Special Ability Editing Tutorial Inoculator9 Conetents: 1. Description 2. Deployment Entries 3. Special Abilities 4. Air Unit Attributes 5. Building Attributes -------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------- 1. Description: This is my third tutorial, designed to detail the process of giving added and old units special abilities and deployment capabilities, along with a description of building and air unit entries and editing. -------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------- 2. Deployment Entries: 1. Here is a list of all of the deployment capabilites used by units and infantry (although some of them are activated in different manners), and how they are activated: -MCV: Biuld Construction Yard MCV = TRUE Resource = ATConYard, HKConYard, ORConYard -Atreides, Harkonnen, Ordos Engineer: Capture Buildings Engineer = TRUE -Atreides Kindjal Infantry (this unit's deployment ability is not transferable): Artillary Cannon DeployInf = TRUE TurretAttach = ATKindjalGun, ATKindjalBigGun -Ordos Mortar Infantry (this unit's deployment ability is not transferable): Mortar Cannon DeployInf = TRUE TurretAttach = ORMortarInfGun, ORMortarInfBigGun -ORSaboteur: Saboteur = TRUE Resource = SaboteurBomb ExplosionType = InfiltratorDeath -Fremen Fedaykin (this unit's deployment ability is not transferable): Worm Riding AdvancedFremen = TRUE ObjectTypeWhenGone = WormSign0 Resource = WormRider -Guild NIAB Tank (this unit's deployment ability is not transferable): Teleportation NiabTank = TRUE TeleportSpleepTime = 93 -Ix Projector Tank (this unit's deployment ability is not transferable): Holographic Porjector Projector = TRUE Lifespan = 6000 -Ix Infiltrator: Explosives Infiltrator = TRUE Resource = SaboteurBomb ExplosionType = InfiltratorDeath -APC Units: Carries 5 Infantry Units APC = TRUE 2. Most of these deployment capabilities are not an option for use by unit models other then the original units they accompanied. For example, the projector ability can only accompany units that use the original or edited Ix Projector Tank xbf. 3. To allow a unit the use of any other capability simply add the listed entries, with only a few exceptions. -------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------- 3. Special Abilities: 1. This is a list of special abilities that can be used by any units and buildings, accompanied by a description along with several entries that can be edited to allow extreme effectivity: -Resource - This allows any unit to be capable of constructing anyother type of building, simply add the desired buildings name (abbreviated name used in the Rules file). -Stealthed = TRUE - This entry stealths any unit that includes that entry. However, when a unit reaches a certain level of health it is forced out of it's stealthed mode. -StealthedWhenStill = TRUE - This allows units to remain stealthed when not moving, but they lose their stealthed mode when moving. -ViewRange - This can be increased to extreme levels, there by allowing a single unit to reveal an entire map simply by being constructed. -TastyToWorms = FALSE - This entry allows units, more specifically harvesters, to completely avoid attacks by worms. -Terrain - This entry can be edited to allow buildings to be constructed on any type of viable terrain, like sand. -ChaosEffect = SmallChaosFX - This entry lessens the effect of the Ordos Chaos Lightning. -HawkEffect = SmallHawkFX - This entry lessens the effect of the Atreides Hawk Strike. -UnstealthRange = 10 - This entry allows a building or unit to unstealth units at very long or close ranges. -------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------- 4. Air Unit Attributes: 1. This section of the tutorial will describe several specific areas of air unit's entries. 2. As our example, we will use the Atreides Ornithopter entry: [ATOrni] Score = 3 House = Atreides StormDamage=10 //only damages is never picked up PrimaryBuilding = ATHanger //only built in ATFactory UnitGroup = FromHanger Terrain = Rock, Sand, NBRock, Ramp Cost = 1000 BuildTime = 499 Size = 2 HeightOffset = 8 Speed = 20 //10 //7.0 //game coord per update TurnRate = 0.05 //radians per update Armour = Aircraft Health = 1600 CanFly = TRUE Ornithoptor = TRUE Resource = ATHelipad TurretAttach = ATOrnithopterGun //SoundSelected = PilotSelected //SoundOrdered = PilotOrdered //SoundID = 41 ExplosionType = AerialExplosion Debris = DebrisMedium AiAir = TRUE TechLevel = 5 Starportable = TRUE //order from starport (if atreides) //ReinforcementValue = 8 UpgradedPrimaryRequired = TRUE DamageEffect = MediumDamageFX ChaosEffect = MediumChaosFX HawkEffect = MediumHawkFX HitSlowDownAmount = 50 // Percent (100 = complete stop) HitSlowDownDuration = 100 // ticks ViewRange = 4, 8 ExcludeFromSkirmishLose = TRUE GetsHeightAdvantage = FALSE AIThreat = 80 // LEVEL 1 ---------------------------------- VeterancyLevel = 10 // Score required ExtraDamage = 25 // LEVEL 2 ---------------------------------- VeterancyLevel = 24 Speed = 30 // Careful - don't go above 32! // LEVEL 3 ---------------------------------- VeterancyLevel = 48 ExtraDamage = 50 // 50% more damage - applied to all weapons ExtraArmour = 50 // Takes 50% less damage 3. This is a list of the air unit attributes used by the Atreides Ornithopter and other air units: -CanFly = TRUE - This entry allows the Atreides Ornithopter to be an air unit by indicating that it can fly. -Ornithoptor = TRUE - This entry confirms several action attributes used by the Atreides Ornithopeter, that can be used by other units. -Resource = ATHelipad - This ensures that when the Atreides Ornithopter has depleted it's weapon payload that it will immediately return and land on the Atreides Helipad to reload. -Circles = TRUE - This entry, not used by the Atreides Ornithopter, forces the unit when not moving, to fly in a continuous circle. -------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------- 5. Building Attributes: 1. As the example for this secetion of the tutorial, we will use the Atreides Barracks: [ATBarracks] RoofHeight=125 Barracks = TRUE House = Atreides StormDamage=5 //only damages is never picked up TechLevel = 1 PrimaryBuilding = ATConYard SecondaryBuilding = ATSmWindtrap, ORSmWindtrap, HKSmWindtrap Terrain = Rock Cost = 225 ViewRange = 10 PowerUsed = 20 BuildTime = 309 Occupy = sssss Occupy = sssss Occupy = sssss Occupy = nbbbn Occupy = nbbbn Occupy = bbbbb Occupy = bbbbb AiExit = true AiManufacturing = true DeployTile = 2,4 2,2 Armour = Building Health = 2500 Debris = DebrisMedium CanBeEngineered = TRUE UpgradeTechLevel = 3 //same as engineer UpgradeCost = 800 CanBePrimary = TRUE ExplosionType = MidExplosion Score = 3 NumInfantryWhenGone = 3 2. Here is a list of what several areas of the ATBarracks entry mean: -Barracks = TRUE - This entry connects all infantry units that have the ATBarracks as their primary building, thus allowing it to train them. -Terrain = Rock - This indicates that the ATBarracks can only be constructed on the terrain rock. -PowerUsed = 20 - This indicates how much power the ATBarracks draws from a base's windtraps. -Occupy = s - This is the area where units are deployed. -Occupy = n - This indicates that no tiles are present there. -Occupy = b - This indicates how many tiles and where a building is located. -AiExit = true - This indicates that units can exit this building when trained. -AiManufacturing = true - This indicates that the ATBarracks are capable of training infantry units. -DeployTile = 2,4 2,2 - This indicates which tiles the trained infantry are deployed onto. -CanBeEngineered = TRUE - This indicates that the ATBarracks can be captured by an Engineer. -UpgradeCost = 800 - This indicates how much it costs to upgrade the ATBarracks. -CanBePrimary = TRUE - This indicates that the ATBarracks can be the primary training center. -NumInfantryWhenGone = 3 - This indicates that when the ATBarracks are destroyed or sold remaining in it's place are three Atreides Infantry units. When the building is destroyed the remaining infantry are heavily damaged. -------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------- I hope that my third modding tutorial has helped further your understanding of emperor modding, and if you have any difficulties you can contact me at my email address, Inoculator9@aol.com, or IM me through Fed2k, Cyborg Studios, Eglador, the RTS Heaven Boards, Atomcraft, YIM, or AIM. My name at all of these places is Inoculator9, or post questions at any of the sites listed before. I also mantain an email account at Eglador which is Inoculator9@eglador.com, although I am slightly less reachable through this address.