Mods
Featured mods.
To get your mod listed, please contact me at neonext@msn.com
Mod Name/Link, ETA, Percentage Done
Tiberium Dawn*, 1.1, 70%
Dune 2, 1.0, 97%
Star Wars*, 1.1, 90%
Total Annihilation*, 1.1, 80%
*For demonstration purposes only, no public release.
Data File Help. These are example entries in aircraft.txt with notes added explaining each line.
Aircraft data file (aircraft.txt)
{AIRCRAFT} |
- |
Tag that signals start of data sequence |
[0] |
- |
Unit number, for reference only (not used) |
Name: |
Fighter |
The name of the unit, as shown on the sidebar. Max 20 chars, but only short names will fit in the sidebar boxes |
Hitpoints: |
800 |
The maximum number of hitpoints this unit can have. Max 65535 |
Cost: |
2400,0,2 |
The cost of the unit of resource 1, resource 2, and resource 3. Max 32767 |
Build Time: |
4 |
Amount of multiples to the amount of time a unit takes to be built. Max 255 |
Speed: |
4 |
The speed factor of this aircraft. Higher number means faster. Max 255, but anything past 10 is probably too much |
Type: |
3 |
The location of this unit in aircraft.bmp (starting with 0). Max 9 |
Weapons: |
4,4,6 |
Each aircraft gets 3 weapon slots. Use item numbers from weapons.txt, plus 100 = Paratroop, 101/102 = Drop Off |
Ammo: |
99,0,0 |
This will be the max number of clips an aircraft can carry of each weapon it holds. This number is also used for special weapon functions (100-103) |
Death Ani: |
0 |
This is not used yet |
Properties: |
12 |
The sum of these properties: 0=None, 1=Solo (only 1 of this type of unit per side may exist at one time), 2 = Retreats (aircraft will retreat off the map after using a special weapon function), 4 = Baseless (aircraft will only enter if player is lacking a base or the means to make one), 8 = Hovers (aircraft hovers like a helicopter) |
Commands: |
[8xYes/No] |
This allows you to control which commands a unit can do, as seen on the sidebar (not used yet) |
Campaign data file (camp1.txt)
{SETTINGS} |
- |
Tag that signals start of settings data sequence |
MessageSound= |
"d2msg.wav" |
The name of the sound file used for chat messages |
Fast Air Entry: |
No |
If enabled, reinforcement aircraft will arrive traveling at a very high speed, but will slow down to normal speeds quickly, creating an effect like "warping in" |
{REGIONS} |
- |
Tag that signals start of regions data sequence |
[00]: |
- |
Region number, for reference only (not used) |
Name: |
Region 1 |
Name of the region, maximum of 20 characters |
Speed: |
4 |
The speed factor of this aircraft. Higher number means faster. Max 255, but anything past 10 is probably too much |
Owner: |
3 |
The starting owner of this region. From 1-4, 0 means no owner |
Exits |
1,2,6 |
The numbers of all the regions that can be attacked from this region. Max 8 exits |
Icons |
230,300,145,144,350,133 |
The x and y locations of the map icons for this region. Format: Ships X, Ships Y, Troops X, Troops Y, Aircraft X, Aircraft Y |
Locations: |
06,07 |
The centers which provide additional troops and fighters for the region. Max of 3 locations |
Terrain: |
sand.bmp |
The file name of the terrain to be loaded when there is a battle in this region |
Properties: |
3 |
The sum of these properties: 0=None, 1=Land Based, 2=Craters |
Game Settings (game.txt)
Redux 3 Mod Options |
- |
Heading, no data is read from this line but it must be here |
------------------- |
- |
This line must also be here, but provides no data |
Terrain1 = |
Arrakis, sand.bmp |
The name of the terrain style as seen on the skirmish menu, and the file name of the terrain art which must be followed by a comma and a space |
Terrain2 = |
Caladan, grass.bmp |
See Terrain1. This line must be used |
Terrain3 = |
Giedi Prime, ash.bmp |
See Terrain1. This line must be used |
Terrain4 = |
Ordos HW, snow.bmp |
See Terrain1. This line must also be used, you must have all 4 terrain file lines |
Side1 = |
Atreides |
The name of side 1. This is used at a few different places in the game |
Side2 = |
Atreides |
The name of side 2. This is used at a few different places in the game |
Side3 = |
Atreides |
The name of side 3. This is used at a few different places in the game |
Side4 = |
Atreides |
The name of side 4. This is used at a few different places in the game |
Color1 = |
000,000,200 |
Side 1's color, used when alpha blending the map in campaign mode. Red, Green, Blue |
Color2 = |
255,000,000 |
Side 2's color, used when alpha blending the map in campaign mode. Red, Green, Blue |
Color3 = |
000,255,000 |
Side 3's color, used when alpha blending the map in campaign mode. Red, Green, Blue |
Color4 = |
255,000,200 |
Side 4's color, used when alpha blending the map in campaign mode. Red, Green, Blue |
Music Tracks = |
12 |
Number of normal gameplay music tracks (does not include menu/campaign tracks). Max 13 |
Player1 Side = |
1 |
The default side for player 1 |
Player2 Side = |
2 |
The default side for player 2 |
Player3 Side = |
3 |
The default side for player 3 |
Player4 Side = |
4 |
The default side for player 4 |
DefaultPlayer = |
1 |
The default player slot (the user will be this #/color by default) |
Map data file (map.txt, etc)
{LOWER} |
- |
Tag that signals start of 1st data section, which is currently used for the skirmish game mode. Other sections are {MID} and {UPPER} and must come after {LOWER} in that order |
[STRUCTURES] |
- |
Tag that signals beginning of data sequence. |
01: |
Player 1, Side 00, Health 01200, LocX 04, LocY 04 |
Line # (not used) followed by: Player/Attacker/Defender Player#, Structure's type number, Structure's starting health (if 0, then will be built by AI players), X cell location, Y cell location. All values MUST be located at exact positions |
02: |
Player 2, Side 00, Health 01200, LocX 04, LocY 42 |
The previous line put a construction based on player 1's side onto the top left of the map. This line will do the same for player 2, but puts it on the bottom left of the map. |
03: |
Player 3, Side 00, Health 01200, LocX 58, LocY 00 |
This line puts player 3's starting structure at the top right. Put Player for ownership to go to that exact player. Put Attack for ownership to go to the attacker in campaign mode, or Defend for the defender |
04: |
Player 4, Side 00, Health 01200, LocX 58, LocY 00 |
This line puts player 3's starting structure at the top right. If starting health is zero, the AI player (in this case player 4) will build a structure of this type here whenever there already isn't something else in the way |
[UNITS] |
-/td>
| The tag signaling the start of the second data sequence. These are units that start out on the map. You don't need to have any unit entries after this line, just go onto the next tag |
01: |
Defend 1, Uni 02, Health 00200, LocX 52, LocY 32, Ammo 99,99,99 |
Owner, Unit number (Uni for vehicles, Inf for infantry), Starting hitpoints, X cell location, Y cell location, Starting ammo for weapon slots 1, 2, and 3 |
[OBJECTS] |
-/td>
| The tag signaling the start of the third data sequence. These are objects that start out on the map. Objects have special functions, enabling to act as very different things, providing unique features to the game. So far there are objects that 1) Provide large ships for the sky battle mode, 2) Provide FPS-style spawn points for ground engagements, 3) Provide aircraft reinforcment markers. The following lines are examples of each |
01: |
Attack 3, Ship C, Health 02200, LocX 09, LocY 11 |
This is a large ship object for the attacker at the top left of the map. This is for sky battle mode only and object will only be destroyed once all structures owned by this player are wiped off the map |
02: |
Attack 1, Spawn I, Health 02200, LocX 09, LocY 04 |
This is a spawn point object for the attacker at the top left of the map. Spawn points will trade ownership to whoever has the most infantry near it |
03: |
Attack 3, Re 12 A, Health 02200, LocX 00, LocY 00, Side 0 |
This is a aircraft reinforcement marker for player 3 at location 0,0. The aircraft will come in facing southeast (there are 32 angles, #12 faces directly southeast). Aircraft of type 0 + the attacker's side will come in. If you do not want to add the player's side to the type, use Type instead of Side |
[LIMITS] |
- |
The tag that signals the beginning of the fourth data sequence. This is where you provide the limits to the number of each type of unit each player can build. This is only used in campaign mode. For skirmish mode, set limits in the menu |
Attack 1: |
Infantry 064, Vehicles 024, Aircraft 004 |
The maximum number of infantry, vehicles, and aircraft the attacker can have at once. Max 128 infantry, 48 units, and 30 aircraft for all sides combined |
Defend 3: |
Infantry 064, Vehicles 024, Aircraft 004 |
The maximum number of infantry, vehicles, and aircraft the defender can have at once. Max 128 infantry, 48 units, and 30 aircraft for all sides combined |
Structure data file (structs.txt)
{STRUCTURES} |
- |
Tag that signals start of data sequence |
[0] |
- |
Structure number, for reference only (not used) |
Name: |
Barracks |
Name of the structure, as seen on the sidebar. Max 15 characters |
Image One: |
Yes |
Is this structure found on structs1.bmp (not structs2.bmp)? |
From X: |
0 |
Starting X location of structure images on structs1.bmp or stucts2.bmp |
From Y: |
244 |
Starting X location of structure images on structs1.bmp or stucts2.bmp |
Cost: |
1000, 0, 200 |
The cost in resources 1, 2, and 3 |
Build Time: |
4 |
Amount of multiples to the amount of time a unit takes to be built. Max 255 |
Width: |
3 |
The width of the structure in cells |
Height: |
2 |
The height of the structure in cells |
Actions: |
3,0 |
Actions performed by the structure. 0 = None, 1 = Build Structures, 2 = Build Vehicles, 3 = Build Aircraft, 4 = Provide Power, 5 = Provide Radar, 7 = Build Infantry, 8 = Provide Resources, 10 = Spawn Aircraft, 11 = Fire Weapon |
Requires: |
4 |
The structure required for this structure to be built |
Ani Frames: |
3 |
Number of frames of animation when structure is not active |
Busy Frames: |
5 |
Number of frames of animation when structure is active |
Start Frames: |
8 |
Number of frames of animation when structure is becoming active |
Death: |
1 |
0 = Nothing, 1 = Rubble, 2 = Explosion, 4 = Rubble & Explosion |
Menu Types: |
1,1,1,1,1,1 |
The types of items in this structure's build menu. 0 = Vehicles, 1 = Structures, 2 = Aircraft, 4 = Power, 5 = Radar, 7 = Infantry |
Menu Items: |
6,9,5,10,14,7 |
The unit numbers of this structure's build menu. May also contain values used for special functions |
Commands: |
[8xYes/No] |
This allows you to control which commands a structure can do, as seen on the sidebar (not all commands are used yet) |
Sound: |
march |
The name of the sound (minus the .wav) used when this structure activates |
Vehicles data file (vehicles.txt)
{VEHICLES} |
- |
Tag that signals start of data sequence |
[0] |
- |
Vehicle number, for reference only (not used) |
Name: |
Barracks |
Name of the vehicle, as seen on the sidebar. Max 15 characters |
Is Large: |
Yes |
Is this vehicle 48x48 and stored on units_l.bmp? (not 24x24 on units_s.bmp) |
Turret YLoc: |
1 |
The location of the turrent over the base of the vehicle. 0 means no turret |
Hitpoints: |
500 |
The maximum amount of hitpoints this vehicle can have |
Cost: |
400, 0, 200 |
The cost in resources 1, 2, and 3 |
Build Time: |
4 |
Amount of multiples to the amount of time a unit takes to be built. Max 255 |
Speed: |
3 |
The speed factor of the vehicle. A larger number means the unit will be slower (0 is the fastest) |
Base Type: |
5 |
The location of the vehicle on units_l.bmp or units_s.bmp |
Turret Type: |
2 |
The location of the turret on action_l.bmp or action_s.bmp |
Weapons: |
0,255 |
Each vehicle has two weapon slots. Put the weapon number, or 100 for deploying into a structure. Put 255 for no weapon |
Ammo: |
99 |
The max number of clips this vehicle can be armed with. If weapon is 100, this is the number of the structure to be made when vehicle deploys |
Death Ani: |
0 |
This is not used, but must be here |
Properties: |
4 |
The sum of these properties: 0 = Nothing, 1 = Leaves track marks, 2 = Usees 2 extra animation frames for movement, 4 = This unit builds with special build menu |
Commands: |
[8xYes/No] |
This allows you to control which commands a structure can do, as seen on the sidebar (not all commands are used yet) |
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