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		<title>Mapdev:SMD</title>
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		<updated>2010-08-24T03:44:15Z</updated>

		<summary type="html">&lt;p&gt;Fc14159: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Spring Map Definition (smd) Reference =&lt;br /&gt;
Thing are set out in sections with all relevant information for that section contained within.&lt;br /&gt;
&lt;br /&gt;
variables are organised as such:&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;VariableName&amp;lt;/span&amp;gt; [dimensions] &amp;lt;span style=&amp;quot;color:#ffff88&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Required&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; : &amp;lt;span style=&amp;quot;color:#999999;&amp;quot;&amp;gt;Default: value&amp;lt;/span&amp;gt;, Description&lt;br /&gt;
&lt;br /&gt;
But I dont know whats required or not.&lt;br /&gt;
&lt;br /&gt;
there are &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&#039;s everywhere I haven&#039;t yet found information for.&lt;br /&gt;
&lt;br /&gt;
= General Formatting =&lt;br /&gt;
* All lines must end in a semicolon.&lt;br /&gt;
* Sections begin with a keyword wrapped in square brackets, and are wrapped in curly brackets&lt;br /&gt;
* Blank lines are allowed&lt;br /&gt;
* Comments are preceded by // anything following a comment marker is ignored&lt;br /&gt;
* Whitespace is ignored so you can tabulate your SMD to help the overall readability, and to show where sections begin and end.&lt;br /&gt;
* The names are not case sensitive&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;// Example (this is a comment)&lt;br /&gt;
[MAP]&lt;br /&gt;
{&lt;br /&gt;
   ...&lt;br /&gt;
   // this is a comment&lt;br /&gt;
   [subsection]&lt;br /&gt;
   {&lt;br /&gt;
      ...&lt;br /&gt;
      ThisIsAValue = something;&lt;br /&gt;
      AnotherValue = somethingelse; // another comment&lt;br /&gt;
      ...&lt;br /&gt;
   }&lt;br /&gt;
   ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Sections =&lt;br /&gt;
== MAP ==&lt;br /&gt;
The map section describes the basic options of the map.&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;[MAP]&lt;br /&gt;
{&lt;br /&gt;
   // properties&lt;br /&gt;
   Description = &amp;quot;mountainous whatever&amp;quot;;&lt;br /&gt;
   AutoShowMetal = 1;&lt;br /&gt;
   DefaultOptions = 1;&lt;br /&gt;
   DetailTex = detailtex.bmp;&lt;br /&gt;
   ExtractorRadius = 400;&lt;br /&gt;
   Gravity = 130;&lt;br /&gt;
   MapHardness = 100;&lt;br /&gt;
   MaxMetal = 0.03;&lt;br /&gt;
   TidalStrength = 20;&lt;br /&gt;
   voidwater = 0;&lt;br /&gt;
&lt;br /&gt;
   // subsections&lt;br /&gt;
   [SMF]&lt;br /&gt;
   {&lt;br /&gt;
      ...&lt;br /&gt;
   }&lt;br /&gt;
   [ATMOSPHERE]&lt;br /&gt;
   {&lt;br /&gt;
      ...&lt;br /&gt;
   }&lt;br /&gt;
   [WATER]&lt;br /&gt;
   {&lt;br /&gt;
      ...&lt;br /&gt;
   }&lt;br /&gt;
   [LIGHT]&lt;br /&gt;
   {&lt;br /&gt;
      ...&lt;br /&gt;
   }&lt;br /&gt;
   [TEAMx]&lt;br /&gt;
   {&lt;br /&gt;
      ...&lt;br /&gt;
   }&lt;br /&gt;
   [TERRAINTYPEx]&lt;br /&gt;
   {&lt;br /&gt;
      ...&lt;br /&gt;
   }&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;Description&amp;lt;/span&amp;gt; [string] &amp;lt;span style=&amp;quot;color:#ffff88&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Required&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; : The description of the map that shows in the multiplayer battleroom.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;AutoShowMetal&amp;lt;/span&amp;gt; [0|1] : Default: 1, Defines wether the metal map (F4 mode) is shown automatically when a mex is queued for placement.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;DefaultOptions&amp;lt;/span&amp;gt; [0|1] : Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;DetailTex&amp;lt;/span&amp;gt; [string]: Specifies the detail texture for the map, for examples and a library, see this sticky thread: [[http://springrts.com/phpbb/viewtopic.php?f=56&amp;amp;t=21565]]&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;ExtractorRadius&amp;lt;/span&amp;gt; [0,?] : Default: 500, The radius of effect that a single extractor will extract from. If two radii intersect, both extractors will suffer from reduced output.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;Gravity&amp;lt;/span&amp;gt; [?,?] : Default: 130, The force of gravity in units/sec^2&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;MapHardness&amp;lt;/span&amp;gt; [?,?] : Default: 100, Defines how much a map will deform from impacts. Higher values mean less deformation, negative values will result in negative deformation (really funny looking)&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;MaxMetal&amp;lt;/span&amp;gt; [0,?] : Default: 0.02, How much metal a map square with the maximum metal value gives.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;TidalStrength&amp;lt;/span&amp;gt; [0,?] : Default: 0, The amount of energy which will be given by tidal generators.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;voidwater&amp;lt;/span&amp;gt; [0|1]: Default: 0, Voidwater means there will be no water plane, and all parts of the map under water will be completely transparent, to show the skybox through the map. For example, check Apophis_v2 : http://springrts.com/phpbb/viewtopic.php?f=13&amp;amp;t=20684&amp;amp;hilit=apophis&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;notdeformable&amp;lt;/span&amp;gt; [0|1]: Default: 0, Setting it to 1 means that no explosions can deform the map.&lt;br /&gt;
&lt;br /&gt;
== SMF ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;[MAP]&lt;br /&gt;
{&lt;br /&gt;
   ...&lt;br /&gt;
   [SMF]&lt;br /&gt;
   {&lt;br /&gt;
      MinHeight = -100;&lt;br /&gt;
      MaxHeight = 100;&lt;br /&gt;
   }&lt;br /&gt;
   ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;MinHeight&amp;lt;/span&amp;gt; [-?,?] : Overrides the minimum map height specified while compiling. Compile time height used if undefined&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;MaxHeight&amp;lt;/span&amp;gt; [-?,?] : Overrides the maximum map height specified while compiling. Compile time height used if undefined&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ATMOSPHERE ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;[MAP]&lt;br /&gt;
{&lt;br /&gt;
   ...&lt;br /&gt;
   [ATMOSPHERE]&lt;br /&gt;
   {&lt;br /&gt;
      CloudColor = 0.9 0.9 0.9;&lt;br /&gt;
      CloudDensity = 0.25;&lt;br /&gt;
      FogColor = 0.7 0.7 0.8;&lt;br /&gt;
      FogStart = 0.48;&lt;br /&gt;
      MinWind = 1;&lt;br /&gt;
      MaxWind = 25;&lt;br /&gt;
      SkyBox = nebulus.dds;&lt;br /&gt;
      SkyColor = 0.1 0.15 0.7;&lt;br /&gt;
      SunColor = 1.0 1.0 1.0;&lt;br /&gt;
   }&lt;br /&gt;
   ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;CloudColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default: 1.0 1.0 1.0, The color of the clouds. The values are in the order Red, Green, Blue.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;CloudDensity&amp;lt;/span&amp;gt; [0.0,1.0]: Default: 0.5, The number of clouds in the sky. A percentage in decimal form, 0.0 to 1.0.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;FogColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default: 0.7 0.7 0.8, The color of the fog and the infinite plane below the world. The values are in the order Red, Green, Blue. However, giving values higher than 1.0 will give brighter fog and less than 0.0 will give darker.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;FogStart&amp;lt;/span&amp;gt; [0.0,?]: Default: 0.1, The distance from the camera at which the fog will start.	&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;MinWind&amp;lt;/span&amp;gt; [0.0,?]: Default: 5.0, The minimum amount of energy the wind on the map will give.	&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;MaxWind&amp;lt;/span&amp;gt; [0.0,?]: Default: 25.0, The maximum amount of energy the wind on the map will give.	&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;SkyBox&amp;lt;/span&amp;gt; [string]: Specify a .dds skybox (also called skycube) for examples and resources see: [[http://springrts.com/phpbb/viewtopic.php?f=56&amp;amp;t=11009]]&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;SkyColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default: 0.1 0.15 0.7, The color of the sky itself. The values are in the order Red, Green, Blue.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;SunColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default: 1 1 1 , The color of the sun in the sky. The values are in the order Red, Green, Blue. This will also effect the size of the star. As the values increase (including over 1.0), the disc will get bigger; the inverse is also true.&lt;br /&gt;
&lt;br /&gt;
== LIGHT ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;[MAP]&lt;br /&gt;
{&lt;br /&gt;
   ...&lt;br /&gt;
   [LIGHT]&lt;br /&gt;
   {&lt;br /&gt;
      GroundAmbientColor=0.6 0.6 0.6;&lt;br /&gt;
      GroundSunColor=0.9 0.9 0.9;&lt;br /&gt;
      GroundShadowDensity=0.6;&lt;br /&gt;
      GroundSpecularColor=0 0 0;&lt;br /&gt;
      UnitAmbientColor=0.6 0.6 0.6;&lt;br /&gt;
      UnitSunColor=0.93 0.93 0.93;&lt;br /&gt;
      UnitShadowDensity=0.8;&lt;br /&gt;
      UnitSpecularColor=0 0 0;&lt;br /&gt;
      SunDir=2 1 1;&lt;br /&gt;
   }&lt;br /&gt;
   ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;GroundAmbientColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default: 0.5 0.5 0.5, The ambient (non-sun-lit) color of ground, grass, trees and other features. The values are in the order Red, Green, Blue.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;GroundSunColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, The color of ground where it is fully sun lit (added to GroundAmbientColor). The values are in the order Red, Green, Blue.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;GroundShadowDensity&amp;lt;/span&amp;gt; [?,?]: Default:0.8, How far from the non shadowed to the ambient color stuff in shadow will go.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;GroundSpecularColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default: 0.1 0.1 0.1, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;UnitAmbientColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default: 0.4 0.4 0.4, The ambient (non-sun-lit) color of units and corpses. The values are in the order Red, Green, Blue.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;UnitSunColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, The color of units where they is fully sun lit (added to UnitAmbientColor). The color of units where they is fully sun lit (added to UnitAmbientColor). The values are in the order Red, Green, Blue.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;UnitShadowDensity&amp;lt;/span&amp;gt; [?,?]: Default: 0.8, How far from the non shadowed to the ambient color stuff in shadow will go.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;UnitSpecularColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default: 0.7 0.7 0.7, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;SunDir&amp;lt;/span&amp;gt; [-1.0,1.0] [-1.0,1.0] [-1.0,1.0] : Default: 0.0 1.0 2.0, The direction of the sun, which is normalized by Spring. The Y-axis is up.&lt;br /&gt;
&lt;br /&gt;
== WATER ==&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;[MAP]&lt;br /&gt;
{&lt;br /&gt;
   ...&lt;br /&gt;
   [WATER]&lt;br /&gt;
   {&lt;br /&gt;
      // basic options&lt;br /&gt;
      WaterSurfaceColor=0.3 0.3 0.4;&lt;br /&gt;
      WaterBaseColor=0.4 0.6 0.8;&lt;br /&gt;
      WaterAbsorb=0.004 0.004 0.002;&lt;br /&gt;
      WaterMinColor=0.1 0.1 0.3;&lt;br /&gt;
      WaterPlaneColor= 0.1 0.1 0.3;&lt;br /&gt;
      WaterDamage=0;&lt;br /&gt;
&lt;br /&gt;
      // bump mapped Water Settings&lt;br /&gt;
      WaterSurfaceAlpha = 0.55;&lt;br /&gt;
      WaterDiffuseColor = 0.55 0.4 0.3;&lt;br /&gt;
      WaterSpecularColor = 0.55 0.4 0.3;&lt;br /&gt;
      WaterSpecularPower = 2.0;&lt;br /&gt;
      WaterSpecularFactor = 0.3;&lt;br /&gt;
      WaterAmbientFactor = 1.3;&lt;br /&gt;
      WaterDiffuseFactor = 0.3;&lt;br /&gt;
      WaterFresnelMin = 0.3;&lt;br /&gt;
      WaterFresnelMax = 0.8;&lt;br /&gt;
      WaterFresnelPower = 4;&lt;br /&gt;
      WaterReflectionDistortion = 0.1;&lt;br /&gt;
      WaterBlurBase = 2;&lt;br /&gt;
      WaterBlurExponent = 2;&lt;br /&gt;
      WaterPerlinStartFreq = 8;&lt;br /&gt;
      WaterPerlinLacunarity = 3;&lt;br /&gt;
      WaterPerlinAmplitude= 0.9&lt;br /&gt;
   }&lt;br /&gt;
   ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterSurfaceColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0]: Default: 0.75 0.8 0.85, The color of the water surface. The values are in the order Red, Green, Blue. Mostly affects the colors of the reflections off the top of the water. Has no effect on bump mapped water!&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterBaseColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0]: Default: 0.0 0.0 0.0, The color of the water just beneath the surface plane. This is the starting color from which deeper waters will absorb more color. The values are in the order Red, Green, Blue.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterAbsorb&amp;lt;/span&amp;gt; [0.0,?] [0.0,?] [0.0,?]: Default:0.0 0.0 0.0, How fast different colors (RGB in order) are absorbed by the water. Can be used to make the water look murky at deeper sections and so on. How this works: the waterabsorb value for the color channel gets multiplied by the depth of the water at a point, and this product gets subtracted from WaterBaseColor, until WaterMinColor is reached. Example: WaterAbsorb is 0.01, for the red channel, and we want to know how much red will be left in the water at a Spring elevation of -100, since 0.01*100= 1 , at this depth, there will be no more red component in the water, unless WaterMinColor is higher than 0 on the red channel.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterMinColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0]: Default: 0.0 0.0 0.0, The smallest values the water will go down to due to WaterAbsorb.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterPlaneColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0]: Default: 0.0 0.4 0.0, This set the color of the groundplane under the water outside the map boundaries&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterDamage&amp;lt;/span&amp;gt; [?,?] : Default: 0.0, Number of hit points per game frame (30 frames per second) a unit will be damaged if it is in the water.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterSurfaceAlpha&amp;lt;/span&amp;gt; [0.0,1.0]: Default:0.55, Transparency of the water surface. 0 meaning almost fully transparent water plane(low amount of reflections visible), and 1 being nearly opaque (massive amount of reflections).&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterDiffuseColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, This specifies the diffuse color of the water body. WARNING: use of this tag disables the effect of WaterAbsorb , in fact, this tag does nothing but disable WaterAbsorb. Avoid.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterSpecularColor&amp;lt;/span&amp;gt; [0.0,1.0] [0.0,1.0] [0.0,1.0] : Default: 0.5 0.5 0.5, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterSpecularPower&amp;lt;/span&amp;gt; [?,?] : Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, use of this tag disables the effect of WaterAbsorb.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterSpecularFactor&amp;lt;/span&amp;gt; [?,?] : Default: 20, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterAmbientFactor&amp;lt;/span&amp;gt; [?,?] : Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterDiffuseFactor&amp;lt;/span&amp;gt; [?,?] : Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterFresnelMin&amp;lt;/span&amp;gt; [?,?] : Default: 0.2, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterFresnelMax&amp;lt;/span&amp;gt; [?,?] : Default: 0.3, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterFresnelPower&amp;lt;/span&amp;gt; [?,?] : Default: 4.0, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterReflectionDistortion&amp;lt;/span&amp;gt; [0,?] : Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, How much the surface should distort reflections that are cause by waves not being level: ergo it adds more choppyness to your reflections sensible from 0 to 20&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterBlurBase&amp;lt;/span&amp;gt; [?,?] : Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Something to do with blur, but it just seems to cause banding with values under 2 and corruption with values above 10&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterBlurExponent&amp;lt;/span&amp;gt; [0,?]: Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, How much reflections on water surface should be blurred together with the water surface, lower values meaning clearer reflections, (0.2-5) Warning: above 5 seems to cause water corruption&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterPerlinStartFreq&amp;lt;/span&amp;gt; [0,?] : Default:&amp;lt;span style=&amp;quot;background: #000000; color:#FFFF00&amp;quot;&amp;gt;&amp;lt;b&amp;gt;FIXME&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Wave sizes, smaller = big waves, sensible: [1,20] (influence the wave sizes) default=8&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterPerlinLacunarity&amp;lt;/span&amp;gt; [0.0,?] : Default:2 Defines the size of the perlin waves, small values being big waves ([0.2,5] is sensible) default= 3&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;WaterPerlinAmplitude&amp;lt;/span&amp;gt; [0.0,?] : Default:0.9, Base stillness of water surface, 0 is dead still, 1 is &#039;windy&#039; .This doesnt affect the bump texture depth, besides the fact that this disables the bump texture when set to 0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dont know if they have relevant options but there is also these options in the defaults.&lt;br /&gt;
* texture: Specifies the basic water (water 0) texture. Unzip the bitmaps.sdz file of spring in spring/base to see an example for caustics. Or unzip the map Mercury_v1.sd7 for an example.&lt;br /&gt;
* foamtexture: Specifies the texture of the shore waves. Unzip the bitmaps.sdz file of spring in spring/base to see an example.&lt;br /&gt;
* normaltexture: Specifies a normal map for bump water. Unzip the bitmaps.sdz file of spring in spring/base to see an example&lt;br /&gt;
* caustics : Specifies a sequence of images that shallow waters will have to model surface wave distortion of lighting on the water floor. Unzip the bitmaps.sdz file of spring in spring/base to see an example for caustics. If the images are called caustic0**.bmp, put watercaustics=caustic; in the SMD&lt;br /&gt;
* repeatx: These two specify the tile resulotion of the &#039;watertexture&#039; smd tag&lt;br /&gt;
* repeaty&lt;br /&gt;
&lt;br /&gt;
== TEAMx ==&lt;br /&gt;
Is used to describe the starting positions of the players.&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;[MAP]&lt;br /&gt;
{&lt;br /&gt;
   ...&lt;br /&gt;
   [TEAM0]&lt;br /&gt;
   {&lt;br /&gt;
      StartPosX=730;&lt;br /&gt;
      StartPosZ=821;&lt;br /&gt;
   }&lt;br /&gt;
   [TEAM1]&lt;br /&gt;
   {&lt;br /&gt;
      ...&lt;br /&gt;
   }&lt;br /&gt;
   [TEAMn]&lt;br /&gt;
   {&lt;br /&gt;
       ...&lt;br /&gt;
   }&lt;br /&gt;
   ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;StartPosX&amp;lt;/span&amp;gt; [0,map width]: The X (east-west in the TA camera) coordinates on the map where the player will start.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;StartPosZ&amp;lt;/span&amp;gt; [0,map length]: The Z (north-south in the TA camera) coordinates on the map where the player will start.&lt;br /&gt;
&lt;br /&gt;
== TERRAINTYPEx ==&lt;br /&gt;
Used to define different terrain types that exist on the map. The value starts at 0 and goes on for as many terrain types as you have, where X is the type number. Which terrain type goes where on the map is determined by the typemap when compiling the map. For example, if the typemap has an area of red 128, then the corresponding terraintype tag is [TERRAINTYPE128]&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;pre&amp;gt;[MAP]&lt;br /&gt;
{&lt;br /&gt;
   ...&lt;br /&gt;
   [TERRAINTYPE0]&lt;br /&gt;
   {&lt;br /&gt;
      name = my terrain type;&lt;br /&gt;
      hardness = 1;&lt;br /&gt;
      recievetracks = 0;&lt;br /&gt;
      tankmovespeed = 1;&lt;br /&gt;
      kbotmovespeed = 1;&lt;br /&gt;
      hovermovespeed = 1;&lt;br /&gt;
      shipmovespeed = 1;&lt;br /&gt;
   }&lt;br /&gt;
   [TERRAINTYPE1]&lt;br /&gt;
   {&lt;br /&gt;
      ...&lt;br /&gt;
   }&lt;br /&gt;
   [TERRAINTYPEn]&lt;br /&gt;
   {&lt;br /&gt;
      ...&lt;br /&gt;
   }&lt;br /&gt;
   ...&lt;br /&gt;
}&amp;lt;/pre&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;name&amp;lt;/span&amp;gt; [string] : A label for the terrain type.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;hardness&amp;lt;/span&amp;gt; [0.0,?] : Default : 1.0, Used as a multiplier against the [MAP].MapHardness value. Can be used to make a particular terrain type softer or harder. A value of &#039;1&#039; will make it as hard as MapHardness, and 0.5 will make it half as hard.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;recievetracks&amp;lt;/span&amp;gt; [0|1] : Default: 1, Effects whether track decals will be placed on the ground from moving vehicles.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;tankmovespeed&amp;lt;/span&amp;gt;  [0.0,2.0] : Default: 1.0, Speed multiplier for tanks when travelling on the parent terrain type. A value of &#039;1&#039; is normal speed, 0.5 will make them travel at half speed on the parent terrain type. &#039;&#039;&#039;All move speeds are clamped to [0,2]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;kbotmovespeed&amp;lt;/span&amp;gt; [0.0,2.0] : Default: 1.0, Speed multiplier for Kbots when travelling on the parent terrain type. A value of &#039;1&#039; is normal speed, 0.5 will make them travel at half speed on the parent terrain type.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;hovermovespeed&amp;lt;/span&amp;gt; [0.0,2.0] : Default: 1.0, Speed multiplier for hovercraft when travelling on the parent terrain type. A value of &#039;1&#039; is normal speed, 0.5 will make them travel at half speed on the parent terrain type.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;span style=&amp;quot;color:#cccccc;text-shadow: #111 2px 2px 2px;&amp;quot;&amp;gt;shipmovespeed&amp;lt;/span&amp;gt; [0.0,2.0] : Default: 1.0, Speed multiplier for Ship when travelling on the parent terrain type. A value of &#039;1&#039; is normal speed, 0.5 will make them travel at half speed on the parent terrain type.&lt;/div&gt;</summary>
		<author><name>Fc14159</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Rushing&amp;diff=16045</id>
		<title>Rushing</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Rushing&amp;diff=16045"/>
		<updated>2008-02-29T00:41:01Z</updated>

		<summary type="html">&lt;p&gt;Fc14159: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &amp;quot;rush&amp;quot; refers to pushing out an early attack, especially in a two player game. In some games, this is at heavy expense to the mid and late game or even crippling your economy in the hope of an uncontested victory; for example the &amp;quot;three-pool rush&amp;quot; (or even worker rush) in Starcraft, or a &amp;quot;Guardian rush&amp;quot; in Dawn of War, both of which will lose you the game if unsuccessful. This is not necessarily the case with TA however, though if the player on the recieving end of the rush can successfully repel it they &amp;lt;i&amp;gt;can&amp;lt;/i&amp;gt; come out with an advantage.&lt;br /&gt;
&lt;br /&gt;
In the original TA rushing was conducted by using assist-build to pump out a number of flashes to masticate an uprepared enemy base.&lt;br /&gt;
&lt;br /&gt;
A succesful rush has to be planned from the first second of the game.  You should have more than one unit moving to attack before the end of the first minute.  If you choose slightly stronger of faster units, an attack that starts before two minutes might be successful.&lt;br /&gt;
&lt;br /&gt;
Watch your units and watch your economy.  Attack from multiple directions to divide you enemy&#039;s defensive strength.  Focus on metal extractors, wind if you see it, and power.  Keep solar collectors closed to starve your enemy of energy.&lt;br /&gt;
&lt;br /&gt;
And when your first ends, have another on the way.&lt;br /&gt;
&lt;br /&gt;
For example: in OTA I rush a vehicle plant with 2 solars and a mex, build 3 weasels, move towards the enemy base (almost always opposite my start position) divide weasels into 3 attacks grouping each one 1,2 or 3 whilst my comm starts expanding. I then micro the weasels :) works well enough.&lt;br /&gt;
&lt;br /&gt;
If you are on the receiving end of a rush the way you can gain an advantage is by reclaiming the metal from the attacking units. However, one of the biggest dangers of being on the receiving end of the rush is the amount of time you spend handling it. To this end a quick thing to do is to set a constuction unit on patrol around your base to suck up the metal - this will also repair partially damaged buildings etc. If you end up microing your con-unit, any advantage you get from reclaiming metal will be gone - the next attack will arrive before you&#039;ve had any advantage from the metal you reclaimed.&lt;br /&gt;
Another useful function is the reclaim area function. click reclaim hold and drag and your unit will reclaim all in that green circle! :)&lt;br /&gt;
&lt;br /&gt;
In AA, a good anti-rush tactic is building a LLT near the center of your base early on, and adding others near metal extractors and energy plants as necessary. Since units in Spring can&#039;t fire through each other, this prevents your enemy from microing their rush units to keep them on the other side of your first factory (or a block of other structures) from your Commander. Keep doing this throughout the game to discourage raiders, but don&#039;t try to cover your entire base. Keeping some fast mobile units in reserve to respond to raids is a much better idea. (Cite: SwiftSpear and Lathan&#039;s discussion in  [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4206 this thread].)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mod Specific Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Strategy, Rushing is generally effective in most balanced mods. Cases where Rushing may not be effective include Optimus Prime&#039;s Final Frontier, among others.&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[Strategy_and_Tactics|&amp;lt;- Back to Strategy and Tactics page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Strategy]]&lt;/div&gt;</summary>
		<author><name>Fc14159</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9520</id>
		<title>Glossary</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Glossary&amp;diff=9520"/>
		<updated>2008-02-29T00:31:30Z</updated>

		<summary type="html">&lt;p&gt;Fc14159: added tired annihilation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Intro===&lt;br /&gt;
&lt;br /&gt;
Can&#039;t find what you&#039;re looking for? Please edit this page and add an entry for the word/phrase you don&#039;t understand, with the text &amp;quot;what&#039;s this?&amp;quot; (click the &amp;quot;Edit Page&amp;quot; link at the bottom to begin). Secondly, have a look to see if there are any &amp;quot;what&#039;s this?&amp;quot; entries that you know the answer to, and fill them in.&lt;br /&gt;
&lt;br /&gt;
Please keep this page in alphabetical order, and remember it is just a glossary not an encyclopedia - brief descriptions only please! Thank you.&lt;br /&gt;
&lt;br /&gt;
===Glossary===&lt;br /&gt;
&lt;br /&gt;
;AA&lt;br /&gt;
:&amp;quot;Anti Air&amp;quot; - units which are good against aircraft.&lt;br /&gt;
:Also see [[Absolute Annihilation]]. &amp;quot;Balancing mod&amp;quot; with lots of extra units, based on [[UH]].&lt;br /&gt;
&lt;br /&gt;
;assist-build&lt;br /&gt;
:see &amp;quot;build-assist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;BA&lt;br /&gt;
:[[Balanced Annihilation]]. The most popular Spring mod.&lt;br /&gt;
&lt;br /&gt;
;balancing mod&lt;br /&gt;
:changes the stats, abilities, or build menus of existing units, may add extra units&lt;br /&gt;
&lt;br /&gt;
;BB&lt;br /&gt;
:&amp;quot;Big Bertha&amp;quot;, which is a &amp;quot;VLRPC&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
;BSR&lt;br /&gt;
:&amp;quot;Brave Sir Robin&amp;quot; - producer of [[UH]]&lt;br /&gt;
&lt;br /&gt;
;build-assist&lt;br /&gt;
:speeding up unit/building construction with extra con units&lt;br /&gt;
&lt;br /&gt;
;[http://en.wikipedia.org/wiki/C_plus_plus C++]&lt;br /&gt;
:A computer language. Spring is written in this language.&lt;br /&gt;
&lt;br /&gt;
;CA&lt;br /&gt;
:[[Complete Annihilation]]. Constantly in development Total Annihilation based mod experimenting with new graphics and gameplay ideas.&lt;br /&gt;
&lt;br /&gt;
;[[CVS]]&lt;br /&gt;
:&amp;quot;Concurrent Version System&amp;quot;, allows the developers to work together; it contains the Spring source code.&lt;br /&gt;
:&amp;quot;[[SVN]]&amp;quot; (Subversion) is another system for the same task.&lt;br /&gt;
&lt;br /&gt;
;comm&lt;br /&gt;
:&amp;quot;commander&amp;quot;, the unit you start the game with.&lt;br /&gt;
&lt;br /&gt;
;comm bomb&lt;br /&gt;
:&amp;quot;self-D&amp;quot;ing your commander in an enemy base to destroy it.&lt;br /&gt;
&lt;br /&gt;
;commnap&lt;br /&gt;
:Snatching an opponent&#039;s commander with a transport unit (usually an air transport such as an Atlas/Valkyrie), with the intent of selfdestructing it in the enemy&#039;s base.&lt;br /&gt;
&lt;br /&gt;
;con&lt;br /&gt;
:&amp;quot;construction&amp;quot;, e.g. &amp;quot;con air&amp;quot;/&amp;quot;air con&amp;quot; is a construction aircraft.&lt;br /&gt;
&lt;br /&gt;
;DD&lt;br /&gt;
:What&#039;s this?&lt;br /&gt;
&lt;br /&gt;
;[http://www.doxygen.org doxygen]&lt;br /&gt;
:source code documentation system used on spring. Generates [http://taspring.clan-sy.com/doxygen/ documentation] directly from code.&lt;br /&gt;
&lt;br /&gt;
;Drama&lt;br /&gt;
:Forum colloquialism for emotional infighting, especially when emotions begin to flare and people move from logical discussion to name calling and defensiveness.  Comes from the stereotype that goths/emo-kids tend to over-dramatize their lot in life.&lt;br /&gt;
&lt;br /&gt;
;[[FAQ]]&lt;br /&gt;
:Answers to &amp;quot;Frequently Asked Questions&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;LOS&lt;br /&gt;
:Line Of Sight (of your units)&lt;br /&gt;
&lt;br /&gt;
;LRPC&lt;br /&gt;
:&amp;quot;Long Range Plasma Cannon.&lt;br /&gt;
:See also &amp;quot;VLRPC&amp;quot; (Very -&amp;quot;&amp;quot;-)&lt;br /&gt;
&lt;br /&gt;
;mex (mexes)(mohomex)&lt;br /&gt;
:Metal Extractor(s)&lt;br /&gt;
&lt;br /&gt;
;[[MiniSpring]]&lt;br /&gt;
:[[Mods|Mod]] with all the unit sizes scaled down by a factor of 2.&lt;br /&gt;
&lt;br /&gt;
;[[Mods|mod]]&lt;br /&gt;
:Modification to the game which changes the units, see [[Mods]].&lt;br /&gt;
&lt;br /&gt;
;[http://en.wikipedia.org/wiki/Microsoft_.NET .NET]&lt;br /&gt;
:A software development platform used by Spring.&lt;br /&gt;
&lt;br /&gt;
;[[OTA]]&lt;br /&gt;
:Original Total Annilation, refering to the unmodified TA units.&lt;br /&gt;
&lt;br /&gt;
;Phoenix Works&lt;br /&gt;
:A game [[lobby]] and persistent campaign system supporting Spring [[XTA]] as well as several (mainly rebalancing) mods for [[OTA|original TA]].&lt;br /&gt;
&lt;br /&gt;
;Porcing&lt;br /&gt;
:Playing defensively and not expanding (Small and Good Defense, like a Porcupine); term from an old [[CaveDog]] Strategy Article.&lt;br /&gt;
&lt;br /&gt;
;PW&lt;br /&gt;
:See &amp;quot;Phoenix Works&amp;quot;.&lt;br /&gt;
:Can also stand for &amp;quot;PeeWee&amp;quot;s&lt;br /&gt;
&lt;br /&gt;
;rebalance&lt;br /&gt;
:See &amp;quot;balancing mod&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;rush&lt;br /&gt;
:Early attack, see [[Rushing]]&lt;br /&gt;
&lt;br /&gt;
;self-D&lt;br /&gt;
:&amp;quot;self destruct&amp;quot; - All units can do this ([CTRL]+[D] to activate/cancel).&lt;br /&gt;
&lt;br /&gt;
;[http://sf.net SourceForge]&lt;br /&gt;
:The [[open source]] website used for the development of the source code.&lt;br /&gt;
&lt;br /&gt;
;[[SVN]]&lt;br /&gt;
:Subversion, used by the developers, it contains the [[Spring]] programming code. Considered superior to [[CVS]].&lt;br /&gt;
&lt;br /&gt;
;[[SWTA]]&lt;br /&gt;
:Star Wars &amp;quot;total conversion&amp;quot; [[Mods|mod]]&lt;br /&gt;
&lt;br /&gt;
;[[SY]]s&lt;br /&gt;
:&amp;quot;Swedish Yankspankers&amp;quot; - the guys who started the whole [[Spring]] thing 8)&lt;br /&gt;
&lt;br /&gt;
;[[TA]]&lt;br /&gt;
:Total Annihilation, the name of the game.&lt;br /&gt;
&lt;br /&gt;
;[[TA-WD|TAWD]]&lt;br /&gt;
:&amp;quot;Total Annihilation: World Domination&amp;quot; - a quality World War 3 [[TC]].&lt;br /&gt;
&lt;br /&gt;
;TC&lt;br /&gt;
:See &amp;quot;total conversion&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;TiA&lt;br /&gt;
:Tired Annihilation, a TA-based mod by Tired.&lt;br /&gt;
&lt;br /&gt;
;total conversion&lt;br /&gt;
:A [[Mods|mod]] which replaces the entire unit set, and often every other aspect(graphics, sound, etc.) of a game.&lt;br /&gt;
&lt;br /&gt;
;[[UH]]&lt;br /&gt;
:&amp;quot;[[UberHack]]&amp;quot; - Perhaps the most widely acclaimed &amp;quot;balancing mod&amp;quot; - produced by &amp;quot;BSR&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
;unit stats&lt;br /&gt;
:The amount of armour, max speed, etc. that a unit has.&lt;br /&gt;
&lt;br /&gt;
;[[UTASP]]&lt;br /&gt;
:A truly massive unofficial unit pack expansion for [[TA]].&lt;br /&gt;
&lt;br /&gt;
;VLRPC&lt;br /&gt;
:&amp;quot;Very Long Range Plasma Cannon&amp;quot;&lt;br /&gt;
:See also &amp;quot;LRPC&amp;quot;&lt;br /&gt;
&lt;br /&gt;
;[[XTA]]&lt;br /&gt;
:The [[SY]]&#039;s radical &amp;quot;rebalance mod,&amp;quot; the standard gametype for [[Spring]].&lt;br /&gt;
&lt;br /&gt;
=== See also ===&lt;br /&gt;
* &amp;quot;[http://www.tauniverse.com/forum/showthread.php?s=&amp;amp;postid=435301#post435301 Abbreviations]&amp;quot; entry in the [http://www.tauniverse.com tauniverse.com] forum&lt;br /&gt;
&lt;br /&gt;
[[edrama]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing]]&lt;/div&gt;</summary>
		<author><name>Fc14159</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Vehicles&amp;diff=19432</id>
		<title>Vehicles</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Vehicles&amp;diff=19432"/>
		<updated>2007-07-20T03:05:57Z</updated>

		<summary type="html">&lt;p&gt;Fc14159: Removed vandalism-reverted to June 16, 2006 revision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an overview of the Total Annihilation vehicles, both Arm and Core. This is not intended to be an extensive overview of the units, though it does provide a good look into each.&lt;br /&gt;
&lt;br /&gt;
=Arm Vehicles=&lt;br /&gt;
==Tech Level 1==&lt;br /&gt;
&lt;br /&gt;
===Arm Vehicle Plant===&lt;br /&gt;
&lt;br /&gt;
http://img378.imageshack.us/img378/6426/armvp0hn.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm vehicle plant, shown above, is built by the commander, and can be built by other Arm construction units as they are attained. The vehicle plant builds the basic, Tech Level 1 vehicles, such as the:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Construction Vehicle====&lt;br /&gt;
&lt;br /&gt;
http://img355.imageshack.us/img355/2862/armcv3io.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Construction Vehicle is an unarmed, mobile unit that builds Tech Level 2 structures and can reclaim metal from wreckage. It can also build the same basic structures that the Commander can, thus freeing the commander from those duties&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Jeffy====&lt;br /&gt;
&lt;br /&gt;
http://img355.imageshack.us/img355/2424/armfav8aj.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Jeffy is a fast scout vehicle that is cheap and quick to produce. It is very effective as a recon or patrol vehicle, and, endowed with a light laser, has the firepower to destroy unguarded enemy structures such as metal extractors. However, an enemy hit does a lot of damage, so this unit is not meant for slugging it out.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Flash====&lt;br /&gt;
&lt;br /&gt;
http://img355.imageshack.us/img355/9070/armflash5aq.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Flash is a light assault tank. It moves fast, and with its relative low cost, the Flash becomes a good unit for recon patrols, assaults on light targets, and for just generally aggravating your enemy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Stumpy====&lt;br /&gt;
&lt;br /&gt;
http://img378.imageshack.us/img378/96/armstump1fw.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Stumpy is a medium assault tank, stronger and slower than the [[#Arm Flash|Flash]], but faster and weaker compared to the [[#Arm Bulldog|Bulldog]] main battle tank. It is good in small groups for removing recon posts or fledgling enemy bases, and is also good in larger groups for a base assault.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Samson====&lt;br /&gt;
&lt;br /&gt;
http://img355.imageshack.us/img355/9739/armsam7mr.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Samson is an Anti-Air rocket vehicle, though capable of ground fire also. It is comparable to the jethro, but provides a more powerful anti-aircraft defense. Placed a bit sparsely and on patrol in your base, they can create a good anti-aircraft defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tech Level 2==&lt;br /&gt;
&lt;br /&gt;
===Arm Advanced Vehicle Plant===&lt;br /&gt;
&lt;br /&gt;
http://img378.imageshack.us/img378/7129/armavp6io.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Advanced vehicle plant provides you with mobile artillery, amphibious tanks, mobile rocket launchers, and heavy assault tanks, as well as the Spider.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Advanced Construction Vehicle====&lt;br /&gt;
&lt;br /&gt;
http://img413.imageshack.us/img413/3338/armacv9ob.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This construction vehicle produces long-range cannons, nuclear missile launchers, other powerful weapons, and the most advanced radar available in game. It also produces more advanced resource collectors, capable of making the ones you have built at the start of the game obsolete.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Bulldog====&lt;br /&gt;
&lt;br /&gt;
http://img413.imageshack.us/img413/7168/armbull3tp.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Bulldog is a heavy assault tank, with about half the speed and acceleration, and turning rate, of the Stumpy. What it lacks in speed, though, it makes up for in its plasma cannon firepower. This is the Arm&#039;s main battle tank, slow, but durable and powerful.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Jammer====&lt;br /&gt;
&lt;br /&gt;
http://img413.imageshack.us/img413/8869/armjam9up.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Jammer is synonymous with the Eraser, and jams enemy radar signals.&lt;br /&gt;
&lt;br /&gt;
====Arm Seer====&lt;br /&gt;
&lt;br /&gt;
http://img413.imageshack.us/img413/2583/armseer1sg.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Seer is a mobile radar vehicle. It gives you the ability to move your radar coverage to where it can reveal most about the enemy. It can also be set on a patrol route, giving it greater coverage, and making it harder to target.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Luger====&lt;br /&gt;
&lt;br /&gt;
http://img389.imageshack.us/img389/6219/armmart7ps.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Luger is a mobile artillery vehicle. It can accurately hit targets within its range, and is quite powerful, making it a good support unit for assaults.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Spider====&lt;br /&gt;
&lt;br /&gt;
http://img413.imageshack.us/img413/861/armspid6zk.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Spider is considered a vehicle in some senses, and a kbot in others. Its laser does not do damage, but stuns instead. In large groups, it can be useful to paralyze an attacking enemy so that the Commander can capture them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Penetrator====&lt;br /&gt;
&lt;br /&gt;
http://img47.imageshack.us/img47/8499/armmanni3mj.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Penetrator is similar in weapon to the [[Energy Weapon|Annihilator]], except in the fact that it&#039;s mobile and has less range. It is useful for holding positions as an assault group advances, leaving a strong point for a group to fall back to if need be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Panther====&lt;br /&gt;
&lt;br /&gt;
http://img47.imageshack.us/img47/2113/armlatnk3fd.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Panther is a lightning tank, a special unit good when combined with assault groups a few at a time. It is also equipped with a missile launcher, which gives it an edge over the penetrator against air. It also requires no energy to fire, unlike the [[#Arm Penetrator|penetrator]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Phalanx====&lt;br /&gt;
&lt;br /&gt;
http://img47.imageshack.us/img47/4817/armyork5gd.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Phalanx is a mobile flak weapon, good for assault groups vulnerable to bombings or to patrol your base in place of flakkers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Merl====&lt;br /&gt;
&lt;br /&gt;
http://img144.imageshack.us/img144/438/armmerl6mw.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Arm Merl fires unguided rockets in the same way as the nuclear missile silo, up, and over. These rockets can travel up to a screen away to hit targets within the Merl&#039;s range. This unit is not a good anti-air defense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Arm Triton====&lt;br /&gt;
&lt;br /&gt;
http://img161.imageshack.us/img161/6347/armcroc2mh.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Triton is a light assault tank, with an ability to submerge itself in water. It is not heavily armored, and is not intended for heavy fighting, though can be used in small groups to take over islands and small sentries. This unit, like all other water units, is susceptible to submarine attack, so escort it with a friendly submarine group. It will be exposed by sonar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Core Vehicles=&lt;br /&gt;
==Tech Level 1==&lt;br /&gt;
&lt;br /&gt;
===Core Vehicle Plant===&lt;br /&gt;
&lt;br /&gt;
http://img231.imageshack.us/img231/3773/corvp0rt.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Core vehicle plant is the counterpart to the Arm vehicle plant. It produces Tech Level 1 vehicles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Construction Vehicle====&lt;br /&gt;
&lt;br /&gt;
http://img105.imageshack.us/img105/5381/corcv1uv.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Construction Vehicle is an unarmed, mobile unit that builds Tech Level 2 structures and can reclaim metal from wreckage. It can also build the same basic structures that the Commander can, thus freeing the commander from those duties&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Weasel====&lt;br /&gt;
&lt;br /&gt;
http://img231.imageshack.us/img231/9088/corfav5hz.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Weasel scout vehicle has several uses early in the game. They can be positioned as sentries around metal extractors early in the game to ward off fast attackers, and can be sent into an undefended base to harass enemy construction units trying to build structures.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Instigator====&lt;br /&gt;
&lt;br /&gt;
http://img105.imageshack.us/img105/8913/corgator2hk.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Core Instigator is a fast, maneuverable unit. It relies on its speed, as the laser it carries is rather weak. It is good for quick attacks in groups of four to six tanks, and can be used one or two at a time in a patrol or stationed as a sentry.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Raider====&lt;br /&gt;
&lt;br /&gt;
http://img231.imageshack.us/img231/5281/corraid7rb.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Raider has the best combination of firepower, maneuverability, and speed, among the other vehicles and kbots in its class. However, it&#039;s slow enough to be easily destroyed by three or four PeeWees. Travel with these tanks in groups.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Slasher====&lt;br /&gt;
&lt;br /&gt;
http://img105.imageshack.us/img105/1172/cormist2ji.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Slasher is analogous to the [[#Arm Samson|Samson]]. It is great early in the game to defend against enemy air power, but is not particularly strong against ground units, though it can be deployed in this role if need be.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tech Level 2==&lt;br /&gt;
&lt;br /&gt;
===Core Advanced Vehicle Plant===&lt;br /&gt;
&lt;br /&gt;
http://img231.imageshack.us/img231/3802/coravp4ek.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Core Advanced vehicle plant produces Tech Level 2 vehicles. It is a key structure in battle. Protected by its own radar jammer, it can be set up some distance from your base, and provide itself with its own firepower.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Advanced Construction Vehicle====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/8897/coracv0kq.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Core Advanced Construction Vehicle builds the Core Tech Level 2 structures. It is in most aspects, if not all, similar to the Arm ACV, building long range cannons and nuclear missile silos.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Reaper====&lt;br /&gt;
&lt;br /&gt;
http://img116.imageshack.us/img116/4797/correap6le.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Reaper is a slow but powerful unit. It is heavily armored, and is the Core main battle tank. It is not intended for hit-and-run operations. It is the Core equivalent of the [[#Arm Bulldog|Bulldog]], and will almost completely destroy a Bulldog alone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Deleter====&lt;br /&gt;
&lt;br /&gt;
http://img235.imageshack.us/img235/7540/coreter6wd.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Electronic Counter Measures unit, this unit can be used to conceal a force of tanks within a small area, or to hide a single metal extractor from enemy radar. The jam radius is short, however. Don&#039;t expect it to cover an army by itself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Informer====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/1074/corvrad5ip.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Informer is a mobile radar units useful for providing dynamic radar coverage. It does not have the accessability that a KBot does, however, so its terrain access is limited. Be careful not to run it into enemy patrols or sentries without backup.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Pillager====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/2063/cormart1ed.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Pillager is a Tech Level 2 artillery unit. It is an excellent choice for lobbing shells into large groups, and for base bombardment. Its range allows it to send shells over rough or uneven terrain and other obstructions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Goliath====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/1701/corgol0kx.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This tank is the ace up Core&#039;s sleeve, as is the [[#Arm Spider|Spider]] to Arm. It is a super heavy tank, the only one in the game. It can be very effective in major base assaults. Although slow, this unit can provide invaluable support against tough opposition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Diplomat====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/6052/corvroc6kh.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Diplomat launches an unguided rocket at targets within its range. It can be very useful in standoff attacks on enemy bases, or, coupled with radar, can be used to provide an early advantage against incoming attackers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Copperhead====&lt;br /&gt;
&lt;br /&gt;
http://img388.imageshack.us/img388/3558/corsent4fp.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Copperhead is synonymous with the [[#Arm Phalanx|Phalanx]]. It can be used as a roaming base patrol against bombing raids, or can be dispatched with a group of units to cover them against enemy fighters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Crock====&lt;br /&gt;
&lt;br /&gt;
http://img460.imageshack.us/img460/9648/corseal5hl.png&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Crock, like crocodile, is an amphibious tank. It can be used to make a suprise attack on an enemy that is expecting boats or planes. However, it is not intended to be used as a heavy assault unit, it&#039;s good in larger groups. This unit can be exposed by sonar and attacked by subs.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Core Hedgehog====&lt;br /&gt;
&lt;br /&gt;
[[Image:CORMIST.PNG|Build Pic]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Hedgehog is a mobile missile defense, made for blocking enemy nuclear strikes. It has no normal weapons, so do not put this near combat if you can help it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Core Leveler====&lt;br /&gt;
&lt;br /&gt;
[[Image:CORLEVLR.png|Build Pic]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Leveler is a riot tank that uses a flamethrower, which is very effective against light swarms, as it pierces most units and also does heavy damage. It is less effective against single, high-power units. It also has less health then the [[#Arm Bulldog|Bulldog]] and [[#Core Reaper|Reaper]].&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Fc14159</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Vehicles&amp;diff=19431</id>
		<title>Vehicles</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Vehicles&amp;diff=19431"/>
		<updated>2007-07-20T03:05:17Z</updated>

		<summary type="html">&lt;p&gt;Fc14159: Removed vandalism-reverted to June 16, 2006 revision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Construction Units ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Note: This details construction units for [[XTA]]. If you were looking for the [[AA]] unit list, I suggest you head [[Absolute_Annihilation/Units|here]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Construction units in XTA do the obvious: they construct things. They can also reclaim things (mostly features) for resources, and repair things. There are 2 levels of construction unit, a well as two special ones (One each for Arm and Core). There are vehicular, kbot, airplane, seaplane, hovercraft, and naval construction units. Also, to make production faster, multiple units can construct a single thing at a time. Constructions unnits can help eachother make buildings, or factories to make other units.&lt;br /&gt;
&amp;lt;br&amp;gt;As a general rule:&lt;br /&gt;
&amp;lt;br&amp;gt;Mobility: Aircraft&amp;gt;Kbot&amp;gt;Vehicle&lt;br /&gt;
&amp;lt;br&amp;gt;Nanolathing (build) Speed: Vehicle&amp;gt;Kbot&amp;gt;Aircraft&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As naval is special (water, not land), it wasn&#039;t included above. However, it actually has a faster build speed than every other standard hovercraft. Also, you can build a construction seaplane and construction hovercraft. They are basically level 2 units that build level 1 structures.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Build Trees==&lt;br /&gt;
&lt;br /&gt;
=== Level 0 - The [[Commander]] ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed: 300.&lt;br /&gt;
&amp;lt;br&amp;gt;Although this isn&#039;t an actual tech level, I am putting this here for sake of clarity.&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** Kbot Lab&lt;br /&gt;
*** Advanced Kbot Lab&lt;br /&gt;
*** Tank Factory&lt;br /&gt;
*** Advanced Tank Factory&lt;br /&gt;
*** Airbase&lt;br /&gt;
*** Advanced Airbase&lt;br /&gt;
** Special&lt;br /&gt;
*** Seaport&lt;br /&gt;
*** Advanced Seaport&lt;br /&gt;
*** Hovercraft Platform&lt;br /&gt;
*** Seaplane Factory&lt;br /&gt;
* Economy Structures&lt;br /&gt;
** Energy&lt;br /&gt;
*** Land&lt;br /&gt;
**** Solar Panel&lt;br /&gt;
**** Windmill&lt;br /&gt;
**** Energy Storage&lt;br /&gt;
*** Sea&lt;br /&gt;
**** Tidal Generator&lt;br /&gt;
**** Underwater Energy Storage&lt;br /&gt;
** Metal&lt;br /&gt;
*** Land&lt;br /&gt;
**** Metal Extractor&lt;br /&gt;
**** Metal Maker&lt;br /&gt;
**** Metal Storage &lt;br /&gt;
*** Sea&lt;br /&gt;
**** Underwater Metal Extractor&lt;br /&gt;
**** Floating Metal Maker&lt;br /&gt;
**** Underwater Metal Storage&lt;br /&gt;
* Defense Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** [[LLT]] (Light Laser Tower)&lt;br /&gt;
*** Shortrange [[Radar]]&lt;br /&gt;
*** Dragon&#039;s Teeth (Wall Segment)&lt;br /&gt;
** Sea&lt;br /&gt;
*** [[Torpedo Launcher]]&lt;br /&gt;
*** Shortrange [[Sonar]]&lt;br /&gt;
*** Floating Dragon&#039;s Teeth (Floating Wall Segment)&lt;br /&gt;
&lt;br /&gt;
=== Land Level 1 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed:&lt;br /&gt;
* Air: 50&lt;br /&gt;
* Kbot: 80&lt;br /&gt;
* Vehicle: 100&lt;br /&gt;
* Seaplane: 100&lt;br /&gt;
* Hovercraft: 200&lt;br /&gt;
&amp;lt;br&amp;gt;(As all units of the same level, other than the naval, appear to have the same capabilities, this list applies to the air, kbot, and vehicle styles of construction unit.&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* Everything commanders can EXCEPT most naval (exceptions below)&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Seaport&lt;br /&gt;
** Advanced Seaport&lt;br /&gt;
** Seaplane Platform&lt;br /&gt;
* Economy Structures&lt;br /&gt;
** Energy&lt;br /&gt;
*** Geothermal Powerplant&lt;br /&gt;
* Defense Structures&lt;br /&gt;
** [[HLT]] (Heavy Laser Tower)&lt;br /&gt;
** [[Missile Tower|Missile Turret]]&lt;br /&gt;
** [[Pop-Up Cannon|Pop-up Heavy Cannon]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Level 2 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed:&lt;br /&gt;
* Air: 100&lt;br /&gt;
* Kbot: 160&lt;br /&gt;
* Vehicle: 200&lt;br /&gt;
Can Build:&lt;br /&gt;
* Everything Land level 1 can, except ALL naval&lt;br /&gt;
* Production Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** Krogoth Gantry (Core Only)&lt;br /&gt;
* Economy Structures&lt;br /&gt;
** Energy&lt;br /&gt;
*** Fusion Powerplant&lt;br /&gt;
*** Cloakable Fusion Powerplant&lt;br /&gt;
** Metal&lt;br /&gt;
*** Moho Metal Extractor&lt;br /&gt;
*** Moho Metal Maker&lt;br /&gt;
* Defense&lt;br /&gt;
** [[Energy Weapon]]&lt;br /&gt;
** [[Plasma Battery]]&lt;br /&gt;
** Shortrange Radar Jammer&lt;br /&gt;
** Longrange Radar&lt;br /&gt;
** Flak Cannon&lt;br /&gt;
** Nuclear Missile Defence System&lt;br /&gt;
** Fortification Wall&lt;br /&gt;
* Special&lt;br /&gt;
** EMP Missile Launcher&lt;br /&gt;
** Nuclear Missile Launcher&lt;br /&gt;
** [[LRPC]] (Long-Range Plasma Cannon)&lt;br /&gt;
** [[RFLRPC]] (Rapid-Fire Long-Range Plasma Cannon)&lt;br /&gt;
** Radar Targetting Facility&lt;br /&gt;
** [[Airpad]] (Repairs Aircraft)&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sea Level 1 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
The only level 1 sea unit is the construction boat, with a nanolathe speed of 125. It, being a boat, is restricted to water.&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** Kbot Lab&lt;br /&gt;
*** Advanced Kbot Lab&lt;br /&gt;
*** Tank Factory&lt;br /&gt;
*** Advanced Tank Factory&lt;br /&gt;
*** Airbase&lt;br /&gt;
*** Advanced Airbase&lt;br /&gt;
** Special&lt;br /&gt;
*** Seaport&lt;br /&gt;
*** Advanced Seaport&lt;br /&gt;
*** Hovercraft Platform&lt;br /&gt;
*** Seaplane Factory&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Tidal Generator&lt;br /&gt;
*** Underwater Energy Storage&lt;br /&gt;
** Metal&lt;br /&gt;
*** Underwater Metal Extractor&lt;br /&gt;
*** Floating Metal Maker&lt;br /&gt;
*** Underwater Metal Storage&lt;br /&gt;
* Defence&lt;br /&gt;
** Torpedo Launcher&lt;br /&gt;
** [[Floating HLT]] (Heavy Laser Tower)&lt;br /&gt;
** Floating Missile Launcher&lt;br /&gt;
** Shortrange Sonar&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Floating Dragon&#039;s Teeth&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sea Level 2 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed: 250&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* All NAVAL that sea level 1 can&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Airbase&lt;br /&gt;
** Advanced Airbase&lt;br /&gt;
** Hovercraft Platform&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Underwater Fusion Powerplant&lt;br /&gt;
* Defence&lt;br /&gt;
** Heavy Torpedo Launcher&lt;br /&gt;
** Longrange Sonar&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Fortification Post&lt;br /&gt;
** Longrange Radar&lt;br /&gt;
** Shortrange Jammer&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Construction Units ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
There are two special construction KBots in [[XTA]]. Arm has the [[FARK]] (Fast Assist-Repair KBot), while Core has the Necro Rez KBot. The FARK has the fastest nanolathe speed in the mod, at 860. Although it can build little on its own, it is the fastest moving construction unit, and it also gets built quickly. The Necro still has a very fast nanolathe speed (720), but takes longer to build and moves less quickly. However, this is offset by 2 advantages: It is  both cheaper, and it can revive destroyed units and structures. This is much cheaper than building another, and is also quicker.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[FARK]] (Fast Assist-Repair KBot) Buildtree ===&lt;br /&gt;
* Production Facilities&lt;br /&gt;
** Land&lt;br /&gt;
*** KBot Lab&lt;br /&gt;
*** Advanced KBot Lab&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Geothermal Powerplant&lt;br /&gt;
** Metal&lt;br /&gt;
*** Moho Metal Extractor&lt;br /&gt;
* Defence&lt;br /&gt;
** [[LLT]]&lt;br /&gt;
** Sentinel [[HLT]]&lt;br /&gt;
** Flakker [[Flak Cannon]]&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Fortification Wall&lt;br /&gt;
** [[Advanced Radar]]&lt;br /&gt;
&lt;br /&gt;
=== [[Necro Rez KBot]] Buildtree ===&lt;br /&gt;
* Production Facilities&lt;br /&gt;
** Land&lt;br /&gt;
*** KBot Lab&lt;br /&gt;
*** Advanced KBot Lab&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Geothermal Powerplant&lt;br /&gt;
** Metal&lt;br /&gt;
*** Moho Metal Extractor&lt;br /&gt;
* Defence&lt;br /&gt;
** [[LLT]]&lt;br /&gt;
** Gaat Gun [[HLT]]&lt;br /&gt;
** Viper Pop-Up [[Heavy Laser]]&lt;br /&gt;
** Cobra [[Flak Cannon]]&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Fortification Wall&lt;br /&gt;
** [[Advanced Radar]]&lt;br /&gt;
** [[Immolator Plasma Tower]]&lt;br /&gt;
&lt;br /&gt;
== A note on build time ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
You may notice that build times are extremely high. That is because that is not the build time, but build power necessary to construct that unit/structure. To find the actual time (in seconds), do the simple equation:&lt;br /&gt;
&amp;lt;br&amp;gt; time(seconds)=Buildpower necessary/Nanolathe Speed of all units constructing&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This means that if you were to build a structure with a buildtime of 1000 with a level 1 vehicle (Nanolathe:100), it will take 10 seconds to build. (10=1000/100)&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fc14159</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Construction_units&amp;diff=5149</id>
		<title>Construction units</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Construction_units&amp;diff=5149"/>
		<updated>2007-07-20T03:02:33Z</updated>

		<summary type="html">&lt;p&gt;Fc14159: Removed vandalism-reverted to June 14, 2006 revision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Construction Units ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Note: This details construction units for [[XTA]]. If you were looking for the [[AA]] unit list, I suggest you head [[Absolute_Annihilation/Units|here]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Construction units in XTA do the obvious: they construct things. They can also reclaim things (mostly features) for resources, and repair things. There are 2 levels of construction unit, a well as two special ones (One each for Arm and Core). There are vehicular, kbot, airplane, seaplane, hovercraft, and naval construction units. Also, to make production faster, multiple units can construct a single thing at a time. Constructions unnits can help eachother make buildings, or factories to make other units.&lt;br /&gt;
&amp;lt;br&amp;gt;As a general rule:&lt;br /&gt;
&amp;lt;br&amp;gt;Mobility: Aircraft&amp;gt;Kbot&amp;gt;Vehicle&lt;br /&gt;
&amp;lt;br&amp;gt;Nanolathing (build) Speed: Vehicle&amp;gt;Kbot&amp;gt;Aircraft&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;As naval is special (water, not land), it wasn&#039;t included above. However, it actually has a faster build speed than every other standard hovercraft. Also, you can build a construction seaplane and construction hovercraft. They are basically level 2 units that build level 1 structures.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Build Trees==&lt;br /&gt;
&lt;br /&gt;
=== Level 0 - The [[Commander]] ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed: 300.&lt;br /&gt;
&amp;lt;br&amp;gt;Although this isn&#039;t an actual tech level, I am putting this here for sake of clarity.&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** Kbot Lab&lt;br /&gt;
*** Advanced Kbot Lab&lt;br /&gt;
*** Tank Factory&lt;br /&gt;
*** Advanced Tank Factory&lt;br /&gt;
*** Airbase&lt;br /&gt;
*** Advanced Airbase&lt;br /&gt;
** Special&lt;br /&gt;
*** Seaport&lt;br /&gt;
*** Advanced Seaport&lt;br /&gt;
*** Hovercraft Platform&lt;br /&gt;
*** Seaplane Factory&lt;br /&gt;
* Economy Structures&lt;br /&gt;
** Energy&lt;br /&gt;
*** Land&lt;br /&gt;
**** Solar Panel&lt;br /&gt;
**** Windmill&lt;br /&gt;
**** Energy Storage&lt;br /&gt;
*** Sea&lt;br /&gt;
**** Tidal Generator&lt;br /&gt;
**** Underwater Energy Storage&lt;br /&gt;
** Metal&lt;br /&gt;
*** Land&lt;br /&gt;
**** Metal Extractor&lt;br /&gt;
**** Metal Maker&lt;br /&gt;
**** Metal Storage &lt;br /&gt;
*** Sea&lt;br /&gt;
**** Underwater Metal Extractor&lt;br /&gt;
**** Floating Metal Maker&lt;br /&gt;
**** Underwater Metal Storage&lt;br /&gt;
* Defense Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** [[LLT]] (Light Laser Tower)&lt;br /&gt;
*** Shortrange [[Radar]]&lt;br /&gt;
*** Dragon&#039;s Teeth (Wall Segment)&lt;br /&gt;
** Sea&lt;br /&gt;
*** [[Torpedo Launcher]]&lt;br /&gt;
*** Shortrange [[Sonar]]&lt;br /&gt;
*** Floating Dragon&#039;s Teeth (Floating Wall Segment)&lt;br /&gt;
&lt;br /&gt;
=== Land Level 1 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed:&lt;br /&gt;
* Air: 50&lt;br /&gt;
* Kbot: 80&lt;br /&gt;
* Vehicle: 100&lt;br /&gt;
* Seaplane: 100&lt;br /&gt;
* Hovercraft: 200&lt;br /&gt;
&amp;lt;br&amp;gt;(As all units of the same level, other than the naval, appear to have the same capabilities, this list applies to the air, kbot, and vehicle styles of construction unit.&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* Everything commanders can EXCEPT most naval (exceptions below)&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Seaport&lt;br /&gt;
** Advanced Seaport&lt;br /&gt;
** Seaplane Platform&lt;br /&gt;
* Economy Structures&lt;br /&gt;
** Energy&lt;br /&gt;
*** Geothermal Powerplant&lt;br /&gt;
* Defense Structures&lt;br /&gt;
** [[HLT]] (Heavy Laser Tower)&lt;br /&gt;
** [[Missile Tower|Missile Turret]]&lt;br /&gt;
** [[Pop-Up Cannon|Pop-up Heavy Cannon]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Land Level 2 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed:&lt;br /&gt;
* Air: 100&lt;br /&gt;
* Kbot: 160&lt;br /&gt;
* Vehicle: 200&lt;br /&gt;
Can Build:&lt;br /&gt;
* Everything Land level 1 can, except ALL naval&lt;br /&gt;
* Production Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** Krogoth Gantry (Core Only)&lt;br /&gt;
* Economy Structures&lt;br /&gt;
** Energy&lt;br /&gt;
*** Fusion Powerplant&lt;br /&gt;
*** Cloakable Fusion Powerplant&lt;br /&gt;
** Metal&lt;br /&gt;
*** Moho Metal Extractor&lt;br /&gt;
*** Moho Metal Maker&lt;br /&gt;
* Defense&lt;br /&gt;
** [[Energy Weapon]]&lt;br /&gt;
** [[Plasma Battery]]&lt;br /&gt;
** Shortrange Radar Jammer&lt;br /&gt;
** Longrange Radar&lt;br /&gt;
** Flak Cannon&lt;br /&gt;
** Nuclear Missile Defence System&lt;br /&gt;
** Fortification Wall&lt;br /&gt;
* Special&lt;br /&gt;
** EMP Missile Launcher&lt;br /&gt;
** Nuclear Missile Launcher&lt;br /&gt;
** [[LRPC]] (Long-Range Plasma Cannon)&lt;br /&gt;
** [[RFLRPC]] (Rapid-Fire Long-Range Plasma Cannon)&lt;br /&gt;
** Radar Targetting Facility&lt;br /&gt;
** [[Airpad]] (Repairs Aircraft)&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sea Level 1 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
The only level 1 sea unit is the construction boat, with a nanolathe speed of 125. It, being a boat, is restricted to water.&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Land&lt;br /&gt;
*** Kbot Lab&lt;br /&gt;
*** Advanced Kbot Lab&lt;br /&gt;
*** Tank Factory&lt;br /&gt;
*** Advanced Tank Factory&lt;br /&gt;
*** Airbase&lt;br /&gt;
*** Advanced Airbase&lt;br /&gt;
** Special&lt;br /&gt;
*** Seaport&lt;br /&gt;
*** Advanced Seaport&lt;br /&gt;
*** Hovercraft Platform&lt;br /&gt;
*** Seaplane Factory&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Tidal Generator&lt;br /&gt;
*** Underwater Energy Storage&lt;br /&gt;
** Metal&lt;br /&gt;
*** Underwater Metal Extractor&lt;br /&gt;
*** Floating Metal Maker&lt;br /&gt;
*** Underwater Metal Storage&lt;br /&gt;
* Defence&lt;br /&gt;
** Torpedo Launcher&lt;br /&gt;
** [[Floating HLT]] (Heavy Laser Tower)&lt;br /&gt;
** Floating Missile Launcher&lt;br /&gt;
** Shortrange Sonar&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Floating Dragon&#039;s Teeth&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sea Level 2 ===&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
Nanolathe Speed: 250&lt;br /&gt;
&amp;lt;br&amp;gt;Can Build:&lt;br /&gt;
* All NAVAL that sea level 1 can&lt;br /&gt;
* Construction Structures&lt;br /&gt;
** Airbase&lt;br /&gt;
** Advanced Airbase&lt;br /&gt;
** Hovercraft Platform&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Underwater Fusion Powerplant&lt;br /&gt;
* Defence&lt;br /&gt;
** Heavy Torpedo Launcher&lt;br /&gt;
** Longrange Sonar&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Fortification Post&lt;br /&gt;
** Longrange Radar&lt;br /&gt;
** Shortrange Jammer&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Construction Units ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
There are two special construction KBots in [[XTA]]. Arm has the [[FARK]] (Fast Assist-Repair KBot), while Core has the Necro Rez KBot. The FARK has the fastest nanolathe speed in the mod, at 860. Although it can build little on its own, it is the fastest moving construction unit, and it also gets built quickly. The Necro still has a very fast nanolathe speed (720), but takes longer to build and moves less quickly. However, this is offset by 2 advantages: It is  both cheaper, and it can revive destroyed units and structures. This is much cheaper than building another, and is also quicker.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[FARK]] (Fast Assist-Repair KBot) Buildtree ===&lt;br /&gt;
* Production Facilities&lt;br /&gt;
** Land&lt;br /&gt;
*** KBot Lab&lt;br /&gt;
*** Advanced KBot Lab&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Geothermal Powerplant&lt;br /&gt;
** Metal&lt;br /&gt;
*** Moho Metal Extractor&lt;br /&gt;
* Defence&lt;br /&gt;
** [[LLT]]&lt;br /&gt;
** Sentinel [[HLT]]&lt;br /&gt;
** Flakker [[Flak Cannon]]&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Fortification Wall&lt;br /&gt;
** [[Advanced Radar]]&lt;br /&gt;
&lt;br /&gt;
=== [[Necro Rez KBot]] Buildtree ===&lt;br /&gt;
* Production Facilities&lt;br /&gt;
** Land&lt;br /&gt;
*** KBot Lab&lt;br /&gt;
*** Advanced KBot Lab&lt;br /&gt;
* Economy&lt;br /&gt;
** Energy&lt;br /&gt;
*** Geothermal Powerplant&lt;br /&gt;
** Metal&lt;br /&gt;
*** Moho Metal Extractor&lt;br /&gt;
* Defence&lt;br /&gt;
** [[LLT]]&lt;br /&gt;
** Gaat Gun [[HLT]]&lt;br /&gt;
** Viper Pop-Up [[Heavy Laser]]&lt;br /&gt;
** Cobra [[Flak Cannon]]&lt;br /&gt;
** Dragon&#039;s Teeth&lt;br /&gt;
** Fortification Wall&lt;br /&gt;
** [[Advanced Radar]]&lt;br /&gt;
** [[Immolator Plasma Tower]]&lt;br /&gt;
&lt;br /&gt;
== A note on build time ==&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
You may notice that build times are extremely high. That is because that is not the build time, but build power necessary to construct that unit/structure. To find the actual time (in seconds), do the simple equation:&lt;br /&gt;
&amp;lt;br&amp;gt; time(seconds)=Buildpower necessary/Nanolathe Speed of all units constructing&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This means that if you were to build a structure with a buildtime of 1000 with a level 1 vehicle (Nanolathe:100), it will take 10 seconds to build. (10=1000/100)&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Fc14159</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander&amp;diff=4541</id>
		<title>Commander</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Commander&amp;diff=4541"/>
		<updated>2007-07-20T03:00:23Z</updated>

		<summary type="html">&lt;p&gt;Fc14159: Removed vandalism-reverted to June 15 revision&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Commander is the first unit you own (unless you are playing a mission of some sort in which you have no commander or gain him later). He is capable of building Tech Level 1 buildings, including resource collectors and unit plants.&lt;br /&gt;
&lt;br /&gt;
The Commander is equipped with a light laser gun, and the unique [[D-gun]].&lt;br /&gt;
&lt;br /&gt;
[[Image:commanders.JPG|Commanders]]&lt;/div&gt;</summary>
		<author><name>Fc14159</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Weapon_Variables&amp;diff=19524</id>
		<title>Weapon Variables</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Weapon_Variables&amp;diff=19524"/>
		<updated>2007-07-19T16:14:38Z</updated>

		<summary type="html">&lt;p&gt;Fc14159: Weapon Variables Descriptions-Added variable duration&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
=Weapon Variable Descriptions=&lt;br /&gt;
&amp;lt;table width=730 border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt;Variable &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Description &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Examples&amp;lt;/Th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Accuracy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How accurate a weapon is.  A larger number is less accurate.  If this tag is missing entirely, it has perfect accuracy unless its target moves unexpectedly.  Accuracy is relative to the distance to the target; for instance, if the target is very close, even a very high accuracy value will probably still hit.  If a target is very far away, even a very low accuracy value will likely cause the weapon to miss.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;accuracy=400;&amp;lt;/TD&amp;gt;&lt;br /&gt;
		&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;AreaOfEffect&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How large the weapon&#039;s impact explosion is.  This affects how powerful the weapon&#039;s default impulse strength will be.  Currently, BeamLasers with an AreaOfEffect of 16 or above will deform the ground at their point of impact regardless of whether it has been told not to.  Can be any numeric value, but should generally be at least 8, regardless of the type of weapon.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;areaofeffect=192;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Ballistic&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Set to 1 for the weapon to be subjected to gravity, travelling in an arc through the air, such as cannons. Ballistic is mutually exclusive to LineOfSight and Dropped.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ballistic=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BeamLaser&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Whether this weapon is a beam laser or not.  Beam lasers instantly hit their targets.  Rendertype must be 0.  Mutually exclusive to BeamWeapon.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamlaser=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BeamTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How long to fire the laser before waiting for ReloadTime to start.  Can be any numeric value.  Defaults to 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamtime=0.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BeamWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Whether this weapon is a regular laser or not.  BeamWeapons (lasers) do not instantly hit their targets, and are affected by the weaponvelocity tag.  Mutually exclusive to BeamLaser.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;beamweapon=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BurnBlow&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The weapon blows up at the end of its range, only works on plasma (rendertype=4) weapons last I checked.  Can be 1 or 0.  A common usage is on flak guns.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burnblow=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Burst&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How many shots are in a burst.  Must be accompanied by burstrate.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burst=3;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;BurstRate&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How fast the Burst fires.  If set much below 0.1, it stops having any discernable effect.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;burstrate=0.1&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Color&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;An obsolete tag only recognized for compatibility purposes. While this still works for lasers, using rgbcolor=X X X; is a much, much better route. Plus, the RGBColor tag will override any color=x; tags in the tdf. &amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;color=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Color2&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;An obsolete tag only recognized for compatibility purposes.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;color=2;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;CommandFire&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;When ordered to attack ground this weapon will only fire once, rather than continuously. This does not work when ordered to attack units (It will continue to fire until the target is dead). If the unit has CanDgun=1 in its FBI, commandfire will identify that weapon with the dgun button. The weapon wont fire unless the dgun button is pressed. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;commandfire=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Coverage&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The range for anti-weapon weapons, like antinukes.  This will be shown on the minimap as a guide.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;coverage=1280;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Dropped&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Sets the weapon to be dropped, like from a bomber.  Must be RenderType=6 and needs the Model tag to be specified.  Mutually exclusive to Ballistic and LineOfSight.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;dropped=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Duration&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;For how many seconds a beam weapon will be fired before waiting for reload time.  Can be any numeric value.  Used for rendertype 0 and 7 weapons.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;duration=.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;EdgeEffectiveness&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Determines what percent of a weapon&#039;s maximum damage value will be applied to units as they are closer to the outer edge of the weapon&#039;s AreaOfEffect.  Must have a decimal value between 0 and 1.  Default in OTA was 0, probably the same in Spring.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;edgeeffectiveness=0.25;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;EnergyPerShot&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Energy used per shot.  If the specified amount of energy is not available, the weapon will not be able to shoot.  Can also be used to specify how much a Stockpile weapon wll cost to build.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;energypershot=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FireStarter&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How likely the weapon will set trees on fire.  High values make trees likey to be set on fire, low values make trees likely to just explode or tip over.  Can be any numeric value between 0 and 100.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;FireStarter=75;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Guidance&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Specifies whether or not the weapon is capable of correcting its trajectory mid-flight. Will not track a moving target. Works only on missile and torpedo weapons.  Can be set to 1 or 0.  See TurnRate for information on specifying how well a weapon can track a target.  Requires rendertype=1, lineofsight=1, and selfprop=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;guidance=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ImpulseFactor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The multiplier on the weapon&#039;s default impulsefactor, which is determined based on a weapon&#039;s default damage and AreaOfEffect.  The impulse of a weapon is how strong of a kinetic force will be applied to its target or anything near the point of impact.  Can be any numeric value, including negative ones.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;impulsefactor=2.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Intensity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Alpha (brighness and washout effect) of the weapon.  Can be used on any rendertype 0, 3, or 4 weapon.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;intensity=1.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;InterceptedByShieldType&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Bitfield representing the types of shields that can intercept this weapon. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a shield with that digit set to one will intercept this weapon, for instance, the example will result in the weapons being blocked by shields with types 1 and/or 3. Maxium of 32 unique types. See [[Shield Interception Tag Use]].&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;InterceptedByShieldType=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Interceptor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Can intercept missiles with the Cruise tag.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;interceptor=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LineOfSight&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;LineOfSight weapons ignore gravity and must have a direct line from the firing point to the impact point in order to be fired.  Can be set to 1 or 0.  Mutually exclusive to Ballistic and Dropped.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;lineofsight=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;MetalPerShot&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Metal used per shot.  If the specified amount is not available, the weapon cannot be fired.  Can also be used to specify how much a Stockpile weapon wll cost to build.  Can be set to any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;metalpershot=500;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Model&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The 3DO or S3O model to be used as this weapon&#039;s physical representation.  3DO modesl do not need a .3do extension, but S3O weapon do.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;model=missile;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;MovingAccuracy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;A weapon&#039;s accuracy while moving.  See Accuracy.  Can be any numeric value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;movingaccuracy=1000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;NoExplode&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Whether or not the weapon will explode on impact or continue on its path.  An example is the d-gun.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;noexplode=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;NoSelfDamage&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;This weapon will not damage the unit that fired it.  For instance, a nuke silo could shoot itself and not take any damage if this was active.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;noselfdamage=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Paralyzer&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, this weapon will not cause any damage to its target, but will instead paralyze (aka EMP).  The default damage value of a weapon with this active will be applied to the target&#039;s HP; once the HP is overwhelmed, it will be paralyzed.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;paralyzer=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ParalyzerTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;On Paralyzer weapons, determines the maximum length of time the target will be paralyzed (In seconds?). The timer is refreshed every time the target is hit by the weapon. Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;paralyzetime=15;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Range&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum range of the weapon.  If set to noexplode, the weapon will disappear after this range has been met.  If set to burnblow, the weapon will explode after this range has been met.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;range=750;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ReloadTime&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount of time between shots.  If a unit is paralyzed, this stops counting down.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;reloadtime=3.5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Rendertype&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The way the weapon will be displayed.  Certain rendertypes are incompatibile with other tags, but it&#039;s generally for a logical reason.  The rendertypes are as follows: 0 - Laser, 1 - Model, 3 - Plasma, 4 - Unit explosion (usally), 5 - Flamethrower, 6 - Dropped, 7 - Lightning.  There&#039;s no documented use of rendertype=2 in OTA, and it probably doesn&#039;t do anything in Spring.  3 and 4 are usually interchangeable, both can be used to render a plasma/EMG/whatever shot; this is probably for compatibility.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;rendertype=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;RGBColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color of the rendertype 0, 3, 4, 7 weapon, specified in RED_GREEN_BLUE format.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;rgbcolor=1 0.3 1; - this would make evul-purple&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;RGBColor2&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color at the core of a rendertype 0 (laser) weapon.  Specified the same as above.  Defaults to white.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;RGBColor2=0 1 0; - this would make a weird green middle for the evul-purple laser&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Selfprop&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Required for Guidance tag.  This weapon can propel itself and can have things like acceleration, rather than always travelling at one speed.  See Guidance, StartVelocity, WeaponAcceleration, WeaponVelocity.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;selfprop=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SmokeTrail&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Does the projectile leave a smoke trail or not.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;smoketrail=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SoundHit&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The sound made whe the weapon hits.  Must reference a .wav file in the .\Sounds directory.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundhit=emghit;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SoundStart&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The sound made when the weapon begins to fire.  Will fire only once if the weapon is shot in a burst.  Must reference a .wav file in the .\Sounds directory.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundstart=emgfire;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SoundTrigger&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will sound every time a shot is fired in a burst sequence.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;soundtrigger=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SprayAngle&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How wide the the angle of a burst from a burst weapon can be.  Very similar to Accuracy, except that if a weapon has no sprayangle, all the shots will be fired at the same spot, even if the weapon&#039;s aim is off.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;sprayangle=1024;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;StartVelocity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The starting speed of the weapon as it is first fired.  Only applicable to weapons that can accelerate.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;startvelocity=200;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Stockpile&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Can this weapon be stockpiled, for instance like a nuke launcher.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;stockpile=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Targetable&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will be automatically targeted by any Interceptor weapons.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;targetable=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;TargetMoveError&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The degree to which a weapon&#039;s aiming will fail to keep up with its target&#039;s movement.  If set very low or not set at all, a weapon will lead its target and almost always hit unless there&#039;s a lot of micromanagement on the part of the person controlling the target.  If set too high (about 0.3 or above), the weapon will have a lot of difficulty even tracking its target enough to get a shot off.  Can probably only be set between 0 and 1.  Beyond 1, the weapon would be virtually useless.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;targetmoveerror=0.15;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Thickness&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Thickness of a beamweapon or beamlaser, default is 2.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;thickness=4;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ToAirWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If active, the weapon will only be capable of targetting units which are flying, or are capable of flying.  Can be set to 0 or 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;toairweapon=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Tolerance&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount to which the weapon&#039;s &amp;quot;real&amp;quot; aim can be off while the weapon will still be able to fire accurately at the target.  This worked in OTA, but I&#039;m not 100% sure if it works in Spring.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;tolerance=1500;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Tracks&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If the missile tracks a moving target. Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;tracks=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;TrajectoryHeight&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The height of the arc of a missile weapon. It is useful for compensating for mountains or debris. Is relative to the weapons speed (Higher speed, higher arc) and the range the weapon is firing at (Lower range lower arc). Requires Guidance and Turnrate to hit its target when over 1. &amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;trajectoryheight=0.8;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Turnrate&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How fast a guided weapon can turn.  Can be any numerical value between 0 and 64000.  If set to 0, the weapon can&#039;t turn at all, if set to 64000, the weapon can literally defy all known physics and turn 180 degrees in a fraction of a second.  This is relative to a weapon&#039;s velocity; a weapon with a very low velocity (~200) wouldn&#039;t need a very high turnrate to keep up with a fighter, although it would probably never catch it because of its slow speed.  A weapon with a very high velocity (~1000) would need a very high value in order to be able to hit targets that turn suddenly.&lt;br /&gt;
	&amp;lt;TD&amp;gt;turnrate=32000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Turret&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Set to 1 if weapon is used by a turret that rotates. Set to 0 if weapon is forward firing, ie, has no rotating turret piece.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;turret=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;TwoPhase&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Weapon operates in two phases... eh... yeah, I honestly have no idea what the difference between this and VLaunch is.  Generally use it with VLaunch as well.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;twophase=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;VLaunch&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Set to 1 to launch the weapon vertically.  Can only be used with missile-type weapons with a TurnRate.  Cannot be used at the same time as Turret.  Set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;vlaunch=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;WaterWeapon&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Water weapons behave somewhat like Dropped weapons out of water, and like missiles underwater. Is the only type of weapon that can fire under water.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;waterweapon=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;WeaponAcceleration&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Tells the weapon how fast it should accelerate from its StartVelocity to its actual WeaponVelocity.  Increases the weapon&#039;s velocity every second by the amount specified.  Can be any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weaponacceleration=50;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;WeaponTimer&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How long until the weapon will go into its second phase.  For use with missile weapons.  For VLaunch weapons, the weapon will turn to actually go towards its target after the specified number of seconds has expired.  For non-VLaunch missiles with a TurnRate, the weapon will go randomly off-course after this period of time.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weapontimer=5;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;WeaponVelocity&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The speed the weapon moves after being fired. If StartVelocity is lower than this number, the weapon will increase speed to its WeaponVelocity at the rate specified by its WeaponAcceleration.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;weaponvelocity=800;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Wobble&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount that a missile will wobble off-course. Requires TurnRate. Turnrate will wrestle with wobble to keep the weapon on course, so wobble must be high enough to compensate to have any effect. Can be set to any numerical value between 0 and 64000.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;wobble=15000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: Variables that are defined by either a 1 or a 0 are BOOLEAN, where 1 means TRUE and 0 means FALSE.&lt;br /&gt;
&lt;br /&gt;
NOTE 2: &amp;quot;Any numerical value&amp;quot; for things that relate to angles really means any value between 0 and 64,000 since that&#039;s between 0 and 360 degrees in spring measurement. Setting it higher than 64,000 will bring it &#039;full circle&#039; so to speak.&lt;br /&gt;
&lt;br /&gt;
=Shield/Repulsor Variable Descriptions=&lt;br /&gt;
&amp;lt;table width=730 border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&amp;lt;th&amp;gt;Variable &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Description &amp;lt;/th&amp;gt;&amp;lt;th&amp;gt; Examples&amp;lt;/Th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ExteriorShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield/repulsor will not have any effect on weapons fired from within its field.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;exteriorshield=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;IsShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, this &amp;quot;weapon&amp;quot; is no longer a weapon, is now a repulsor or a shield, based on the other properties given to it.  Can be 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;isshield=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldAlpha&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How clearly visible the shield is, if you have VisibleShield turned on.  Value is between 0 and 1.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldalpha=0.4;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldEnergyUse&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The amount of energy used to repulse or destroy weapons.  Will be used constantly while the weapon is in its area of effect if it is a repulsor, will be used only once on impact if it is a shield.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldenergyuse=1500;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldForce&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The force applied to weapons, an arbitrary number.  Set to 1, it will not deflect very well.  Only for use on repulsor-type.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldforce=1.75;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldBadColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color the shield is when it is at 0% strength, if you have VisibleShield turned on.  Defined in R G B format.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldbadcolor=0 1 0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldGoodColor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The color the shield is when it is at 100% strength, if you have VisibleShield turned on.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldgoodcolor=1 0 0;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldInterceptType&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Bitfield representing the types of weapons that this shield can intercept. The best way to think about this is to think of it as the resulting binary. Every digit of binary that is set to one means that a weapon with that digit set to one will be intercepted by this shield, for instance, the example will result in the shield blocking weapons with types 2 and/or 3. Maxium of 32 unique types. See [[Shield Interception Tag Use]].&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldInterceptType=6;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldMaxSpeed&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;The maximum speed the repulsor will push weapons away at.  Only for use on repulsor-type.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldmaxspeed=400;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldPower&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much &amp;quot;power&amp;quot; a shield can store.  &amp;quot;Power&amp;quot; is not the same as energy; think of it as the shield/repulsor&#039;s private battery source.  It can be drained completely by defending against weapons, even if you have lots of energy.  &#039;&#039;Power is drained by the affected weapons damage.&#039;&#039;  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpower=1000;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldPowerRegen&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How quickly the shield regenerates its &amp;quot;power&amp;quot;, even when under attack.  Regenerates the amount specified every second.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpowerregen=25;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldPowerRegenEnergy&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;How much energy is required to keep the shield regenerating its &amp;quot;power&amp;quot;.  For instance, you might have it set so that 100 units of energy are necessary for every 25 units of &amp;quot;power&amp;quot;.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldpowerregenenergy=100;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldRadius&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;Defines the size of the area the shield/repulsor protects.  Can be set to any numerical value.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldradius=500;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;ShieldRepulsor&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the &amp;quot;shield&amp;quot;-type weapon will repulse projectiles.  If set to 0, it will destroy them.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;shieldrepulsor=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;SmartShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield/repulsor will not affect owned/allied weapons.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;smartshield=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;VisibleShield&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the shield will be visible.  Only for use on shield-type.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;visibleshield=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;TR&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;VisibleShieldRepulse&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;If set to 1, the repulsing effect will be visible.  Only for use on repulsor-type.  Can be set to 1 or 0.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;visibleshieldrepulse=1;&amp;lt;/TD&amp;gt;&lt;br /&gt;
&amp;lt;/TR&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[category:Shields]]&lt;/div&gt;</summary>
		<author><name>Fc14159</name></author>
	</entry>
</feed>