Build Trees

Build Trees

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

Post Reply
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Build Trees

Post by Maelstrom »

Just wondering how all the different types of build tree options work. Like the Download.tdf's, the Sidedata.tdf, and whatever the other one is. Also, if both are present, what order they are loaded in. Im gonna try to make a tool that converts the different files from one type to another, to help people convert stuff.
User avatar
Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

They both work
User avatar
Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

I know that. But I want to do this anyway. So how do they work?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

The third option is the .GUI file. I don't know their read order for the three, but I know it will use them all.

GUI files are set up like this:

Code: Select all

[GADGET4]
	{
	[COMMON]
		{
		id=1;
		assoc=77;
		name=IMPATGANT;
		xpos=0;
		ypos=27;
		width=64;
		height=64;
		attribs=32;
		colorf=15;
		colorb=0;
		texturenumber=0;
		fontnumber=0;
		active=1;
		commonattribs=4;
		}
	}
The [GADGET] part's number always increments. A unit with a lower number would be before a unit with a lower number in the menu. The name= field defines what unit is built. AFAIK the other tags are worthless in spring. Nukes/Antinukes always require GUI files even in spring, I *think* (spring just might look for stockpile=1 in the weapon TDF and go from there). If it does use the GUI files, I don't know which tags it uses for them.

Download TDFs: http://taspring.clan-sy.com/wiki/Units:Download_TDF

I summarized [CANBUILD] in FLOZi's recent topic in this forum.
Post Reply

Return to “Game Development”