This table consists of a list of 20 abilities taken from the ability sub-category. This is used to grant a unit a list of abilities. Take a look at the Eldar Farseer for an example, she has multiple abilities.
This is a addon list, primarily used for buildings. Each entry in this table must represent an addon.
area_attack table: This is where the actual area of the attack and the damage that is applied are defined.
angle_1 & angle_2: Angles for the cone that defines the area of attack. Angles are defined from the forward direction of the unit. negative is to the left, positive is to the right. angle_2 needs to be bigger than angle_1. They can both be negative if you like, as long as angle_2 is bigger than angle_1. The angles also need to be within -180 and 180 degrees. If you want an all round area, set angle_1 to -180, and angle_2 to 180.
direction_angle_random: The deviation of the calculated direction in degrees. it makes the units fly a bit more random.
force_max: maximum force for this attack. Needs to be between 0 and 100. Only defines how far units will fly when they are dead.
force_min: minimum force for this attack. Needs to be between 0 and 100.
impact_point_x, impact_point_z: Location of the impact point in the view of the attacker. Imagine this to be the place where the bomb hits, so basically the center of the explosion. If you have a huge sword slash from right to left, you'd expect the units that get hit to fly off to the left.. You can use the impactpoint position to influence this direction. If you set the impact point to x=5, z=0 in this case, the units will fly off to the left, as the 'bomb' hit at (5, 0). This might not be totally intuitive, but it all makes sense if you draw it out.
radius: radius of effect.
up_angle_min, up_angle_max: angle that the units will go into flight at. If you set them both to 90, the unit should go straight up. Set them to 0 and the unit will slide across the floor.
weapon_damage: standardized weapon damage table. Also used in weapons, should be fairly straightforward by now.
This is a table that is used inside area_effect as well, the entries are:
area_type_name – There are three area types area_point, area_circle and area_pie.
radius – The radius of the area, only makes sense for circle and pie.
angle_left – Left angle for the pie slice.
angle_right – Right angle for the pie slice.
filter_type – own, enemy or allied, specifies a filter on the entities scanned.
Consists of 15 armour entries, each one has an associated armour_piercing value, and the armour_type that it affects.
fow_visibility_duration: all players that are shot at / damaged by artillery will be able to see the attacking squad in their FOW
height_distance_ratio: for tweaking the visual appearance – specifies how high the projectile flies relative to how far away the target was. (0.5 is a good number for this — height = 0.5 * distance).
offtarget_radius_blindfire: the max amount the projectile can be off-target when blindfiring.
offtarget_radius_minimum: the max amount that the projectile can be off-target
modifiers: modifier table
death_explosion_details: 8 tables
spot_0 thru spot_17, each being a formation_template_spot_table
10 weapon group_entry values.
weapon table (weapon_table)
4 hard point details entries.
4 event entries (modifier_event)
4 morale rate entries.
level1 to level5
entity 1 thorough 15
9 requirement entries.
20 research entries.
pop power requisition
area_attack_time: Special attacks are always area attacks, because we can hit more than one unit at a time. The area_attack_time is the time in the animation where we want to apply the areaattack, which will send units flying. So this would generally be the time that the sword swings around.
chance: this is a chance ratio (same as for synckills) that defines what the chance is that this special attack will be played. All the chances are ratios, so if you fill in two special attacks, and you give one a chance of 100, and the other a chance of 1, then the last one will be played 1 in a 101 times.
duration: Total duration of the animation. This is so that we don't cut off the animation and just flip back to the normal melee animations. The unit will do only the special attack during this time. Keep in mind that the unit is not invulnerable during special attacks (only during synckills)
motion_name: Name of the motion to play for this special attack.
special_attacks table: Special attacks are defined and added in the special_attacks table. Open this one up and you will see 8 slots for special attacks. We can add more if needed. Open up the first special attack. (the indent here indicates that we're inside the table, to prevent confusion).
sweep_duration: This is the total duration of the sweep in seconds.
sweep_type: The type of the sweep. This is a string and it needs to be one of these:
NoSweep: no sweeping, just instant area effect (exacly like it was before this change)
LeftToRight: a sweep from the leftangle to the right angle. only works with area_type_name = area_pie
RightToLeft: a sweep from the rightangle to the left angle. only works with area_type_name = area_pie
InToOut: a sweep from the inside to the outside of the area. Works for both area_pie and area_circle
OutToIn: a sweep from the outside to the inside of the area (don't know when you'd need it, but just to be complete). Works for both area_pie and area_circle.
chance: This one is a bit tricky. This is the chance of this synckill animation being played against this family. You can hook up more than 1 synckill animation against a single family. This chance then determines how often this synckill will be played over the other animation you hooked up. On a sidenote, this number can be anything. If this number would be 90, and the other animation has 10, there is a 90/100 chance that the first anim will be played, and a 10/100 chance that the second one will be played.
dead_family: This is the family against which these synckill motions will be played. Right now there is only one family (tp_trooper), but you can hook up more families if needed. Description on how to hook up extra families below.
dead_motion_name: This is the name of the motion that will be played in the enemy that is dying.
dead_zombie_time: This is the minimal time that the dead unit will stay around. When this time is over, the unit will die 'normally' and fade out.
killer_invulnerable_time: This is the time that the killer will be invulnerable for. This time should be equal to the animation length of the killer.
killer_motion_name: This is the name of the motion that the killer will play.
Then there are a number of 'slots' where you can add synckills to, called synckillinfo_*. There are currently 8 slots, but we can extend this to whatever we need, it's not limited in any way. Every synckillinfo slot has a number of variables.
For an example, look at the spacemarine, and the first synckillinfos entry (synckillinfo_01). This synckill is against trooper type tp_trooper. The death animation is 'SyncDeath_1'. In practical terms this means that all units of type tp_trooper would need a SyncDeath_1 motion to play correctly. So also all the other races. And the animations will have to match up to look nice.