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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FoeOfTheBee</id>
	<title>Spring - User contributions [en]</title>
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	<updated>2026-11-08T22:09:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xect_vs._Mynn&amp;diff=20015</id>
		<title>Xect vs. Mynn</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Xect_vs._Mynn&amp;diff=20015"/>
		<updated>2006-10-04T22:05:47Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Installation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Xect vs. Mynn&#039;&#039;&#039; Mod, aims to be a completely free (as in GNU [[GPL]]) data package for the Spring engine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
http://www.ta-spring.com/mods/xectvsmynn/screen1.jpg&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
This mod was initialy created by Chris Jorgensen http://www.xenoclone.com/ for the original Total Annihilation engine.&lt;br /&gt;
For the Spring engine Chris Jorgensen decided to release his work under the GNU GPL so others could port it.  Michilus Nimbus made the first port that did not crash on startup.  FoeOfTheBee has made it somewhat playable, and probably GPL.&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
* Early screenshots of Xect-Mynn running on [[Linux]] by [[User:Tim_Blokdijk|Tim Blokdijk]]:&lt;br /&gt;
** [http://www.timblokdijk.nl/spring/Xect-Mynn/Screenshots/0.1.0b-screen000.jpg 0.1.0b-screen000.jpg]&lt;br /&gt;
** [http://www.timblokdijk.nl/spring/Xect-Mynn/Screenshots/0.1.0b-screen001.jpg 0.1.0b-screen001.jpg]&lt;br /&gt;
** [http://www.timblokdijk.nl/spring/Xect-Mynn/Screenshots/0.1.0b-screen002.jpg 0.1.0b-screen002.jpg]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
=== Relevant Forum threads ===&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3005 &amp;quot;Mods&amp;quot; -&amp;gt; &amp;quot;Xect vs. Mynn - 0.6 released, now 100% legal&amp;quot;]&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3005 &amp;quot;Mods&amp;quot; -&amp;gt; &amp;quot;Xect Vs. Mynn v .05 released&amp;quot;]&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2997 &amp;quot;Mods&amp;quot; -&amp;gt; &amp;quot;Xect Vs. Mynn To-do List&amp;quot;]&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2880 &amp;quot;Mods&amp;quot; -&amp;gt; &amp;quot;Xect vs. Mynn&amp;quot;]&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=1293 &amp;quot;General discussion&amp;quot; -&amp;gt; &amp;quot;Free, licenseless mods?&amp;quot;]&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
&#039;&#039;Sorted from newer to older.&#039;&#039;&lt;br /&gt;
* Get the &#039;&#039;&#039;most recent version&#039;&#039;&#039; from the [http://www.ta-spring.com/mods/xectvsmynn/ homepage] (0.6 as of &#039;&#039;2006-07-31&#039;&#039;)&lt;br /&gt;
* [http://fileuniverse.com/?p=showitem&amp;amp;ID=2140 Xect vs. Mynn .5] - New load screens and balance by formula (by [[User:FoeOfTheBee|Foe OfTheBee]])&lt;br /&gt;
* [http://blancandrin.dyndns.org/~foe/xect_vs_mynn03.sd7 Xect vs. Mynn .3] - (by [[User:FoeOfTheBee|Foe OfTheBee]])&lt;br /&gt;
* [http://www.fileuniverse.com/?p=showitem&amp;amp;ID=2016 Xect vs. Mynn .2] - With updated cursors and trim FBI files. (by [[User:FoeOfTheBee|Foe OfTheBee]])&lt;br /&gt;
* [http://www.timblokdijk.nl/spring/Xect-Mynn/xect_vs_mynn_v0-1-1.sdz Xect vs. Mynn 0.1.1] - Version with custom cursors to replace the cursors from TA by [[User:Tim_Blokdijk|Tim Blokdijk]]&lt;br /&gt;
* [http://fileuniverse.com/?p=showitem&amp;amp;ID=1882 Xect vs. Mynn 0.1.0b]&lt;br /&gt;
&lt;br /&gt;
=== Homepage ===&lt;br /&gt;
* [http://www.ta-spring.com/mods/xectvsmynn/ Xect vs. Mynn homepage]&lt;br /&gt;
* [http://www.ta-spring.com/mods/xectvsmynn/unitguide/ Xect vs. Mynn Unit Guide]&lt;br /&gt;
* [http://www.ta-spring.com/mods/xectvsmynn/xect_vs_mynn/ Browse the MOD-content]&lt;br /&gt;
&lt;br /&gt;
{{Category:Mods}}&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12735</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12735"/>
		<updated>2006-09-27T18:23:45Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
====[[Read Me First]]==== Answers to questions often asked by newcomers. Everyone should read this first.&lt;br /&gt;
====[[FAQ]]==== Has it been asked before? &lt;br /&gt;
====[[Using_Spring|Playing Spring]]==== How to play the game. Controls, issuing orders, and related topics.&lt;br /&gt;
====[[Spring Maps]]==== All about maps and where to get them.&lt;br /&gt;
====[[Mods]]==== Games that use the Spring engine.&lt;br /&gt;
====[[AIs]]==== Skirmish AIs, Helper AIs, Single player heaven.&lt;br /&gt;
====[[Strategy and Tactics]]==== Basic ideas how to stand your ground.&lt;br /&gt;
====[[Glossary]]==== What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&lt;br /&gt;
====[[Monthly Topic Rotation]]==== Read before posting on the forums.  &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]===== Links to all kind of useful programs.&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux_Page |Linux]]&#039;&#039;&#039; - Mac OSX / NetBSD / Solaris / Linux / Crossplatform information&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=173</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=173"/>
		<updated>2006-09-27T18:23:45Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
====[[Read Me First]]==== Answers to questions often asked by newcomers. Everyone should read this first.&lt;br /&gt;
====[[FAQ]]==== Has it been asked before? &lt;br /&gt;
====[[Using_Spring|Playing Spring]]==== How to play the game. Controls, issuing orders, and related topics.&lt;br /&gt;
====[[Spring Maps]]==== All about maps and where to get them.&lt;br /&gt;
====[[Mods]]==== Games that use the Spring engine.&lt;br /&gt;
====[[AIs]]==== Skirmish AIs, Helper AIs, Single player heaven.&lt;br /&gt;
====[[Strategy and Tactics]]==== Basic ideas how to stand your ground.&lt;br /&gt;
====[[Glossary]]==== What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&lt;br /&gt;
====[[Monthly Topic Rotation]]==== Read before posting on the forums.  &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]===== Links to all kind of useful programs.&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux_Page |Linux]]&#039;&#039;&#039; - Mac OSX / NetBSD / Solaris / Linux / Crossplatform information&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Clans/XHC&amp;diff=4428</id>
		<title>Clans/XHC</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Clans/XHC&amp;diff=4428"/>
		<updated>2006-09-27T15:35:07Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Members,&#039;&#039;&#039; &lt;br /&gt;
In no particular order...&lt;br /&gt;
&lt;br /&gt;
*[XHC] Guilty Spark.   &#039;&#039;&#039;USA&#039;&#039;&#039;&lt;br /&gt;
*[XHC] DaveTheBrave.   &#039;&#039;&#039;USA&#039;&#039;&#039;&lt;br /&gt;
*[XHC] Wasp.           &#039;&#039;&#039;NZ&#039;&#039;&#039;&lt;br /&gt;
*[XHC] BigSteve.       &#039;&#039;&#039;ENG&#039;&#039;&#039;&lt;br /&gt;
*[XHC] Diggz2k.        &#039;&#039;&#039;USA&#039;&#039;&#039;&lt;br /&gt;
*[XHC] Machio          &#039;&#039;&#039;NL&#039;&#039;&#039;&lt;br /&gt;
*[XHC] Cabbage.        &#039;&#039;&#039;ENG&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Howcome I had to add myself, you jerks!)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who Can join?&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Anyone, however... to become a member you must...&lt;br /&gt;
&lt;br /&gt;
*a) Be Xtremely Handsome&lt;br /&gt;
*b) Be Xtremely Handsome&lt;br /&gt;
*c) Be Xtremely Handsome&lt;br /&gt;
&lt;br /&gt;
being good at spring will help too :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acronym&#039;&#039;&#039; - &lt;br /&gt;
e&#039;&#039;&#039;X&#039;&#039;&#039;tremely &#039;&#039;&#039;H&#039;&#039;&#039;andsome &#039;&#039;&#039;C&#039;&#039;&#039;haps&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039; - &lt;br /&gt;
In 2006 a crack commando unit of the handsomest spring players were wrongly convicted of a comm bombing crime they didnt commit, these players have since  disappeared into the deepest darkest corners of the spring community... today still wanted by the increasinlgly violent and oppressive spring mods, they survive as gamers of fortune! - if you have a porcing problem, and no one else can help... and if you can find them... you can hire the XHC!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Website&#039;&#039;&#039; - &lt;br /&gt;
The Chaps have a new website, created by Wasp! Check it out at http://xhc.lonekiewie.com.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Clans]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Expand_and_Exterminate&amp;diff=23429</id>
		<title>Category:Expand and Exterminate</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Category:Expand_and_Exterminate&amp;diff=23429"/>
		<updated>2006-09-24T01:59:49Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Expand and Exterminate]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Theory_On_Strategy&amp;diff=18338</id>
		<title>Theory On Strategy</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Theory_On_Strategy&amp;diff=18338"/>
		<updated>2006-09-22T16:17:53Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Going advanced at a certain time in a certain game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mostly by Lindir The Green&lt;br /&gt;
&lt;br /&gt;
Feel free to add stuff/rephrase stuff/properly format stuff; if I don&#039;t like it I will just revert it :)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basics of Strategy ==&lt;br /&gt;
&lt;br /&gt;
In real life, strategy is trying to figure out the &amp;quot;rules&amp;quot; of the universe and then using them to accomplish something.  But in a game, the rules are (usually) already known.  So strategy in a game is using those rules to accomplish an objective without a prior learning phase.&lt;br /&gt;
&lt;br /&gt;
In reality, strategy mostly requires observation.&lt;br /&gt;
&lt;br /&gt;
In a game, strategy mostly requires logic and creativity.&lt;br /&gt;
&lt;br /&gt;
In a multiplayer game, the new element of trying to outguess your opponent is added.  The simplest multiplayer game is Rock/Paper/Scissors, which requires no logic or creativity.  It is pure multiplayer strategy.  The only differences between the rock, the paper, and the scissors are that they come in different orders in your mind.  So if you are playing an opponent that you have a low oppinion of, you usually use paper.  But if you are playing an opponent that you have a slightly higher opinion of, you usually use scissors.  And so on.&lt;br /&gt;
&lt;br /&gt;
The only way to predict what your opponent is going to use is to try to guess what your opponent thinks you are going to use, based on how smart you think that your opponent thinks that you are.&lt;br /&gt;
&lt;br /&gt;
Almost every multiplayer strategy game involves figuring out what your opponent is going to do, and then reacting accordingly.&lt;br /&gt;
&lt;br /&gt;
The multiplayer game that requires no multiplayer strategy is Tic-Tac-Toe.  If you logically think about the game for 10 minutes, you will become unbeatable. The game will turn into a stalemate as no creativity or effort is required with so few effective choices.&lt;br /&gt;
&lt;br /&gt;
Most multiplayer card and board games are a cross between &amp;quot;normal&amp;quot; strategy and &amp;quot;multiplayer&amp;quot; strategy.  But if you completely understand the game (like some chess masters, and me at Euchre) the game for you becomes &#039;&#039;&#039;only&#039;&#039;&#039; &amp;quot;multiplayer&amp;quot; strategic.&lt;br /&gt;
&lt;br /&gt;
But some multiplayer board games also require diplomacy, which is just using social skills to your advantage.&lt;br /&gt;
&lt;br /&gt;
Magic the Gathering requires insane amounts of &amp;quot;normal&amp;quot; strategy, moderate amounts of diplomacy, and significant &amp;quot;multiplayer&amp;quot; strategy, though this value seems to increase with an increase in the number of participants.&lt;br /&gt;
&lt;br /&gt;
Roleplaying games are very different from other games.  They require creativity above all, with some &amp;quot;normal&amp;quot; strategy if the players are competitive. Multiplayer strategy enters in at the most impossible moments, and the rules theoretically can change at any time. But, since there are many different games and many different DMs, there are many exceptions to these tentative rules.&lt;br /&gt;
&lt;br /&gt;
== Strategy in Video Gmes ==&lt;br /&gt;
&lt;br /&gt;
In video games, the rules are much much more complicated, and in non-turned based games, the elements of reflexes and hand-eye coordination are added to the brew. This complexity of rules is, of course, secondary only to the complexity in some roleplaying games.&lt;br /&gt;
&lt;br /&gt;
I think that even the most hard c0r3 action games have more strategic depth than any board game, because of their extreme complexity.  I would estimate Jazz Jackrabbit (my first computer game) to be at least 20x more complex than the nerdiest military combat board game.&lt;br /&gt;
&lt;br /&gt;
Conter Strike is probably around 500x more complex.&lt;br /&gt;
&lt;br /&gt;
The reason most people don&#039;t think that action games are strategic is because the strategy is &amp;quot;diluted&amp;quot; by action, a common myth. Action simply places strategy in a time-limited frame.&lt;br /&gt;
&lt;br /&gt;
Most video games, even if all the rules are known, require lots of observation to figure out how they all interact.&lt;br /&gt;
&lt;br /&gt;
But once you figure out (or are told by a walkthrough), the game stop requiring any &amp;quot;normal&amp;quot; strategy, and become pure hand eye coordination and reflxes.  But that level of understanding would only be possible by a computer program.&lt;br /&gt;
&lt;br /&gt;
Multiplayer video games are often really just extremely complex games of r/p/s, but with significant differences between the different choices.  The realism of the games makes it easier to figure out how the r/p/s arrangements work; it is easier to remember that early anti-air defense beats an early air raid thant it is to remember that if a construction unit builds a certain type of building, that building will make the fast units from a certain type of building less effective.&lt;br /&gt;
&lt;br /&gt;
== The RTS ==&lt;br /&gt;
&lt;br /&gt;
The Real Time Strategy game is IMHO the greatest video game genre ever, because a (good) RTS is so intellectually stimulating.  Someone playing a good RTS is trying to come up with good unit combos, trying to figure out what the enemy is doing, trying to figure out how to best counter what the enemy is doing, trying to keep  track of all units and how the overall battle is going, and looking out for emergency situations that require immediate attention.  The winner has the best combination of:&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Normal&amp;quot; Strategy&lt;br /&gt;
*&amp;quot;Multiplayer&amp;quot; Strategy&lt;br /&gt;
*Diplomacy&lt;br /&gt;
*H/E coordination&lt;br /&gt;
*Reflexes&lt;br /&gt;
*Multitasking skillz&lt;br /&gt;
&lt;br /&gt;
But, like all games with static rules, once the rules are theoretically perfectly analysed, all &amp;quot;Normal&amp;quot; strategy disapears.&lt;br /&gt;
&lt;br /&gt;
However, since the rules are so complex, and there are almost infinite combinations of units, maps, and starting resources, it is impossible for a human to perfectly analyse an RTS.  But, fortunately, Humans are very good at abstractly coming up with generalizations, that often carry over from the real world.  For example, for a human, it is common sense that tanks are good against  standard infantry, buildings, and on plains.  We shouldn&#039;t even have to analyse the game to figure that out.&lt;br /&gt;
&lt;br /&gt;
== Micro in an RTS ==&lt;br /&gt;
&lt;br /&gt;
Micromanagement is probably the single most fought over subject in an RTS.  Starcraft players like a lot of it, TA players like less of it.  But in the end, it all boils down a few simple concepts.&lt;br /&gt;
&lt;br /&gt;
The more things you can pay attention to, the more skill you have at multitasking.  And so the more micromanagement in a game, the higher the gap between the skillful multitaskers and the non-skillful multitaskers&lt;br /&gt;
&lt;br /&gt;
There are two different types of micromanagement in real-time strategy games: &amp;quot;tactical&amp;quot; and &amp;quot;pointless&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tactical&amp;quot; micromanagement is comprised of small scale activities and maneuvers, sometimes of a r/p/s nature.  Deciding which unit should attack which and where each unit should move, for optimal enemy destruction.  It involves split second assesments of the situation, and out guessing your opponent.  According to general opinion, &amp;quot;tactical&amp;quot; micromanagement in a game is a good component of balanced play.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pointless&amp;quot; micromanagement consists of the multitude of little tasks that require little to no intellect or forethought to pull off.  Clicking 100 checkboxes requires manual skill to do quickly, but doesn&#039;t require any &amp;quot;strategy.&amp;quot;  Telling every unit to attack a single unit for increased efficiency requires valuble brain time, which skilled multitaskers have more of, but doesn&#039;t really add strategic depth to the game.  Telling all of your hawks to go forwards and backwards and forward and backwards requires a lot of thinking, but really doesn&#039;t add &#039;&#039;&#039;anything&#039;&#039;&#039; to the strategy of a game.  Starcraft is filled with &amp;quot;Pointless&amp;quot; micromanagement.  Logically, an RTS should try to minimise &amp;quot;pointless&amp;quot; micromanagement for a better overall play experience.&lt;br /&gt;
&lt;br /&gt;
Side Note:  It seems like Supreme Commander will severely reduce both types of micro, which is IMO not very good.&lt;br /&gt;
&lt;br /&gt;
== Balance in an RTS ==&lt;br /&gt;
&lt;br /&gt;
In an RTS, there are an almost infinite number of possible situations, and possible strategies.  Balancing the RTS is the act of trying to get all of those strategies to work together and create the best game.&lt;br /&gt;
&lt;br /&gt;
Every strategy has several characteristics:&lt;br /&gt;
&lt;br /&gt;
*the strategies that it performs well against.&lt;br /&gt;
*the strategies that it performs poorly against.&lt;br /&gt;
*the difficulty of pulling it off.&lt;br /&gt;
&lt;br /&gt;
For anybody to ever use that strategy, there must be some strategy that it performs well against.  And the strategy that it performs well against must also be feasable, which means that &#039;&#039;&#039;that&#039;&#039;&#039; strategy must perform well against a different strategy.  But to prevent a strategy from being overpowering, it must perform poorly against some other strategy.&lt;br /&gt;
&lt;br /&gt;
As long as there are several strategies that fit the above in an RTS, the RTS should hold together.&lt;br /&gt;
&lt;br /&gt;
But to make an even better RTS, you must pay attention to the difficulty of each strategy.  The difficulty of the strategy is almost the same as the amount of micromanagement required to use it.&lt;br /&gt;
&lt;br /&gt;
Some RTSs have all of the best strategies be the most difficult, and some are the other way around.  But as long as a particular strategy is good against another particular feasable strategy, it will probably be utilized at some point, even if it is extremely difficult to pull off.&lt;br /&gt;
&lt;br /&gt;
The learning curve of an RTS is determined by:&lt;br /&gt;
&lt;br /&gt;
*the GUI.&lt;br /&gt;
*how effective the most difficult strategies are.&lt;br /&gt;
*the strategic complexity.  That is, how many feasable strategies are there?&lt;br /&gt;
&lt;br /&gt;
For somebody who completely understands a RTS, the more strategic complexity there is in that game, the more fun it is.  But for somebody who does not completely understand how every single strategy fits together (like most of us), more strategic complexity just means less comprehension of what&#039;s happening, which usually means less fun.  Unless of course you enjoy being confused.&lt;br /&gt;
&lt;br /&gt;
That is why realism, or pseudorealism, is important in a RTS:  To give players an intuitive understanding of how the RTS fits together.  It is much easier to understand that some anti-air is useful to carry with the assault force as defense agains air raids than it is to understand that unit A should be grouped with unit B, C, D, G, J , and L when they are doing actions 1, 2, 3, 3, 2, 2, 4 respectively to prevent against trouble caused by the enemy utilizing units H, I, and N.&lt;br /&gt;
&lt;br /&gt;
Here are examples strategies and how they fit together in my favorite RTS ever:  Total Annihilation.&lt;br /&gt;
&lt;br /&gt;
=== Porcing ===&lt;br /&gt;
&lt;br /&gt;
*Good against:  Attacking with units which happen to lose to the defenses.&lt;br /&gt;
*Bad against:  Expansion.&lt;br /&gt;
*Difficulty:  Very low.&lt;br /&gt;
&lt;br /&gt;
In TA, porcing is not really a viable strategy.  Sorry to shatter reality as you know it.&lt;br /&gt;
&lt;br /&gt;
Porcing isn&#039;t a very good strategy in any current RTS, because if it were then nobody would do anything else.  Unless there were a single strategy that worked really well against porcing but really horribly against anything else.  But I can&#039;t think of anything like that, that would still retain some pseudorealism.&lt;br /&gt;
&lt;br /&gt;
=== Going advanced at a certain time in a certain game ===&lt;br /&gt;
&lt;br /&gt;
*Good against:  Being defensive at between this certain time and the certain time when the player has made the jump to advanced.&lt;br /&gt;
*Bad against:  Being aggressive at between this certain time and the certain time when the player has made the jump to advanced.&lt;br /&gt;
*Difficulty:  On the low end.&lt;br /&gt;
&lt;br /&gt;
Yes, I am using the word strategy extremely loosly, it really sorta means &amp;quot;decisions&amp;quot; or something.  But I&#039;m gonna keep calling it strategy.&lt;br /&gt;
&lt;br /&gt;
more later...  I have to analyse a few more strategies&lt;br /&gt;
[[category:Strategy]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Modweb_Generator&amp;diff=14669</id>
		<title>Modweb Generator</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Modweb_Generator&amp;diff=14669"/>
		<updated>2006-09-22T16:14:57Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Modweb Generator is a set of PHP scripts created by [[User:Maelstrom|Maelstrom]] to easily create statistics pages for each unit and weapon in a mod.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
To create a &#039;Modweb&#039; for your mod, follow these instructions&lt;br /&gt;
# Download the current version of the Modweb scripts from the forum thread. A link is down the bottom of this page.&lt;br /&gt;
# Unzip the Modweb generator into a directory on your webserver.&lt;br /&gt;
# Unzip the whole contents of your mod into the &#039;&#039;&#039;mod/&#039;&#039;&#039; directory of the Modweb.&lt;br /&gt;
# Run &#039;&#039;&#039;index.php&#039;&#039;&#039; through your web browser of choice, and select the relevant options from the menu.&lt;br /&gt;
# Copy the contents of the &#039;&#039;&#039;output/&#039;&#039;&#039; folder to the desired location&lt;br /&gt;
# Your done!&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
* [http://ta-aa.sourceforge.net/modweb/ AA&#039;s Technical Unit Guide], using excelent custom templates.&lt;br /&gt;
* [http://taspring.clan-sy.com/warcows/XTAv6/ XTA Modweb]. A bit outdated, but still there.&lt;br /&gt;
* [http://www.ta-spring.com/mods/xectvsmynn/unitguide/ Xect vs. Mynn Modweb]. Used an old version of the Modweb.&lt;br /&gt;
* Please add yours to the list if its not here!&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
&lt;br /&gt;
[http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3842 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
[[category:Mod Development]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Missile_Tower&amp;diff=14331</id>
		<title>Missile Tower</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Missile_Tower&amp;diff=14331"/>
		<updated>2006-09-22T16:14:40Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Missile Towers are light defense structures made for destroying aircraft. Their advantages over an [[LLT]] are that they have a longer range and do not consume energy, and are homing. However, they have much less health and do not shoot as quickly, so they should not be used as your main defensive structure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:armrl.jpg|Arm Missile Tower]][[Image:corrl.jpg|Core Missile Tower]]&lt;br /&gt;
&lt;br /&gt;
[[category:Units]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LLT&amp;diff=10295</id>
		<title>LLT</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=LLT&amp;diff=10295"/>
		<updated>2006-09-22T16:12:30Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These laser towers are the earliest you can build in game without advancing to Tech Level 1. They can briefly hold off an attacking enemy, and can be built by the [[Commander]], making them the only structural defense available early in the game. They are best used two or three at a time where they can concentrate their fire on bottlenecks, or points where the enemy can only move one or two units through at a time. Their range, however, is easily negated by a [[Missile KBot|missile KBot]] or [[Missile Vehicle|missile truck]]. These units can destroy LLT&#039;s without much damage to themselves. This makes it rather important to back them up with something heavier or with a larger range than itself, such as a [[Missile Tower|missile turret]], if you plan on keeping it as a permanent base defense.&lt;br /&gt;
&lt;br /&gt;
[[Image:llt_pics.JPG|you need broadband]]&lt;br /&gt;
[[category:Units]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Flack_Cannon&amp;diff=7551</id>
		<title>Flack Cannon</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Flack_Cannon&amp;diff=7551"/>
		<updated>2006-09-19T14:53:30Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: Flack Cannon moved to Flak Cannon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Flak Cannon]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Flak_Cannon&amp;diff=7554</id>
		<title>Flak Cannon</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Flak_Cannon&amp;diff=7554"/>
		<updated>2006-09-19T02:53:35Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flak cannon are the main defense against air, other than fighters. It only takes a couple of these to wipe out a group of air units. They can fire at ground units, but are very ineffective and need to be backed up with traditional defense and units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arm: Flakker&lt;br /&gt;
[[Image:armflak.jpg|Flakker]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Core: Cobra&lt;br /&gt;
[[Image:corflak.jpg|Cobra]]&lt;br /&gt;
[[category:Units]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Classic_Pincer&amp;diff=4451</id>
		<title>Classic Pincer</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Classic_Pincer&amp;diff=4451"/>
		<updated>2006-09-19T02:49:01Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The classic pincer is precisely what it sounds like, the very common tactic of taking two groups and catching your foe between them. It has the disadvantage of diluting your strength by splitting your units, counterbalanced against the fact that an assault from both sides will be considerably harder to react to effectively.&lt;br /&gt;
&lt;br /&gt;
Best used when you already have a small numeric advantage and can successfully hide your units as they approach.&lt;br /&gt;
[[category:Strategy]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3823</id>
		<title>CEG-OldInfo</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3823"/>
		<updated>2006-09-19T00:08:31Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Explosion script examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom explosion generators ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
Custom explosions are small explosion scripts read from gamedata/explosions/*.tdf.&lt;br /&gt;
The explosion script specifies which particles/projectiles have to be created when the explosion happens, and their initial properties (position,speed,...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosion script definition ===&lt;br /&gt;
&lt;br /&gt;
The explosion script directly specifies which C++ projectile classes have to be created, and also which properties the projectiles should have. &lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [ExplosionScriptName]&lt;br /&gt;
 {&lt;br /&gt;
 	[projectile scriptname] // this specifies the class of the projectile&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60; // These codes are explained below&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		underwater=0; // should this projectile be created when underwater?&lt;br /&gt;
 		air=0;   // should this projectile be created when in air?&lt;br /&gt;
 		water=1; // should this projectile be created on water?&lt;br /&gt;
 		ground=1; // should this projectile be created when on ground?&lt;br /&gt;
 		count=10; // number of projectiles of this type&lt;br /&gt;
 	}&lt;br /&gt;
 .. other projectiles types can follow here ..&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defaults for air/underwater/ground/water are zero.&lt;br /&gt;
Default of count is 1.&lt;br /&gt;
&lt;br /&gt;
=== Projectile properties ===&lt;br /&gt;
&lt;br /&gt;
To begin, you should run &lt;br /&gt;
 spring /p      (or &amp;quot;spring -p&amp;quot; on linux) &lt;br /&gt;
to let spring export &amp;quot;projectiles.txt&amp;quot;, which contains all the classes you can use in an explosion script. At the time of writing, this would contain [[projectiles.txt]]&lt;br /&gt;
&lt;br /&gt;
The items listed in &amp;quot;properties&amp;quot; are directly mapped to the class properties in projectiles.txt&lt;br /&gt;
The properties are specified with a bit of a cryptic syntax. You can use extra commands in them (r,d,i). For example this:&lt;br /&gt;
&lt;br /&gt;
 pos = -30 r60, r30, -30 r60; &lt;br /&gt;
&lt;br /&gt;
The x coordinate (specified with -30 r60) will be:  &lt;br /&gt;
 x = -30 + (Random value between 0 and 60);&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
 rX: add a number  between 0 and X&lt;br /&gt;
 iX: multiply the projectile index with X and add it. See the example for this below.&lt;br /&gt;
 dX: multiply the damage with X and add it.&lt;br /&gt;
&lt;br /&gt;
== Explosion script examples ==&lt;br /&gt;
&lt;br /&gt;
This is an example of a script that makes 10 smoke projectiles (yeah they should have been called particles, but they are handled by spring using the projectile system)&lt;br /&gt;
&lt;br /&gt;
  [ARM_HLT_Expl]&lt;br /&gt;
  {&lt;br /&gt;
  	[smoke]&lt;br /&gt;
  	{&lt;br /&gt;
  		[properties]&lt;br /&gt;
  		{&lt;br /&gt;
  			ageSpeed=0.04; // age increase per frame, when age &amp;gt;= 1  the particle is destroyed&lt;br /&gt;
  			size = 40;&lt;br /&gt;
  			sizeGrowth = -2;&lt;br /&gt;
  			pos = -30 r60, r30, -30 r60;&lt;br /&gt;
  			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
  		}&lt;br /&gt;
  		water=1;&lt;br /&gt;
  		ground=1;&lt;br /&gt;
  		count=10;&lt;br /&gt;
  	}&lt;br /&gt;
  }&lt;br /&gt;
 &lt;br /&gt;
This particular script would be linked to with &amp;quot;explosiongenerator=custom:ARM_HLT_Expl;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here is an example that uses the index (i) command in the properties:&lt;br /&gt;
&lt;br /&gt;
 [heatcloud]&lt;br /&gt;
 {&lt;br /&gt;
 	[properties]&lt;br /&gt;
 	{&lt;br /&gt;
 		pos = 0, i20, 0;&lt;br /&gt;
 		heat = 10;&lt;br /&gt;
 		maxheat=10;&lt;br /&gt;
 		heatFalloff=1;&lt;br /&gt;
 		size = 30;&lt;br /&gt;
 	}&lt;br /&gt;
 	ground=1;&lt;br /&gt;
 	count=10;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This script creates a tower of heatcloud projectile. The first projectile gets y=0, the second y=20, y=40, y=60, .. and finally y=180&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to link a custom explosion to a weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon definitions needs to have this in it:&lt;br /&gt;
 explosiongenerator = custom:ExplosionScriptName;&lt;br /&gt;
&lt;br /&gt;
The explosion definition for ExplosionScriptName would be one of the TDF files in gamedata/explosions/&lt;br /&gt;
&lt;br /&gt;
You can also link the weapons for self-destruct and normal destruct to an explosion script.&lt;br /&gt;
&lt;br /&gt;
=== Adding ground flashes ===&lt;br /&gt;
&lt;br /&gt;
The ground flash is currently not an actual projectile, so it&#039;s specified in a different way:&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
      .. projectiles definitions ..&lt;br /&gt;
&lt;br /&gt;
 	[groundflash]&lt;br /&gt;
 	{&lt;br /&gt;
 		flashSize = 100;   // flash size&lt;br /&gt;
 		flashAlpha = 1;    // initial alpha of the flash&lt;br /&gt;
 		circleGrowth = 60; // size increase/frame&lt;br /&gt;
 		circleAlpha = 1;   // initial alpha of the ring&lt;br /&gt;
 		ttl = 10;          // number of frames&lt;br /&gt;
 		color = 0,0,1;    // color RGB&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Doodles&amp;diff=2741</id>
		<title>Balanced Annihilation:Doodles</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Doodles&amp;diff=2741"/>
		<updated>2006-09-18T19:05:47Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Map Doodles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Map Doodles==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hold the ` or \ key to draw on the screen with the mouse. This is the main gameplay screen, not the minimap. Only you and your allies can see these marks. Use this tool to mark out territory or warn of impending attacks, or mark enemy bases or play tic-tac-toe before the game. Good teams will use this frequently mark out attack patterns and enemy weak points. Be creative; do not be annoying. Drawing select portions of human anatomy on the map becomes very stupid very quickly.&lt;br /&gt;
&lt;br /&gt;
Hold ` or \ while pressing the left mouse button (MOUSE1) to draw a line.&lt;br /&gt;
&lt;br /&gt;
Hold ` or \ and double left click, then type a label then press ENTER to add a labelled point. This also causes a minimap ping and chat message notification.&lt;br /&gt;
&lt;br /&gt;
Hold ` or \ while clicking the middle mouse button (MOUSE3/Scrollwheel Button)  to add an empty point. This also causes a minimap ping and chat message notification.&lt;br /&gt;
&lt;br /&gt;
Hold ` or \ and clicking the right mouse button (MOUSE2) will erase lines or points.&lt;br /&gt;
&lt;br /&gt;
Note: On some keyboards, the ` is replaced with Ã‚Â§, and it is also known as the ~ or tilde key.  Usually this is the key between the Tab and Esc keys in the upper left corner of the keyboard.  It can also be changed within the &amp;quot;uikeys.txt&amp;quot; file.&lt;br /&gt;
&lt;br /&gt;
On azerty keyboards, * and ÃƒÂ¹ (near return) work, although ~ does not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Custom_Keys&amp;diff=2727</id>
		<title>Balanced Annihilation:Custom Keys</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Custom_Keys&amp;diff=2727"/>
		<updated>2006-09-18T19:05:38Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Selection keys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Customizing keyboard shortcuts ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are several categories of keys in Spring that can be customized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unit Action Keys===&lt;br /&gt;
&lt;br /&gt;
These are keys that control unit actions. They&#039;re all listed [[Using Spring#Commands and Defaults and Hotkeys|above]] and in the [http://taspring.clan-sy.com/wiki/Readme#Key_assignments Key Assignments] section of the README. The README can also be found in the docs folder of your Spring installation.&lt;br /&gt;
&lt;br /&gt;
These keys are hardcoded and cannot be changed. While a unit is selected, &#039;A&#039; will always issue an attack order and &#039;M&#039; will always issue a move order. You can still bind the key to something else in uikeys.txt or the Selection Keys Editor, but your binding will only work when you don&#039;t have any units selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===User Interface keys===&lt;br /&gt;
&lt;br /&gt;
{{Uikeys_Commands}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many key bindings related to the user interface can be edited through the &#039;&#039;&#039;uikeys.txt&#039;&#039;&#039; file found in Spring folder. You should be able to work out the format by skimming it, it&#039;s fairly simple. Key bindings load upon game start, and can&#039;t be changed in middle of the game.&lt;br /&gt;
&lt;br /&gt;
A few keys related to the UI can&#039;t be changed:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- Mouse button functions.&lt;br /&gt;
&lt;br /&gt;
- Behaviour of shift/control&lt;br /&gt;
&lt;br /&gt;
- Behaviour of shift/control + Middle mouse button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The correct way to bind keys is to put single-quotes around letter keys, like this:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;bind &#039;x&#039; mouse3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can also comment out any bind to quickly disable it by putting &amp;quot;//&amp;quot; before it:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;//bind home increaseViewRadius&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Function keys and some other keys don&#039;t need single quotes. They&#039;re listed in the &amp;quot;Special Bindable Keys&amp;quot; list, below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: center; background-color: white;&amp;quot;&lt;br /&gt;
|Special Bindable Keys:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Function&#039;&#039;&#039;&lt;br /&gt;
* Home&lt;br /&gt;
* End&lt;br /&gt;
* insert&lt;br /&gt;
* delete&lt;br /&gt;
* space&lt;br /&gt;
* f1-f12&lt;br /&gt;
* esc &lt;br /&gt;
* `&lt;br /&gt;
* Ã‚Â§&lt;br /&gt;
* enter&lt;br /&gt;
* backspace&lt;br /&gt;
* pause&lt;br /&gt;
* pageup&lt;br /&gt;
* pagedown&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Modifiers&#039;&#039;&#039;&lt;br /&gt;
* ctrl&lt;br /&gt;
* Shift&lt;br /&gt;
&#039;&#039;&#039;Arrow&#039;&#039;&#039;&lt;br /&gt;
* Up&lt;br /&gt;
* Down&lt;br /&gt;
* Left&lt;br /&gt;
* Rigth&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Selection keys===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the best part, and is already covered [[Using Spring#The Selection Editor|earlier]] in this document.&lt;br /&gt;
&lt;br /&gt;
Im sure you do remember Control+C key. Or Control+Z.&lt;br /&gt;
&lt;br /&gt;
Well these keys, as all that are related to &amp;quot;selected units&amp;quot; are now fully editable.&lt;br /&gt;
&lt;br /&gt;
i.e. You can map a key to do the same as Control+C BUT without the &amp;quot;center on commander&amp;quot; part.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This offers tremendous flexibility and enhaces control and gameplay to pro levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Look at [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2190 this thread] to learn more on editing these selection keys through selectioneditor.exe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Chat&amp;diff=2669</id>
		<title>Balanced Annihilation:Chat</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Chat&amp;diff=2669"/>
		<updated>2006-09-18T19:05:27Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Cheat Codes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Chat, Cheats, and Text Commands==&lt;br /&gt;
&lt;br /&gt;
Pressing ENTER will bring up a &amp;quot;say:&amp;quot; prompt which you can use to communicate with other players or issue &amp;quot;Text Commands&amp;quot;.  To send a message to all who are connected, type your message and press ENTER.  To send a message only to your allies, preface your message with &amp;quot;a:&amp;quot;.  To send a message to any spectators, type &amp;quot;s:&amp;quot; then your message and press ENTER.  To enter a Text Command, simply type the command and press ENTER.&lt;br /&gt;
&lt;br /&gt;
===Basic Text Commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;th&amp;gt;Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.info&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you what colour each player is, its CPU usage percentage and their ping delay in the bottom right corner of the screen. This is on by default.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.clock&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Shows you the elapsed game time in minutes and seconds in the bottom right corner of the screen. This is on by default.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.take&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Places all allied units that are owned by players who have lost connection to the server under your control. It is generally considered polite to consult with any still-connected allies before doing this. In a Commander Dies, Game Ends game, a player only loses once they have lost &#039;&#039;all&#039;&#039; their Commanders, and this mechanism will give them a second one.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setmaxspeed #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the maximum speed multiplier (default is 3.0)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.setminspeed #&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Changes the minimum speed multiplier (default is 0.3)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cheat Codes=== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Cheat Command&amp;lt;/th&amp;gt;&amp;lt;th&amp;gt;Effect&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;&#039;&#039;&#039;.cheat&#039;&#039;&#039;&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&#039;&#039;&#039;enable cheats - Cheats don&#039;t work in multiplayer until the host types this&#039;&#039;&#039;&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.nocost&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Insta-build; everything is built immediatly. (doesn&#039;t work on things already under construction, only on new ones)&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.spectator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Allows you to see the entire map... but you lose control of your units&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.team 0, .team 1, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Change player&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;tr&amp;gt;&lt;br /&gt;
  &amp;lt;td&amp;gt;.give ARMCOM, .give 10 CORKROG, .give all, etc.&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Place 1 or specified number of specified unit.  Valid units are the internal names of units as specified in the unit definition. Use the &amp;quot;all&amp;quot; switch to get ALL the units in the current mod.&amp;lt;/td&amp;gt;&lt;br /&gt;
 &amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Using_Selections&amp;diff=2796</id>
		<title>Balanced Annihilation:Using Selections</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Using_Selections&amp;diff=2796"/>
		<updated>2006-09-18T19:05:15Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Advanced Unit Groups with GroupAIs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Selection Editor===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SelectionEditor.exe&#039;&#039;&#039; is a program installed in your install directory, which is used for editing your &#039;&#039;&#039;selectkeys.txt&#039;&#039;&#039; configuration file, allowing you to make your own shortcut keys for selecting/filtering selection.&lt;br /&gt;
&lt;br /&gt;
This [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2190 Forum Thread] has some good documentation about using the selection editor.&lt;br /&gt;
&lt;br /&gt;
===Default Selection Controls===&lt;br /&gt;
&lt;br /&gt;
Most of these controls can be customized in the selection editor.&lt;br /&gt;
&lt;br /&gt;
====Selecting/Deselecting Units====&lt;br /&gt;
Unless you have issued a pending command(see [[#Left Mouse Control (Mouse 1)|Left Mouse Control (Mouse 1)]]), left-clicking(Mouse Button 1) a unit will clear the current selection and select the left-clicked unit, if a spot with no valid selection is clicked(empty space, ground, unowned units), the current selection will be cleared. Left-clicking and dragging will draw a box, any units within this box will be selected when you release the mouse button.&lt;br /&gt;
&lt;br /&gt;
Shift+Left-clicking(including dragging a select box), unless you have a pending command, will add units to the current selection.&lt;br /&gt;
&lt;br /&gt;
CTRL+Left-clicking (including dragging a select box), unless you have a pending command, will toggle selection. Units in the selection will be removed from it, units not in the selection will be added to it.&lt;br /&gt;
&lt;br /&gt;
Double-left-clicking a unit that&#039;s not in a group will select all visible (camera bounds) units of the clicked type. Shift+Double-left-clicking will add all units of the double-clicked unit&#039;s type to the current selection.&lt;br /&gt;
&lt;br /&gt;
CTRL+Z is a shortcut to select all owned units of the current selected type.  For example, if a peewee and a brawler are selected, all peewees and brawlers will be selected.&lt;br /&gt;
&lt;br /&gt;
CTRL+A is a shortcut (which can be eddited in Selection Editor) to select all owned units.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;quot;Tooltips&amp;quot; are displayed in the bottom left of the current interface. If units are selected, this information is the sum of all information about all units in the selection. If you select a bank of 5 solar collectors, it will show the total health of all those units and the total energy they&#039;re producing. If you move the mouse over a &amp;quot;build-pic&amp;quot; in a list of units that can be built, it will show you the costs and stats associated with the unit represented by the &amp;quot;build-pic&amp;quot;. If you have no selection, the tooltip will show information about what your mouse is over at that time. If your mouse is over a unit, it will show stats for that unit. Otherwise it will show information about the terrain.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:CommanderTooltip.png|thumb|120px|Commander Selected]]&lt;br /&gt;
[[Image:TerrainTooltip.png|thumb|120px|Terrain Hover (No Units Selected)]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:BuildMexTooltip.png|thumb|120px|Metal Extractor Buildpic Hover]]&lt;br /&gt;
[[Image:RepairTooltip.png|thumb|120px|Repair Command Hover]]&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Image:PeeweeGroupTooltip.png|frame|center|Group of units Selected]]&lt;br /&gt;
&lt;br /&gt;
====Basic Unit Groups====&lt;br /&gt;
&lt;br /&gt;
Spring supports assigning units to numbered groups. You can assign the currently selected units to a numbered group with CTRL+# (where # is a number key) which will put that number(#) above all selected units, then later, you can quickly select just these units by pressing that #, or add them to the current selection with SHIFT+#.&lt;br /&gt;
&lt;br /&gt;
If a factory is set to a group, all units built by this factory will also be automatically assigned to this group. This is not a good idea with combat units unless you ungroup the factory before sending the units into battle, as it can prevent you from assigning certain orders, and result in newly-produced units doing stupid things.&lt;br /&gt;
&lt;br /&gt;
Units can only be in one group at a time, so assigning a new group number to a unit will remove it from its current group.&lt;br /&gt;
&lt;br /&gt;
Assigning a unit to a group overides normal double-clicking behaviour. If you double-click a member of a group, all units in the same group will be selected.&lt;br /&gt;
&lt;br /&gt;
Also note that when you CTRL+# a group of units the old group with that number will no longer exist. If you intend to add aditional units to a group, you must first SHIFT+# the current members and then add (by holding SHIFT) the additional units to the selection group and the use CTRL+# to re-assign all the units to that group. A shortcut for this is holding down both SHIFT and CTRL and pressing a number(#) to add the current selection to that group, and select the entirety of that new group.&lt;br /&gt;
&lt;br /&gt;
====Advanced Unit Groups with GroupAIs====&lt;br /&gt;
&lt;br /&gt;
It is possible to use more than groups 0-9, but additional groups from 10 and up are controlled by a &amp;quot;Group AI&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
See [[#Select_AI_.28CTRL.2BQ.29|Select AI (CTRL+Q)]] for information on these &amp;quot;Group AIs&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
See [[#Assign/Select_Current_Group (Q)|Assign/Select Current Group (Q)]] to learn how to select these groups and add units to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Giving_Orders&amp;diff=2753</id>
		<title>Balanced Annihilation:Giving Orders</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Giving_Orders&amp;diff=2753"/>
		<updated>2006-09-18T19:05:07Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Wait (W) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Issuing Orders/Building==&lt;br /&gt;
&lt;br /&gt;
====Left Mouse Control (Mouse 1)====&lt;br /&gt;
As covered in [[#Selecting/Deselecting Units|Selecting/Deselecting Units]], left clicking is the primary control for selecting units.  If a pending order is issued using the menu that appears on the left side of the screen or using a Hotkey, the mouse pointer will change to a symbol representing this action.  If there is a pending order and you left click on a valid target for the action the selcted units will perform this action on that target, otherwise the units will &amp;quot;do their best&amp;quot; to perform the action, which could mean just cancelling the Order.&lt;br /&gt;
&lt;br /&gt;
The menu will show all available commands for all selected units, except for wait and self destruct, in the menu. Mousing over a menu item will also display the Tooltip for this item.&lt;br /&gt;
&lt;br /&gt;
====Right Mouse Control (Mouse 2)====&lt;br /&gt;
Right clicking will always give the selected units the default action for the target, if the order is invalid for some members of the group, it may or may not choose a suitable action for those units to perform.&lt;br /&gt;
&lt;br /&gt;
====Queueing Orders====&lt;br /&gt;
&lt;br /&gt;
Holding down SHIFT while giving a unit an order adds that order to its queue. Queueing orders means that you can tell a unit, or a group of units to do multiple tasks, and they will go off and do them in the order they were given without any more input from you. For example, if you you want a Construction Vehicle to build a line of defences around your base, you can select the structure you want, hold shift and click where you want them few times. The construction vehicle will now go and build (or try to build) all of the selected structures while you go and pay attention to other things. You can queue any order, and any number of orders. It would be possible (but not very smart) to order your commander to build a whole base for you while you go off and have lunch!&lt;br /&gt;
&lt;br /&gt;
If you have a unit selected, holding SHIFT will show the unit&#039;s order queue. Green lines indicate movement orders, red lines attack orders, light blue lines patrol orders, dark blue lines Guard orders, and purple lines reclaim orders. Green rectangles will show where you have construction orders queued. If you have a construction unit selected, you&#039;ll see ghosted images of the buildings that unit is going to build inside the green rectangles, linked by green &amp;quot;movement order&amp;quot; lines.&lt;br /&gt;
&lt;br /&gt;
You can remove an order from the order queue by holding shift and repeating the same order. This doesn&#039;t work very well on area or movement type orders but can be useful for cancelling the construction of an un-needed building.&lt;br /&gt;
&lt;br /&gt;
Another use for this is to issue complicated movement orders. Say you want your army to attack your enemy, but you want to attack from the side, where they are their weakest. Just issuing one move command to attack the side of their base would send our units moving THROUGH your enemy&#039;s base to try to get to the side. This is not very good. But if you tell your units to move to a location AWAY from the base and them back towards it, by queuing up two or more move commands, this problem can be successfully avoided. Or you could tell your units to attack certain buildings in a certain order, for instance attack all the outlying metal extracors, and them go for the power plants in the base, they will follow these orders oblivious to anything else, while you go in and attack the other important things.&lt;br /&gt;
&lt;br /&gt;
This is also good for building complicated patrol paths. Note that units given a patrol order will return to their starting point after executing the last patrol order, so queuing up other orders after a patrol order is very pointless.&lt;br /&gt;
&lt;br /&gt;
When you issue a order without holding shift, it clears the unit&#039;s queue and immediately starts it executing that order.&lt;br /&gt;
&lt;br /&gt;
Learning how to use your units&#039; order queues is a vital part of the game.&lt;br /&gt;
&lt;br /&gt;
===Building Buildings===&lt;br /&gt;
When a contruction unit is selected you will see images in it&#039;s command list (menu on the left) representing the buildings that it can build. These are referred to as &amp;quot;buildpics&amp;quot;.  Mousing over a buildpic will make the tooltip show information about the structure or unit.  Clicking on a structure&#039;s buildpic will select it for contruction.  If multiple units are selected, all available structures (and mobile units) will appear in the command list.  Choosing to build a building when you have multiple units selected will usually assign all units to help build those buildings if this is a valid command.&lt;br /&gt;
&lt;br /&gt;
When you build a unit with a non-factory you will need to choose a ground plate for it to be built on (represented by a grid on the map under your cursor).&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; width=&amp;quot;500px&amp;quot; bgcolor=&amp;quot;white&amp;quot; border=&amp;quot;1px&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
If the grid is green, you can build at that location.&lt;br /&gt;
|[[Image:BuildPlateOkay.png]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
If the grid is green with some yellow-green squares in it somewhere, it means the groundplate is blocked by a mobile unit or reclaimable feature.  This situation should be resolved automaticly by the constructing unit.&lt;br /&gt;
|[[Image:BuildPlateResolvable.png]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
If the grid has any red squares in it, this is an invalid build position, the non red squares of the grid represent unobstructed parts of the obstructed grid.&lt;br /&gt;
|[[Image:BuildPlateBad.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Build (select structure then left-click)====&lt;br /&gt;
&lt;br /&gt;
Builds whatever structure selected in the location clicked by moving the builder unit selected there.&lt;br /&gt;
&lt;br /&gt;
====Build Queue (select structure then shift + left-click)====&lt;br /&gt;
&lt;br /&gt;
Puts the build order into your unit&#039;s order queue, just as with any other order.&lt;br /&gt;
&lt;br /&gt;
====Build Line (SHIFT)====&lt;br /&gt;
(select structure then shift + left-hold-drag then release left mouse)&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Adds a straight line of the selected structure into your unit&#039;s build queue starting where you first depressed the leftmouse and ending at the location you release the leftmouse.&lt;br /&gt;
|[[Image:BUILDSHIFT.png|thumb|200px|Shift-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Build Grid Line (SHIFT+CTRL)====&lt;br /&gt;
(select structure then shift+ctrl+left-hold-drag then release left mouse)&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Adds a straight line of the selected structure into your unit&#039;s build queue starting where you first depressed the leftmouse and ending aligned to the location you release. This line, however, will be either vertical or horizontal and aligned to the map&#039;s grid.&lt;br /&gt;
|[[Image:BUILDCTRLSHIFT.png|thumb|200px|Shift-Ctrl-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Build Perimeter (SHIFT+CTRL+ALT)====&lt;br /&gt;
(select structure then shift+ctrl+alt+left-hold-drag then release left mouse)&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Adds an empty square or rectangle box of the selected structures to your unit&#039;s build queue.  The location you first depressed the leftmouse is one corner border and the location you release is the opposing corner.  If you move the mouse straight up your box will look like a grid alligned vertical line.&lt;br /&gt;
|[[Image:BUILDCTRLALTSHIFT.png|thumb|200px|Shift-Ctrl-Alt-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Build Block (SHIFT+ALT)====&lt;br /&gt;
(select structure then shift + alt + left-hold-drag then release left mouse)&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Adds a filled in square or rectangle box of the selected structures to your unit&#039;s build queue.  The location you first depressed the leftmouse is one corner border and the location you release is the opposing corner.  If you move the mouse straigt up your box will look like a grid alligned vertical line.&lt;br /&gt;
|[[Image:BUILDSHIFTALT.png|thumb|200px|Shift-Alt-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Build &amp;quot;Wall&amp;quot; (select structure THEN shift + ctrl + left-click a Unit)====&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Add a wall of the selected structure surrounding the clicked unit to your builders build queue.&lt;br /&gt;
|[[Image:BUILDCTRLSHIFTUNIT.png|thumb|200px|Shift-Ctrl-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Space Build (MOUSE4/Z and MOUSE5/X)====&lt;br /&gt;
(select structure then shift + ctrl + mouse5/mouse4 or z/x)&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
Spring allows you to automatically specify the spacing between buildings for batch (line, perimeter, block, wall) orders. This spacing is set with the z (decrease by one) or x (increase by one) keys. The default spacing is zero, with the buildings pressed right up against each other. Each level of spacing gives you an extra 2x2-sized (LLT-sized for OTA-based mods) space in between each structure on all 4 dimensions. Similarly, each click of the spacing contract button(z) removes that amount of space. You cannot remove spaces when structures are already placed with no spacing between them.&lt;br /&gt;
&lt;br /&gt;
This is most useful when you&#039;re holding down SHIFT+CTRL, SHIFT+ALT, or SHIFT+CTRL+ALT to give a line/perimeter/block order. When doing this, you can actually see the spacing between the structures increase or decrease.&lt;br /&gt;
&lt;br /&gt;
Note: The mapping of this function to Z and X is as of 0.70b1.  As Z and X are used by many players for other units, it&#039;s valuable to note that the key mappings for &amp;quot;mouse4&amp;quot; and &amp;quot;mouse5&amp;quot; can be changed in the &amp;quot;uikeys.txt&amp;quot; file in your spring directory. If you have a 5-button mouse, buttons 4 and 5 are probably the side buttons. Experiment with your mouse to find out where they are on it.&lt;br /&gt;
|[[Image:BUILDCTRLALTSHIFTX.png|thumb|200px|Spaced-Shift-Ctrl-Alt-Build]]&lt;br /&gt;
[[Image:BUILDSHIFTALTX.png|thumb|200px|Spaced-Shift-Alt-Build]]&lt;br /&gt;
[[Image:BUILDCTRLSHIFTX.png|thumb|200px|Spaced-Shift-Ctrl-Build]]&lt;br /&gt;
[[Image:BUILDSHIFTX.png|thumb|200px|Spaced-Shift-Build]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Building Mobile Units (Building with Factories)===&lt;br /&gt;
&lt;br /&gt;
Click on the picture of the unit you want to queue up for building. You can queue up many units this way. A number will appear over the buildpic, showing how many units of that type are in the queue.&lt;br /&gt;
&lt;br /&gt;
Hold SHIFT while clicking a buildpic to order 5 units at one time, hold CTRL while clicking to order 20, hold CTRL+SHIFT while clicking to order 100. Hold ALT while clicking a buildpic to cancel the current construction and starting the constuction of that unit immediately. Right clicking a buildpic will cancel 1,5,20 or 100 orders for that unit using the same SHIFT and/or CTRL modifiers mentioned before. Note that you can use, say, ALT+SHIFT to put five build orders for that unit at the start of the queue.&lt;br /&gt;
&lt;br /&gt;
Assigning a group number to a factory will cause the factory to pass this group number to the units it builds.&lt;br /&gt;
&lt;br /&gt;
You can give factories a Move, Guard, Patrol, or other order and the factory will pass it on to the units it builds. You can use this to choose a better place for new units to go after being built, or to send them straight into construction or a battle without micromanaging them. This includes assigning queued orders (for example: multiple move points to get a unit out of the base in a straight line and then a guard repair order on a specific large unit under construction and then a guard order back on the original factory to increase build speed). You can also issue orders to the unit currently under construction by clicking on it first instead of the factory.&lt;br /&gt;
&lt;br /&gt;
Note that it is currently possible for units to get stuck in factories. Thus, it&#039;s a good idea for the first order to always be a move order that takes the unit directly out of the factory doors.&lt;br /&gt;
&lt;br /&gt;
Construction/Repair units can be assigned to guard a factory to increase the speed of production for each of the units the factory makes. They can also be assigned to Repair the unit currently under construction to just help with its construction.&lt;br /&gt;
&lt;br /&gt;
=== Default Commands and Hotkeys===&lt;br /&gt;
It is assumed that if a unit does not have an ability, it will not be able to perform that action, and will ignore any orders of that type given to a group it&#039;s part of. Priorities have been noted.&lt;br /&gt;
&lt;br /&gt;
====Active State (X)====&lt;br /&gt;
This command toggles the &amp;quot;active state&amp;quot; of a unit, turning it on or off.&lt;br /&gt;
If a unit can be turned off this will usually stop it&#039;s prodution and/or use of energy and/or metal and/or stop it from doing something and/or change it&#039;s stats.&lt;br /&gt;
For example, turning off a radar jamming building would make it stop drawing power and prevent it from jamming radar. Turning off a solar collector would stop it from producing power and cause it to &amp;quot;close up&amp;quot;, increasing it&#039;s armor.&lt;br /&gt;
This behaviour is unit-scriptable so it could technically do anything the designer of the unit wants it to do.&lt;br /&gt;
&lt;br /&gt;
====Attack (A)====&lt;br /&gt;
Orders the unit to attack the target or location. If ordered to attack a unit, the selected unit or building will keep firing at the targeted unit/building until it is dead. If the targeted unit moves out of range, or out of sight, the selected unit will move to follow it and continue to attack it. Note that units are very stupid about this, and will continue to execute this order even if they come under heavy attack.&lt;br /&gt;
&lt;br /&gt;
If ordered to attack ground, the unit will never stop until told to do so by the user. Note that units automatically attack any visible enemy units inside their range, and will pursue them (depending on their [[#Move State|Move State]]) a certain distance before returning to their starting location.&lt;br /&gt;
&lt;br /&gt;
====Capture====&lt;br /&gt;
The unit will move up to the targeted unit or building and attempt to convert it to your team. So if the enemy has built a Geothermal power plant and forgotten to protect it, grab a nearby construction unit and try to capture it! Note that this takes quite a while, and it is not a good idea to try to capture a unit that is shooting at you.  The closer the unit is to 0 health the faster it will be captured.  Be careful to set your Commander&#039;s [[#Fire State|fire state]] to &amp;quot;hold fire&amp;quot; if you are trying to capture a unit with him, as his laser will likely detroy the target before it is captured.&lt;br /&gt;
&lt;br /&gt;
====Cloak (K)====&lt;br /&gt;
Makes a unit inivisble to the enemy&#039;s units. Enemy units will not be able to see a unit while it is cloaked, but will still be able to spot it (and fire at it) if they can see the unit VIA radar. Note that this usually uses an immense amount of energy, uses even more energy when the unit&#039;s moving, and units uncloak for a few seconds when they shoot.  This means that you might want to set the unit to Hold Fire, so the unit doesn&#039;t accidentally reveal itself.  Cloaking a unit also causes atacking units to lose their target lock and move on to a new target, unless they have radar coverage.&lt;br /&gt;
&lt;br /&gt;
====DGun (D)====&lt;br /&gt;
Disintegrator Gun. A weapon used by the Commander. It is a very powerful gun that will kill ANY unit in game. Use it in early game to ward off rushes, or against super units like the Krogoth, or the Goliath. Be careful, as it also destroys your units and buildings at the same time! Uses alot of energy to fire, so make sure you have the required energy before attmpting this.&lt;br /&gt;
&lt;br /&gt;
====Fire State====&lt;br /&gt;
Fire States are fairly simple to work out, and are fairly self explanatory. There are three different states, each with their advantages and disadvantages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Fire at Will :&#039;&#039;&#039; This is the default setting for all new units. It makes units fire at any visible enemy unit within range. It is good for general destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hold Fire :&#039;&#039;&#039; This makes units never fire unless ordered to. Even if they are attacked, they will not do anything. This is good for sneaking units around the back of a base, as they will not draw any attention to themselves, or for units that draw a lot of power when they fire, or which have a long reload time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Return Fire :&#039;&#039;&#039; Units only fire at untis that shoot at them. Again, this is good for sneak attacks, but makes them a little smarter and better at defending themselves.&lt;br /&gt;
&lt;br /&gt;
====Guard (G)====&lt;br /&gt;
The current selection will &amp;quot;guard&amp;quot; the target owned or allied unit.&lt;br /&gt;
&lt;br /&gt;
When a unit is ordered to guard another unit it will:&lt;br /&gt;
&lt;br /&gt;
1) Attempt to follow it&#039;s target anywhere, staying relatively close to it.&lt;br /&gt;
&lt;br /&gt;
2) Defend the target if it becomes threatened and the guard has weapons.&lt;br /&gt;
&lt;br /&gt;
3) Repair if the target if it gets damaged and the guard has repair capabilities.&lt;br /&gt;
&lt;br /&gt;
4) Assist in any construction projects the target is working on if the guard can repair. This also applies to construction units guarding a factory.&lt;br /&gt;
&lt;br /&gt;
5) Repair a unit that has been just resurrected (if capable). But it will not attempt to assist in the actual resurrection, even if the guard can resurrect.&lt;br /&gt;
&lt;br /&gt;
Guard orders &amp;quot;chain&amp;quot;. So if Unit 1 guards Unit 2, Unit 2 guards Unit 3, and Unit 3 is told to build or repair or attack, Units 1 and 2 would also join Unit 3 in doing what it was ordered to do.&lt;br /&gt;
&lt;br /&gt;
====High Trajectory====&lt;br /&gt;
If this option is available, click the button to toggle this state.&lt;br /&gt;
&lt;br /&gt;
A unit with High Trajectory mode enabled will shoot almost vertically, allowing it to shoot over hills as well as other units and masking the direction/source of the shot.&lt;br /&gt;
&lt;br /&gt;
Using this mode reduces accuracy greatly and also the increased distance of the higher trajectory will increase the amount of time a shot will take to reach it&#039;s target.&lt;br /&gt;
&lt;br /&gt;
With some mods, units may gain extra firepower or a larger area of effect when told to use High Trajectory mode.&lt;br /&gt;
&lt;br /&gt;
====Move (M)====&lt;br /&gt;
There are 4 ways to move a group of units in Spring: &lt;br /&gt;
&lt;br /&gt;
1) The usual move to point (works for single units or groups, pretty standard.) &lt;br /&gt;
&lt;br /&gt;
2) Holding down on ctrl while giving a move order issues a &amp;quot;Move in formation&amp;quot; command. In this case, formation means whatever formation or configuration the units were in when they were given the order.&lt;br /&gt;
&lt;br /&gt;
3) Holding down Alt during a move command issues a &amp;quot;Move into a square&amp;quot;. Units will try to move into a nice, organised formation. However, this rarley ever works, as units tend to shove each other out of the way when trying to get into position.&lt;br /&gt;
&lt;br /&gt;
4) Click and drag at the waypoint and it issues a &amp;quot;Move to this line&amp;quot; command. In this case the line can be oriented however the user wants.  The shorter the line the deeper the units will line up. The longer the line, the more the units will be able to line up along with it. If there&#039;s enough units in the group they will form double or even triple lines, which may cause some shoving, as with the &amp;quot;Square Move&amp;quot; command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Certain formation commands might not work on every type of aircraft.&lt;br /&gt;
&lt;br /&gt;
By turning on [[#Repeat|Repeat]], units will move back into formation when shoved out of position. However, this should be used with caution, as it can lead to problems when trying to move units later.&lt;br /&gt;
&lt;br /&gt;
Left-clicking with a unit selected is usually as good as pressing the &amp;quot;M&amp;quot; key if the selected point doesn&#039;t have any objects at that location.&lt;br /&gt;
&lt;br /&gt;
====Move State====&lt;br /&gt;
&lt;br /&gt;
Like [[#Fire State|Fire State]], this controls how the unit will maneuver in response to enemy units. Units set to Hold Position will not move very far from their current position, if they move from it at all. Units set to Maneuver will move a moderate distance from their current position while chasing enemies. Units set to Roam will move however they want to.&lt;br /&gt;
&lt;br /&gt;
Maneuver is usually the most sensible setting here, as Roam leaves you open to a clever enemy pulling your units into heavy defences.&lt;br /&gt;
&lt;br /&gt;
====Patrol (P)====&lt;br /&gt;
&lt;br /&gt;
A unit given a command to patrol will move back and forth between its current position and the taget location.  Holding CTRL when giving a patrol command to a selection with more then one unit will cause the units to move to a location relative the the target point compared to the distance of the unit from the center of the selection.  Holding SHIFT while issueing a series of patrol orders will cause the unit to repeat this command, moving from current location to the targets and &amp;quot;circle around&amp;quot; through the points on the queued path.&lt;br /&gt;
&lt;br /&gt;
When a unit is patroling, it will do whatever it can to &amp;quot;help out&amp;quot; along the path of it&#039;s patrol route. A construction unit will aid in construction projects, a combat unit will engage enemies, etc. How far it will go out of it&#039;s designated route is partially defined by line of sight, radar coverage, [[#Move State|move state]], and [[#Fire State|fire state]].&lt;br /&gt;
&lt;br /&gt;
Examples of Patrol Behaviour:&lt;br /&gt;
&lt;br /&gt;
*If a unit that can repair patrols within range of a damaged (or under contsruction) owned or allied unit, the patrolling unit will repair the damaged unit.&lt;br /&gt;
&lt;br /&gt;
*If a unit that can attack patrols within range of an enemy it will attack the enemy unit.&lt;br /&gt;
&lt;br /&gt;
====Reclaim (E)====&lt;br /&gt;
&lt;br /&gt;
Reclaiming will break down something and give you metal/energy from it. Only certain units (namely, construction units and the Commander) have reclaim capabilities. Wrecks, enemy units, features, and your own units are reclaimable.&lt;br /&gt;
&lt;br /&gt;
Energy and metal will be added to storage when reclaiming process is complete. You must have enough storage space to hold the energy/metal, or you will lose it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Default Behavior:&#039;&#039;&#039; Simply clicking on a feature, a wreck, or an enemy unit with a construction unit will reclaim it by default. Hitting &#039;E&#039; and dragging with the left mouse button issues an area reclaim order, and tells the unit to reclaim any wrecks or features in that area.&lt;br /&gt;
&lt;br /&gt;
Assigning multiple units to reclaim a target will not increase the speed at which the target is reclaimed.&lt;br /&gt;
&lt;br /&gt;
====Repair (R)====&lt;br /&gt;
When repairing a damaged unit, uses a percentage of the metal and energy costs associated with a damaged unit to increase the speed at which a unit regains health. This percentage is set per-mod, and many mods have it set to zero, making repairs free. When repairing a unit that is still being constructed the unit will help build the target, increasing the speed at which the unit is completed but also increasing the rate at which your resources are consumed.&lt;br /&gt;
&lt;br /&gt;
The repair command is cancelled when the target&#039;s health reaches 100%, so if a unit under construction is damaged the repair command will complete the building of the target and then continue to repair until the unit is at full health.&lt;br /&gt;
Valid targets are any damaged units and units currently being constucted.&lt;br /&gt;
&lt;br /&gt;
This is the default command for owned and ally units that are not at full health, including units being constructed by other units and factories, when a construction unit is selected.&lt;br /&gt;
&lt;br /&gt;
The more units that are assigned to repair another unit, the faster the unit will be constructed/restored to full health, but the energy and metal costs will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
====Assign/Select Current Group (Q)====&lt;br /&gt;
This key has a double function.&lt;br /&gt;
&lt;br /&gt;
If you have one unit belonguing to a group selected, when pressing Q it will select all the units that belong to this group.&lt;br /&gt;
&lt;br /&gt;
If several units are selected, and one belongs to any group, then, when pressing Q it will assign ALL the selected units to this group, and after that will select the group.&lt;br /&gt;
&lt;br /&gt;
It works with AI groups as well as user-specified groups.&lt;br /&gt;
&lt;br /&gt;
See [http://taspring.clan-sy.com/wiki/Using_Spring#Default_Selection_Controls Default selection Controls] for more info on groups.&lt;br /&gt;
&lt;br /&gt;
====Repeat====&lt;br /&gt;
&lt;br /&gt;
When turned on, Repeat moves any orders that have been completed to the back of the order queue. For instance, if you tell a unit to more to one side of the base, and then to the other side of the base, it would keep going back and forwards forever, because when it completed the first move command, it would place that command at the back of the queue again. This is useful when building units. If you want a factory to continuously pump out a Samson, then a Flash, then two Stumpy&#039;s, issue the orders, turn on repeat, and watch the units roll out!&lt;br /&gt;
&lt;br /&gt;
Repeat may literally be used with any command set. The power of this command must not be underestimated! For example, it is possible to create a an air transport whose sole purpose is to fly units to the front lines or to another area automatically from the factory:&lt;br /&gt;
&amp;lt;Repeat&amp;gt; Group-Load, Group-Unload&lt;br /&gt;
&lt;br /&gt;
It is possible to create a &amp;quot;repair zone&amp;quot; using Group-Repair and repeat:&lt;br /&gt;
&amp;lt;Repeat&amp;gt; Group-Repair&lt;br /&gt;
&lt;br /&gt;
It is possible to create a &amp;quot;reclaim zone&amp;quot; at the front lines using a nano tower or other construction unit, and repeat:&lt;br /&gt;
&amp;lt;Repeat&amp;gt; Group-Reclaim&lt;br /&gt;
&lt;br /&gt;
It is even possible, to bypass the limitations of the Patrol command using repeat. Units on patrol tend chase down enemies; however, if Repeat is used in conjunction with the standard Move command, you could pontentially set artillery units to go near the enemy front lines, fire several shots, and then come back to a repair zone, only to go back and repeat the cycle!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Restore====&lt;br /&gt;
&lt;br /&gt;
Drag an area of terrain to restore the terrain to it&#039;s original form if it has been &amp;quot;deformed&amp;quot; by explosions or the contruction of a building.&lt;br /&gt;
&lt;br /&gt;
====Resurrect====&lt;br /&gt;
&lt;br /&gt;
In XTA only the Arm F.A.R.K. and the Core necro can use this order. Use this to ressurect dead units. If you see some wreakage on the map from some dead units, select a FARK or Necro and ressurect the dead units to have them fight along side your army. A good way to gain the upper hand later in game is to ressurect your opponent&#039;s army after a battle. This does take a lot of energy and metal(half as much as building the unit originally), and ressurected units will start on 1 health, so are very vunerable.&lt;br /&gt;
&lt;br /&gt;
Ressurect is the default order for corpses from destroyed units, this unfortunately includes wreackage that can&#039;t acctually be resurrected.(Tip: if you cannot tell what unit the wreakage was then most likely you cannot resurrect it)&lt;br /&gt;
&lt;br /&gt;
Dragging this order as an area will cause all selected units to ressurect all valid targets in that area. If multiple units are given a common ressurect order, the target will be resurrected faster but only one of them (probably the one the engine decides actually completed the process) will try to restore it to health.  In the case of an area command the units who do not stay behind to repair the target will move on to a new target.&lt;br /&gt;
&lt;br /&gt;
====Select AI (CTRL+Q)====&lt;br /&gt;
&lt;br /&gt;
Press Control+Q or choose &amp;quot;Select AI&amp;quot; from the Menu to assign a &amp;quot;[[AIs|Group AI]]&amp;quot; to the currently selected units.&lt;br /&gt;
&lt;br /&gt;
Setting an AI will generate a &amp;quot;group&amp;quot; from that selection of units using a number above 10.&lt;br /&gt;
&lt;br /&gt;
In Spring, the term &amp;quot;Group AI&amp;quot; stands more for an aid or &amp;quot;helper&amp;quot; than for a Complete Control AI (as NTAI, ZCAIN, JCAI).&lt;br /&gt;
&lt;br /&gt;
The following [[AIs|Group AI]]s ship with Spring. More might be available from other sources.&lt;br /&gt;
&lt;br /&gt;
None&lt;br /&gt;
[[Simple Formation]]&lt;br /&gt;
[[Central Build AI]]&lt;br /&gt;
[[Metal Maker AI]]&lt;br /&gt;
[[Radar AI]]&lt;br /&gt;
Default = Will assign default AI for that unit (?)&lt;br /&gt;
&lt;br /&gt;
====Self Destruct (CTRL+D)====&lt;br /&gt;
Will detonate the selected units/buildings in a very spectacular explosion after a specific count-down (default is 5 seconds). Use this when destroying units/building that are in the way, or when detonationg mines or crawling bombs. A way to literally go out with a bang is to press Ctrl+A (Select All), Ctrl+D (Self Destruct). Note that this will make you lose the game, but is very spectacular!&lt;br /&gt;
&lt;br /&gt;
====Stop (S)====&lt;br /&gt;
Makes the selected units stop any queued commands immediately. They will not automatically stop attacking units, unless their fire state is set to Hold Fire, but they will cancel any ongoing attack orders, allowing them to select and engage targets based on their default AI.&lt;br /&gt;
&lt;br /&gt;
====Wait (W)====&lt;br /&gt;
&lt;br /&gt;
Start issuing your chain of commands (Holding Shift). BEFORE a command that you want your units to wait for a go command to execute, press Shift+W, and then continue queuing up orders. Now, to cancel the first wait queued on this group, and have them continue with the rest of the queue, select the units when they&#039;re waiting and hit W. Many of these wait waypoints can be chained together. Note that if you hit W before some or all of the selected units have completed the command before the wait, only those that have completed the preceding command will continue.&lt;br /&gt;
&lt;br /&gt;
Units are automatically issued a &amp;quot;stop waiting&amp;quot; command when loaded into and unloaded from a transport.&lt;br /&gt;
&lt;br /&gt;
Wait is a standard command; by using Repeat in conjunction with wait, it is possible to create precisely timed strike and raiding groups.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Camera_Control&amp;diff=2640</id>
		<title>Balanced Annihilation:Camera Control</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Balanced_Annihilation:Camera_Control&amp;diff=2640"/>
		<updated>2006-09-18T19:04:57Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Snapping/Panning Camera to a Specific View */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Camera Controls==&lt;br /&gt;
&lt;br /&gt;
There are four camera modes in Spring. To change camera modes use CTRL+Middle Button (Mouse 3), CTRL+J or CTRL+Backspace (Also SHIFT+[Mouse 3,J or Backspace]). Middle button, Backspace or J toggle &amp;quot;free look&amp;quot; mode for the current camera view. This allows you to move the camera around using the mouse.&lt;br /&gt;
&lt;br /&gt;
===Camera Modes===&lt;br /&gt;
&lt;br /&gt;
There are four different camera modes in Spring. Everyone likes a different one. Try them all out to decide what you like best.&lt;br /&gt;
&lt;br /&gt;
====Classic Overhead(TA) Style====&lt;br /&gt;
The default view, very similar to the view OTA had. Use the arrow keys or move the mouse to the edge of the screen to pan around the map. The scroll wheel zooms in and out. Ctrl+Scrolling will tilt the camera. Free look mode (click the middle mouse button) also pans around the map. It always &amp;quot;faces&amp;quot; straight north.&lt;br /&gt;
&lt;br /&gt;
This is the easiest view for OTA players to use. It functions exactly the same as the OTA camera, so no new tricky controls are needed to properly enjoy the game. This view has recently had camera tilt added (see above), but still does not really show off the full glory of the Spring engine, as you are limited to one compass direction. It is the favorite view mode for most people, as most people played OTA or other similar RTS games with a traditional top-down view.&lt;br /&gt;
&lt;br /&gt;
====Total War Style====&lt;br /&gt;
The same camera system used in the Total War series of games. It runs at a fixed height above the ground, which cannot be changed. Use the arrow keys or move the mouse to the edge of the screen to pan around the map. Scrolling the scroll wheel tilts the camera. Putting the mouse in the top corners of the screen rotates the view. Free look mode (click the middle mouse button) pans around the map.&lt;br /&gt;
&lt;br /&gt;
This mode is good for those familiar with the Total War games. Like the OTA camera, it does not allow for full freedom of movement, so it does not show off the engine as much as it could.&lt;br /&gt;
&lt;br /&gt;
====FPS Style====&lt;br /&gt;
In this view the camera is controlled just like in a first person shooter. Use arrow keys to fly forward/backward and strafe left/right. Hold the middle mouse button to aim the camera. Use the scroll wheel to zoom in and out.&lt;br /&gt;
&lt;br /&gt;
This is the easiest camera to position. However, it can get quite tedious trying to control the camera in the middle of a battle. Its good for screenshots and FPS junkies.&lt;br /&gt;
&lt;br /&gt;
====Rotatable Overhead Camera====&lt;br /&gt;
&lt;br /&gt;
This is a new camera system invented by the SY&#039;s. You can change the camera height by scrolling. Use the arrow keys to pan around the map. The scroll wheel moves the camera up and down vertically. Free look mode (click the middle mouse button) lets you aim the camera from its current position.&lt;br /&gt;
&lt;br /&gt;
This is perhaps the best camera, as it allows for totally free movement and aiming, but with some handy restrictions on the height. It is the second most popular view besides the OTA view. It&#039;s useful for both screenshots and actual gameplay.&lt;br /&gt;
&lt;br /&gt;
====FPS &amp;quot;Mode&amp;quot; (C)====&lt;br /&gt;
Press &#039;C&#039; to toggle &amp;quot;First Person Shooter Mode&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
*Up Arrow: Move in the direction the unit&#039;s base (legs or tracks) is facing&lt;br /&gt;
*Left Arrow: Rotate Legs to the left&lt;br /&gt;
*Right Arrow: Rotate Legs to the right&lt;br /&gt;
*Mouse: Aim default gun. The gun will lock on to any targets the cursor moves close to, making tracking and firing at targets much easier.&lt;br /&gt;
*Left Mouse Button: Shoot whatever guns the engine has decided to let you shoot at the current target.&lt;br /&gt;
*Right Mouse Button: Click to enter Free Fire Mode. In this mode, the AI will aim and fire for you as you move.&lt;br /&gt;
&lt;br /&gt;
===Zooming Changes===&lt;br /&gt;
Starting in version 0.72b1 there were some changes made to the zooming controls.&lt;br /&gt;
&lt;br /&gt;
====Mousepoint Zooming====&lt;br /&gt;
When you zoom out the camera will move back from the center of the screen in such a way as to expand your view.  When you zoom back in, however, the camera will shift focus towards the mouse pointer as your new center.&lt;br /&gt;
&lt;br /&gt;
====Tab Zooming====&lt;br /&gt;
Pressing the TAB key will zoom you out to the point where the entire map will be visible from a special top-down perspective(in future versions this view will be [[CustomUnitIcons|iconified with CustomUnitIcons]]), then pressing the TAB key again with zoom you back to the same height and angle of view you were at before, but again, using your mouse pointer position as the new center.&lt;br /&gt;
&lt;br /&gt;
===General Function Keys===&lt;br /&gt;
&lt;br /&gt;
For the most part, the function keys control what the camera sees, so they are listed here for lack of a better place for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;F1&#039;&#039;&#039;: Toggles Contour Markings On/Off. These color coded contour markings represent the height of the map. One iteration through the colors (ie: red-green-blue-red) indicates a height difference of 32.&lt;br /&gt;
*&#039;&#039;&#039;F2&#039;&#039;&#039;: Toggles Path map On/Off. The path map works the following way: &lt;br /&gt;
**&#039;&#039;&#039;Mobile Unit Selected&#039;&#039;&#039;: If you have a mobile unit selected, then the pathmap shows where that specific unit can move (green) and where it cant (red). The greener the map, the better the unit can walk on that area. Zones that can&#039;t be walked or driven on are always solid red.&lt;br /&gt;
**&#039;&#039;&#039;Builder Selected&#039;&#039;&#039;: When you have a builder selected and have clicked on a building in its build menu (i.e. a Kbot lab), the path map will show you where you can build that building. Its fairly easy to understand, with the green zones representing buildable areas, and the red zones representing the areas where you cannot build. Note that the marks represent the &amp;quot;center-point&amp;quot; of the build, so if your mouse cursor is over green, you can build there, even if there&#039;s red within the building&#039;s border.&lt;br /&gt;
*&#039;&#039;&#039;F3&#039;&#039;&#039;: Moves the camera to the position of the last message. Messages can be from units or alerts placed on the minimap by your allies.&lt;br /&gt;
*&#039;&#039;&#039;F4&#039;&#039;&#039;: Toggles Metal Map On/Off. If the map is green, there is metal there. If the map is black, there is no metal. If the map is white, there is lots of metal and it would be a good strategic place to hold. The camera automatically switches to Metal Map mode when placing Metal Extractor structures, and switches back when you stop placing these structures.&lt;br /&gt;
*&#039;&#039;&#039;F5&#039;&#039;&#039;: Toggles the GUI On/Off. Good for taking screenshots.&lt;br /&gt;
*&#039;&#039;&#039;F6&#039;&#039;&#039;: Toggles Sound On/Off. Self-explanatory.&lt;br /&gt;
*&#039;&#039;&#039;F7&#039;&#039;&#039;: Toggles the Dynamic sky. If the game is running slowly, try turning this off to speed it up a little bit.&lt;br /&gt;
*&#039;&#039;&#039;F8&#039;&#039;&#039;: Save the Game. Not currently supported.&lt;br /&gt;
*&#039;&#039;&#039;F9&#039;&#039;&#039;: Show/Hide Unit Status. Unit Status bars are: Health, Building percentage, experience, and group numbers.&lt;br /&gt;
*&#039;&#039;&#039;F11/F12&#039;&#039;&#039;: Screenshots. Takes a screenshot and saves it to TASpring/Screenshots/Screenshot###.jpg, where ### is the number of the screenshot.&lt;br /&gt;
*&#039;&#039;&#039;;/L&#039;&#039;&#039;: These commands toggle visible Fog of War and Radar Coverage areas. &amp;lt;b&amp;gt;L&amp;lt;/b&amp;gt; toggles visible line of sight while &amp;lt;b&amp;gt;;&amp;lt;/b&amp;gt; controls radar and jammer coverage viewing within the Fog of War mode. All Radar and Line of Sight is impeded or helped by terrain; placing a radar/jammer on a hill will allow you to view/jam most of the area; placing either in a pit will not allow you to view/jam beyond the pit. Sonar coverage is included in these overlays.&lt;br /&gt;
**&#039;&#039;&#039;Color Key&#039;&#039;&#039;: &lt;br /&gt;
***&#039;&#039;&#039;Light Green&#039;&#039;&#039; = Radar and LOS &lt;br /&gt;
***&#039;&#039;&#039;Green&#039;&#039;&#039; = Aerial LOS and Radar&lt;br /&gt;
***&#039;&#039;&#039;Dark Green&#039;&#039;&#039; = Radar only&lt;br /&gt;
***&#039;&#039;&#039;Normal&#039;&#039;&#039; = LOS only &lt;br /&gt;
***&#039;&#039;&#039;Grey&#039;&#039;&#039; = Aerial LOS only&lt;br /&gt;
***&#039;&#039;&#039;Dark Grey&#039;&#039;&#039; = No coverage in that area&lt;br /&gt;
***&#039;&#039;&#039;Light Red&#039;&#039;&#039; = Jammed with LOS &lt;br /&gt;
***&#039;&#039;&#039;Red&#039;&#039;&#039; = Jammed with Aerial LOS &lt;br /&gt;
***&#039;&#039;&#039;Dark Red&#039;&#039;&#039; = Jammed with no LOS &lt;br /&gt;
***&#039;&#039;&#039;Light Yellow&#039;&#039;&#039; = Jammed, LOS and Radar &lt;br /&gt;
***&#039;&#039;&#039;Yellow&#039;&#039;&#039; = Jammed, Radar, and Aerial LOS &lt;br /&gt;
***&#039;&#039;&#039;Dark Yellow&#039;&#039;&#039; = Jammed and Radar &lt;br /&gt;
**&#039;&#039;&#039;Important&#039;&#039;&#039;: Areas with Aerial LOS permit viewing only of air units, projectiles, and certain graphics such as smoke and shields. A perfect base would have light yellow everywhere. Due to lack of code optimization, the LOS/Fog of War overlay is updated about once every two seconds (?), so it would be unwise to rely upon it to give you coverage information about fast moving units such as Peepers and Eagles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TAB&#039;&#039;&#039;: Toggles &amp;quot;[[Using_Spring#Tab_Zooming|Tab Zoom]]&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Pause&#039;&#039;&#039;: Pauses the game. While the game is paused, you can still scroll around the map and issue orders, but nothing actually happens until the game&#039;s unpaused.&lt;br /&gt;
&lt;br /&gt;
===Snapping/Panning Camera to a Specific View===&lt;br /&gt;
Right click(MOUSE2) on the mini-map to snap the center of the view to that point on the map. Right click and drag to move the camera around the map.&lt;br /&gt;
&lt;br /&gt;
Press F3 to snap the camera view to the point of the last &amp;quot;message&amp;quot; (&amp;quot;Unit is under attack&amp;quot;, &amp;quot;player 1 has placed a point: look here!&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Press T to lock the camera to track the currently selected units. The camera will move so that the selected units are always centered. Move the camera manually to stop the tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|&amp;lt;--Back to Using Spring]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:Using Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Help:Editing&amp;diff=23318</id>
		<title>Help:Editing</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Help:Editing&amp;diff=23318"/>
		<updated>2006-09-18T19:02:46Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Sections, paragraphs, lists and lines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains tips on editing wiki pages, for full details of editing the Wiki see [http://meta.wikipedia.org/wiki/MediaWiki_User%27s_Guide User&#039;s Guide]&lt;br /&gt;
&lt;br /&gt;
==Basic Editing==&lt;br /&gt;
&lt;br /&gt;
*Choose what you want to do:&lt;br /&gt;
*# &#039;&#039;&#039;Make a new page&#039;&#039;&#039;&amp;lt;br&amp;gt;Type the URL of the page you want to create into the address bar. &amp;lt;br&amp;gt;EG: &amp;lt;nowiki&amp;gt;http://taspring.clan-sy.com/wiki/Page_that_dont_exist&amp;lt;/nowiki&amp;gt; &lt;br /&gt;
*# &#039;&#039;&#039;Edit an existing page&#039;&#039;&#039;&amp;lt;br&amp;gt;Goto the page you want to edit, either through Links, or a URL.&lt;br /&gt;
*Then, click the &#039;Edit this page&#039; link at the bottom.&lt;br /&gt;
*A page with a text box in the middle of it will appear.&lt;br /&gt;
*Enter text into this box.&lt;br /&gt;
*To insert formatting, click the formatting buttons above the text box.&lt;br /&gt;
*For a full list of formatting tags, and their effects, see below&lt;br /&gt;
*Click the &#039;Preview Page&#039; button below the text box to preview the page.&lt;br /&gt;
*Fix any errors you spot.&lt;br /&gt;
*Click &#039;Save page&#039; next to the Preview button.&lt;br /&gt;
*Your Done!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dont worry if you stuff things up. It is very easy to fix. Any changes that are made are automatically logged, and we can easily revert to an old version if you totally screw a page up.&lt;br /&gt;
And if your still worried of messing something up, you can always play around in the [[sandbox]] first.&lt;br /&gt;
&lt;br /&gt;
==Markup==&lt;br /&gt;
The following [[w:HTML element|HTML element]]s are currently permitted, however most of the useful ones have a convenient shorthand (see table below):&lt;br /&gt;
	&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;b&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;big&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Text_containers|&amp;amp;lt;blockquote&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Others|&amp;amp;lt;br&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Tables|&amp;amp;lt;caption&amp;amp;gt;]]&lt;br /&gt;
* &amp;amp;lt;center&amp;amp;gt;&lt;br /&gt;
* &amp;amp;lt;cite&amp;amp;gt;&lt;br /&gt;
* [[Wikipedia:HTML_element#Logical_markup|&amp;amp;lt;code&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;dd&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Other_containers|&amp;amp;lt;div&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;dl&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;dt&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Logical_markup|&amp;amp;lt;em&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;font&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h1&amp;amp;gt;]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h2&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h3&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h4&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h5&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Headings|&amp;amp;lt;h6&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Other_containers|&amp;amp;lt;hr&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;i&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;li&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;ol&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Text_containers|&amp;amp;lt;p&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Text_containers|&amp;amp;lt;pre&amp;amp;gt;]]&lt;br /&gt;
* &amp;amp;lt;rb&amp;amp;gt;&lt;br /&gt;
* &amp;amp;lt;rp&amp;amp;gt;&lt;br /&gt;
* &amp;amp;lt;rt&amp;amp;gt;&lt;br /&gt;
* &amp;amp;lt;ruby&amp;amp;gt;&lt;br /&gt;
| valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;s&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;small&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;strike&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Logical_markup|&amp;amp;lt;strong&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;sub&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;sup&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Tables|&amp;amp;lt;table&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Tables|&amp;amp;lt;td&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Tables|&amp;amp;lt;th&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Tables|&amp;amp;lt;tr&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;tt&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Presentational_markup|&amp;amp;lt;u&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Lists|&amp;amp;lt;ul&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Logical_markup|&amp;amp;lt;var&amp;amp;gt;]]&lt;br /&gt;
* [[Wikipedia:HTML_element#Others|&amp;amp;lt;!-- ... --&amp;amp;gt;]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sections, paragraphs, lists and lines ===&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;What it looks like&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;What you type&amp;lt;/th&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;&lt;br /&gt;
Start your sections with header lines:&lt;br /&gt;
&lt;br /&gt;
Note: Single equal signs work for formatting headings, however as a convention for this wiki, do not use them.&lt;br /&gt;
&lt;br /&gt;
NaodW29-HTMLCommentStrip341664965c74461700000001&lt;br /&gt;
&lt;br /&gt;
NaodW29-HTMLCommentStrip341664965c74461700000002&lt;br /&gt;
&lt;br /&gt;
NaodW29-HTMLCommentStrip341664965c74461700000003&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;font-size:120%&amp;quot;&amp;gt; New section &amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;font-size:110%&amp;quot;&amp;gt; Subsection&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;font-size:100%&amp;quot;&amp;gt; Sub-subsection&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c33886800000001&lt;br /&gt;
&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;&lt;br /&gt;
[[en:newline|Newline]]:&lt;br /&gt;
&lt;br /&gt;
A single&lt;br /&gt;
newline&lt;br /&gt;
has no&lt;br /&gt;
effect on the&lt;br /&gt;
layout.&lt;br /&gt;
&lt;br /&gt;
But an empty line&lt;br /&gt;
starts a new paragraph.&lt;br /&gt;
&lt;br /&gt;
(&amp;lt;nowiki&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/nowiki&amp;gt; disables this paragraphing until &amp;lt;nowiki&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;/nowiki&amp;gt; or the end  of the section)&lt;br /&gt;
&lt;br /&gt;
(in Cologne Blue two newlines and a div tag give just one newline; in the order newline, div tag, newline, the result is two newlines)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
NaodW29-pre528c2f011c33886800000002&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;You can break lines&amp;lt;br&amp;gt;&lt;br /&gt;
without starting a new paragraph.&amp;lt;p&amp;gt;&lt;br /&gt;
Sufficient as wikitext code is &amp;lt;nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/nowiki&amp;gt;, the XHTML code &amp;lt;nowiki&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/nowiki&amp;gt; is not needed, the system produces this code.&amp;lt;/p&amp;gt;&amp;lt;/td&amp;gt; &lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c33886800000003&lt;br /&gt;
&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;&lt;br /&gt;
* [[Help:List|Lists]] are easy to do:&lt;br /&gt;
** start every line with a star&lt;br /&gt;
*** more stars means deeper levels&lt;br /&gt;
*A newline&lt;br /&gt;
*in a list  &lt;br /&gt;
marks the end of the list.&lt;br /&gt;
*Of course&lt;br /&gt;
*you can&lt;br /&gt;
*start again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c33886800000004&lt;br /&gt;
&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;&lt;br /&gt;
# Numbered lists are also good&lt;br /&gt;
## very organized&lt;br /&gt;
## easy to follow&lt;br /&gt;
#A newline&lt;br /&gt;
#in a list  &lt;br /&gt;
marks the end of the list.&lt;br /&gt;
#New numbering starts&lt;br /&gt;
#with 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c33886800000005&lt;br /&gt;
&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;&lt;br /&gt;
* You can even do mixed lists&lt;br /&gt;
*# and nest them&lt;br /&gt;
*#* like this&amp;lt;br&amp;gt;or have newlines&amp;lt;br&amp;gt;inside lists&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c33886800000006&lt;br /&gt;
&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;&lt;br /&gt;
* You can also&lt;br /&gt;
**break lines&amp;lt;br&amp;gt;inside lists&amp;lt;br&amp;gt;like this&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c33886800000007&lt;br /&gt;
&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;&lt;br /&gt;
; Definition list : list of definitions&lt;br /&gt;
; item : the item&#039;s definition&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c33886800000008&lt;br /&gt;
&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;&lt;br /&gt;
:A colon indents a line or paragraph.&lt;br /&gt;
A manual newline starts a new paragraph.&lt;br /&gt;
* This is primarily for displayed material, but is also used for discussion on [[Help:Talk page|Talk page]]s.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c33886800000009&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=top&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
NaodW29-pre528c2f011c3388680000000A&lt;br /&gt;
&lt;br /&gt;
WARNING If you make it wide,&lt;br /&gt;
you [[en:page widening|force the whole page to be wide]] and&lt;br /&gt;
hence less readable. Never start ordinary lines with spaces.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;(see also below)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c3388680000000B&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;center&amp;gt;Centered text.&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c3388680000000C&lt;br /&gt;
&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;A [[en:horizontal dividing line|horizontal dividing line]]: above&lt;br /&gt;
----&lt;br /&gt;
and below.&lt;br /&gt;
&lt;br /&gt;
(However, in most cases a section header is more useful. The horizontal dividing line should only be used if what follows is logically part of the same section; otherwise that part would be hidden in the TOC.)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;NaodW29-pre528c2f011c3388680000000D&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Summarizing the effect of a single newline: no effect in general, but it ends a list item or indented part; thus changing some text into a list item, or indenting it, is more cumbersome if it contains newlines, they have to be removed; see also [http://en.wikipedia.org/wiki/Wikipedia:Don%27t_use_line_breaks Don&#039;t use line breaks] (wikipedia).&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3822</id>
		<title>CEG-OldInfo</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3822"/>
		<updated>2006-09-18T18:59:43Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom explosion generators ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
Custom explosions are small explosion scripts read from gamedata/explosions/*.tdf.&lt;br /&gt;
The explosion script specifies which particles/projectiles have to be created when the explosion happens, and their initial properties (position,speed,...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosion script definition ===&lt;br /&gt;
&lt;br /&gt;
The explosion script directly specifies which C++ projectile classes have to be created, and also which properties the projectiles should have. &lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [ExplosionScriptName]&lt;br /&gt;
 {&lt;br /&gt;
 	[projectile scriptname] // this specifies the class of the projectile&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60; // These codes are explained below&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		underwater=0; // should this projectile be created when underwater?&lt;br /&gt;
 		air=0;   // should this projectile be created when in air?&lt;br /&gt;
 		water=1; // should this projectile be created on water?&lt;br /&gt;
 		ground=1; // should this projectile be created when on ground?&lt;br /&gt;
 		count=10; // number of projectiles of this type&lt;br /&gt;
 	}&lt;br /&gt;
 .. other projectiles types can follow here ..&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defaults for air/underwater/ground/water are zero.&lt;br /&gt;
Default of count is 1.&lt;br /&gt;
&lt;br /&gt;
=== Projectile properties ===&lt;br /&gt;
&lt;br /&gt;
To begin, you should run &lt;br /&gt;
 spring /p      (or &amp;quot;spring -p&amp;quot; on linux) &lt;br /&gt;
to let spring export &amp;quot;projectiles.txt&amp;quot;, which contains all the classes you can use in an explosion script. At the time of writing, this would contain [[projectiles.txt]]&lt;br /&gt;
&lt;br /&gt;
The items listed in &amp;quot;properties&amp;quot; are directly mapped to the class properties in projectiles.txt&lt;br /&gt;
The properties are specified with a bit of a cryptic syntax. You can use extra commands in them (r,d,i). For example this:&lt;br /&gt;
&lt;br /&gt;
 pos = -30 r60, r30, -30 r60; &lt;br /&gt;
&lt;br /&gt;
The x coordinate (specified with -30 r60) will be:  &lt;br /&gt;
 x = -30 + (Random value between 0 and 60);&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
 rX: add a number  between 0 and X&lt;br /&gt;
 iX: multiply the projectile index with X and add it. See the example for this below.&lt;br /&gt;
 dX: multiply the damage with X and add it.&lt;br /&gt;
&lt;br /&gt;
== Explosion script examples ==&lt;br /&gt;
&lt;br /&gt;
This is an example of a script that makes 10 smoke projectiles (yeah they should have been called particles, but they are handled by spring using the projectile system)&lt;br /&gt;
&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
 	[smoke]&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			ageSpeed=0.04; // age increase per frame, when age &amp;gt;= 1 the particle is destroyed&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60;&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		water=1;&lt;br /&gt;
 		ground=1;&lt;br /&gt;
 		count=10;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This particular script would be linked to with &amp;quot;explosiongenerator=custom:ARM_HLT_Expl;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here is an example that uses the index (i) command in the properties:&lt;br /&gt;
&lt;br /&gt;
 [heatcloud]&lt;br /&gt;
 {&lt;br /&gt;
 	[properties]&lt;br /&gt;
 	{&lt;br /&gt;
 		pos = 0, i20, 0;&lt;br /&gt;
 		heat = 10;&lt;br /&gt;
 		maxheat=10;&lt;br /&gt;
 		heatFalloff=1;&lt;br /&gt;
 		size = 30;&lt;br /&gt;
 	}&lt;br /&gt;
 	ground=1;&lt;br /&gt;
 	count=10;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This script creates a tower of heatcloud projectile. The first projectile gets y=0, the second y=20, y=40, y=60, .. and finally y=180&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to link a custom explosion to a weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon definitions needs to have this in it:&lt;br /&gt;
 explosiongenerator = custom:ExplosionScriptName;&lt;br /&gt;
&lt;br /&gt;
The explosion definition for ExplosionScriptName would be one of the TDF files in gamedata/explosions/&lt;br /&gt;
&lt;br /&gt;
You can also link the weapons for self-destruct and normal destruct to an explosion script.&lt;br /&gt;
&lt;br /&gt;
=== Adding ground flashes ===&lt;br /&gt;
&lt;br /&gt;
The ground flash is currently not an actual projectile, so it&#039;s specified in a different way:&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
      .. projectiles definitions ..&lt;br /&gt;
&lt;br /&gt;
 	[groundflash]&lt;br /&gt;
 	{&lt;br /&gt;
 		flashSize = 100;   // flash size&lt;br /&gt;
 		flashAlpha = 1;    // initial alpha of the flash&lt;br /&gt;
 		circleGrowth = 60; // size increase/frame&lt;br /&gt;
 		circleAlpha = 1;   // initial alpha of the ring&lt;br /&gt;
 		ttl = 10;          // number of frames&lt;br /&gt;
 		color = 0,0,1;    // color RGB&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3821</id>
		<title>CEG-OldInfo</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3821"/>
		<updated>2006-09-18T18:58:51Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Explosion script examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom explosion generators ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
Custom explosions are small explosion scripts read from gamedata/explosions/*.tdf.&lt;br /&gt;
The explosion script specifies which particles/projectiles have to be created when the explosion happens, and their initial properties (position,speed,...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosion script definition ===&lt;br /&gt;
&lt;br /&gt;
The explosion script directly specifies which C++ projectile classes have to be created, and also which properties the projectiles should have. &lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [ExplosionScriptName]&lt;br /&gt;
 {&lt;br /&gt;
 	[projectile scriptname] // this specifies the class of the projectile&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60; // These codes are explained below&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		underwater=0; // should this projectile be created when underwater?&lt;br /&gt;
 		air=0;   // should this projectile be created when in air?&lt;br /&gt;
 		water=1; // should this projectile be created on water?&lt;br /&gt;
 		ground=1; // should this projectile be created when on ground?&lt;br /&gt;
 		count=10; // number of projectiles of this type&lt;br /&gt;
 	}&lt;br /&gt;
 .. other projectiles types can follow here ..&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defaults for air/underwater/ground/water are zero.&lt;br /&gt;
Default of count is 1.&lt;br /&gt;
&lt;br /&gt;
=== Projectile properties ===&lt;br /&gt;
&lt;br /&gt;
To begin, you should run &lt;br /&gt;
 spring /p      (or &amp;quot;spring -p&amp;quot; on linux) &lt;br /&gt;
to let spring export &amp;quot;projectiles.txt&amp;quot;, which contains all the classes you can use in an explosion script. At the time of writing, this would contain [[projectiles.txt]]&lt;br /&gt;
&lt;br /&gt;
The items listed in &amp;quot;properties&amp;quot; are directly mapped to the class properties in projectiles.txt&lt;br /&gt;
The properties are specified with a bit of a cryptic syntax. You can use extra commands in them (r,d,i). For example this:&lt;br /&gt;
&lt;br /&gt;
 pos = -30 r60, r30, -30 r60; &lt;br /&gt;
&lt;br /&gt;
The x coordinate (specified with -30 r60) will be:  &lt;br /&gt;
 x = -30 + (Random value between 0 and 60);&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
 rX: add a number  between 0 and X&lt;br /&gt;
 iX: multiply the projectile index with X and add it. See the example for this below.&lt;br /&gt;
 dX: multiply the damage with X and add it.&lt;br /&gt;
&lt;br /&gt;
== Explosion script examples ==&lt;br /&gt;
&lt;br /&gt;
This is an example of a script that makes 10 smoke projectiles (yeah they should have been called particles, but they are handled by spring using the projectile system)&lt;br /&gt;
NaodW29-pre48fec11658b4bb1a00000001&lt;br /&gt;
This particular script would be linked to with &amp;quot;explosiongenerator=custom:ARM_HLT_Expl;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here is an example that uses the index (i) command in the properties:&lt;br /&gt;
&lt;br /&gt;
 [heatcloud]&lt;br /&gt;
 {&lt;br /&gt;
 	[properties]&lt;br /&gt;
 	{&lt;br /&gt;
 		pos = 0, i20, 0;&lt;br /&gt;
 		heat = 10;&lt;br /&gt;
 		maxheat=10;&lt;br /&gt;
 		heatFalloff=1;&lt;br /&gt;
 		size = 30;&lt;br /&gt;
 	}&lt;br /&gt;
 	ground=1;&lt;br /&gt;
 	count=10;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This script creates a tower of heatcloud projectile. The first projectile gets y=0, the second y=20, y=40, y=60, .. and finally y=180&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to link a custom explosion to a weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon definitions needs to have this in it:&lt;br /&gt;
 explosiongenerator = custom:ExplosionScriptName;&lt;br /&gt;
&lt;br /&gt;
The explosion definition for ExplosionScriptName would be one of the TDF files in gamedata/explosions/&lt;br /&gt;
&lt;br /&gt;
You can also link the weapons for self-destruct and normal destruct to an explosion script.&lt;br /&gt;
&lt;br /&gt;
=== Adding ground flashes ===&lt;br /&gt;
&lt;br /&gt;
The ground flash is currently not an actual projectile, so it&#039;s specified in a different way:&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
      .. projectiles definitions ..&lt;br /&gt;
&lt;br /&gt;
 	[groundflash]&lt;br /&gt;
 	{&lt;br /&gt;
 		flashSize = 100;   // flash size&lt;br /&gt;
 		flashAlpha = 1;    // initial alpha of the flash&lt;br /&gt;
 		circleGrowth = 60; // size increase/frame&lt;br /&gt;
 		circleAlpha = 1;   // initial alpha of the ring&lt;br /&gt;
 		ttl = 10;          // number of frames&lt;br /&gt;
 		color = 0,0,1;    // color RGB&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3820</id>
		<title>CEG-OldInfo</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3820"/>
		<updated>2006-09-18T18:57:27Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom explosion generators ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
Custom explosions are small explosion scripts read from gamedata/explosions/*.tdf.&lt;br /&gt;
The explosion script specifies which particles/projectiles have to be created when the explosion happens, and their initial properties (position,speed,...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosion script definition ===&lt;br /&gt;
&lt;br /&gt;
The explosion script directly specifies which C++ projectile classes have to be created, and also which properties the projectiles should have. &lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [ExplosionScriptName]&lt;br /&gt;
 {&lt;br /&gt;
 	[projectile scriptname] // this specifies the class of the projectile&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60; // These codes are explained below&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		underwater=0; // should this projectile be created when underwater?&lt;br /&gt;
 		air=0;   // should this projectile be created when in air?&lt;br /&gt;
 		water=1; // should this projectile be created on water?&lt;br /&gt;
 		ground=1; // should this projectile be created when on ground?&lt;br /&gt;
 		count=10; // number of projectiles of this type&lt;br /&gt;
 	}&lt;br /&gt;
 .. other projectiles types can follow here ..&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defaults for air/underwater/ground/water are zero.&lt;br /&gt;
Default of count is 1.&lt;br /&gt;
&lt;br /&gt;
=== Projectile properties ===&lt;br /&gt;
&lt;br /&gt;
To begin, you should run &lt;br /&gt;
 spring /p      (or &amp;quot;spring -p&amp;quot; on linux) &lt;br /&gt;
to let spring export &amp;quot;projectiles.txt&amp;quot;, which contains all the classes you can use in an explosion script. At the time of writing, this would contain [[projectiles.txt]]&lt;br /&gt;
&lt;br /&gt;
The items listed in &amp;quot;properties&amp;quot; are directly mapped to the class properties in projectiles.txt&lt;br /&gt;
The properties are specified with a bit of a cryptic syntax. You can use extra commands in them (r,d,i). For example this:&lt;br /&gt;
&lt;br /&gt;
 pos = -30 r60, r30, -30 r60; &lt;br /&gt;
&lt;br /&gt;
The x coordinate (specified with -30 r60) will be:  &lt;br /&gt;
 x = -30 + (Random value between 0 and 60);&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
 rX: add a number  between 0 and X&lt;br /&gt;
 iX: multiply the projectile index with X and add it. See the example for this below.&lt;br /&gt;
 dX: multiply the damage with X and add it.&lt;br /&gt;
&lt;br /&gt;
== Explosion script examples ==&lt;br /&gt;
&lt;br /&gt;
This is an example of a script that makes 10 smoke projectiles (yeah they should have been called particles, but they are handled by spring using the projectile system)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
 	[smoke]&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			ageSpeed=0.04; // age increase per frame, when age &amp;gt;= 1 the particle is destroyed&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60;&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		water=1;&lt;br /&gt;
 		ground=1;&lt;br /&gt;
 		count=10;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
This particular script would be linked to with &amp;quot;explosiongenerator=custom:ARM_HLT_Expl;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here is an example that uses the index (i) command in the properties:&lt;br /&gt;
&lt;br /&gt;
 [heatcloud]&lt;br /&gt;
 {&lt;br /&gt;
 	[properties]&lt;br /&gt;
 	{&lt;br /&gt;
 		pos = 0, i20, 0;&lt;br /&gt;
 		heat = 10;&lt;br /&gt;
 		maxheat=10;&lt;br /&gt;
 		heatFalloff=1;&lt;br /&gt;
 		size = 30;&lt;br /&gt;
 	}&lt;br /&gt;
 	ground=1;&lt;br /&gt;
 	count=10;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This script creates a tower of heatcloud projectile. The first projectile gets y=0, the second y=20, y=40, y=60, .. and finally y=180&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to link a custom explosion to a weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon definitions needs to have this in it:&lt;br /&gt;
 explosiongenerator = custom:ExplosionScriptName;&lt;br /&gt;
&lt;br /&gt;
The explosion definition for ExplosionScriptName would be one of the TDF files in gamedata/explosions/&lt;br /&gt;
&lt;br /&gt;
You can also link the weapons for self-destruct and normal destruct to an explosion script.&lt;br /&gt;
&lt;br /&gt;
=== Adding ground flashes ===&lt;br /&gt;
&lt;br /&gt;
The ground flash is currently not an actual projectile, so it&#039;s specified in a different way:&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
      .. projectiles definitions ..&lt;br /&gt;
&lt;br /&gt;
 	[groundflash]&lt;br /&gt;
 	{&lt;br /&gt;
 		flashSize = 100;   // flash size&lt;br /&gt;
 		flashAlpha = 1;    // initial alpha of the flash&lt;br /&gt;
 		circleGrowth = 60; // size increase/frame&lt;br /&gt;
 		circleAlpha = 1;   // initial alpha of the ring&lt;br /&gt;
 		ttl = 10;          // number of frames&lt;br /&gt;
 		color = 0,0,1;    // color RGB&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3819</id>
		<title>CEG-OldInfo</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3819"/>
		<updated>2006-09-18T18:55:22Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Explosion script examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom explosion generators ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
Custom explosions are small explosion scripts read from gamedata/explosions/*.tdf.&lt;br /&gt;
The explosion script specifies which particles/projectiles have to be created when the explosion happens, and their initial properties (position,speed,...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosion script definition ===&lt;br /&gt;
&lt;br /&gt;
The explosion script directly specifies which C++ projectile classes have to be created, and also which properties the projectiles should have. &lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [ExplosionScriptName]&lt;br /&gt;
 {&lt;br /&gt;
 	[projectile scriptname] // this specifies the class of the projectile&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60; // These codes are explained below&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		underwater=0; // should this projectile be created when underwater?&lt;br /&gt;
 		air=0;   // should this projectile be created when in air?&lt;br /&gt;
 		water=1; // should this projectile be created on water?&lt;br /&gt;
 		ground=1; // should this projectile be created when on ground?&lt;br /&gt;
 		count=10; // number of projectiles of this type&lt;br /&gt;
 	}&lt;br /&gt;
 .. other projectiles types can follow here ..&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defaults for air/underwater/ground/water are zero.&lt;br /&gt;
Default of count is 1.&lt;br /&gt;
&lt;br /&gt;
=== Projectile properties ===&lt;br /&gt;
&lt;br /&gt;
To begin, you should run &lt;br /&gt;
spring /p      (or &amp;quot;spring -p&amp;quot; on linux) &lt;br /&gt;
to let spring export &amp;quot;projectiles.txt&amp;quot;, which contains all the classes you can use in an explosion script. At the time of writing, this would contain [[projectiles.txt]]&lt;br /&gt;
&lt;br /&gt;
The items listed in &amp;quot;properties&amp;quot; are directly mapped to the class properties in projectiles.txt&lt;br /&gt;
The properties are specified with a bit of a cryptic syntax. You can use extra commands in them (r,d,i). For example this:&lt;br /&gt;
&lt;br /&gt;
pos = -30 r60, r30, -30 r60; &lt;br /&gt;
&lt;br /&gt;
The x coordinate (specified with -30 r60) will be:  &lt;br /&gt;
&lt;br /&gt;
x = -30 + (Random value between 0 and 60);&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
 rX: add a number  between 0 and X&lt;br /&gt;
 iX: multiply the projectile index with X and add it. See the example for this below.&lt;br /&gt;
 dX: multiply the damage with X and add it.&lt;br /&gt;
&lt;br /&gt;
== Explosion script examples ==&lt;br /&gt;
&lt;br /&gt;
This is an example of a script that makes 10 smoke projectiles (yeah they should have been called particles, but they are handled by spring using the projectile system)&lt;br /&gt;
NaodW29-pre3d9b41193195736e00000001&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3818</id>
		<title>CEG-OldInfo</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3818"/>
		<updated>2006-09-18T18:50:42Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Explosion script examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom explosion generators ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
Custom explosions are small explosion scripts read from gamedata/explosions/*.tdf.&lt;br /&gt;
The explosion script specifies which particles/projectiles have to be created when the explosion happens, and their initial properties (position,speed,...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosion script definition ===&lt;br /&gt;
&lt;br /&gt;
The explosion script directly specifies which C++ projectile classes have to be created, and also which properties the projectiles should have. &lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [ExplosionScriptName]&lt;br /&gt;
 {&lt;br /&gt;
 	[projectile scriptname] // this specifies the class of the projectile&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60; // These codes are explained below&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		underwater=0; // should this projectile be created when underwater?&lt;br /&gt;
 		air=0;   // should this projectile be created when in air?&lt;br /&gt;
 		water=1; // should this projectile be created on water?&lt;br /&gt;
 		ground=1; // should this projectile be created when on ground?&lt;br /&gt;
 		count=10; // number of projectiles of this type&lt;br /&gt;
 	}&lt;br /&gt;
 .. other projectiles types can follow here ..&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defaults for air/underwater/ground/water are zero.&lt;br /&gt;
Default of count is 1.&lt;br /&gt;
&lt;br /&gt;
=== Projectile properties ===&lt;br /&gt;
&lt;br /&gt;
To begin, you should run &lt;br /&gt;
spring /p      (or &amp;quot;spring -p&amp;quot; on linux) &lt;br /&gt;
to let spring export &amp;quot;projectiles.txt&amp;quot;, which contains all the classes you can use in an explosion script. At the time of writing, this would contain [[projectiles.txt]]&lt;br /&gt;
&lt;br /&gt;
The items listed in &amp;quot;properties&amp;quot; are directly mapped to the class properties in projectiles.txt&lt;br /&gt;
The properties are specified with a bit of a cryptic syntax. You can use extra commands in them (r,d,i). For example this:&lt;br /&gt;
&lt;br /&gt;
pos = -30 r60, r30, -30 r60; &lt;br /&gt;
&lt;br /&gt;
The x coordinate (specified with -30 r60) will be:  &lt;br /&gt;
&lt;br /&gt;
x = -30 + (Random value between 0 and 60);&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
 rX: add a number  between 0 and X&lt;br /&gt;
 iX: multiply the projectile index with X and add it. See the example for this below.&lt;br /&gt;
 dX: multiply the damage with X and add it.&lt;br /&gt;
&lt;br /&gt;
== Explosion script examples ==&lt;br /&gt;
&lt;br /&gt;
This is an example of a script that makes 10 smoke projectiles (yeah they should have been called particles, but they are handled by spring using the projectile system)&lt;br /&gt;
&lt;br /&gt;
[ARM_HLT_Expl]&lt;br /&gt;
{&lt;br /&gt;
 	[smoke]&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			ageSpeed=0.04; // age increase per frame, when age &amp;gt;= 1 the particle is destroyed&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60;&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		water=1;&lt;br /&gt;
 		ground=1;&lt;br /&gt;
 		count=10;&lt;br /&gt;
 	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
This particular script would be linked to with &amp;quot;explosiongenerator=custom:ARM_HLT_Expl;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here is an example that uses the index (i) command in the properties:&lt;br /&gt;
&lt;br /&gt;
 [heatcloud]&lt;br /&gt;
 {&lt;br /&gt;
 	[properties]&lt;br /&gt;
 	{&lt;br /&gt;
 		pos = 0, i20, 0;&lt;br /&gt;
 		heat = 10;&lt;br /&gt;
 		maxheat=10;&lt;br /&gt;
 		heatFalloff=1;&lt;br /&gt;
 		size = 30;&lt;br /&gt;
 	}&lt;br /&gt;
 	ground=1;&lt;br /&gt;
 	count=10;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This script creates a tower of heatcloud projectile. The first projectile gets y=0, the second y=20, y=40, y=60, .. and finally y=180&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to link a custom explosion to a weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon definitions needs to have this in it:&lt;br /&gt;
 explosiongenerator = custom:ExplosionScriptName;&lt;br /&gt;
&lt;br /&gt;
The explosion definition for ExplosionScriptName would be one of the TDF files in gamedata/explosions/&lt;br /&gt;
&lt;br /&gt;
You can also link the weapons for self-destruct and normal destruct to an explosion script.&lt;br /&gt;
&lt;br /&gt;
=== Adding ground flashes ===&lt;br /&gt;
&lt;br /&gt;
The ground flash is currently not an actual projectile, so it&#039;s specified in a different way:&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
      .. projectiles definitions ..&lt;br /&gt;
&lt;br /&gt;
 	[groundflash]&lt;br /&gt;
 	{&lt;br /&gt;
 		flashSize = 100;   // flash size&lt;br /&gt;
 		flashAlpha = 1;    // initial alpha of the flash&lt;br /&gt;
 		circleGrowth = 60; // size increase/frame&lt;br /&gt;
 		circleAlpha = 1;   // initial alpha of the ring&lt;br /&gt;
 		ttl = 10;          // number of frames&lt;br /&gt;
 		color = 0,0,1;    // color RGB&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Mod Development]]&lt;br /&gt;
[[category:Explosions]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3817</id>
		<title>CEG-OldInfo</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3817"/>
		<updated>2006-09-18T18:49:23Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom explosion generators ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
Custom explosions are small explosion scripts read from gamedata/explosions/*.tdf.&lt;br /&gt;
The explosion script specifies which particles/projectiles have to be created when the explosion happens, and their initial properties (position,speed,...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosion script definition ===&lt;br /&gt;
&lt;br /&gt;
The explosion script directly specifies which C++ projectile classes have to be created, and also which properties the projectiles should have. &lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [ExplosionScriptName]&lt;br /&gt;
 {&lt;br /&gt;
 	[projectile scriptname] // this specifies the class of the projectile&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60; // These codes are explained below&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		underwater=0; // should this projectile be created when underwater?&lt;br /&gt;
 		air=0;   // should this projectile be created when in air?&lt;br /&gt;
 		water=1; // should this projectile be created on water?&lt;br /&gt;
 		ground=1; // should this projectile be created when on ground?&lt;br /&gt;
 		count=10; // number of projectiles of this type&lt;br /&gt;
 	}&lt;br /&gt;
 .. other projectiles types can follow here ..&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defaults for air/underwater/ground/water are zero.&lt;br /&gt;
Default of count is 1.&lt;br /&gt;
&lt;br /&gt;
=== Projectile properties ===&lt;br /&gt;
&lt;br /&gt;
To begin, you should run &lt;br /&gt;
spring /p      (or &amp;quot;spring -p&amp;quot; on linux) &lt;br /&gt;
to let spring export &amp;quot;projectiles.txt&amp;quot;, which contains all the classes you can use in an explosion script. At the time of writing, this would contain [[projectiles.txt]]&lt;br /&gt;
&lt;br /&gt;
The items listed in &amp;quot;properties&amp;quot; are directly mapped to the class properties in projectiles.txt&lt;br /&gt;
The properties are specified with a bit of a cryptic syntax. You can use extra commands in them (r,d,i). For example this:&lt;br /&gt;
&lt;br /&gt;
pos = -30 r60, r30, -30 r60; &lt;br /&gt;
&lt;br /&gt;
The x coordinate (specified with -30 r60) will be:  &lt;br /&gt;
&lt;br /&gt;
x = -30 + (Random value between 0 and 60);&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
 rX: add a number  between 0 and X&lt;br /&gt;
 iX: multiply the projectile index with X and add it. See the example for this below.&lt;br /&gt;
 dX: multiply the damage with X and add it.&lt;br /&gt;
&lt;br /&gt;
== Explosion script examples ==&lt;br /&gt;
&lt;br /&gt;
This is an example of a script that makes 10 smoke projectiles (yeah they should have been called particles, but they are handled by spring using the projectile system)&lt;br /&gt;
&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
 	[smoke]&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			ageSpeed=0.04; // age increase per frame, when age &amp;gt;= 1 the particle is destroyed&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60;&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		water=1;&lt;br /&gt;
 		ground=1;&lt;br /&gt;
 		count=10;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This particular script would be linked to with &amp;quot;explosiongenerator=custom:ARM_HLT_Expl;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here is an example that uses the index (i) command in the properties:&lt;br /&gt;
&lt;br /&gt;
 [heatcloud]&lt;br /&gt;
 {&lt;br /&gt;
 	[properties]&lt;br /&gt;
 	{&lt;br /&gt;
 		pos = 0, i20, 0;&lt;br /&gt;
 		heat = 10;&lt;br /&gt;
 		maxheat=10;&lt;br /&gt;
 		heatFalloff=1;&lt;br /&gt;
 		size = 30;&lt;br /&gt;
 	}&lt;br /&gt;
 	ground=1;&lt;br /&gt;
 	count=10;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This script creates a tower of heatcloud projectile. The first projectile gets y=0, the second y=20, y=40, y=60, .. and finally y=180&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to link a custom explosion to a weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon definitions needs to have this in it:&lt;br /&gt;
 explosiongenerator = custom:ExplosionScriptName;&lt;br /&gt;
&lt;br /&gt;
The explosion definition for ExplosionScriptName would be one of the TDF files in gamedata/explosions/&lt;br /&gt;
&lt;br /&gt;
You can also link the weapons for self-destruct and normal destruct to an explosion script.&lt;br /&gt;
&lt;br /&gt;
=== Adding ground flashes ===&lt;br /&gt;
&lt;br /&gt;
The ground flash is currently not an actual projectile, so it&#039;s specified in a different way:&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
      .. projectiles definitions ..&lt;br /&gt;
&lt;br /&gt;
 	[groundflash]&lt;br /&gt;
 	{&lt;br /&gt;
 		flashSize = 100;   // flash size&lt;br /&gt;
 		flashAlpha = 1;    // initial alpha of the flash&lt;br /&gt;
 		circleGrowth = 60; // size increase/frame&lt;br /&gt;
 		circleAlpha = 1;   // initial alpha of the ring&lt;br /&gt;
 		ttl = 10;          // number of frames&lt;br /&gt;
 		color = 0,0,1;    // color RGB&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Mod Development]]&lt;br /&gt;
[[category:Explosions]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CustomExplosionGenerators&amp;diff=5222</id>
		<title>CustomExplosionGenerators</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CustomExplosionGenerators&amp;diff=5222"/>
		<updated>2006-09-18T18:48:23Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: CustomExplosionGenerators moved to Custom Explosion Generators&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Custom Explosion Generators]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3816</id>
		<title>CEG-OldInfo</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=CEG-OldInfo&amp;diff=3816"/>
		<updated>2006-09-18T18:48:03Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom explosion generators ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
Custom explosions are small explosion scripts read from gamedata/explosions/*.tdf.&lt;br /&gt;
The explosion script specifies which particles/projectiles have to be created when the explosion happens, and their initial properties (position,speed,...)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Explosion script definition ===&lt;br /&gt;
&lt;br /&gt;
The explosion script directly specifies which C++ projectile classes have to be created, and also which properties the projectiles should have. &lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [ExplosionScriptName]&lt;br /&gt;
 {&lt;br /&gt;
 	[projectile scriptname] // this specifies the class of the projectile&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60; // These codes are explained below&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		underwater=0; // should this projectile be created when underwater?&lt;br /&gt;
 		air=0;   // should this projectile be created when in air?&lt;br /&gt;
 		water=1; // should this projectile be created on water?&lt;br /&gt;
 		ground=1; // should this projectile be created when on ground?&lt;br /&gt;
 		count=10; // number of projectiles of this type&lt;br /&gt;
 	}&lt;br /&gt;
 .. other projectiles types can follow here ..&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Defaults for air/underwater/ground/water are zero.&lt;br /&gt;
Default of count is 1.&lt;br /&gt;
&lt;br /&gt;
=== Projectile properties ===&lt;br /&gt;
&lt;br /&gt;
To begin, you should run &lt;br /&gt;
 spring /p      (or &amp;quot;spring -p&amp;quot; on linux) &lt;br /&gt;
to let spring export &amp;quot;projectiles.txt&amp;quot;, which contains all the classes you can use in an explosion script. At the time of writing, this would contain [[projectiles.txt]]&lt;br /&gt;
&lt;br /&gt;
The items listed in &amp;quot;properties&amp;quot; are directly mapped to the class properties in projectiles.txt&lt;br /&gt;
The properties are specified with a bit of a cryptic syntax. You can use extra commands in them (r,d,i). For example this:&lt;br /&gt;
&lt;br /&gt;
 pos = -30 r60, r30, -30 r60; &lt;br /&gt;
&lt;br /&gt;
The x coordinate (specified with -30 r60) will be:  &lt;br /&gt;
 x = -30 + (Random value between 0 and 60);&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
 rX: add a number  between 0 and X&lt;br /&gt;
 iX: multiply the projectile index with X and add it. See the example for this below.&lt;br /&gt;
 dX: multiply the damage with X and add it.&lt;br /&gt;
&lt;br /&gt;
== Explosion script examples ==&lt;br /&gt;
&lt;br /&gt;
This is an example of a script that makes 10 smoke projectiles (yeah they should have been called particles, but they are handled by spring using the projectile system)&lt;br /&gt;
&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
 	[smoke]&lt;br /&gt;
 	{&lt;br /&gt;
 		[properties]&lt;br /&gt;
 		{&lt;br /&gt;
 			ageSpeed=0.04; // age increase per frame, when age &amp;gt;= 1 the particle is destroyed&lt;br /&gt;
 			size = 40;&lt;br /&gt;
 			sizeGrowth = -2;&lt;br /&gt;
 			pos = -30 r60, r30, -30 r60;&lt;br /&gt;
 			speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;&lt;br /&gt;
 		}&lt;br /&gt;
 		water=1;&lt;br /&gt;
 		ground=1;&lt;br /&gt;
 		count=10;&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This particular script would be linked to with &amp;quot;explosiongenerator=custom:ARM_HLT_Expl;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here is an example that uses the index (i) command in the properties:&lt;br /&gt;
&lt;br /&gt;
 [heatcloud]&lt;br /&gt;
 {&lt;br /&gt;
 	[properties]&lt;br /&gt;
 	{&lt;br /&gt;
 		pos = 0, i20, 0;&lt;br /&gt;
 		heat = 10;&lt;br /&gt;
 		maxheat=10;&lt;br /&gt;
 		heatFalloff=1;&lt;br /&gt;
 		size = 30;&lt;br /&gt;
 	}&lt;br /&gt;
 	ground=1;&lt;br /&gt;
 	count=10;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This script creates a tower of heatcloud projectile. The first projectile gets y=0, the second y=20, y=40, y=60, .. and finally y=180&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== How to link a custom explosion to a weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon definitions needs to have this in it:&lt;br /&gt;
 explosiongenerator = custom:ExplosionScriptName;&lt;br /&gt;
&lt;br /&gt;
The explosion definition for ExplosionScriptName would be one of the TDF files in gamedata/explosions/&lt;br /&gt;
&lt;br /&gt;
You can also link the weapons for self-destruct and normal destruct to an explosion script.&lt;br /&gt;
&lt;br /&gt;
=== Adding ground flashes ===&lt;br /&gt;
&lt;br /&gt;
The ground flash is currently not an actual projectile, so it&#039;s specified in a different way:&lt;br /&gt;
 [ARM_HLT_Expl]&lt;br /&gt;
 {&lt;br /&gt;
      .. projectiles definitions ..&lt;br /&gt;
&lt;br /&gt;
 	[groundflash]&lt;br /&gt;
 	{&lt;br /&gt;
 		flashSize = 100;   // flash size&lt;br /&gt;
 		flashAlpha = 1;    // initial alpha of the flash&lt;br /&gt;
 		circleGrowth = 60; // size increase/frame&lt;br /&gt;
 		circleAlpha = 1;   // initial alpha of the ring&lt;br /&gt;
 		ttl = 10;          // number of frames&lt;br /&gt;
 		color = 0,0,1;    // color RGB&lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Mod Development]]&lt;br /&gt;
[[category:Explosions]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Air_Domination&amp;diff=1830</id>
		<title>Air Domination</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Air_Domination&amp;diff=1830"/>
		<updated>2006-09-18T18:44:30Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Air Domination is an tactic best employed on maps with little land or large areas on which land units cannot act. It&#039;s simple - build an attack group of aircraft suitable for taking out your targets, and support with units that minimize the weakness of air.&lt;br /&gt;
&lt;br /&gt;
Alternatively, build up a tremendous force of the cheapest effective air units for a task and mass your targets, using shock and awe to augment your activities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Strategy]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AIResearch&amp;diff=1184</id>
		<title>AIResearch</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AIResearch&amp;diff=1184"/>
		<updated>2006-09-18T18:43:37Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: AIResearch moved to AI Research&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[AI Research]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI_Research&amp;diff=1227</id>
		<title>AI Research</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI_Research&amp;diff=1227"/>
		<updated>2006-09-18T18:43:28Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here is a list of articles and case studies, most compiled by ex neuron machina..&lt;br /&gt;
&lt;br /&gt;
* [http://www.cse.lehigh.edu/~munoz/CSE497/ Seminar course on &amp;quot;Topics on AI and Computer Game Programming&amp;quot;]: The lecture slides give a great overview of advances in game AI, with plenty on RTS games&lt;br /&gt;
&lt;br /&gt;
* [http://www.qrg.northwestern.edu/papers/Files/How_QSR_can_improve_strategy_game_AIs_A3ISS_2001.PDF Forbus et al 2001], &amp;quot;How qualitative spatial reasoning can improve strategy game AIs&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[http://scholar.google.com/url?sa=U&amp;amp;q=http://www.cs.iastate.edu/~dfetter/report.pdf D. Fetter (project report)], &amp;quot;Real-Time Strategy Game Decision Making with Support Vector Machines&amp;quot;: A project which tried using SVMs to learn unit production decisions in Warcraft III, based on replays of top players.&lt;br /&gt;
&lt;br /&gt;
*[http://www.daimi.au.dk/~djn/thesis.pdf R. Laursen &amp;amp; D. Nielsen 2005], &amp;quot;Investigating small scale combat situations in real time strategy computer games&amp;quot;: 164-page Master&#039;s thesis on using game trees to determine near-optimal unit behaviors in combat scenarios (unit placement and target selection), which was implemented in the [http://stratagus.sourceforge.net/ Stratagus] warcraft clone. This also gives an overview of the AI techniques used by many popular games.&lt;br /&gt;
&lt;br /&gt;
*[http://www.csse.monash.edu.au/hons/projects/2004/Nicolas.Imrei/ N. Imrei], &amp;quot;Reinforcement Learning in Real-Time Strategy Games&amp;quot; ([http://www.csse.monash.edu.au/hons/projects/2004/Nicolas.Imrei/Downloads/FinalPresentation.ppt&amp;gt;final presentation link], thesis available by email): Honours project used reinforcement learning to develop both overall strategies and agent behaviors in RTS games&lt;br /&gt;
&lt;br /&gt;
*[http://www.cs.unimaas.nl/steven.dejong/publications/DeJong2005Reqrmgai.pdf S. de Jong, P. Spronck &amp;amp; N. Roos 2005], &amp;quot;Requirements for resource management game AI&amp;quot;: This is about how to do resource management in games like Sim City, but it should also be applicable to TA-style games. There&#039;s also a [http://www.cs.unimaas.nl/steven.dejong/publications/DeJong2004HybridAIForRMGs.pdf 77-page Master&#039;s thesis]&lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.ualberta.ca/~mburo/ Michael Buro&#039;s lab]: Much of his lab&#039;s research is focused on &amp;quot;real-time planning and learning AI with applications to RTS games.&amp;quot; They&#039;ve actually created an open-source RTS called ORTS, in order to experiment with various AI techniques. With any luck, they might even be persuaded to switch their focus to TA Spring, or perhaps try implementing some of their algorithms. Also, it might be worthwhile to use elements of ORTS in TA Spring.&lt;br /&gt;
&lt;br /&gt;
**[http://www.cs.ualberta.ca/~mburo/ps/mcplan.pdf M. Chung, M. Buro, and J. Schaeffer 2005], &amp;quot;Monte Carlo Planning in RTS Games&amp;quot;&lt;br /&gt;
**[http://www.cs.ualberta.ca/~mburo/ps/RTS-AAAI04.pdf M. Buro 2004], &amp;quot;Call for AI Research in RTS Games&amp;quot;: Gives a nice overview of the current state of AIs in RTS games&lt;br /&gt;
**[http://www.cs.ualberta.ca/~mburo/ps/BRIMS-04.pdf M. Buro and T. Furtak], &amp;quot;RTS Games and Real-Time AI Research&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.ualberta.ca/~bulitko/F04/projects/LM/LM-final.pdf L. MacDonald 2005], a final-project report on Moving Target Search (MTS). Basically, MTS seems to be an extension of something called Learning Real-Time A* (LRTA*).&lt;br /&gt;
&lt;br /&gt;
* [http://www.cs.berkeley.edu/~russell/classes/cs294/f05/papers/mehta+al-2005.pdf N. Mehta et al 2005], &amp;quot;Transfer in Variable-Reward Hierarchical Reinforcement Learning&amp;quot;: Develops reinforcement-learning techniques and tests them in a simple RTS&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[AI|&amp;lt;- Back to AI Development page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:AI]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:KAI&amp;diff=800</id>
		<title>AI:KAI</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:KAI&amp;diff=800"/>
		<updated>2006-09-18T18:39:13Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: AI:KAI moved to KAI&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[KAI]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=KAI&amp;diff=9895</id>
		<title>KAI</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=KAI&amp;diff=9895"/>
		<updated>2006-09-18T18:39:05Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AI|KAI|Krogothe|Version 0.11|Supports most mods|Under Active Development|Closed Source}}&lt;br /&gt;
&lt;br /&gt;
KAI&lt;br /&gt;
&lt;br /&gt;
KAI is an AI being developed by [[User:krogothe|krogothe]]. It is currently at version 0.11 and is now up to a challenging standard of play. It has several limitations such as frequent crashes, but it still manages to produce a decent challenge in groups of three or more due to its relentless attacking and decent economy. For best results play in a flat, large map with specific mex spots..&lt;br /&gt;
&lt;br /&gt;
There are many goals Krogoth is pursuing with KAI. These mirror the goals of other AI developers in many ways - universal mod compatibility, for example - with a few twists that other AI authors are not currently pursuing, such as real objective-based use of its units. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s say Human has relatively weak air defence but ironclad antitank defence. KAI will start building a group of bombers while putting a mission together to take the anti-air out - its attack force, balanced against the defenses there will target the anti air as highest priority and if successful will bomb the base. Turn the tables on this scenario and KAI will start building heavy tanks while planning how to eradicate the weaker antitank defence. (Objectives have not been implemented yet, although KAI will try to balance its units against the enemy forces in the test build, and even against the terrain.)&lt;br /&gt;
&lt;br /&gt;
While the AI is in an early stage, there are many developments which give a hint of the immense promise KAI has. The most impressive, yet one of the simpler, is KAI&#039;s ability to think in chokepoints. According to Krogothe, this took five to ten minutes &#039;under the current framework&#039;, so whatever the framework is, it is certainly impressive.&lt;br /&gt;
&lt;br /&gt;
KAI is closed source, although Krogothe has released a few AI utilities for other developers to use, the most notable of which is his Metal Class, used in one form or another by almost all AI developers.&lt;br /&gt;
&lt;br /&gt;
KAI does show great promise in testing, and v0.11 is a worthy opponent even with the relatively high probability of crashes. It should be noted that KAI&#039;s prowess is largely down to maphack functionality; the AI will always know where your units and structures are, and does not need to scout like a human does. KAI was always planned to have this trait.&lt;br /&gt;
&lt;br /&gt;
=== Info ===&lt;br /&gt;
*Status : Early test build (v0.11)&lt;br /&gt;
*Compatible mods : Most commonly played mods&lt;br /&gt;
*Playability : Challenging, crash-prone&lt;br /&gt;
&lt;br /&gt;
=== Links ===&lt;br /&gt;
* [http://taspring.clan-sy.com/phpbb/viewtopic.php?t=5500 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[AIs|&amp;lt;- Back to AI page]]&#039;&#039;&#039;&lt;br /&gt;
[[category:AI]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic&amp;diff=6384</id>
		<title>Epic</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Epic&amp;diff=6384"/>
		<updated>2006-09-18T18:38:34Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AI|Epic AI|AF|Not Avaliable|Universal Mod Support|Under Active Development|Open Source}}&lt;br /&gt;
&lt;br /&gt;
Epic is the next AI after the NTai series. A lot of the discussion on TAI and NTai never got implemented, and lots of other things have been thought of. Epic is the amassing of all of that and coding it into the ultimate skirmish AI. Epic will be revolutionary not just for this project but for RTS game AI in general.&lt;br /&gt;
&lt;br /&gt;
A first release is penciled in for early/mid 2007&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; [[AIs|&amp;lt;- Back to AI page]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[category:AI]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Epic&amp;diff=706</id>
		<title>AI:Epic</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AI:Epic&amp;diff=706"/>
		<updated>2006-09-18T18:38:12Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: AI:Epic moved to Epic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Epic]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Smug_Goat&amp;diff=17006</id>
		<title>Smug Goat</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Smug_Goat&amp;diff=17006"/>
		<updated>2006-09-16T15:19:11Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Isaac */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The History==&lt;br /&gt;
[[Image:Cop.JPG|thumb|200px|right|&amp;lt;center&amp;gt; To Serve and Protect.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
There were days when the world was a formless ember in a sea of timeless cloud and chaos; days of holy ash and hellish light; days when the thought of Man was but a passing glimmer in the gazing eye of a capricious God and Creator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SmuG was formed way, way, after those days. And as much as Nixa would like to believe it, he is not a God. Or a Creator. Except, perhaps, of SmuG. Which he was. Partially.&lt;br /&gt;
&lt;br /&gt;
SmuG was formed on August 16, around Midnight (GMT -5:00). DragonMaster45 and Nixa were hanging out in a random lobby (clothes were on; holy crap, don&#039;t even joke about that) and Nixa mentioned that he wanted to form a clan that was skill based. Steven and Isaac of [LolSquad] had agreed; however, they also wished for a sweet name to be a requisite.&lt;br /&gt;
[[Image:Dinosafpic.jpg|thumb|200px|left|&amp;lt;center&amp;gt; Never forget.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The founding group congregated like Baptists in a random passworded battle and brainstormed clan name ideas. DragonMaster45 suggested SAD (Shrimp And Lobster), only to realize his backcronym didn&#039;t fit. Steven, ever the satirist, suggested SmugG - Smug Goat. DragonMaster45 than suggested SmuG, for added brevity and visual appeal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It went something like that, in any case. The SAD chapter is certianly true.&lt;br /&gt;
&lt;br /&gt;
Nixa quickly invited ninjak and Silence into the fold, and so SmuG took the form it has today. It seeks to make a name for itself. It seeks - to have lesbainz. Groupies too! One day, perhaps. One can always dream...&lt;br /&gt;
&lt;br /&gt;
==The Members==&lt;br /&gt;
&amp;lt;editor&#039;s note : Add yourself, people!&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*DragonMaster45: Occasionally he wears the [SWS] tags when he is doing [[SWTA|Star Wars Spring]] stuff. He  actively pursues females in the real world and fails miserably. Accordingly, he hopes to be a Spring Pimp so the ladies can come to him, instead of the other way around. He plans not to use mace as much.&lt;br /&gt;
&lt;br /&gt;
*Nixa: &amp;lt;s&amp;gt;While considered a God amongst mortal men, he spends most of his time sleeping... His spare time involves studying for a BE ( study? what&#039;s this word :o ) while trying to annoy day as much as possible for 1v1&#039;s. In reality, Nixa is a blatent noob who will most likely be beaten by some randoms newbs in 5 minutes.&lt;br /&gt;
&amp;lt;/s&amp;gt; Nixa will write another bio for you SmuG fans when he is not experiencing a fit of Parkinson&#039;s.&lt;br /&gt;
O NOES!!!! &lt;br /&gt;
&#039;&#039;&#039;URGENT UPDATE:&#039;&#039;&#039; Nixa beat rANDY omggggggg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Isaac: Gator spam kekekekekeke ^_^#&lt;br /&gt;
&lt;br /&gt;
*Steven: I play guitar, i listen to gwar, led zeppelin black sabbath, i don&#039;t own a car.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No Sir, no you do not own a car. But you do own something far more important - the illusion of a small shard of dignity. Congratulations.&lt;br /&gt;
&lt;br /&gt;
==The Mission==&lt;br /&gt;
SmuG seeks - to - conquer - the entirety - of - the - BATHROOM. Because we smell bad, and the lesbainz don&#039;t like that very much. Unless they like kinky stuff; in which case, they&#039;re  more expensive. DragonMaster45 needs to get a job, then we&#039;ll be able to afford them better.&lt;br /&gt;
&lt;br /&gt;
We also seek to make a name for ourselves and glorify the name of the Smug Goat who is our namesake and founder in spirit. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Isaac%27s_Smug_Goat.jpg|thumb|80px|center|&amp;lt;center&amp;gt; The Smug Goat.&amp;lt;/center&amp;gt;]]&lt;br /&gt;
Insider&#039;s Note: We tried to pet him, but he kept eating our sleeves. D{=&lt;br /&gt;
&lt;br /&gt;
==The Book of Goat==&lt;br /&gt;
===Weeks 1-2=== &lt;br /&gt;
&lt;br /&gt;
And lo, the Smug Goats went out and pwned many, noob and vet alike.&lt;br /&gt;
But their leetness was frowned upon, and their boasting became tiresome.&lt;br /&gt;
A new precept was declared by the Lord Goat-Tender Nixa: DO NOT BE DICKS.&lt;br /&gt;
And the Goats were much more cuddly after that. Except to jerks, whom they still destroyed with expected ferocity and bleat.&lt;br /&gt;
&lt;br /&gt;
===Week 3===&lt;br /&gt;
And the Smug Goats continued carving their facades into the great Tablet of Spring history, and many awe-inspiring victories were achieved through practice and skill. A select few of them, those most appealing to the Great Goat were such:&lt;br /&gt;
&lt;br /&gt;
*The slaying of three WarCs by Dragon45 in a stacked game on DigSite; &lt;br /&gt;
&lt;br /&gt;
*The slaying of two XHCs by Nixa and Dragon45 on Green Comet;&lt;br /&gt;
&lt;br /&gt;
*The annihilation of three XHCs by Dragon45 in a stacked game on NightScape, using tactics so effective that he was subsequently banned from all XHC games;&lt;br /&gt;
&lt;br /&gt;
*And the ultimate victory; the crushing of the legend PRO_rAndy by Nixa in a match so epic that it shall remain a powerful lesson in tactics, aggression, expansion, and surprise.&lt;br /&gt;
&lt;br /&gt;
And many bleats were pleasurably bleated by the Great Bleatiest of All Bleaters, the Great Smug Goat himself, and he continued masticating shirt-sleeves.&lt;br /&gt;
&lt;br /&gt;
==Bleated Wisdoms==&lt;br /&gt;
Contained herein are the wise words of the followers of the Goat.&lt;br /&gt;
===Isaac===&lt;br /&gt;
*If you make too many slices of toast they will be cold before you finish  buttering them. Getting too greedy means you have to eat cold toast :( &amp;lt;cite&amp;gt;&amp;lt;br&amp;gt;August 25, 2006&amp;lt;/cite&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Clans]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Smug_Goats&amp;diff=17016</id>
		<title>Smug Goats</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Smug_Goats&amp;diff=17016"/>
		<updated>2006-09-16T15:18:49Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You are looking for [[Smug Goat]]. Go there!&lt;br /&gt;
&lt;br /&gt;
[[category:Clans]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12732</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12732"/>
		<updated>2006-09-16T05:37:50Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
====[[Read Me First]]==== Answers to questions often asked by newcomers. Everyone should read this first.&lt;br /&gt;
====[[FAQ]]==== Has it been asked before? &lt;br /&gt;
====[[Using_Spring|Playing Spring]]==== How to play the game. Controls, issuing orders, and related topics.&lt;br /&gt;
====[[Spring Maps]]==== All about maps and where to get them.&lt;br /&gt;
====[[Mods]]==== Games that use the Spring engine.&lt;br /&gt;
====[[AIs]]==== Skirmish AIs, Helper AIs, Single player heaven.&lt;br /&gt;
====[[Strategy and Tactics]]==== Basic ideas how to stand your ground.&lt;br /&gt;
====[[Glossary]]==== What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&lt;br /&gt;
====[[Monthly Topic Rotation]]==== Read before posting on the forums.  &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039; - Basic information for getting Spring to run on Linux.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]==== Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=170</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=170"/>
		<updated>2006-09-16T05:37:50Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
====[[Read Me First]]==== Answers to questions often asked by newcomers. Everyone should read this first.&lt;br /&gt;
====[[FAQ]]==== Has it been asked before? &lt;br /&gt;
====[[Using_Spring|Playing Spring]]==== How to play the game. Controls, issuing orders, and related topics.&lt;br /&gt;
====[[Spring Maps]]==== All about maps and where to get them.&lt;br /&gt;
====[[Mods]]==== Games that use the Spring engine.&lt;br /&gt;
====[[AIs]]==== Skirmish AIs, Helper AIs, Single player heaven.&lt;br /&gt;
====[[Strategy and Tactics]]==== Basic ideas how to stand your ground.&lt;br /&gt;
====[[Glossary]]==== What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&lt;br /&gt;
====[[Monthly Topic Rotation]]==== Read before posting on the forums.  &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039; - Basic information for getting Spring to run on Linux.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]==== Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12731</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12731"/>
		<updated>2006-09-16T05:18:25Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; - Answers to questions often asked by newcomers. Everyone should read this first.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039; - Fatally Asked Questions. Solutions to common problems can be found here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|Playing Spring]]&#039;&#039;&#039; - How to play the game. Controls, issuing orders, and related topics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Maps]]&#039;&#039;&#039; - General information about maps and where to download them&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039; - Games that use the Spring engine.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AIs]]&#039;&#039;&#039; - Skirmish AIs, Helper AIs, Single player heaven.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039; - Basic ideas how to stand your ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039; - What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039; - Private hosting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; - Read before posting on the forums.  Especially before asking for or about features.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039; Clans tend to spring up like fresh grass. This is a list of them. Each Clan must maintain their own roster!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039; Fight for the beloved crown. Fight with honour.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring Project]]&#039;&#039;&#039; Global information about Spring development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039; - Basic information for getting Spring to run on Linux.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]==== Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
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 __NOTOC__&lt;br /&gt;
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If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=169</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=169"/>
		<updated>2006-09-16T05:18:25Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; - Answers to questions often asked by newcomers. Everyone should read this first.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039; - Fatally Asked Questions. Solutions to common problems can be found here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|Playing Spring]]&#039;&#039;&#039; - How to play the game. Controls, issuing orders, and related topics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Maps]]&#039;&#039;&#039; - General information about maps and where to download them&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039; - Games that use the Spring engine.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AIs]]&#039;&#039;&#039; - Skirmish AIs, Helper AIs, Single player heaven.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039; - Basic ideas how to stand your ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039; - What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039; - Private hosting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; - Read before posting on the forums.  Especially before asking for or about features.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039; Clans tend to spring up like fresh grass. This is a list of them. Each Clan must maintain their own roster!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039; Fight for the beloved crown. Fight with honour.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring Project]]&#039;&#039;&#039; Global information about Spring development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039; - Basic information for getting Spring to run on Linux.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]==== Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12730</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12730"/>
		<updated>2006-09-16T05:13:29Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Map/Units Development Programs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; - Answers to questions often asked by newcomers. Everyone should read this first.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039; - Fatally Asked Questions. Solutions to common problems can be found here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|Playing Spring]]&#039;&#039;&#039; - How to play the game. Controls, issuing orders, and related topics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Maps]]&#039;&#039;&#039; - General information about maps and where to download them&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039; - Games that use the Spring engine.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AIs]]&#039;&#039;&#039; - Skirmish AIs, Helper AIs, Single player heaven.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039; - Basic ideas how to stand your ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039; - What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039; - Private hosting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; - Read before posting on the forums.  Especially before asking for or about features.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039; Clans tend to spring up like fresh grass. This is a list of them. Each Clan must maintain their own roster!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039; Fight for the beloved crown. Fight with honour.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring Project]]&#039;&#039;&#039; Global information about Spring development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=====[[New_GUI|GUI wishlist]]===== For GUI development: What most people want to see in it and what the current GUI hasn&#039;t got.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039; - Basic information for getting Spring to run on Linux.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]==== Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=168</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=168"/>
		<updated>2006-09-16T05:13:29Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Map/Units Development Programs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; - Answers to questions often asked by newcomers. Everyone should read this first.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039; - Fatally Asked Questions. Solutions to common problems can be found here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|Playing Spring]]&#039;&#039;&#039; - How to play the game. Controls, issuing orders, and related topics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Maps]]&#039;&#039;&#039; - General information about maps and where to download them&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039; - Games that use the Spring engine.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AIs]]&#039;&#039;&#039; - Skirmish AIs, Helper AIs, Single player heaven.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039; - Basic ideas how to stand your ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039; - What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039; - Private hosting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; - Read before posting on the forums.  Especially before asking for or about features.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039; Clans tend to spring up like fresh grass. This is a list of them. Each Clan must maintain their own roster!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039; Fight for the beloved crown. Fight with honour.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring Project]]&#039;&#039;&#039; Global information about Spring development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=====[[New_GUI|GUI wishlist]]===== For GUI development: What most people want to see in it and what the current GUI hasn&#039;t got.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039; - Basic information for getting Spring to run on Linux.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]==== Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5578</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5578"/>
		<updated>2006-09-16T05:11:52Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Spring Engine TODO list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you will need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed in game can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
&lt;br /&gt;
If you just want to look at the code, you can use [http://svn.berlios.de/viewcvs/taspring-linux/trunk/ HTTP based viewing of the repository]&lt;br /&gt;
&lt;br /&gt;
Another option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the subversion (SVN) repository. This will also allow you to make a patch out of the changes you make to the code, and send it to one of the developers with SVN access.&lt;br /&gt;
&lt;br /&gt;
More information about downloading from the svn repository is available at the &lt;br /&gt;
[http://developer.berlios.de/projects/taspring-linux BerliOS Project page]&lt;br /&gt;
Two good windows SVN clients are SmartSVN and TortoiseSVN.&lt;br /&gt;
&lt;br /&gt;
Is this still any good: [[CVS tutorial]] ? --[[User:SeanHeron|SeanHeron]] 00:07, 17 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Almost certainly not if they&#039;re using SVN for version control now. --[[User:Egarwaen|Egarwaen]] 22:30, 22 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you are interested in learning C++, see [[Learning_CPP]]&lt;br /&gt;
&lt;br /&gt;
However please note that badly designed code (code created by a C++ novice for example), will even if working not be included in the spring code. Spring is a large project, and therefore it is necessary to stay away from hack jobs and create general solutions to problems.&lt;br /&gt;
&lt;br /&gt;
===Modifying and Compiling the Source===&lt;br /&gt;
See [[Development_IDEs]]. You have either to use the SCons build system that is multi platform, or use the vcproj for building spring in Visual Studio 2003.&lt;br /&gt;
Currently the build is actively updated for Linux and for Visual Studio 2003. A list of required libraries as well as pre-built packages of these follows.&lt;br /&gt;
&lt;br /&gt;
*[http://www.boost.org Boost C++ library]&lt;br /&gt;
*[http://www.openal.org OpenAL Audio library]&lt;br /&gt;
*[http://glew.sf.net GLEW (OpenGL extension loading)]&lt;br /&gt;
*[http://www.winimage.com/zLibDll/ zlib + minizip]&lt;br /&gt;
*[http://www.libsdl.org SDL]&lt;br /&gt;
*[http://openil.sf.net DevIL (Image loading)]&lt;br /&gt;
*[http://www.freetype.org Freetype font rendering]&lt;br /&gt;
&lt;br /&gt;
*[http://msdn.microsoft.com/directx/sdk/ DirectX SDK] (Windows, Visual Studio C++ only)&lt;br /&gt;
*PlatformSDK (Windows, Visual Studio C++ Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=49257#49257 Pre-Built package of most of dependencies].&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=56846#56846 Pre-Built boost for VS8].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/dev-cpp/devcpp-4.9.9.2_setup.exe Dev-Cpp installer] / [MinGW] Though I would not advise mingw because you have to set it up your self.&lt;br /&gt;
&lt;br /&gt;
*[http://www.python.org/ftp/python/2.4.2/python-2.4.2.msi Python 2.4 installer]&lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/pywin32/pywin32-208.win32-py2.4.exe?download Python win32 extensions installer] &lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-0.96.1.win32.exe Scons installer]&lt;br /&gt;
&lt;br /&gt;
Grab and install the above programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set-Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make sure C:\Python2.4 and C:\Dev-Cpp\bin are in your PATH environment variable. Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (Change paths where appropriate.) Set environment variables by: Start -&amp;gt; Settings -&amp;gt; Control Panel -&amp;gt; System -&amp;gt; Advanced -&amp;gt; Environment variables (for Windows XP), Checkout the TA Spring SVN repository. You will also need the [http://spring.clan-sy.com/dl/spring-mingwlibs.exe Mingw / DevCPP libs] extract to /taspring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compiling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run), cd /where you checked it out in the previous step, if you use checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first then type scons configure&amp;lt;enter&amp;gt;, followed by scons&amp;lt;enter&amp;gt;. Refer to scons --help for options that can be passed to scons configure. Wait, this will take a while. Copy over data files and stuff from official spring to the game dir (where spring.exe is created). Copy missing DLLs from mingwlibs/dll, Start developing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are using Linux, refer to the [[SetupGuide]] to build Spring and get it running.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can send an email to the development mailing list shown at [[Linux]] page. Sending your code in the form of a patch (also known as a .diff file), will make the chances of including it in the main code.&lt;br /&gt;
It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
Current development is done on the portable code only, located at [http://developer.berlios.de/projects/taspring-linux Berlios]&lt;br /&gt;
All current and future releases will be based on this code.&lt;br /&gt;
The current spring code is being developed on Windows and linux. A mac port is being worked on, as well as other unixes. &lt;br /&gt;
Use the mailing list listed on the [[Linux]] page to reach all developers (windows and linux). However if you have a feature request or bug report, the mantis bugtracker is probably a better way.&lt;br /&gt;
Development information about the portable code can be found here: [[MultiplatformSpring]]&lt;br /&gt;
&lt;br /&gt;
==Spring Engine TODO list==&lt;br /&gt;
There is a TODO list for developers who want to contribute to the engine itself:&lt;br /&gt;
[[SpringEngineTODO]]&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]] [[Category:Source development]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5577</id>
		<title>Development:Main</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Development:Main&amp;diff=5577"/>
		<updated>2006-09-16T05:10:45Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Spring Engine TODO list */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outlined below is information on assisting with the development of the Spring source itself.&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;small&amp;gt;NOTE: For information about developing a mod (units, maps, etc.) see the [[Mod Development]] page.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below you can find information on how to work with the Spring source in the current mainline (Windows platform) if you like to work on another platform (Linux &amp;amp; Mac) please look at the bottem of this page under &amp;quot;Multiplatform development&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Starting Development==&lt;br /&gt;
To start development, you will need&lt;br /&gt;
#The latest version of the source &lt;br /&gt;
#A good code manipulation program&lt;br /&gt;
#Compiling your modified source&lt;br /&gt;
&lt;br /&gt;
===Source Code Documentation===&lt;br /&gt;
A good place to start is the source code documentation, which can be found here: [http://taspring.clan-sy.com/doxygen/ doxygen]&lt;br /&gt;
&lt;br /&gt;
An explanation on how the code is executed in game can be found in the [[Spring Engine Code]]&lt;br /&gt;
page.&lt;br /&gt;
&lt;br /&gt;
===Obtaining the Source===&lt;br /&gt;
&lt;br /&gt;
If you just want to look at the code, you can use [http://svn.berlios.de/viewcvs/taspring-linux/trunk/ HTTP based viewing of the repository]&lt;br /&gt;
&lt;br /&gt;
Another option is to manually download it along with the latest released version of the game. However, for serious developers, a better way would be to download the source straight from the subversion (SVN) repository. This will also allow you to make a patch out of the changes you make to the code, and send it to one of the developers with SVN access.&lt;br /&gt;
&lt;br /&gt;
More information about downloading from the svn repository is available at the &lt;br /&gt;
[http://developer.berlios.de/projects/taspring-linux BerliOS Project page]&lt;br /&gt;
Two good windows SVN clients are SmartSVN and TortoiseSVN.&lt;br /&gt;
&lt;br /&gt;
Is this still any good: [[CVS tutorial]] ? --[[User:SeanHeron|SeanHeron]] 00:07, 17 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
Almost certainly not if they&#039;re using SVN for version control now. --[[User:Egarwaen|Egarwaen]] 22:30, 22 Apr 2006 (W. Europe Daylight Time)&lt;br /&gt;
&lt;br /&gt;
===Learning C++===&lt;br /&gt;
You will need to know C++ to modify or understand Spring&#039;s source code. If you are interested in learning C++, see [[Learning_CPP]]&lt;br /&gt;
&lt;br /&gt;
However please note that badly designed code (code created by a C++ novice for example), will even if working not be included in the spring code. Spring is a large project, and therefore it is necessary to stay away from hack jobs and create general solutions to problems.&lt;br /&gt;
&lt;br /&gt;
===Modifying and Compiling the Source===&lt;br /&gt;
See [[Development_IDEs]]. You have either to use the SCons build system that is multi platform, or use the vcproj for building spring in Visual Studio 2003.&lt;br /&gt;
Currently the build is actively updated for Linux and for Visual Studio 2003. A list of required libraries as well as pre-built packages of these follows.&lt;br /&gt;
&lt;br /&gt;
*[http://www.boost.org Boost C++ library]&lt;br /&gt;
*[http://www.openal.org OpenAL Audio library]&lt;br /&gt;
*[http://glew.sf.net GLEW (OpenGL extension loading)]&lt;br /&gt;
*[http://www.winimage.com/zLibDll/ zlib + minizip]&lt;br /&gt;
*[http://www.libsdl.org SDL]&lt;br /&gt;
*[http://openil.sf.net DevIL (Image loading)]&lt;br /&gt;
*[http://www.freetype.org Freetype font rendering]&lt;br /&gt;
&lt;br /&gt;
*[http://msdn.microsoft.com/directx/sdk/ DirectX SDK] (Windows, Visual Studio C++ only)&lt;br /&gt;
*PlatformSDK (Windows, Visual Studio C++ Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=49257#49257 Pre-Built package of most of dependencies].&lt;br /&gt;
*[http://taspring.clan-sy.com/phpbb/viewtopic.php?p=56846#56846 Pre-Built boost for VS8].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/dev-cpp/devcpp-4.9.9.2_setup.exe Dev-Cpp installer] / [MinGW] Though I would not advise mingw because you have to set it up your self.&lt;br /&gt;
&lt;br /&gt;
*[http://www.python.org/ftp/python/2.4.2/python-2.4.2.msi Python 2.4 installer]&lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/pywin32/pywin32-208.win32-py2.4.exe?download Python win32 extensions installer] &lt;br /&gt;
&lt;br /&gt;
*[http://prdownloads.sourceforge.net/scons/scons-0.96.1.win32.exe Scons installer]&lt;br /&gt;
&lt;br /&gt;
Grab and install the above programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Set-Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make sure C:\Python2.4 and C:\Dev-Cpp\bin are in your PATH environment variable. Make sure a MINGDIR environment variable with value C:\Dev-Cpp exists. (Change paths where appropriate.) Set environment variables by: Start -&amp;gt; Settings -&amp;gt; Control Panel -&amp;gt; System -&amp;gt; Advanced -&amp;gt; Environment variables (for Windows XP), Checkout the TA Spring SVN repository. You will also need the [http://spring.clan-sy.com/dl/spring-mingwlibs.exe Mingw / DevCPP libs] extract to /taspring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compiling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open a console (Start -&amp;gt; Run -&amp;gt; cmd.exe -&amp;gt; Run), cd /where you checked it out in the previous step, if you use checked it out on a different drive make sure to change drives with DriveLetter:&amp;lt;enter&amp;gt; first then type scons configure&amp;lt;enter&amp;gt;, followed by scons&amp;lt;enter&amp;gt;. Refer to scons --help for options that can be passed to scons configure. Wait, this will take a while. Copy over data files and stuff from official spring to the game dir (where spring.exe is created). Copy missing DLLs from mingwlibs/dll, Start developing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are using Linux, refer to the [[SetupGuide]] to build Spring and get it running.&lt;br /&gt;
&lt;br /&gt;
==Development Suggestions==&lt;br /&gt;
&lt;br /&gt;
Before starting to make modifications to the source, take a look at the [[development guidelines]] which outlines some important things to think about. To find something interesting to work on, look at the list of [[example projects]]. You can also check the list of [[whois doing what]] to see what others are doing. If you do edit the code, please add [[Doxygen style comments]] to the code, which will then enhance the source code documentation.&lt;br /&gt;
&lt;br /&gt;
===How to get your code included===&lt;br /&gt;
If you create something that you think should be included in the official source tree, you can send an email to the development mailing list shown at [[Linux]] page. Sending your code in the form of a patch (also known as a .diff file), will make the chances of including it in the main code.&lt;br /&gt;
It&#039;s also considered standard practice to post one&#039;s modifications in the [http://taspring.clan-sy.com/phpbb/viewforum.php?f=12 development forum] and get feedback.&lt;br /&gt;
&lt;br /&gt;
==Multiplatform development==&lt;br /&gt;
Current development is done on the portable code only, located at [http://developer.berlios.de/projects/taspring-linux Berlios]&lt;br /&gt;
All current and future releases will be based on this code.&lt;br /&gt;
The current spring code is being developed on Windows and linux. A mac port is being worked on, as well as other unixes. &lt;br /&gt;
Use the mailing list listed on the [[Linux]] page to reach all developers (windows and linux). However if you have a feature request or bug report, the mantis bugtracker is probably a better way.&lt;br /&gt;
Development information about the portable code can be found here: [[MultiplatformSpring]]&lt;br /&gt;
&lt;br /&gt;
==Spring Engine TODO list==&lt;br /&gt;
There is a TODO list for developers who want to contribute to the engine itself:&lt;br /&gt;
[[SpringEngineTODO]]&lt;br /&gt;
&lt;br /&gt;
See [[Glossary]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]] [[Category:Engine development]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12729</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=12729"/>
		<updated>2006-09-16T05:10:08Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; - Answers to questions often asked by newcomers. Everyone should read this first.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039; - Fatally Asked Questions. Solutions to common problems can be found here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|Playing Spring]]&#039;&#039;&#039; - How to play the game. Controls, issuing orders, and related topics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Maps]]&#039;&#039;&#039; - General information about maps and where to download them&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039; - Games that use the Spring engine.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AIs]]&#039;&#039;&#039; - Skirmish AIs, Helper AIs, Single player heaven.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039; - Basic ideas how to stand your ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039; - What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039; - Private hosting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; - Read before posting on the forums.  Especially before asking for or about features.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039; Clans tend to spring up like fresh grass. This is a list of them. Each Clan must maintain their own roster!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039; Fight for the beloved crown. Fight with honour.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring Project]]&#039;&#039;&#039; Global information about Spring development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=====[[New_GUI|GUI wishlist]]===== For GUI development: What most people want to see in it and what the current GUI hasn&#039;t got.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039; - Basic information for getting Spring to run on Linux.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]==== Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=167</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Main_Page&amp;diff=167"/>
		<updated>2006-09-16T05:10:08Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 10px; border: 1px #aaa solid; border-collapse: collapse; background: #f9f9f9&amp;quot;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;Other Languages&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:france_flag.gif]] [http://home.tele2.fr/flani/Tutoriaux.htm FranÃƒÂ§ais]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Image:germany_flag.gif]] [[Uebersicht der Wiki|Deutsch]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{|border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;10&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
===General===&lt;br /&gt;
&#039;&#039;&#039;[[Read Me First]]&#039;&#039;&#039; - Answers to questions often asked by newcomers. Everyone should read this first.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[FAQ]]&#039;&#039;&#039; - Fatally Asked Questions. Solutions to common problems can be found here.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Using_Spring|Playing Spring]]&#039;&#039;&#039; - How to play the game. Controls, issuing orders, and related topics.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring Maps]]&#039;&#039;&#039; - General information about maps and where to download them&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Mods]]&#039;&#039;&#039; - Games that use the Spring engine.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[AIs]]&#039;&#039;&#039; - Skirmish AIs, Helper AIs, Single player heaven.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Strategy and Tactics]]&#039;&#039;&#039; - Basic ideas how to stand your ground.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Glossary]]&#039;&#039;&#039; - What does &amp;quot;AA&amp;quot; or &amp;quot;XTA&amp;quot; mean? Explanations for common terms and shorthand.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spring on a LAN]]&#039;&#039;&#039; - Private hosting.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Monthly Topic Rotation]]&#039;&#039;&#039; - Read before posting on the forums.  Especially before asking for or about features.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Clans]]&#039;&#039;&#039; Clans tend to spring up like fresh grass. This is a list of them. Each Clan must maintain their own roster!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[King Titles]]&#039;&#039;&#039; Fight for the beloved crown. Fight with honour.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; style=&amp;quot;background: #e6e6fa; border: 1px #aaa solid;&amp;quot;|&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spring Project]]&#039;&#039;&#039; Global information about Spring development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Engine Development]]==== Information regarding the source code of Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
=====[[New_GUI|GUI wishlist]]===== For GUI development: What most people want to see in it and what the current GUI hasn&#039;t got.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Mod_and_Unit_development#Mod_development|Mod Development And Unit Creation]]==== Lots of links to valuable Articles and forum threads regarding Mod/Unit Development.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map_development| Map creation]]==== Tutorials and other useful information for creating maps.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[AI|AI Development]]==== Lots of information about developing AIs for Spring.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Linux]]&#039;&#039;&#039; - Basic information for getting Spring to run on Linux.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Map, Mod, And Unit Development Programs|Map/Units Development Programs]]==== Links to all kind of useful programs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;100%&amp;quot; style=&amp;quot;margin:10px; background:#f9f9f9; padding:5px; border:1px #aaa solid;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
This site is put together by the community, which could (read as SHOULD) mean YOU!  If you see information missing, or find out new information you think would be helpful, put it in.  If you find a spelling mistake or phrase that could be clearer, fix it.  If you find yourself doing repeated searches or going back to the [[Special:Allpages|Topic Index]] repeatedly when trying to find out about a particular feature, consider combining articles or linking them to one another.  Any contributions you make to this Wiki are in the public domain.  [[Help:Editing|Add to the Wiki]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A wiki is a web application that allows users to add content, as on an Internet forum, but also allows anyone to edit the content.&amp;quot;&#039;&#039;&lt;br /&gt;
- [http://en.wikipedia.org/wiki/Wiki Wikipedia.org]&lt;br /&gt;
|}&lt;br /&gt;
 __NOTOC__&lt;br /&gt;
&lt;br /&gt;
If you wish to comment on this page (or the wiki) you need to login and then you can go [http://taspring.clan-sy.com/w/index.php?title=Talk:Main_Page&amp;amp;action=edit&amp;amp;section=new here], and post your thoughts.&lt;br /&gt;
[[Category:Spring]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AF&amp;diff=355</id>
		<title>AF</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=AF&amp;diff=355"/>
		<updated>2006-09-16T02:50:53Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: AF moved to User:AF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:AF]]&lt;br /&gt;
&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Weapon_Variables&amp;diff=19516</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=19516"/>
		<updated>2006-09-15T19:58:25Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Shield/Repulsor Variable Descriptions */&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;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.&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;The weapon must be manually activated for each shot.  There&#039;s some confusion about whether or not it works properly.  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;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 tracking a target, can be used 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;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;Is the missile capable of tracking a target after it has completed its transition - for use with vertical-launch missiles.  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 amount that the weapon is fired upwards.  I&#039;m pretty sure this can only work on missile weapons.  It is useful for compensating for mountains or debris.  Can be set between 0 and 1.  0 fires straight, 1 fires at 90 degrees (directly upward).  Obviously, only useful on weapons with guidance.&amp;lt;/TD&amp;gt;&lt;br /&gt;
	&amp;lt;TD&amp;gt;trajectoryheight=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;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.  If set to 0, the weapon can&#039;t turn at all, if set to 99999, 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;Does the weapon fire below 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.  Probably doesn&#039;t work with Guidance weapons.  Requires TurnRate.  Can be set to any numerical value.&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;
=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.  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>FoeOfTheBee</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5251</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5251"/>
		<updated>2006-09-15T19:54:24Z</updated>

		<summary type="html">&lt;p&gt;FoeOfTheBee: /* Example files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Custom Unit Icons==&lt;br /&gt;
&lt;br /&gt;
[[Image:Minimap icons.jpg]]&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
On the minimap the units are displayed as icons, which also appear when you zoom out. Mod developers can set icons for different types of units (such as in the picture above, with different icons for land, air, sea, and commanders), or go so far as to give every unit its own icon.&lt;br /&gt;
&lt;br /&gt;
The different types icons will be shown for friendly units, and enemy units within Line Of Sight. For enemy units in radar range Spring will use the &#039;default&#039; icon.&lt;br /&gt;
&lt;br /&gt;
===How to specify different types of icons===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar dot. &lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
In order to look nice, the bitmap will need to have an alpha channel for transparancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
=== How to assign icon types to units ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example files===&lt;br /&gt;
&lt;br /&gt;
You can grab &lt;br /&gt;
http://teake.home.fmf.nl/temp/unit_icons.zip&lt;br /&gt;
as a starting set for unit icons.&lt;br /&gt;
&lt;br /&gt;
The screenshot above was taken using these icons.&lt;br /&gt;
&lt;br /&gt;
[[category:Mod Development]]&lt;/div&gt;</summary>
		<author><name>FoeOfTheBee</name></author>
	</entry>
</feed>