ability_ext: This extension allows for abilities to be granted to entities.
ability_table: See the tables section for a full explanation.
addon_ext: This extension allows entities (mainly buildings) to have add-ons.
addon_table
aftermath_ext:
chance: The chance that the aftermath event will occur.
duration: The duration of the aftermath effect.
block_line_of_sight_ext: If a entity is given this extension it will block line of sight. Note that you should not add this extension to too many entities as its use is computationally expensive.
building_engineer_ext: This is the ability that sets the unit as a builder unit.
anim_lead_in_time: not used
anim_lead_out_time
anim_name_end
anim_name_start
building_ext: Entities with this extension are considered buildings.
advanced_build_option: A Boolean variable, set to true if this is an advanced build option (no longer used?)
air_dropped: Boolean variable, set to true if this building needs to be air dropped in. Not used?
build_menu_prority: The priority that this building is assigned in the build menu.
power_gift: The amount of power given to the player when this building is finished constructing.
requisition_gift: The amount of requisition given when this building is finished constructing.
combat_ext: When given this extension, this unit can enter combat.
accuracy_multiplier: A multiplier assigned to the accuracy of all weapons.
complex_upgrade: If set to true allows you to update a given weapon a number of times.
In essence normal upgrades are those where a trooper can upgrade one (and only one) of their weapons from any of their hardpoints. Complex upgrades, on the other hand, allow a trooper to upgrade any one of their hardpoints multiple times (until the last weapon on that hardpoint is reached). Complex upgrades only apply to troopers with a squad size of one (ie vehicles, and force commanders). Also note that complex upgrades also work for sergeants since they are a single entity and they dont have a squad. For most vehicles, you will want the complex upgrades to be built from the UI. To do this you have to give the squad for that vehicle a SquadReinforceExt because you need the reinforce queue. All other complex upgrades (like the force commander) will be done through Research Upgrades. The max_upgrades parameter in the SquadReinforceExt is ignored for complex upgrades. There's also a catch: The game does not support squads that have both a can_attach_ext and a reinforce_ext. To support this, we would need to merge the reinforcement queues of the squads when they attach/detach. What this basically means is that all units that can attach and have complex upgrades, like the force commander, can only be upgraded using research items (see below for more info.) Note that there exists a check in OnInit of the game, so if you accidently create a squad with an attach ext and a reinforce ext the game will fail to load and an error will be logged to the logfile.
hardpoints (table) : this table lists the actual weapons this unit has. See the table section for more details.
in_combat_modifiers (table): This lists the modifiers that applied to the unit during combat, see the tables section for more details.
cost_ext: This extension gives a cost (and build time) to the entity.
time_cost_table : See the table section for more details.
cover_ext: This defines if a unit uses cover. This item is composed of 5 tables, each which determine what kind of modifiers get applied to the unit when it is in one of the 5 different types of cover (blocking, heavy, light, negative or stealth). See the table section (the cover_table) for an explanation of each of the following tables:
cover_blocking
cover_heavy
cover_light
cover_negative
cover_stealth
death_explosion_ext: determines if this entity, when dying, generates a death explosion.
chance: The chance of the explosion occurring.
death_explosion : This is a table death_explosion_table, please see the table section for a detailed description.
deep_strike_ext: This extension is given to buildings that can deepstrike units. Note that the building will also need a squad_hold_ext, and the unit to be deepstriked will need a squad_transportable_ext.
area_affect (table): See the area_effect_table, in the table section for more information.
areaeffect_delay: Time to wait before the area effect is displayed.
click_event: The click event (*.event) associated with this deepstrike action.
deep_strike_object_name: The name of the object that will be used to deepstrike the units (for instance the drop pod)
delay: Delay before the deepstrike occurs.
fadeout_delay: The delay time untl the deepstrike object fades out/
is_deepstrike: Is this a deepstrike
is_droppod: Determines if this entity was dropped.
is_summoned: Determines if this entity was summoned.
max_distance: The maximum distance of the deepstrike from the deepstriking building.
only_near_summon_entity: Boolean, summons an entity squad from a selected entity owned by the player. If this flag is on, deep strike only works when clicking on units with summon extension.
only_on_visible_area: Boolean, can only deepstrike in a visible area.
pathfind_size: Needs to be either 1, 3, or 5. By default 5. This size is looked for to determine where the deepstrike is to occur, and if there’s enough freespace in the area for the deepstrike to occur.
requirements (table): Lists the requirements necessary for a deepstrike, see the tables section.
spawn_entity_event: The event that is triggered when the entities in the drop pod are spawned.
spawn_group_event: The event that is triggered when the group in the drop pod is spawned.
entity_blueprint_ext: This associated a blueprint (model) with the given entity.
animator: the animator file associated with this blueprint
exploder_ext: This allows you to specify how many explosions are used up by this entity when it triggers a minefield explosion.
explosion_value: The number of explosions triggered.
garrison_ext: A building has the garrisoned extension when it is build over a certain area (such as a strategic point)
requisition_rate_multiplier: The rate at which the requisition is multiplied when the resource is garrisoned.
health_ext: Entities with this extension are considered to have a given amount of health.
armour: The amount of armour this unit has.
armour_minimum: The minimum amour that this unit can have after modifiers are applied to it.
can_be_repaired: Boolean that determines whether this unit can be repaired.
death_event: The death event associated with this entity. In /art/events
display_health_bar: Boolean, determines wether the health bar is displayed or not.
hitpoints: Number of hitpoints that this unit has
max_repairers: the Maximum number of repairers that can repair this unit at one time.
morale_death: Specifies the amount of morale his health composes
post_death_event_delay: Number of seconds after the death
pre_death_event_delay: Number of seconds before a the death event is played.
regeneration_decrease_in_combat: When attacked or being attacked, the amout by which the heatlh regeneration gets reduced.
regeneration_rate: The heatlh regeneration of the unit (per second).
stay_in_pathfinding_after_dead_time: Boolean, determines if pathfinding is locked around the unit after it’s dead
hq_ext: structures with this extension are considered headquarters
infiltration_ext
indeitifcation_range: If an enemy gets closer than this they identify the infiltrating unit and it can be seen and attacked by all of that player's units
identification_time: This much time must pass with no units identifying the infiltrator before it becomes hidden again.
infiltration_event_name: This is the event triggered when infiltration is turned on.
melee_ext
charge_modifiers: (modifier_table) Table that determines what modifiers occur when the unit is charging
charge_range: The Range at which the unit starts charging
in_melee_modifiers (modifier table): The modifiers that are applied while a unit is in melee, by default, the amount of damange is reduced when a unit is in melee.
mine_field_ext
area_effect (area effect table): the usual area effect information for a single explosion that happens on the position of a randomly chosen entity in the mine-field.
explosion_recharge_time: Amount of time it takes for the minefield to fire another explosion
max_explosions: The maximum number of explosions this mine field contains before it dies.
trigger_radius: If an enemy is within this radius, it will trigger the minefield.
mob_ext: Used for ork research pre-requisite.
mob_value: The mob value that this entity has
modifier_apply_ext: Extennsion that applies modifiers to the entity
modifiers (modifier_table): These modifiers are applied at all times.
modifiers_idle (modifier_table): These modifiers are applied when the unit is idle.
modifiers_immediate (modifier_table): These modifiers are always applied when the unit is first spawned.
modifier_ext:
morale_add_ext: This is used by units (such as commanders and leaders) that can attach to squad/
inc_morale_max: Specifies how much to increase the morale max of the squad by.
inc_morale_rate: Specifies the rate regeneration rate speed up.
moving_ext: All units that are able to move are given this extension.
acceleration_time: time in seconds that it takes a entity to accelerate to full speed, used only for tanks/hovercraft.
corner_anticipation_time: time the unit looks ahead of itself to match the right heading. For tanks this should be small (0.1), for hovercrafts this should be long (>1?) It basically means that the unit will try and assume the heading of the point corner_anticipation_time seconds ahead of it's current position. Hovercrafts generally turn WAY before the actual corner, while tanks only turn when they arrived at the corner.
deceleration_time : time it takes in seconds for a tank to brake to a stop (this time should be smaller than the acceleration time, so the tank can brake faster than it can accelerate)
end_bonus: not used.
entity_move_ap: not used
is_land: not used
is_swimmer: not used
rotation_rate: The speed at which the vehicle rotates, this is done in radians/tick (8 ticks per second).
speed_max: The maximum speed of the entity.
turning_behaviour_template: Located in Game / Turning Behavior?
water_speed_max: not used
object_info_ext: not used.
front_foot_type
hide_type
rear_foot_type
size
vocal_type
possess_ext: Assign this extension to an entity that will be possessed.
area_effect (area_effect_table): usual area effect information for an an area attack happening in the location where the squad is spawning
horizontal_movement_seconds_delay
pathfind_size: The pathfinding size that needs
possession_motion_duration: number of seconds over which the first motion plays
possession_motion_name: name of the first animation in the unit (that lifts it up into the air)
requirements (requirement_table)
research_to_revert: name of the research to un-complete after possession finishes (e.g. chaos_bloodthirster_research )
squad_replacement_name: name of the squad that replaces the possessed entity (eg. Chaos_squad_bloodthirster)
projectile_ext: Give an entity this extension and it is a projectile like a missile or a bullet.
area_effect (area_effect_table): The effects that get played in the area of impact of the projectile.
artillery (artillery_table): See the table section.
death_event_name: The event that occurs when this entity dies.
lifetime_as_percent_of_max_range_time; Not used for artillery, otherwise lifetime is considered to be a parcentage of the maximum range ± 20%.
rotation_speed: Limits how fast the projectile can turn when tracking a target. Specified in degrees per second
speed
range_ext: Units with this extension get ranged fire.
can_fire_in_melee: Boolean, set to true if this unit can fire during melee.
– weapon_accuracy_1: 0–1 The chance of a shot hitting the target
– weapon_accuracy_2:
– weapon_field_of_fire
– weapon_id_1
– weapon_id_2
– weapon_offset_x1
– weapon_offset_x2
– weapon_offset_y1
– weapon_offset_y2
– weapon_offset_z1
– weapon_offset_z2
relocate_ext: Entities (structures) with this extension can relocate.
dummy_structure_name: When relocation happens, a new temporary entity with this name is created and spawned at the target location. The blueprint information for this entity is specified in environment/gameplay/relocation_structures. Note that the site_ext information for the dummy must match the site_ext for the relocatee.
dummy_structure_pathfind_size: The dummy structure pathfind size that is used to determine whether we can place this structure.
dummy_structure_relocation_fx : The relocation effect that gets spawned at the location of the dummy building.
relocation_modifiers (modifier table): list of modifiers that are applied while the relocation happens, e.g. disable production, tweak armour
relaction_recharge_time: this is the number of seconds since the start of relocation until the building can relocate again.
relocation_time: the number of seconds over which relocation happens
requirements (requirement_table): The requirements that are necessary for relaction.
relocator_ext: specify this extension if you want buildings to have the relocate ability (such as the elder webway portal)
repair_ext: Units with this extension can heal other units.
health_repair_per_second: The number of hitpoints repaired per second.
percent_of_target_cost_for_full_repair: This is the amount it would cost to repair the unit from 0 to full health.
requirement_ext: entities with this extension have requirements before they can be used/build. For instance used as an extension to determine which buildings are buildable.
requirement_table (requirement_table): The table that specifies the requirements.
research_ext: Added to buildings, determine what research can be done at those buildings.
research_table (research_table): determines what research is available at these buildings
resource_ext
decay_amber_event: name of the amber event
decay_delay_time: Time before the decay starts to kick in
decay_enabled: Boolean, determines if decay is enabled or disabled on this entity.
decay_green_event: name of the green event.
decay_lower_limit_percentage: Used to determine to what limit the decay proceed to.
decay_red_event: name of the red event
decay_to_lower_limit_time: Specifies how long it takes for a resource point to decay from 100% to the lower limit (e.g. 30%). This decay time does not include the decay delay.
power_per_second: amount of power this entity grants a second
requisition_per_second: amount of requisition this entity grands per second
sight_ext: The sight extension adds “sight” to any entity.
is_stealthy: not used?
keen_sense: Determines if a unit can see infiltrated/shrouded units.
sight_radius: The radius that the unit can see around itself.
sim_entity_ext: This extension is used to inform the simulation what the entity represnts.
is_building: Boolean flag determines if this a building or not.
is_collide: Boolean flag to determine if units collide with this entity
no_rotate: Boolean flag that determines if this entity snaps to a rotation, or not.
site_ext
attach_to (attacto_table): determines what kind of type this building can be attached to. For instance, listening posts can only be attached to relics and strategic points.
control_structure_is: Boolean, set this to true if this is a control structure (that extends the area can build) otherwise set to false.
control_structure_radius: If this is a control structure, this adjust the control radius.
control_structure_use: Boolean value, when set to true this building can only be build within the player’s control area. When set to false, this building can be built anywhere on the map.
extra_no_build_buffer: This is the extra buffer around a building in pathfind units. So setting this to 1 will guarantee units that are 1x1 can walk by. This value can be set to both odd and even numbers.
orientation: Number of radians this structure is rotated around the Y axis.
show_site_decal: Not used
snap_height_map: Not used
snap_surface: Not used
spawn_ext: Entities with this extension will play a ‘spawn’ animation before doing anything else.
oncreate_event_name: name of an event that gets triggered on the entities that are in the squad
oncreate_motion_duration: name of the animation that gets played by entities inthe squad
oncreate_motion_name: duration of the motion.
spawner_ext: Structures / Entitites that can build other buidings should be given this extension.
can_rally_point: Boolean that determines if this unit can set a rally point.
spawner_space_offset_for_new_unit (position : x, y, z): The xyz offset where a spawned unit/squad will appear.
squad_table (squad_table): Determines which squads this spawner can spawn.
special_attack_ext: time_between_special_attacks and time_between_special_attacks_random
special_attacks (special_attack_table): See the tables section
time_between_special_attacks: define the time between two attacks. This is the time between when the previous attack ended and the new attack will begin. The time between two attacks will be time_between_special_attacks + (time_between_special_attacks_random *random())
time_between_special_attacks_random: see above item
special_attacks_physics_ext
disable_special_attack: Boolean that determines if special attacks are disable on this unit.
face_backwards_when_flying: Boolean, determines whether the units fly face backwards of forwards when thrown about.
get_up_time: This dictates how long the get up animation will play for after a unit has landed after being sent through the air.
mass: The mass is also a number between 0 and 100. The simple calculation used to see if a unit is going flying (or how far) is actualforce = (force – mass), where force is the (random) force in the special attack, and mass is the weight of the unit. If the actualforce is below zero, the unit will not go flying. If it is above zero, the unit will go flying with the remaining actual force.
squad_hold_ext: Units with this extension are considered transports.
acceptable_type_01: determines what type from transportable is acceptable to transport. Note that you can add acceptable_type_02, and acceptable_type_03, and so on.
holds_produced_squads: Boolean variable, that determines if this building holds build squads (Orbital Relay for instance)
load_event: Event that is played when units are loaded into this entity
nr_available_spots: The number of available squads in this entity.
shared_with_other_same_type_units: Determines if these units within the hold are shared between other entities of this type (eg. Webway portals)
show_decorator:
unload_delay: Amount of time before the squad can be unloaded.
unload_event: Event played when the squad gets unloaded
start_pos_ext: Entities with this extensiona re considered player starting positions.
strategic_point_ext: Entities with this extension are considered to be strategic points
capture_radius: The radius a squad must be in to capture this point.
capture_time: The amount of time needed to capture this structure (number of ticks)
garrison_radius: Radius the squad must be in to hold the strategic point.
is_strategic_objective: Determines if this is a strategic objective or not
requires_garrison_to_hold: if false nobody needs to stick around to keep the point on their team, can still build a garrison structure on it though
revert_time: Number of ticks to loose this type of structure.
right_click_fow_fx: The fow fx that get played when this strategic point is selected for capture.
summon_ext: Add this extension to units that can summon.
synckill_ext
chance: When the killer unit kills the dead unit, this is the chance of a synckill actually happening. The chance is a number between 0 and 1. Only the chance factor of the killing unit is used. So this is the chance of a synckill animation being played, or completely skipped.
synckillinfos (synckill_table)
type_ext: Types are used by many of the extensions to determine what will be played, and whether certain modifiers will be applied. These are separated into a few categories:
type_armour: Type of armour this entity will have
type_environment: Type of environemt this entity is associated with
type_speech: Where this entity gets its speech/sounds from
type_surface Type of surface this entity is associated with
type_synckill: Type of synckill type this entity is associated with.
ui_ext
ghost_auto_enable: Boolean determines if the ghost is autoenabled or not.
ghost_enable: Boolean, building units that are enabled will have their location visible in the fog of war.
ghost_hidden_util_seen: Boolean, determines if the player can see this right off the bat or not.
minimap_color_r: red value for minimap
minimap_color_g green value
minimap_color_b : blue value
minimap_enable: is this enity visible on the minimap.
minimap_teamcolor: Associated entity with teamcolour.
speech_directory: Speech directory
ui_hotkeyname: They hotkey name associated with this UI element.
ui_index_hint: Where should this entity go in the UI, note that as the name suggests this is a hint only.
ui_info (ui_info_table): See the tables section.
use_hero_ui: Boolean, determines if this is a user hero UI.