CrashAriMP5N2O
Chieftain
Hello everyone. I couldn't find much info about the inner workings of a unit configuration file (I'll term this "CF"), which usually appears like a notepad document with a gear, of each unit in the units folder.
From what I know, the file name must match the folder name and the in-editor name to work properly. I am also familiar with matching the animations and sounds to their respective files within the same folder.
I just have a few technical questions about it.
1) Animation: I noticed that some entries are omitted in some CFs compared to other CFs. (i.e. PauseROAD=, DEFEND=, FOREST=, etc.) There's a unit I downloaded recently, which I intend on transforming into a worker. When checking the CF for that unit, some entries that are available in the original Worker CF is omitted and some entries are available but omitted in the original Worker CF.
I added the FOREST=, JUNGLE=, and PLANT= entries so I can put in the animation for them. However, it failed to display the animations when executing worker actions to cut down forests/jungles or planting seeds in-game. The entries omitted in the original Worker CF that shows in the custom CF (and other offensive units) include DEFEND=, DEATH=, FORTIFYHOLD=, TURNLEFT=, TURNRIGHT=, PauseROAD=, PauseMINE=, and PauseIRRIGATE=. I wonder, do these need to be omitted for the new CF?
Alternatively, can I just copy the CF of the original worker and just rename it to the proper unit and add in the appropriate animations and sounds?
2) Sound Effects: A lot of the units that I've acquired don't have have the associated sound files so I usually salvage them from the original units provided that they are related to the units I'm placing them into (i.e. archer sounds for an archer-type unit).
I have no problem configuring sounds that use .wav files for attacking, fortifying, etc. but many of the original units also use a .amb file for their RUN sound. Now there are individual .wav files that relate to unit movement in all of the originals but their CF is using the .amb file. Is the .amb file just a compilation of the associated .wav files? It seems sufficient to just copy the .amb files and configure them into the RUN sound effect because I can hear them in-game. I'm just wondering if the .amb file is entirely dependent on the .wav files.
3) Timing: It seems the default timing is always 0.500000 for all entries. I don't think I need to touch this one as the custom units work just fine with the animations and the sounds corresponding to them although there are a few I have observed that seem to have their animation sequence cut off because not enough time was allotted to execute the whole animation sequence. Can anyone confirm this statement?
4) With regards to the CF as a whole, does the entry order matter? It seems like it doesn't considering that some entries are omitted and others seem to be just added onto the file. As long as you have the proper format, it seems to be alright.
Thank you in advance for taking the time to clarify these items for me.
(The following is an attenuated Original Settler CF for reference)
[SPEED]
[Speed]
Normal Speed=225
Fast Speed=225
[Animations]
BLANK=
DEFAULT=settDefault.flc
.
.
(more entries here)
.
.
JUNGLE=
FOREST=
PauseFOREST=
[Timing]
BLANK=0.500000
.
.
(more entries here)
.
.
PauseFOREST=0.500000
[Sound Effects]
BLANK=
.
.
(more entries here)
.
.
PauseFOREST=
[Version]
VERSION=1
[Palette]
PALETTE=
From what I know, the file name must match the folder name and the in-editor name to work properly. I am also familiar with matching the animations and sounds to their respective files within the same folder.
I just have a few technical questions about it.
1) Animation: I noticed that some entries are omitted in some CFs compared to other CFs. (i.e. PauseROAD=, DEFEND=, FOREST=, etc.) There's a unit I downloaded recently, which I intend on transforming into a worker. When checking the CF for that unit, some entries that are available in the original Worker CF is omitted and some entries are available but omitted in the original Worker CF.
I added the FOREST=, JUNGLE=, and PLANT= entries so I can put in the animation for them. However, it failed to display the animations when executing worker actions to cut down forests/jungles or planting seeds in-game. The entries omitted in the original Worker CF that shows in the custom CF (and other offensive units) include DEFEND=, DEATH=, FORTIFYHOLD=, TURNLEFT=, TURNRIGHT=, PauseROAD=, PauseMINE=, and PauseIRRIGATE=. I wonder, do these need to be omitted for the new CF?
Alternatively, can I just copy the CF of the original worker and just rename it to the proper unit and add in the appropriate animations and sounds?
2) Sound Effects: A lot of the units that I've acquired don't have have the associated sound files so I usually salvage them from the original units provided that they are related to the units I'm placing them into (i.e. archer sounds for an archer-type unit).
I have no problem configuring sounds that use .wav files for attacking, fortifying, etc. but many of the original units also use a .amb file for their RUN sound. Now there are individual .wav files that relate to unit movement in all of the originals but their CF is using the .amb file. Is the .amb file just a compilation of the associated .wav files? It seems sufficient to just copy the .amb files and configure them into the RUN sound effect because I can hear them in-game. I'm just wondering if the .amb file is entirely dependent on the .wav files.
3) Timing: It seems the default timing is always 0.500000 for all entries. I don't think I need to touch this one as the custom units work just fine with the animations and the sounds corresponding to them although there are a few I have observed that seem to have their animation sequence cut off because not enough time was allotted to execute the whole animation sequence. Can anyone confirm this statement?
4) With regards to the CF as a whole, does the entry order matter? It seems like it doesn't considering that some entries are omitted and others seem to be just added onto the file. As long as you have the proper format, it seems to be alright.
Thank you in advance for taking the time to clarify these items for me.
(The following is an attenuated Original Settler CF for reference)
[SPEED]
[Speed]
Normal Speed=225
Fast Speed=225
[Animations]
BLANK=
DEFAULT=settDefault.flc
.
.
(more entries here)
.
.
JUNGLE=
FOREST=
PauseFOREST=
[Timing]
BLANK=0.500000
.
.
(more entries here)
.
.
PauseFOREST=0.500000
[Sound Effects]
BLANK=
.
.
(more entries here)
.
.
PauseFOREST=
[Version]
VERSION=1
[Palette]
PALETTE=