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-Guide To TS/FS Map Making-


Page 1 | 2 | 3

By Coollink

[E1] <--This is the code name, this is manditory for every unit and structure.
Name=Light Infantry <--This is the name of your unit.
Category=Soldier <-- This is used for the AI, how they use this unit. ( computers dont use new units, unless ya program them too. and ye cant edit AI in maps)
Primary=Minigun <-- This is your unit's primary weapon.
Prerequisite=BARRACKS <-- This is what you need to build for this unit to show up. ( you need to put the structures code name, or its secondary code name. Primary code names is NAOBEL for obelisk of light, for example. and secondaries are used for gdi AND nod shared units. like general ( RADAR, BARRACKS,FACTORY,TECH, ect. )
CrushSound=SQUISH6 <-- This is the noise a unit makes when it is run over by a vehicle. ( you could make it say "Awaiting orders" when they are crushed :)
Strength=125 <--This is how much life they have
Pip=green <-- This is what color they show up as when they enter a vehicle. ( cyborgs are silver in APC's, everything else (cept for a few things) is green. )
Armor=none <-- This is its armor class. ( like how infantry can stand better attacks from titans and tick tanks, because there armor class is None. If they had the same strength, and had heavy armor, then titans and the sort would affect them a lot more, and things like other light infantry and attack cycles would affect them much less.
TechLevel=1 <-- this is the level of technology the unit requires. ( this is primarily used for campaigns, in the first stage is a low tech level, the last one is a high tech level. (max tech level=10 )
Sight=5 <-- this is how far they can uncover shroud and fog
Speed=5 <-- How fast your units travel. ( the higher number the faster
Owner=GDI,Nod <-- What side owns this
Cost=120 <-- How much the unit costs
Points=5 <-- how many points you score when you build this, or the enemy destroys this. ( enemies get points for killing units. points also affects how long it takes to get elite, and how elite enemies get when they destroy it.)
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <-- this affects the unit's sound when you select it.
VoiceMove=15-I018,15-I024,15-I044 <-- this is what sound the unit makes when you tell it to move.
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <-- the attacking voice
VoiceFeedback=15-I058,15-I064 <-- what they yell when they are at half life. like ( MEDIC! or for banshees, Whoops! )
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6 <-- Voice they make when they die.
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <-- How they move. ( you really should copy this from another unit, because locomoters are complex. it deals with like if they are jump jet, fly only, hover, are subterranian, chronojumping, or whatever )
PhysicalSize=1 <-- how big your unit appears on the screen.
MovementZone=Infantry <-- this also affects how your unit moves.
ThreatPosed=10 <-- How much of a threat your unit is. ( how it might attract hunter seekers or whatever ) this is used to prevent hunter seekers from attacking civilian things )
Elite=M1Carbine <-- this deals with what weapon it gets when it becomes elite
EliteAbilities=SCATTER <-- this deals with elite abilities. ( attack cycles become immune to veins, ect.)
ImmuneToVeins=yes <-- if it is immune to veins or not.

This is all things infantry *COULD* have

; Agent = Does it have spy-like abilities (def=no)?
; Fearless = Is not prone to fear (def=no)?
; VoiceComment = list of idle voices (def=none)
; Pip = color of pip when inside a transport [green,yellow,white,red,blue] (def=green)
; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
; Cyborg = Does it require special cyborg death handling (def=no)?
; Fraidycat = Is it inherently afraid and will panic easily (def=no)?
; TiberiumProof = Is it immune to tiberium and tiberium gas damage (def=no)?
; Infiltrate = Can it enter a building like a spy or thief (def=no)?
; IsCanine = Should special case dog logic be applied to this?
; Civilian = Counts a civilian for evac and kill tracking (def=no)?
; FemaleVoice = Uses the civilian female voice (def=no)?
; Engineer = Does it behave like an engineer as far as repair and capture go (def=no)?
; Disguised = Is it disguised as enemy soldier when seen by enemy (def=no)?
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