccurate (def=no)?
; Inviso = Is the projectile invisible as it travels (def=no)?
; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
; Proximity = Does it blow up when near its target (def=no)?
; ROT = Rate Of Turn [non zero implies homing] (def=0)
; Ranged = Can it run out of fuel (def=no)?
; Scalable = Can its animations be tuned up and down on the fly? (def=no)
; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
; SubjectToCliffs = Can this bullet be stopped by upward cliffs? No effect on homing projectiles. (def=no)
; SubjectToElevation = Can this bullet get a range bonus from height? No effect on homing projectiles. (def=no)
; SubjectToWalls = Can this bullet be stopped by walls? (def=no)
; VeryHigh = Does it fly at a very high cruise altitude (def=no)?
-----Some of WEAPONS by tibmaker------
This is just a little tut to explain what certain commands do with weapons. The Weapon is the grouping of the projectile, warhead, and sound. The projectile is what the object looks like in air and the warhead is what the object looks like on impact. Here is some code you put into your unit:
Ammo=number (how much rounds it has. Putting –1 will mean it has unlimited which is standard)
DeployFire=yes (fires when deployed)
DeployFireWeapon=weapon (weapon it fires when deployed)
DistributedFire=yes (the unit will target units nearby and attacks all of them)
EmptyReload=-1 (how long it takes to fire. –1 means none)
GuardRange=5 (distance to scan for enemies to attack)
InitialAmmo=-1 (number of rounds a unit starts with. –1 means full)
OmniFire=no (doesn’t rotate when fires)
OpportunityFire=yes (Can fire at targets while moving)
Primary=weapon (primary weapon equipped with)
Secondary=2nd Weapon (secondary weapon equipped with)
ElitePrimary=Elite Weapon (primary weapon when at elite veteran status. Replaces primary.)
EliteSecondary=2nd Elite weapon (secondary weapon when unit is an elite. Replaces secondary.)
Reload=0 (time delay between reloads)
ReloadIncrement=0 (amount to add to how long a unit reloads at every time a unit fires.)
TargetLaser=yes (Does it have a targeting laser)
Insert this in units as well but this is how the Dreadnaught or whatever launches other units and missiles. You have to create these units or missiles though or you can use current game ones and you need a spawning weapon.
Spawns=unit that it spawns
SpawnsNumber=number of units
SpawnRegenRate=time it takes to respawn
SpawnReloadRate=how long it takes to launch another
Insertable commands in Weapons Section
Anim=image (animation to display as a firing effect)
AreaFire=no (weapon fires and does damage in a radius. Works only for secondary)
Bright=yes (Does this weapons bullet cause a lighting effect on the ground?)
Burst=1 (number of rapid succession shots from this weapon)
Camera=no (Reveals area around shooter)
Damage=1000 (the amount of damage dealt with every bullet)
Floater=no (weapon floats like a frizbee)
Lobber=no (does the projectile fly to target in a high arc that goes over walls)
Projectile=projectile (projectile to use)
RadLevel=0 (the radiation level left by the weapon.)
Range=8 (maximum cell range of a weapon)
ROF=15 (delay between shots [15 = 1 second at middle speed setting])
Report=sound (List of sounds to random play when firing)
Speed=50 (speed of projectile to target. 100 is maximum)
TurboBoost=yes (Should the weapon get a boosted speed bonus when firing upon aircraft?)
UseFireParticles=no (Should the weapon spawn a flame particle system?)
Warhead=warhead (warhead to attach to projectile (explosion))
Other code for Weapons:
AttachedParticleSystem=partical system (secondary image that goes along with projectile)
IsRailgun=true (if it has railgun abilities)
AmbientDamage=150 (damage field)
SabotageCursor=yes (displays a cursor for C4’s)
RevealOnFire=yes (clears shroud when fired)
Floater=yes (hovers in air before impacting)
OmniFire=yes (can fire multiple shots)
LimboLaunch=yes (just mean unit will act as bullet)
PenetratesBunker=yes (If shot at a bunkered tank, no, bunker gets damaged, yes, unit in bunker does)
FireInTransport=no (cant fire in a transport like Battle Fortress)
Spawner=yes (means weapon spawns)
DecloakToFire=no (unit decloaks when fires)
LaserOuterSpread= 0,0,0 (how far it spreads outwards)
LaserDuration = 15 (how long it stays on)
IsLaser=true (this flag tells the game to use the special laser draw effect)
IsHouseColor=true (looks like the color you selected)
IsElectricBolt=true (flag that tells it has abilities of an electric bolt)
-------warheads-------
; This is what gives the "rock, paper, scissors" character to the game.
; It describes how the damage is to be applied to the target. The
; values should take into consideration the 'area of effect'.
; example: Although an armor piercing tank round would instantly
; kill a soldier IF it hit, the anti-infantry rating is still
; very low because the tank round has such a limited area of
; effect, lacks pinpoint accuracy, and acknowledges the fact that
; tanks pose little threat to infantry that take cover.
; Spread = Obsolete. Kept entries to give benchmark for new spread system
; Wall = Does this warhead damage concrete walls (def=no)?
; WallAbsoluteDestroyer = Does this warhead do killing damage to a wall, instead of one wound? (def=no) ;gs
; Wood = Does this warhead damage wood walls (def=no)?
; Fire = Does this produce great heat and thus will melt ice (def=no)?
; Radiation = Is this a radiation weapon? Certains units will be immune to this. (def=no)
; Tiberium = Does this warhead destroy tiberium (def=no)?
; Sparky = Does this warhead cause residual flames (def=no)?
; Conventional = Is explosive warhead big enough to cause a splash when it hits water [nukes are too big for this] (def=no)?
; Rocker = Can this warhead cause nearby units to rock upon impact (def=no)?
; AnimList = list of animations to play when warhead explodes [listed from lesser to greater damage]
; Verses = damage value verses various armor types (as percentage of full damage)...
; -vs- None, Flak, Plate //infantry
; Light, Medium, Heavy //units
; Wood, Steel, Concrete //buildings
; Special_1, Special_2 //dunno yet
; 3-17 Special_1 is the Shock Trooper's electric armor.
; 5-11 Special_1 is now the Terror Drone's "I'm a unit with infantry vulnerabilities" armor
; 5-11 Special_2 is now spawn rockets' armor to keep them from blowing each other up when shot
; NOTE: (Double Note, a float math bug caused 2% to be used when 1% broke down. Fixing the bug is why I made 2%)
; A 0% means no force fire, no retaliate, no passive aquire
; A 1% means no retaliate, no passive aquire
; A 2% means no passive aquire
; InfDeath = which infantry death animation to use (def=0)
; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
; NEW ONES 6=Yuri head explode 7=Nuke Melt
; Even Newer 8=Virus explosion 9=Brute transformation
; Brand spankin new 10=get smashed into pieces by a brute
; Deform = % chance that this warhead will damage the ground when it hits. (def=0)
; DeformThreshhold = damage must exceed this amount before deformation can occur (def=0)
; Particle = Particle effect to use when explosion occurs (def=none)
; ProneDamage = Damage modifer for infantry when prone (def=1.0)
; Bright = Does this warhead normally cause a lighting effect when it goes off (def=no). This is overridden in the case of bullets by the weapon 'Bright' flag.
; CombatLightSize = % of max size; > 0% means force size of combat light, overriding damage-based value (def=0%)
; Bullets = Is this weapon a bunch of bullet-like gunfire? (def=no).
; CellSpread (def 0)= Replaces Spread and WideDamage. This is actually how far damage from this warhead can spread
; 0 will explicitly only hurt the target, anything higher will at least search some cells around and compare distance
; CellInset (def 0)=Use this to tell autodeploy how much inside CellSpread we need to get before autodeploying.
; This way, the desolater won't just blast as soon as the target is on the very edge -- he'll move in a bit.
; PercentAtMax (def 1.0)= And this is the percent of damage it does at max range; to control fade linearly
-----projectiles-----
like the missile or bullet
; Projectiles describe how and what image to use as the weapon flies
; to its target. Think of the projectile as the "delivery method" used
; to get the warhead to the desired target.
; AA = Can this weapon fire upon flying aircraft (def=no)?
; AG = Can this weapon fire upon ground objects (def=yes)?
; AN = Can this weapon fire upon naval objects (def=yes)?
; AS = Can this weapon fire upon sub-marine objects (def=no)?
; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
; Acceleration = amount to increase missile speed (def=3)
; Airburst = Does it try to fly over the target instead of hit it (def=no)?
; Arcing = Does the bullet travel using an arcing path rather than a straight line? (def=no)
; Arm = arming delay (def=0)
; Bouncy = Does it bounce a bit upon impact (def=no)?
; Cluster = number of explosions attached to projectile [cluster-bomb] (def=1)
; Color = Color to use for special remapping projectiles (def = none)
; CourseLockDuration = How many frames the projectile keep its initial course locked for. (def=0)
; Degenerates = Does the bullet strength weaken as it travels (def=no)?
; Dropping = Does it fall from a starting height (def=no)?
; Level = Does it stay at the same altitude in flight? (Currently also acts as IsTorpedo)
; Elasticity = "bounciness" of the object [should be 0.0 through 1.0] (def=0.75)
; Image = image to use during flight
; Inaccurate = Is it inherently inaccurate (def=no)?
; Inviso = Is the projectile invisible as it travels (def=no)?
; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
; Proximity = Does it blow up when near its target (def=no)?
; ROT = Rate Of Turn [non zero implies homing] (def=0)
; Ranged = Can it run out of fuel (def=no)?
; Scalable = Can its animations be tuned up and down on the fly? (def=no)
; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
; SubjectToCliffs = Can this bullet be stopped by upward cliffs? No effect on homing projectiles. (def=no)
; SubjectToElevation = Can this bullet get a range bonus from height? No effect on homing projectiles. (def=no)
; SubjectToWalls = Can this bullet be stopped by walls? (def=no)
; VeryHigh = Does it fly at a very high cruise altitude (def=no)?