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.
addon_table
This is a addon list, primarily used for buildings. Each entry in this table must represent an addon.
area_effect_table
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.
area_information
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.
armour_entry
armour_piercing_value:
armour_type
screen_name_id
armour_piercing_table
Consists of 15 armour entries, each one has an associated armour_piercing value, and the armour_type that it affects.
armour_table
armour_minimum
armour_value
artillery_table
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_distance_cap
offtarget_radius
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
use_values: boolean
attachto_table
active
attach_to_tp
building_table
building_01
colour_table
alpha
blue
green
red
combat_stance_table
defend_distance
min_attack_range
cost_table
population
power
requisition
cover_table
modifiers: modifier table
priority
death_explosion_details_table
area_effect: area_effect_table
chance
death_explosion_table
death_explosion_details: 8 tables
flamer_table
burn_delay
formation_template_spot_table
pos_x
pos_y
priority
formation_template_spots_table
spot_0 thru spot_17, each being a formation_template_spot_table
group_entry
refrenced_weapon_name
weapon_motion_name
group_weapon_table
10 weapon group_entry values.
hardpoint_details
attack_motion_variable
hardpoint_weapon_variant_motion
horizontal_aim_mortion_variable_name
parent_hardpoint
shoot_motion_variable
vertical_aim_motion_variable_name
weapon table (weapon_table)
hardpoint_table
4 hard point details entries.
hit_event_table
tp_flesh
tp_heavy_metal_armour
tp_light_metal_armour
tp_stone
modifier_cap_table
minimum_addition
maxiumum_multiplier
minimum_addition
minimum_multiplier
modifier_event_entry
active_range_max
active_range_min
event_end_game
event_name
modifier_event_table
4 event entries (modifier_event)
has_active_range
modifier_name
modifier_lifetime_table
7 time_modifier_entries
modifier_table
12 modifiers
morale_rate_entry
armour_add
rate_multiplier
squad_strength
use_rate
morale_rate_table
4 morale rate entries.
ork_pop_level_table
level1 to level5
position
x
y
z
race_details_table
desc_id
name_id
playable
race_path
building_path
image_filename
projectile_path
speech_path
squad_path
taskbar_path
unit_path
race_pop_table
base_pop_cap
max_pop_cap
pop_growth_rate
race_squad_cap_table
base_squad_cap
base_support_cap
max_squad_cap
max_support_cap
race_teamcolour_preview_entities
entity 1 thorough 15
rampage_blocked_table
area_effect table
blocked_area_attack_time
blocked_duration
rampage_breakdown_table
area_effect table
breakdown_area_attack_time
breakdown _duration
rampage_rampage_table
area_effect table
rampage_offset_x
rampage_offset_z
rampage_startup_table
area_effect table
startup_area_attack_time
startup_duration
requirement_table
9 requirement entries.
research_table
20 research entries.
resource_table
pop power requisition
special_attack_details_table
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_attack_table
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).
squad_table
10 squads
sweeping_information_table
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.
synckill_info
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.
synckill_table
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.