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Every single FBI tag used in XTA

Posted: 19 Oct 2005, 16:59
by Maelstrom
Dont ask how, or why, but here is a list of EVERY SINGLE different FBI tag in XTA:

Code: Select all

UnitName
Name
BuildCostEnergy
BuildCostMetal
BuildTime
Category
Corpse
Description
FootprintX
FootprintZ
MaxDamage
MaxSlope
MaxWaterDepth
ObjectName
Side
SoundCategory
TEDClass
MovementClass
Acceleration
BrakeRate
CanMove
MaxVelocity
TurnRate
YardMap
BuildDistance
Builder
WorkerTime
EnergyMake
EnergyStorage
EnergyUse
ExtractsMetal
MakesMetal
MetalMake
MetalStorage
MetalUse
TidalGenerator
WindGenerator
CanAttack
CanCapture
CanDropFlare
CanFly
CanGuard
CanHover
CanPatrol
CanStop
Kamikaze
KamikazeDistance
OnOffable
Stealth
RadarDistance
RadarDistanceJam
SightDistance
SonarDistance
SonarDistanceJam
ActivateWhenBuilt
BadTargetCategory
BuildPic
CantBeTransported
CloakCost
CloakCostMoving
CruiseAlt
DamageModifier
ExplodeAs
FlareDelay
FlareDropVector
FlareEfficieny
FlareReload
Floater
HighTrajectory
HoverAttack
Init_Cloaked
IsFeature
IsTargetingUpgrade
LeavesTracks
MinCloakDistance
MinWaterDepth
NoChaseCategory
SelfDestructAs
SelfDestructCountdown
SmoothAnim
TrackOffset
TrackStrength
TrackStretch
TrackType
TrackWidth
TransportCapacity
TransportSize
Upright
Waterline
Weapon1
Weapon2
Weapon3
wpri_badTargetCategory
wsec_badTargetCategory
wspe_badTargetCategory
version
downloadable
designation
bmcode
threed
zbuffer
noautofire
copyright
germanname
germandescription
unitnumber
frenchname
frenchdescription
firestandorders
standingfireorder
mobilestandorders
standingmoveorder
healtime
spanishname
spanishdescription
italianname
italiandescription
steeringmode
shootme
scale
defaultmissiontype
maneuverleashlength
buildangle
bankscale
canreclamate
leaveTracks
onlytargetcategory1
digger
antiweapons
ai_weight
ai_limit
noshadow
ovradjust
sortbias
isairbase
transmaxunits
canload
transportmass
altfromsealevel
norestrict
moverate1
candgun
hidedamage
immunetoparalyzer
commander
showplayername
amphibious
canresurrect
piglatinname
japanesename
piglatindescription
teleporter
attackrunlength
badTargetCategory1
scorpionecanguard
transportmaxunits
badtargetcategory2
pitchscale
moverate2
Quite a long list. Reading though these though, I found that quite a few of them are usless. Most of them have a purpous, but not all of them.

Take the french, german, even for some reason PIGLATIN names. Why? Spring doesnt support these tags, and they just clutter things up. And the download tag. What possible use does that tag play? Then theres the Teleporter tag, which is only used twice, by the Galactic Gates. Then theres the multitude of tags that seem to serve some purpous, but said purpous is hidden from us mear mortals.

Just a question to modders, what tags on this list are not used?



On a seperate not, the ARMFAST, or Zipper, unit has an error in its FBI file that I found while doing this. its on line 27.

Code: Select all

	noautofire=0;
	sightdistance=330;
	[color=red]/180[/color]
	radardistance=0;
	soundcategory=ARM_KBOT;
Dont know if this impacts anything, but its worth a mention

Posted: 19 Oct 2005, 20:26
by Caydr
Isn't there already a master list like this? Check the wiki for Units:FBI (or similar).

Download tag is useless, as is ovradjust (seemingly... there was some controversy but I didn't pay much attention). Teleporter would be a nice spring feature if they added it in eventually, but its original purpose was for OTA. Apparently Cavedog never had enough time to actually implement it, or else they did, but found it unbalanced.

Anyone know what "norestrict" does? I sure don't. Never noticed any difference with/without it.

Buildangle... does Spring use this? I haven't really been paying much attention, but I seem to recall units always building perfectly straight.

Copyright, I would imagine, is no longer used.

threed... I can't imagine Spring making use of this.

Dunno what bmcode is.

Designation is useless but I think OTA won't read the unit unless it's there.

Version is almost certainly useless in spring.

Waterline probably isn't used, since spring does this itself.

TEDClass can't possibly be used by spring...

Not sure what the diff between unitname and name is.

The rest seem useful.

Posted: 19 Oct 2005, 22:23
by Dragon45
99% of XTA is just copied straight over from the OTA version. Although i suppose someone could hack a PHP/PERL script to delete all lines that begin with one of the useless tags and optimize a bit...

Posted: 19 Oct 2005, 23:32
by Gnomre
Yeah, like the AA dude said, http://spring.clan-sy.com/wiki/Units:FBI , though the list is a bit out of date now since they've added a few tags and/or support for some old tags which weren't supported when the list was made.

I made that list by going through a list of all the TA ones, then searching the source to see if the game even reads them. All the tags on that list are at the very least read by Spring, but I don't know if all of them actually do anything.

Posted: 20 Oct 2005, 00:10
by FLOZi
Caydr wrote:Isn't there already a master list like this? Check the wiki for Units:FBI (or similar).

Download tag is useless, as is ovradjust (seemingly... there was some controversy but I didn't pay much attention). Teleporter would be a nice spring feature if they added it in eventually, but its original purpose was for OTA. Apparently Cavedog never had enough time to actually implement it, or else they did, but found it unbalanced.

Anyone know what "norestrict" does? I sure don't. Never noticed any difference with/without it.

Buildangle... does Spring use this? I haven't really been paying much attention, but I seem to recall units always building perfectly straight.

Copyright, I would imagine, is no longer used.

threed... I can't imagine Spring making use of this.

Dunno what bmcode is.

Designation is useless but I think OTA won't read the unit unless it's there.

Version is almost certainly useless in spring.

Waterline probably isn't used, since spring does this itself.

TEDClass can't possibly be used by spring...

Not sure what the diff between unitname and name is.

The rest seem useful.
norestrict - the unit can't be restricted in multi
Spring doesnt use BuildAngle
bmcode is what determines if a unit is a building or a unit :P
Waterline is used by Spring
unitname is the internal name (same as the .fbi) e.g. ARMPW name is the actual name e.g. 'Peewee'

Posted: 20 Oct 2005, 05:33
by Maelstrom
[shamless plug]
Using my amazing new Excel FBI Editor, I could easily remove all unwanted tags in a few minutes. The tags would be re-arranged into a new order, but im sure you can all cope with that.
[/shamless plug]

Re: Every single FBI tag used in XTA

Posted: 20 Oct 2005, 06:14
by PauloMorfeo
Maelstrom wrote:Dont ask how, or why, ...
If i had to guess, i would guess you're planning on making something similar to what i've been wanting to make for quite some time now. :-)
Maelstrom wrote:... but here is a list of EVERY SINGLE different FBI tag in XTA:
...
That is cool and very helpfull to me if i manage to get the oportunity to start on what i want to do. How you managed to get them? Can you give me indications of what files/classes/functions you got them from?

Posted: 20 Oct 2005, 06:28
by Maelstrom
[another shamless plug]
well, using my afore mentioned Excel FBI Editor, I loaded in all the different FBI files in the XTA file. Cause of how cool my thing is, it automatically adds all unknown tags in, so i got a complete list of everysingle FBI tag that was used in XTA. I could also very easily remove a tag from EVERY SINGLE UNIT with 3 clicks. Or I could increase the LOS for every unit by 10% with 5 clicks and pressing 5 on the keyboard. And stuff like that.
[/another shamless plug]

Posted: 20 Oct 2005, 06:53
by FizWizz
Maelstrom wrote:yadayadayada...I could also very easily remove a tag from EVERY SINGLE UNIT with 3 clicks. Or I could increase the LOS for every unit by 10% with ...blahblahblah
cool, now make a TA:Mutation clone for Spring :P

Posted: 20 Oct 2005, 07:46
by Gnomre
I was under the impression that the SYs intended to make a UT2004-style mutator system themselves eventually...

Posted: 20 Oct 2005, 09:12
by SwiftSpear
Gnome wrote:I was under the impression that the SYs intended to make a UT2004-style mutator system themselves eventually...
It does look that way from hunting through the code...

Posted: 20 Oct 2005, 10:00
by CaptainMaim
Speaking of FBI tags... Can anyone tell me what the tag is to activate that plasma repulser thing? (I wanna mod one of my units a bit.. Just for fun's sake. Ya know, to see the toy in action.)

Posted: 20 Oct 2005, 10:59
by Gnomre
Wrong topic, technically; they're weapon TDF tags ;)

http://taspring.clan-sy.com/phpbb/viewt ... =repulsors yay search function

Posted: 20 Oct 2005, 12:32
by Caydr
Maelstrom wrote:[another shamless plug]
well, using my afore mentioned Excel FBI Editor, I loaded in all the different FBI files in the XTA file. Cause of how cool my thing is, it automatically adds all unknown tags in, so i got a complete list of everysingle FBI tag that was used in XTA. I could also very easily remove a tag from EVERY SINGLE UNIT with 3 clicks. Or I could increase the LOS for every unit by 10% with 5 clicks and pressing 5 on the keyboard. And stuff like that.
[/another shamless plug]
You kick ass.

A shame about that 255 unit-at-once limit, though :(

Posted: 20 Oct 2005, 13:08
by Maelstrom
Well I am working on that. If I can ill make it over flow into another worksheet. But for now, just copy the file twice. One for Arm, and one for Core. You just have to do the stuff twice.

Anyways, another version coming out tonight. That is, if I can stop playing this game Ive just found...

Posted: 21 Oct 2005, 01:28
by SwiftSpear
Now you just need to make us a TDF editor :D

Posted: 21 Oct 2005, 07:41
by Maelstrom
Well technically, the FBI editor could easily be modded to be a TDF editor. Except, I dont know what tags are needed for the TDF files. Give me those, and a simple description of what they do, and Ill make a TDF editor.

Posted: 21 Oct 2005, 09:26
by SwiftSpear
http://www.tadesigners.com/guides/Maestro/maeweap0.htm That covers all the old TA ones. SY's added several but off the top of my head I couldn't list them. Shouldn't matter though since the TDF editor will just dump commands it doesn't recognize into the bottom of the list like it does with the FBI editor.

It'd be great if someone would write up some better documentation for the new commands for both FBI and TMD though.

Posted: 21 Oct 2005, 09:47
by Maelstrom
Crap. It wont be able to handle the [DAMAGE] section with out a bit of modification. Might be able to release it tommorow, but I dont know.

Which tags are required for the weapon to function? Ill add those in, other wise you people will have to do it manually.

[bragging]
Oh, by the way, did you know that in the FBI editor, you can move tags where ever you want, add in new section headers, and if any setting under the Required Tags header is missing, then when you save it it will tell you.
[/bragging]

So, tommorow I will relese the TDF editor (hopfully), and an update for the FBI editor.

Posted: 21 Oct 2005, 10:21
by SwiftSpear
Maelstrom wrote:Crap. It wont be able to handle the [DAMAGE] section with out a bit of modification. Might be able to release it tommorow, but I dont know.

Which tags are required for the weapon to function? Ill add those in, other wise you people will have to do it manually.

[bragging]
Oh, by the way, did you know that in the FBI editor, you can move tags where ever you want, add in new section headers, and if any setting under the Required Tags header is missing, then when you save it it will tell you.
[/bragging]

So, tommorow I will relese the TDF editor (hopfully), and an update for the FBI editor.
I'm not sure... You're probably better off organizing them the same way he has them listed in the tutorial (if it isn't too much trouble). I DO know that there are several scenarios where if you include one type you can't include certian other types, so that might be something you can add later.

Also (your going to think this is a nightmare) TDF can include multiple weapon entries per a single text document, so you're going to have to figure out a way of listing several weapons side by side out of a single text document. This isn't going to help your [DAMAGE] problem, because [DAMAGE] uses the same format as the [NAME]. Code has no problem with it because it's an imbedded object.

I don't know if it's possible, but it would be great if at some point you could integrate the two editors so that if you clicked on the weapon catagory in the FBI editor and you had the TDF editor open (assuming you had all your units and weapons open at the same time) it would automatically find the weapon selected. Consider it your first feature request.