ability_motion_name: The name of the motion that is associated with this ability.
activation: How the ability works, valid enteries are:
always_on – The ability is on as soon as all the prerequisites are met, it can't be turned off.
toggle – The ability is toggled on and off, it does not use the time fields.
timed – Once the ability is turned on it starts counting down the duration.
anticipation_event_name: The event that is played before the animation
anticipation_lead_time: The amount of time that the anticipation event lasts.
area_affect: An area affect table, see the tables section for more info.
center_target_on_owner: Boolean value.
child_ability_name: When an ability is triggered it will also trigger this ability. When a toggle ability is turned off it will turn off any children. When a timed ability runs out it will still run any children.
duration_time: How long the ability lasts, obviously, this only make sense for timed abilities.
entity_busy_time: this is the time from the start of ability during which the entity can't be doing anything else, this should tie in roughly with the animation time for the ability when that gets hooked up. This only makes sense with targeted abilities as the other activation types are handled concurrently with other entity states.
initial_delay_time: When the ability is triggered it will wait this many seconds before applying any effects
looping_event_name: The event that is looped while this ability is in effect, only valid for timed or toggled abilities.
projectile_name: The projectile, if any, associated with this ability. This is, for instance, used when gicing units the ability to throw grenades.
projectile_spawn_pos: The position, relative to the entity, where the projectile, if any, will be spawned.
random_offset: if this is > 0 and the area information for the ability is not a point and has a radius > 0 then the ability target point will be offset in a random direction by anywhere from 0 to this attribute. Child abilities will be offset from the target point of their parent. I've added a chain of 3 child abilities to orbital bombardment which use this.
range: The maximum range of the targeted ability.
recharge_time: The amount of time (in seconds) that the ability takes to recharge, and becomes ready for use once more. Should be longer then duration time.
refresh_time: Determines how long the ability is updated. This is a efficiency attribute, so leaving this at 1 should be fine.
requirements: a requirements table detailing the requirements that are necessary to use this ability.For instance, the Force Commander Orbital Bombardment ability requires that Orbital Relay building is built.
speech_directory:This determines where the event gets the sounds that is associated with it from. Speech files are contained within Wh40k/Data/Sound/Full/Races/<Race>/Abilities
target_ground: Boolean, determines if a unit or the grounds needs to be targeted to use this ability
target_leader_in_squad: Boolean, determines if the leader is targeted with this ability. For instance, Mind War, will target the leader in squad when itís targeted.
ui_hotkey_name: The hotkey name associated with the ability.
ui_index_hint: hint at where you want the ability to go in the bottom row, if this spot is already occupied, the ability will find the next location to be placed.
ui_info: See the table section
ui_instructional_msg: A message that pops up when the ability is selected.
ui_invalid_target_msg: Message that gets displayed when an invalid target is chosen for the ability.This is determined by the target filder in the area_affect table.