Features TDF Information

Last updated:  12/20/98 21:34

The subdirectories beneath the features subdirectory describe any of a number of kinds of features, such as rocks, trees, and unit corpses.   When creating a new unit, it is the features/corpses subdirectory that is of particular interest.  The TDF file(s) found in this subdirectory describe the properties of the corpses that are left behind when a unit is destroyed.

A unit's corpse is described in one of two ways:

The unit's short name with a prefix of _DEAD describes the rubble that is left behind when the unit is destroyed.  It typically looks somewhat like the original unit.
The unit's short name with a prefix of _HEAP describes the small pile of debris that is left behind if either your unit dies such a horrible death that there is nothing left but a smear on the ground, or if the original rubble left behind (e.g XXX_DEAD) took enough subsequent dammage to reduce it to a "heap".

Note:  A unit need not be limited to these two "corpses".  You can chain several different corpse types together if you'd like a more detailed series of "decaying" corpses if you wish.

An example of _DEAD and _HEAP follow:

[ARMALPHA_DEAD] 
{  
    world=all;   
    description=Wreckage;  
    category=arm_corpses;  
    object=armalpha_dead;  
    featuredead=armalpha_heap;  
    footprintx=5;  
    footprintz=5;  
    height=12;   
    blocking=1;   
    hitdensity=23;  
    metal=344;   
    damage=4545;   
    reclaimable=1;  
    featurereclamate=smudge01;  
    seqnamereclamate=tree1reclamate;   
}  

[ARMALPHA_HEAP]  
{  
    world=all;   
    description=Metal Shards;  
    category=heaps;  
    object=4x4a;   
    footprintx=2;  
    footprintz=2;  
    blocking=0;   
    hitdensity=4;  
    metal=344;   
    damage=34;   
    reclaimable=1;  
    featurereclamate=smudge01;  
    seqnamereclamate=tree1reclamate;  
}                      
                                                                                     

Within the features subdirectories can be the descriptions of any type of feature in the game, including unit corpses and other objects such as metal deposits, rocks, trees, shrubs, etc.  Within the TDF file in any of the features subdirectories, the following variables can be set for a particular feature:

Variable Description Examples
animating   animating=0;
animtrans   animtrans=0;
autoreclaimable Guess:  whether or not an attempt to reclaim this feature will be made by a construction unit on Patrol orders. autoreclaimable=0;
burnmax   burnmax=15;
burnmin   burnmin=5;
burnweapon The "weapon" description that defines the damage that a burning feature does to nearby affected units. burnweapon=ShrubBurn;
category The category to which the feature belongs.  For a corpse, this can be "arm_corpses", "cor_corpses", or "heaps".  Other values are valid, of course. category=rocks;
category=steamvents;
description What is displayed at the bottom of the screen when you hold the cursor over the corpse during a game.  This is almost always simply "Wreckage", but with the appearance of the new resurrecting kbots, it might be more helpful to describe your rubble here. description=Wreckage;
blocking describes whether (1) or not (0) the object prevents a unit from walking over it. blocking=1;
damage indicates how much damage the object can take before turning into a heap (if it's the _DEAD object) or before being destroyed utterly (if it's the _HEAP).  
energy the amount of energy you get for reclaiming the object.  
featuredead describes what the object turns into when it takes maximum damage.  If this line is missing, no object is left behind when it is destroyed.  
featurereclamate describes the image (smudge) that is left behind after being reclaimed.  
filename   filename=rocks;
flamable Can the feature catch on fire?  For example, trees and shrubs. flamable=1;
footprintx How wide (East-West) is the object.  
footprintz How wide (North-South) is the object.  
geothermal Will a geothermal plant built on top of the feature produce any energy? geothermal=1;
height describes the height of the corpse (used when determining whether a gun shot will pass over it or not).  If the height variable is missing, a value of zero is assumed.  
hitdensity (unsure) probably has to do something with the chance of whether a shot fired toward it will hit it or just pass over. (?)  
indestructible Is the feature indestructable? indestructible=1;
metal The amount of metal you get for reclaiming the object.   For Non-reclaimable features, such as metal deposits, this is the relative concentration of metal within the feature for extraction.  Max value seems to be around 255. metal=127;
nodisplayinfo Do not display the name of the feature when the cursor is placed over it. nodisplayinfo=1;
object describes the name of the 3DO file that defines what the object looks like.  Most "heap" object are found in the totala1.hpi file, unless you want to create one of your own.  
permanent Is the feature permanent? permanent=1;
reclaimable indicates whether the object can be reclaimed or not.  1=yes, 0=no.  
reproduce   reproduce=0;
reproducearea   reproducearea=6;
seqname   seqname=rockmetal1;
seqnameburn Describes the animation sequence that is used when the feature is burned. seqnameburn=shruburn;
seqnamedie What is left behind when the feature is destroyed. seqnamedie=smudge04;
seqnamereclamate Describes the animation that is used when the object is reclamated.  
seqnameshad Sequence name for the feature's shadow (?) seqnameshad=;
shadtrans   shadtrans=1;
sparktime   sparktime=5;
spreadchance The (percentage?) chance that if this object is on fire, it will spread to a neighboring object.  (Note:  could be the chance that THIS object catches fire from another - not sure) spreadchance=30;
world describes to what worlds (i.e. metal, green, etc.) this corpse pertains.  It is almost always set to a value of "all", since the wreckage will almost always look the same no matter where it is.  

Apart from the features/corpses subdirectory, most other directories within features are specific to different types of terrains, such as acid pools, lush world bushes, martian rocks, etc.

A new tool is now available called TDFEdit98 (available from...that's right...TADD) that will simplify the creation of this file for you by prompting you for the required values.