This manual is not finished and if you would like to help me or add something to the file e-mail me at MartiD@worldnet.att.net Also if you know the source code that was used in CCEdit please e-mail it to me or some thing because I would like to try to make something like that for TA if that's possible. I would like to say before I start that if you edit the game there could be side effects I don't if it works in multi player mode i was planing to test it and tell you To edit TA you need one of the HPI extractors like Write HPI and extract the totala1.hpi file and put all the things that are extracted in the directory you have Totala.exe After you do that you should get a few subdirectories there are things like units that's where you find all of the FBI files that tell TA what it needs to know about the units, I used Notepad to edit the file that weren't to big to use then I used WordPad and you can put the categories in that you like but some have to be in there. Some of the categories are just 1 and 0 1 being on and 0 being off the others are names or numbers. A ? means that I'm not certain or I don't have any idea what that means. The categories that you can edit are Unit Name=the name of the unit Version=? Side=the side it is on Objectname= I think is the internal name for the unit Designation Name= the name you see when you put the mouse over the unit Description= the description of the unit Footprint X= the footprint going ne way Footprint Z= the foot print going the over way BuildCostEnergy= how much energy it takes to build it BuildCostMetal= how much metal you need to build it MaxDamage= how much damage the unit can take MaxWaterDepth= how deep it can go in water MaxSlope= how much of a slope it can be built on and go over? EnergyUse= how much energy it needs to do things BuildTime= how long it takes to build it WorkerTime= how fast it will build some thing Bmcode=? You probably don't want to mess with this Builder= I think if it can build things or not ThreeD= if its a 3D unit ZBuffer= some thing to do with the graphics you probably don't want to mess with this NoAutoFire=If the unit has no auto fire SightDistance= how far it can see RadarDistance= how far they radar will go SoundCategory=? EnergyStorage= how much energy that unit can hold leave it blank for the commander MetalStorage= same as above but for metal ExplodeAs= how big the explosion is when your unit dies SelfDestructAs= how big the explosion is when you make the unit self distruct Category= what type of unit it is ? TEDClass= you probably don't want to mess with it CopyRight= the annoying Cavedog copy right YardMap=? Corpse= what the wreckage looks like GermanName= what the name of the unit is in German GermanDescription= the description in German UnitNumber= the number of the unit FrenchName= the name of the unit in French FrenchDescription= the description in French firestandorders=? StandingFireOrder=? mobilestandorders=? StandingMoveOrders=? canmove= the unit can move canpatrol= the unit can patrol canstop= the unit can stop what ever its doing canguard= the unit can guard another unit MaxVelocity=? BrakeRate= how fast the unit can stop Acceleration= how fast the unit can speed up TurnRate= how fast the unit can turn SteeringMode= how it steers ShootMe= ? CanFly= the unit can fly if you put a 1 crusisealt=? Scale=? BankScale=? Builddistance= how far the unit can be away from the unit to start building CanReclamate= can reclaim? EnergyMake= how much energy the unit makes MetalMake= how much metal the unit makes DefaultMissionType=? manuverleashlength= how for the unit can go when you put the orders to maneuver MovementClass= how it moves like a Kbot? Upright= if the unit stands up or not standingmoveorders=? buildangle= what angle it can build at or what angle it can be built at Weapon1= the primary weapon wpri_badTargetCategory= what kind of unit the primary weapon is not go at killing BadTargetCategory= the kind of units that the unit is not go at killing antiweapons= ? DamageModifier= if the unit will repair its self canattack= the unit can attack another unit ActivateWhenBuilt= the unit is activated after is built onoffable= the unit can be turned off and on RadarDistanceJam= the area the unit will jam sortbias=? IsAirBase=? MinWaterDepth= the depth that the water has to be to go there WaterLine=? NoShadow= the unit wont have a shadow TransMaxUnits=the max amount of units that it can carry canload= the unit can load other units transportsize=? Weapon2= the second weapon wsec_badTargetCategory= the group that the second weapon has trouble killing Floater= if the unit floats? NoChaseCategory= the type of unit that it wont chase HoverAttack= if the unit will hover while attacking Weapon3= the third weapon SonarDistance= the distance of the units sonar candgun= they unit can dgun CloakCost= the cost of cloaking the unit CloakCostMoving= the cost of cloaking that unit while its moving HealTime= how long it takes to heal that unit CanCapture= if they unit can capture or not HideDamage= if the other players can see if that unit is about to die ImmuneToParalyzer= immune to paralyzer norestict=? IsFeature=? PigLatinName=the name in Pig Latin SpanishName= the Spanish name ItalianName= the name in Itlian JapaneseName= the name in Japanese PigLatinDescription= the description in PigLatin MoveRate1=? teleporter=if the unit can teleport Stealth=if the unit is stealth MakesMetal=if the unit makes metal ExtractsMetal=if the unit extracts metal altfromsealevel=? attackrunlength= Waterline=? TidalGenerator=if it is a tidal generator transportmaxunits=the max amount of units that it can transport kamikaze=if it's a kamikaze WindGenerator=if it's a wind generator MobileStandOrders=? BuildAngle= the angle that it can build at or the angle it can be built at PitchScale=? MoveRate2=? The ARM abbreviations are ARMAAP=Advanced Aircraft Plant ARMACA=Advanced Construction Aircraft ARMACK=Advanced Construction Kbot ARMACV=Advanced Construction Vehicle ARMALAB=Advanced Kbot Lab ARMAMD=Fortitude Anti-nuke ARMANNI=Annihilator ARMAP=Aircraft plant ARMARAD=Advanced Radar Tower ARMASER=Eraser ARMASP=Air Repair Pad ARMASY=Advanced Ship Yard ARMATLAS=Atlas ARMAVP=Advanced Vehicle Plant ARMBATS=Millenium ARMBRAWL=Brawler ARMBRTHA=Big Bertha ARMBULL=Bulldog ARMCA=Construction Aircraft ARMCARRY=Colossus ARMCK=Construction Kbot ARMCROC=Triton ARMCRUS=Conqueror ARMCS=Construction Ship ARMCV=Construction Vehicle ARMDRAG=Dragons Teeth ARMESTOR=Energy Storage ARMFAST=Zipper ARMFAV=Jeffy ARMFIDO=Fido ARMFIG=Freedom Fighter ARMFLASH=Flash ARMFUS=Fusion Plant ARMGEO=Geothermal Plant ARMGUARD=Guardian ARMHAM=Hammer ARMHAWK=Hawk ARMHLT=Sentinel ARMJAM=Jammer ARMJETH=Jethro ARMLAB=Kbot Lab ARMLANCE=Lancet ARMLLT=Light Laser Tower ARMMAKR=Metal Maker ARMMART=Luger ARMMERL=Merl ARMMEX=Metal Extractor ARMMOHO=Moho Mine ARMMSHIP=Ranger ARMMSTOR=Metal Storage ARMPEEP=Peeper ARMPNIX=Phoenix ARMPT=Skeeter ARMPW=Peewee ARMRAD=Radar Tower ARMRL=Defender ARMROCK=Rocko ARMROY=Crusader ARMSAM=Samson ARMSEER=Seer ARMSILO=Retaliator ARMSOLAR=Solar Collector ARMSONAR=Sonar Station ARMSPID=Spider ARMSTUMP=Stumpy ARMSUB=Lurker ARMSUBK=Piranha ARMSY=Ship Yard ARMTHUND=Thunder ARMTIDE=Tidal Generator ARMTL=Torpedo Launcher ARMTSHIP=Hulk ARMVADER=Invader ARMVP=Vehicle Plant ARMWIN=Wind Generator ARMZEUS=Zeus ARMCOM=Commander ARMGATE=Galactic Gate The CORE abbreviations are CORAAP=Advanced Aircraft Plant CORACA=Advanced Construction Aircraft CORACK=Advanced Construction Kbot CORACV=Advanced Construction Vehicle CORAK=A.K. CORALAB=Advanced Kbot Lab CORAP=Aircraft Plant CORAPE=Rapier CORARAD=Advanced Radar Tower CORASP=Air Repair Pad CORASY=Advanced Ship Yard CORAVP=Advanced Vehicle Plant CORBATS=Warlord CORCA=Construction Aircraft CORCAN=The Can CORCARRY=Hive CORCK=Construction Kbot CORCRASH=Crasher CORCRUS=Executioner CORCS=Construction Ship CORCV=Construction Vehicle CORDOOM=Doomsday Machine CORDRAG=Dragons Teeth CORESTOR=Energy Storage CORETER=Deleter CORFAV=Weasel CORFINK=Fink CORFMD=Fortitude Anti-nuke CORFUS=Fusion Plant CORGATOR=Instigator CORGEO=Geothermal Plant CORGOL=Goliath CORHLT=Gaat Gun CORHURC=Hurricane CORINT=Intimidator CORLAB=Kbot Lab CORLLT=Light Laser Tower CORMAKR=Metal Maker CORMART=Pillager CORMEX=Metal Extractor CORMIST=Slasher CORMOHO=Moho Mine CORMSHIP=Hydra CORMSTOR=Metal Storage CORPT=Searcher CORPUN=Punisher CORPYRO=Pyro CORRAD=Radar Tower CORRAID=Raider CORREAP=Reaper CORRL=Pulverizer CORROACH=Roach CORROY=Enforcer CORSEAL=Crock CORSHAD=Shadow CORSHARK=Shark CORSILO=Silencer CORSOLAR=Solar Collector CORSONAR=Sonar Station CORSPEC=Spectre CORSTORM=Storm CORSUB=Snake CORSY=Ship Yard CORTHUD=Thud CORTIDE=Tidal Generator CORTITAN=Titan CORTL=Torpedo Launcher CORTSHIP=Envoy CORVALK=Valkyrie CORVAMP=Vamp CORVENG=Avenger CORVP=Vehicle Plant CORVRAD=Informer CORVROC=Diplomat CORWIN=Wind Generator CORCOM=Commander CORGATE=Galactic Gate CORBUILD=Hydration Plant CORTRUCK=Truck To edit weapons you need the following things /* A weapon must fit into one of these basic categories */ // 1) ballistic = Weapon is fired according to a ballistic path using gravity // 2) lineofsight = Weapon is fired in a straight line, gravity does not effect path // 3) dropped = Weapon is dropped in order to use it, typically a bomb but could be a chemical you dont have to have all of theis for it to work // ID is a unique value in the range 0-255 which identifies the weapon // range is in pixels // coverage is what the protection umbrella is for weapons that shoot other weapons // noexplode = No explosion when weapon impacts target // reloadtime = Seconds between shots (floating point allowed) // energypershot = Energy consumed per shot, most use none // weapontimer = How long weapon is active in seconds (floating point allowed), trajectory weapons use 0 so it is calculated // noautorange = When set the weapon will not detonate at range automatically, used mostly for heavy rockets // weaponvelocity = Maximum attainable weapon veolocity in pixels/second // weaponacceleration = Expressed in pixels/second/second // turnrate = Used for guided weapons, is in angular units (0-64k)/second // areaofeffect = The total area that receives that damage, one impact per unit in the area // edgeeffectiveness = The percentage (1.0 = 100%) of the damage that is inflicted at the edge of the area of effect. Used for drop-off // turret = Weapon must be deployed from a turret with a 360 deg rotation and pitch // firestarter = Weapon will cause fires, expressed as a %, where 100% guarantees a fire // unitsonly = Weapon will only detonate on enemy units as opposed to obstructing terrain // burst = How many repeat times a weapon fires in one burst, ie. Flamethrower // burstrate = The time delay when in burst mode between events // sprayangle = Maximum deviation from the straight line to the target the weapon strays, used for burst weapons // randomdecay = Maximum time delta that burst weapon will randomly decay at end of path // groundbounce = Weapon will not detonate with the ground but instead bounce // flighttime = The time the unit will fly for after it enters the second phase of operation, used for starburst missiles // selfprop = Weapon is self propelled with a burn time described by flighttime // twophase = Indicates weapon operates in two phases // weapontype2 = Describes another weapon that the weapon turns into in the second phase // guidance = Indicates that weapon is guided and uses the turn rate above to track enemy unit // tracks = When set the weapon will track a moving target after a weapon conversion // waterweapon = Weapon is meant to travel through water // burnblow = Weapon will detonate when it comes to the end of its range // accuracy = Amount of accuracy in 64K deg that weapon is good for, 0=100% // tolerance = Amount of accuracy weapon will use when aiming, most are default 0 // aimrate = How fast (on average) the weapon aims, in 64K deg / sec. Used by UnitView. // startvelocity = Weapon will start at this velocity instead of 0 // minbarrelangle = The minimum angle (in degrees) the barrels can point, used in ballistic calculations // paralyzer = Weapon will stun the enemy for a length of time described in the damage field, time=ticks. // model = 3D model to use as this weapon // color = Color of beam weapon from the game palette // color2 = Color to use on the beam weapon to make better and cooler, CGT // smoketrail = Indicates whether or not a weapon will emit a smoke trail // smokedelay = Smoke dispersal interval expressed in seconds // startsmoke = Draw a puff of smoke when the weapon fires // endsmoke = Draw a puff of smoke when weapon terminates // rendertype = Type of rendering system to use, 3D model, bitmap, etc. // beamweapon = Weapon is a straight beam weapon like a laser // explosiongaf = .GAF file that the explosion art is in // explosionart = name of animation sequence for explosion // waterexplosiongaf = .GAF file that the water explosion art is in // waterexplosionart = name of animation sequence for water explosion // propeller = if the model has a propeller that spins // soundstart = Sound to make when the weapon fires // soundhit = Sound to make when the weapon detonates (if the weapon detonates) // soundwater = Sound to make when the weapon hits the water // soundtrigger = Make the weapon sound when the weapon fires in burst mode // commandfire = This weapon will need to be expressly fired by the user each and every time it is used // energy = Amount of energy needed // metal = Amount of metal needed here is a sample entry for the flamethrower [FLAMETHROWER] { ID=1; name=Flame Thrower; rendertype=5; ballistic=1; turret=1; range=160; reloadtime=1.2; weapontimer=1; weaponvelocity=188; areaofeffect=32; burst=17; burstrate=.04; sprayangle=1024; randomdecay=.3; soundstart=Flamhvy1; soundhit=burn02; firestarter=100; groundbounce=1; smokedelay=1; startsmoke=0; endsmoke=1; tolerance=200; [DAMAGE] { default=10; corpyro=2; } } More to come in a while