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Topic Subject: Genied (civ*unit.txt) reference guide.
posted 03-28-06 02:59 PM EDT (US)   
(type: All) type: 10
10 Unselectable objects, 20 Effects, 30 Dead units, 60 Projectiles, 70 Units, 80 Buildings.
(type: All) name1_length: 14
Name1 length(see below) includes blank space at beginning of name.
(type: All) id: 59
Each unit has own id. id2 & id3 is the same.
(type: All) language: 5521
Resource id found in language.dll
(type: All) unknown01: 79 19 1b 00
value 1 & 2 is unit build description in language.dll{79 + (19*256)=4943}
3rd value is unit class.
- Unit Classes -
01 Bantha/Nerf
04 Huntable Animals (Passive)
05 Predator
06 Wall
07 Farm
08 Gate
09 Anti-Air Turret
0a Turret
0b Artillery Ship
0d Destroyer
0e Utility Trawler
0f Frigate
10 Anti-Air Ship
11 Transport Ship
12 Building
14 Projectiles, Dead Units, Effects
15 ENGINE HOLD THIS (No idea what it is, but, unit 826 is the only one of this class.)
16 Cliff
17 Fish
19 Shore Fish
1a Flags
1b Forage Bush
1c Holocron
1d Nova Deposite
1e Ore Deposite
1f Carbon Deposite
20 Artillery
21 Anti-Air Mobile
22 Packed Cannon
23 Pummel
24 Unpacked Cannon
27 Frigate
28 Anti-Air Ship
2a Unselectable Objects
2b Bomber
2c Bounty Hunter
2e Non-Attacking Trooper
2d Trade Unit
2f Scout
30 Air Craft
31 Grenade Trooper
32 Jedi/Sith
33 Jedi/Sith With Holocron
34 Laser Trooper
35 Mech
36 Medic
37 Anti-Air Trooper
38 Mounted Trooper
39 Mobile Shields
3a Worker
3b Air Transport
3c Huntable Animals (Agressive)
3d Power Droid
3e Air cruiser
3f Geonosian Warrior Class
40 Jedi Starfighter

(type: All) graphic_default: 5192
points to graphic slot found in graphics_unit, graphics_bldg, etc. Which points to the graphic .slp in the graphic_x1.drs.
(type: All) minus1_01: -1
Changing this causes the game to crash
(type: All) graphic_die: -1
points to graphic slot found in graphics_unit, graphics_bldg, etc. Which points to the graphic .slp in the graphic_x1.drs.
(type: All) minus1_02: -1
Changing this causes the game to crash
(type: All) zero_01: 0
Change this to -1, the units die, but stand back up. They are not useable afterward.
(type: All) hitpoints: 0
Units starting hitpoints
(type: All) lineofsight: 0
Units line of sight, not attack range.
(type: All) garrison: 0
Amount of units that can garrison in it.
(type: All) unknown02_03: 0.5 0.5 1
Size left/right, forward/backward, up/down
(type: All) sounds01: -1 -1
First value points to the sound id found in the sound.txt file, which points to the .wav in the sounds.drs
(type: All) deadunit: -1
This units dead unit, Hint: doesn't always have to point to a deadunit.
(type: All) unknown02_05: 5
Unit placement data, 5 = doesn't allow unit to be placed on another unit, 261 = Used by aircraft, can be placed on top of another unit.
(type: All) icon: 35
Icon used found in interfac_x1 .slps 53251-53258(one for each civ)
(type: All) notineditor: 0
Whether or not it will be available in scenario editor, 0 = no, 1 = yes
(type: All) unknown02_07: -1 0 -1 -1 -1 -1
[3] - Required Placement Bypass Terrain 1 (In map editor)
[4] - Required Placement Bypass Terrain 2 (In map editor)
[5] - Required Placement Terrain 1 (In map editor)
[6] - Required Placement Terrain 2 (In map editor)

(type: All) unknown02_08: 0.5 0.5
Size in the Scenario Editor.
1st Value: Left and Right
2nd Value: Forward and Backward

(type: All) unknown02_09_01: 0
On buildings, 0 = cannot research or build units, 3 = It can.
(type: All)unknown02_09_02: 1
Visable in fog of war 0 = on, 1 = off.
(type: All)unknown02_09_03: 8
0 = no restriction
1. Overland (cannot be placed and move on ice)
2. Shoreline
3. Waterborne (cannot be placed on ice) (splash type = 1)
4. Overland (cannot be placed but can move on ice)
5. All Restriction
6. Waterborne (can be placed but cannot move on ice)
7. Overland
8. Overland (cannot be placed on ice)
9. = 5
10. = 8
11. = 8
12. No Restriction (passing terrains = explosion sound effect)
13. Waterborne (cannot be placed on ice) (splash type = 2)
14. No Restriction?
15. = 3
16. Grass 1 & Shoreline only
17. No Moving Restriction, but can only be placed on water
18. No Restriction (passing terrains = projectile? + splash?)
19. Waterborne (cannot be placed on ice)
20. Overland (snow track = wagon track)
21. Waterborne (shallow restriction on)

(type: All)unknown02_09_04: 0
Flying = 1, walking = 0
(type: All)unknown02_09_05: 0
On workers, the amount of resources they carry
(type: All)unknown02_10: 0
Not known
(type: All)unknown02_11: 00 00 02 01 01
[3] - Player Interaction Mode
----00 = Select Off, Move Command Off, Attack Command Off
----01 = Select Off, Move Command Off, Attack Command Off
----02 = Select On, Move Command Off, Attack Command Off
----03 = Select On, Move Command Off, Attack Command On
----04 = Select On, Move Command On, Attack Command On
[4] - Display on Mini-Map Mode (Boolean = On/Off)
[5] - Command / Attribute List Display Mode
----On buildings, is what page in the worker interface it will appear.(02 = 1, 0a = 2, ob = 3.)

(type: All)unknown02_12: 0
Not known
(type: All)unknown02_13: 23 31 9c 01 00 81 5f 02 00 89 40 00 00 00 01 01 01 01 02 01 00 00 00 00 02 00
[18] Outlines
----01 Draws outlines of this unit when it is behind a unit that has "02".
----02 Units that with "01" standing behind this unit have outlines drawn.
[20] - Selection Shape
----00 = Square, Other = Circle
[21] Attributes of the Unit
----Contains data regarding Special abilities of units
----01 Garrison holding ability
----20 Biological
----10 Mechanical
----40 Self Shielding
----04 Stealth
----08 Detector
----0c Steath and Detector
----(Example: A unit with Stealth, Detector, and Shielding: Bio: 6c Mech: 5c)
[22]Civ that gets this unit in the Scen. Editor
---- Civ Numbers -
----00 NATURE (ALL)
----01 Empire
----02 Gungans
----03 Rebels
----04 Naboo
----05 Trade Federation
----06 Wookiees
----07 Confederacy
----08 Republic
[25] Selection Graphic Effect
----00 = Hit Point Bar On, Selection Shadow Off
----01 = Hit Point Bar On, Selection Shadow On
----02 = Hit Point Bar Off, Selection Shadow Off
----03 = Hit Point Bat Off, Selection Shadow On

(type: All)unknown02_14: 0.5 0.5 1
[1,2]Size of selection ring/box
[3] Height of hit point bar.

(type: All)unknown02_15: 0
Store resource 1, the type of resource it holds...
Conversions 29
Kill Ratio 2C
Population 0B
Kills 14
Military Population 28
Razing 2B
Researched Technologies 15
Villager Populations 25
Population Capacity 04
Military Room (Used for counting Losses) 13

(type: All)unknown02_16: 125
Store resource 1, the amount it holds.
(type: All)unknown02_17: 00 ff ff
[1] Store resource 1 used 0 = no, >=1 is yes.
[2,3] Store resource 2(see above)

(type: All)unknown02_18: 0
Store resource 2, the amount it holds.
(type: All)unknown02_19: 00 ff ff 00 00 00 00 00
[1] Store resource 3 used 0 = no, 1 = yes.
[2,3] Store resource 3
[4-7] Store resource 3 amount
[8] Store resource 3 used 0 = no, 1 = yes.

(type: All)length01: 3
Number of damage cells in unknown 04(68 6 25 0 0, is one cell)
(type: All)unknown04: 68 6 25 0 0 74 6 50 0 0 80 6 75 0 0
On buildings, places flames when damaged.
[1,2] 68 +(6 x 256) 1604(the graphic slot for damage)
[3] Percentage of damage.
[4,5] Unknown
[6,7] see 1,2
[8] see 3
[9,10] Unknown
[11,12] see 1,2
[13] see 3

(type: All)sounds02: -1 -1 0
[1] Sound when placed in scenario editor
(type: All)name1: OBJ-VEGETABLE
Reference name(name1 length above)
(type: All)name2_length: 14
name2 length for AI name(include space at beginning of name).
(type: All)name2: OBJ-VEGETABLE
AI uses this name for creating units.
(type: All)unitline_id: -1
Unitline for upgrading units.
(type: All)mintechlevel: 0
Minimum tech level 0 = 1, 1 = 2, 2 = 3, 3 = 4.
(type: All)id2: 59
Same as ID
(type: All)id3: 59
Same as ID, ID2
(type: 20+)speed: 0
Units walking speed.
(type: 30 )unknown18: -1 -1 -1 -1 0 0 0 0 0 -1 -1 0 0 0 0 0 0 0 0 0 0 -1 -1 127 127 -1 -1 127 127 0 0 0 0 -1 -1 127 127
Not known
(type: 60 )unknown18b: c7 14
Not known
(type: 70+) graphic_walk: 6320
Points to graphic slot found in graphics_unit, graphics_bldg, etc. Which points to the graphic .slp in the graphic_x1.drs
(type: 60+)unknown19_01: -1
Alternate graphic used when unit is tasked to attack another unit. Points to graphic slot found in graphics_unit, graphics_bldg, etc. Which points to the graphic .slp in the graphic_x1.drs
(type: 60+)unknown19_02: 0
Not known
(type: 60+)unknown19_03: 0
Not known
(type: 60+)unknown19_04: 34
Track unit, does not carry ability just graphics
(type: 60+)unknown19_05: 2
track unit used 0 = no, > 0 = yes.
(type: 60+)unknown19_06: 0.04 0
Track unit omersion.
(type: 60+)unknown19_07: 0 -1 -1 127 127 -1 -1 127 127
Not known
(type: 60+)unknown19_08: 0
Not known
(type: 60+)unknown19_09: -1 -1 127 127
Not known
(type: 60+)unknown20: -1
Not known
(type: 60+)unknown21: 0 0
[1] Rate used for many units, recovery for a Jedi after Turning, Cannon unpack, etc.
[2] Rate (Used for Cargo HoverCraft, Workers, Utility Trawlers, and Animal Nurseries.)

(type: 60+)unknown22: -1 -1 -1 -1 0
[5] Villager tasking mode, 0 = off, 1 = on. This will cause workers to change to appropriate unit when tasked to a resource.
(type: 60+)sound_move: -1
First value points to the sound id found in the sound.txt file, which points to the .wav in the sounds.drs
(type: 60+)sound_stop: -1
First value points to the sound id found in the sound.txt file, which points to the .wav in the sounds.drs
(type: 60+)unknown24: 0
Not known
(type: 60+)unknown25: 1000
Not known
(type: 60+)attack_numtypes: 1
The amount of attack data pairs.
(type: 60+)attack_data: 3 10
The ATTACK data of that unit. 3 = ranged, 4 = attack, this is a pair.
0 Fighters
2 Hvy Weapons
3 Ranged
4 Melee
5 Bounty Hunters
6 Mechs
11 Buildings
14 Troopers
15 Mounted Troopers
19 Workers
23 Air Cruisers
30 Jedi/Sith

(type: 60+)armour_numtypes: 1
The amount of attack data pairs.
(type: 60+)armour_data: 3 4
The ARMOR data of that unit. 3 = ranged, 4 = attack, this is a pair.
0 Fighters
2 Hvy Weapons
3 Ranged
4 Melee
5 Bounty Hunters
6 Mechs
11 Buildings
14 Troopers
15 Mounted Troopers
19 Workers
23 Air Cruisers
30 Jedi/Sith

(type: 60 )unknown27: -1
Not known
(type: 70 )unknown28: -1
Not known
(type: 80 )unknown29_01: -1
(type: 80 )unknown29_02: 16 0 10
[1] Maximum Range
[3] Attack reload.

(type: 80 )unknown29_03: -1
Projectile
(type: 80 )unknown29_04: 92
Percentage it hits it's target.
(type: 60 )unknown31_01: 20 0 2
Not known
(type: 60 )unknown31_02: -1
Not known
(type: 60 )unknown31_03: 100
Not known
(type: 60 )unknown31_04: 0 0 0 0
Not known
(type: 60 )unknown31_05: 3
Not known
(type: 60 )unknown31_06: 0 0
Not known
(type: 60 )unknown31_07: -1 1000 10
Not known
(type: 60 )unknown31_08: 20 2
Not known
(type: 60 )unknown31_09: 0 0 0 0 0
Some projectile interaction with units
[1] Used to strech the projectile out, like the Decimator's.
[2] Whether or not a projectile will compensate for movement. (0 No, 1 Yes)
[3]Display of animation when this projectile hits it's target.
[4]Whether or not this projectile passes through it's target. (0 No, 1 Yes)

(type: 60 )unknown31_10: 0
Not known
(type: 70 )unknown32_01: 3 0
[1] Maximum range
[2] Blast radius.

(type: 70 )attack_reload01: 2
Attack reload 2, same as reload 1.
(type: 70 )projectile: 504
Units projectile.
(type: 70 )unknown32_02: 45
Percentage it hits it's target.
(type: 70 )unknown32_03: 0 0 0
[2] Delay after graphics to create the projectile.
(type: 70 )unknown32_04: 0 0.5 2.7
Where to create projectile
[1] Left/right
[2] forward/back
[3] Up/down

(type: 70 )unknown32_05: 0
Not known
(type: 70 )unknown32_06: 0 0
[1] Minimum range
[2] By how much it misses it's target.

(type: 80 )unknown33_01: 0 0 0 0
Not known
(type: 80 )unknown33_02: 0 0
[1] Minimum range
[2] By how much it misses it's target.

(type: 80 )unknown33_03: 0
Not known
(type: 80 )unknown33_04: 4 0
Not known
(type: 80 )unknown33_06: -1 1 0
[1] Displayed armor
[2] Displayed dura-armor

(type: 80 )unknown33_07: 16 10
[1] Line of sight
[2] Attack reload

(type: 80 )unknown33_08: 1 200 1 3 200 1 4 1 4096 50 82
Cost of building
[1,4,7] Type(0=food, 1=carbon, 2=ore, 3=nova)
[2,5,8] Amount of type.
[3,6,9] Used(1=yes, 0=no)
[10] What unit, or building, to create at.

(type: 80 )unknown33_09: 2
What button slot
(type: 80 )unknown33_10: 0 0
Not known
(type: 80 )unknown33_11: 2
Add 256 to whatever is here to get a Hero building
(type: 80 )unknown33_12: -1
Garrison tag.
(type: 80 )unknown33_13: 1
Projectile duplicate 1(total of projectiles)
(type: 80 )unknown33_14: 1
Projectile duplicate 2(same as 1)
(type: 80 )unknown33_15: 1 1 1
Duplicate prjectile attributes
(type: 80 )unknown33_16: -1 -1
[1]Duplicate projectile id
[2] Duplicate attribute 4

(type: 80 )unknown33_17: 0
(type: 80 )unknown33_18: 150 332
[1] Attack displayed
[2] Graphic foundation

(type: 70+)graphic_attack: 5646
Graphic slot in graphics_****.txt, which points to .slp in the graphics.drs
(type: 70+)armour_displayed: 0
Armor display on interface.
(type: 70+)attack_displayed: 5
Attack display on interface.
(type: 70 )attack_range_displayed: 3
Range display on interface.
(type: 70 )attack_reload02: 2
Attack reload 2
(type: 70 )cost_01_type: 0
Type(0=food, 1=carbon, 2=ore, 3=nova)
(type: 70 )cost_01_amount: 50
Amount of type
(type: 70 )cost_01_unknown: 1
Used 1=yes, 0=no
(type: 70 )cost_02_type: 3
Type(0=food, 1=carbon, 2=ore, 3=nova)
(type: 70 )cost_02_amount: 60
Amount of type
(type: 70 )cost_02_unknown: 1
Used 1=yes, 0=no
(type: 70 )unknown35_04: 4 1 0
(type: 70 )cost_time: 40
Cost in game seconds to build
(type: 70 )unknown35_05: 317 1 0 0 0
[1] Where to build
[2] Button slot.

(type: 70 )unknown35_06: 0
(type: 70 )unknown35_07: 2 -1 -1
Unit attributes
2,3,4,5 = regular unit.
add 256 = Hero.

(type: 70 )unknown35_08: 1
Duplicate projectile 1(set to 3 = 1 proj 1 & 2 of prj 2)
(type: 70 )unknown35_09: 1
Duplicate projectile 2(set same as 1)
(type: 70 )unknown35_10: 1 1 1
Duplicate projectile attributes
(type: 70 )unknown35_11: -1 -1
[1]Duplicate projectile id
[2] Duplicate projectile attribute 5.

(type: 70 )unknown35_12: 0
(type: 70 )duraarmour_displayed: 0
Dura-armor displayed on interface.
(type: 80 )unknown36_01: -1 -1 -1 -1
[1] Stack unit(built on top)
[2] The terrain around it.
[4] Research to complete when unit is created

(type: 80 )unknown36_02: 0
Not known
(type: 80 )unknown36_03: -1
Stack unit 1(built on top)
(type: 80 )unknown36_04: 0 0
Where to place stack unit 1
(type: 80 )unknown36_05: -1
Stack unit 2(built on top)
(type: 80 )unknown36_06: 0 0
Where to place stack unit 2
(type: 80 )unknown36_07: -1
Stack unit 3(built on top)
(type: 80 )unknown36_08: 0 0
Where to place stack unit 3
(type: 80 )unknown36_09: -1
Stack unit 4(built on top)
(type: 80 )unknown36_10: 0 0
Where to place stack unit 4
(type: 80 )unknown36_11: -1 468 -1 -1
[2] Changing unit(cannon, gates)
[4] Sound upon finishing construction

(type: 80 )unknown36_12: 0
Garrison type
7 = Turret
11 = Turret or Command center
15 = Fortress
16 = Nursury.

(type: 80 )unknown36_13: 0
Rate at which unit heal when garrisoned.
(type: 80 )unknown36_14: 0
Not known
(type: 80 )unknown36_15: -1
Not known
(type: 80 )unknown36_16: 0 0 0 0 0 0
Not known

Sarthos, Mandalorian, Scenario TC, Rossk, Obi_jay, Delta618 and anybody else doing genie editing, if I have left anything else out, or if you find anything new let me know so I can keep this updated.
UPDATED MARCH 27, 2006


SI's Mod Patch Generator Civ*unit Guide How to add new graphics Exploring the civ header Units.txt guide How to add a new unit

"At last we will reveal ourselves to the Jedi, at last we will have revenge!" Darth Maul.
"All to easy!" Darth Vader.
"Wipe them out, all of them!" Darth Sidious.

[This message has been edited by Sidious Invader2 (edited 03-29-2006 @ 12:56 PM).]

Replies:
posted 03-28-06 03:41 PM EDT (US)     1 / 10  
This guide is very long. It needs to somehow be better organized. Don't know how ATM though.

which unknowns aren't placed here, at all? ones that are still unknown, I mean.

Edit: I see some that say not known. I might look into those.


Sarthos |Sovereign of Syrup
Uber_Mod_Project | Military Dictator of Modpack Discussion
Winner of the true Canadian Fourmer Award for going above and beyond the call of being Canadian.
Winner of the EoD award for the most pointless attempt to prove some one wrong at the expense of his own health
Pfft. We all know Merai is so liberal that he uses his left hand. :p - Moff
Lady Gaga is a genius, actually - Crazed Ewok

[This message has been edited by Sarthos (edited 03-28-2006 @ 03:43 PM).]

posted 03-28-06 04:11 PM EDT (US)     2 / 10  
Whoa, thats alot of words and numbers!

Even though i have no idea what this means i know it greatly helps the community, Thank you SI
and Sarthos .


|M|o|d|e|l|i|n|g|

My anti-life

[This message has been edited by Sirus Fett (edited 03-28-2006 @ 04:22 PM).]

posted 03-28-06 04:21 PM EDT (US)     3 / 10  
Sarthos, just found another unknown...

Unknown04: controls the damage graphics done to buildings..
68 6 25 0 0 74 6 50 0 0 80 6 75 0 0

68 + 6 = 1604 look in the graphics_lbld.txt it places flames on the buildings.

25 is the minimum damage in order to start the graphic.
74 6 starts at 50% damage
80 6 starts at 75% damage


SI's Mod Patch Generator Civ*unit Guide How to add new graphics Exploring the civ header Units.txt guide How to add a new unit

"At last we will reveal ourselves to the Jedi, at last we will have revenge!" Darth Maul.
"All to easy!" Darth Vader.
"Wipe them out, all of them!" Darth Sidious.

posted 03-28-06 05:31 PM EDT (US)     4 / 10  
Thanks for reminding me that the MC buildings need damaged frames *rolls eyes*

the ones called minus1_** are always -1, and the game crashes if it's changed
the ones called zero_** are always 0


Sarthos |Sovereign of Syrup
Uber_Mod_Project | Military Dictator of Modpack Discussion
Winner of the true Canadian Fourmer Award for going above and beyond the call of being Canadian.
Winner of the EoD award for the most pointless attempt to prove some one wrong at the expense of his own health
Pfft. We all know Merai is so liberal that he uses his left hand. :p - Moff
Lady Gaga is a genius, actually - Crazed Ewok
posted 03-28-06 06:34 PM EDT (US)     5 / 10  
Sarthos, In Mandalorians guide he said setting zero_01: will cause the unit to not die. I set it to -1 and after he dies he falls down, but then stands back up. You can select him, but he cannot move. He also has no hit point bar. Maybe a way to make the deadunits from decaying.

SI's Mod Patch Generator Civ*unit Guide How to add new graphics Exploring the civ header Units.txt guide How to add a new unit

"At last we will reveal ourselves to the Jedi, at last we will have revenge!" Darth Maul.
"All to easy!" Darth Vader.
"Wipe them out, all of them!" Darth Sidious.

posted 03-29-06 03:39 PM EDT (US)     6 / 10  
Nice guide SI, unknown04 was known already wasnt it? Oh well, I thought it was
posted 05-15-06 09:06 PM EDT (US)     7 / 10  
SI minus1_01 is Standing graphic02 heres the patches i used and the game did not crash

civ_*_unit_643_minus1_01: 6005

and also minus1_02 is dieing graphic02 i have not tested to see if it crashes yet


JOAB ()
posted 05-15-06 09:12 PM EDT (US)     8 / 10  
MJ, Yeah I got that, but when does it use the alternate graphics when standing, and dying?

SI's Mod Patch Generator Civ*unit Guide How to add new graphics Exploring the civ header Units.txt guide How to add a new unit

"At last we will reveal ourselves to the Jedi, at last we will have revenge!" Darth Maul.
"All to easy!" Darth Vader.
"Wipe them out, all of them!" Darth Sidious.

posted 05-15-06 09:17 PM EDT (US)     9 / 10  
I'm not sure how it uses the dieing graphic02 but standing graphic02 is used after standing graphic01 finishes and i'll tell you what dieing graphic02 does once i test it, and also get on MSN

EDIT: dieing graphic02 does not crash the game here's my patches

civ_*_unit_643_minus1_02: 6005

i didn't see any changes though


JOAB ()

[This message has been edited by MasterJoab (edited 05-15-2006 @ 09:27 PM).]

posted 05-16-06 04:49 PM EDT (US)     10 / 10  
I had an idea for something cool you could try.
Have a geonosian worker build a cocoon, which is a building. But then the cocoon deploys into a geonosian warrior. The thing being that the warrior does not deploy back into the cocoon, so it is like it is being born.
SWGB Heaven » Forums » Modpack Discussion » Genied (civ*unit.txt) reference guide.
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