MD File Information
Under Construction
* DAMAGE
$ damage n n
[] /
& UNITS & BUILDIGNS
+ WEAPON
^ DAMAGE 1 100
= Sets the amount of damage done by the specified weapon. The 1 refers to the WEAPON index, the 100 is the actual amount of damage. Multiple WEAPON entries require multiple DAMAGE entries.
* DAMAGEDEC
$ DAMAGEDEC n n
[] /
& UNITS
+ DAMAGE & WEAPON
^ DAMAGEDEC 1 400
= the range at which the damage decrease reaches the last stage. The 1 refers to the WEAPON index.
{}
$ DAMAGEDEC n n
[] /
& UNITS
+ DAMAGE & WEAPON
^ DAMAGEDEC 1 400
= the range at which the damage decrease reaches the last stage. The 1 refers to the WEAPON index.
{}
* DAMPOINTS
$ dampoints DamPtY DamPtX
[]
&
+
^ DAMPOINTS 1 7 10
= damage points x & y coordinates where damage will show up.This is the point at which damage will be inflicted, again in the block coordinates!
$ dampoints DamPtY DamPtX
[]
&
+
^ DAMPOINTS 1 7 10
= damage points x & y coordinates where damage will show up.This is the point at which damage will be inflicted, again in the block coordinates!
* DESTRUCT
$ destruct WProb
[] /
& ?
+
^ DESTRUCT 33000 1 BOCHKA
= ???
$ destruct WProb
[] /
& ?
+
^ DESTRUCT 33000 1 BOCHKA
= ???
* DET_RADIUS
$ DetRadius2 DetRadius1
[]
&
+
^
= Move for shot radius
$ DetRadius2 DetRadius1
[]
&
+
^
= Move for shot radius
* DEATH_SOUND
$
[]
&
+
^
=
{}
$
[]
&
+
^
=
{}
* DESTRUCT
$
[]
&
+
^
=
{} '%s,line %d :DESTRUCT: Unknown weapon ID: %s',0
$
[]
&
+
^
=
{} '%s,line %d :DESTRUCT: Unknown weapon ID: %s',0
* DONTROTATEONDEATH
$ DONTROTATEONDEATH
[] /
& UNITS
+ /
^ DONTROTATEONDEATH
= Used for cannons,...
$ DONTROTATEONDEATH
[] /
& UNITS
+ /
^ DONTROTATEONDEATH
= Used for cannons,...
* DONTANSWERONATTACK
$ DONTANSWERONATTACK
[] /
& UNITS
+ /
^ DONTANSWERONATTACK
= Used for rocket
$ DONTANSWERONATTACK
[] /
& UNITS
+ /
^ DONTANSWERONATTACK
= Used for rocket
* DONTAFFECTFOGOFWAR
$ DONTAFFECTFOGOFWAR
[] /
& UNITS& BUILDINGS
+ /
^ DONTAFFECTFOGOFWAR
= Unit has no effect on fog of war ( packhorse: OBOZ.MD eg)
$ DONTAFFECTFOGOFWAR
[] /
& UNITS& BUILDINGS
+ /
^ DONTAFFECTFOGOFWAR
= Unit has no effect on fog of war ( packhorse: OBOZ.MD eg)
* DONTFILLCANNON
$ DONTFILLCANNON
[]
&
+
^
= Unit is not used for replenishing cannon crew.
$ DONTFILLCANNON
[]
&
+
^
= Unit is not used for replenishing cannon crew.
* DONTSTUCKINENEMY
$
[]
&
+
^
=
$
[]
&
+
^
=
* DONTTRANSFORMTOCHARGESTATE
$ DONTTRANSFORMTOCHARGESTATE
[] /
& UNITS
+ /
^ DONTTRANSFORMTOCHARGESTATE
= hmm?
* DIRECTFIGHT
$ DIRECTFIGHT n
[] /
& UNITS
+ /
^ DIRECTFIGHT 1 (artpusR.md)
= ????
* DIRECTTRANS
$ DIRECTTRANS n n
[]
&
+
^ DIRECTTRANS 0 1
= ??? See also USETRANSX
{}
* DETONATE
$
[]
&
+
^
= used for the bomb
* DIR3DBAR
$
[]
&
+
^
= ?
$
[]
&
+
^
= ?
* DOUBLE
$
[]
&
+
^
= ?
{} '%s,line %d : DOUBLE %s - Invalid amount of frames in animation (%d)!',0
$
[]
&
+
^
= ?
{} '%s,line %d : DOUBLE %s - Invalid amount of frames in animation (%d)!',0
* DOOR
$
[]
&
+
^
=
{}
$
[]
&
+
^
=
{}
* EXSPRITES
$
[]
&
+
^
= ?
{} '%s, line %d : %s : Unknown Sprite Object : %s',0
* EVROUNIT
$ EVROUNIT
[] /
& UNITS
+ /
^ EVROUNIT (EngKGen.md)
= ??? Generals have this line, from Cossacks I i remember Evro stood for 18th century or related stuff. But don't know wha tit does
{}
* EVROSHOT
$
[]
&
+
^
= ?
{}
* EXANIMATION
$
[]
&
+
^
= ?
{}
* EXITPAUSE
$ exitpause
[] /
& UNITS
+ /
^ EXITPAUSE 4
= Time it takes before you can select a unit when it comes out of a building after production.
* EXPLMEDIA
$ EMediaRadius explmedia
[] BUILDING
& BUILDINGS UNITS
+
^ EXPLMEDIA BUILDING 5
=
* EXPLPOINTS
$
[]
&
+
^
=
{}
* EXDAMAGE
$
[]
&
+
^
=
{}
$
[]
&
+
^
=
{}
* EXPLRADIUS
$
[]
&
+
^
= Explosion Radius?
{}
$
[]
&
+
^
= Explosion Radius?
{}
* EXSHOTS
$
[]
&
+
^
=
{}
* EXSHOTS2
$
[]
&
+
^
=
{}
$
[]
&
+
^
=
{}
* EXPLOSIVE
$ EXPLOSIVE
[] /
& BUILDINGS
+ BOMB
^ EXPLOSIVE
= User for the bomb grenadiers /sappers can put near a building (BOCHKA.MD)
{}
* EXTRALOCK
$
[]
&
+
^
= ???
{}
* EFFECT
$
[]
&
+
^
=
{}
$
[]
&
+
^
=
{}
* EXPERT
$ EXPERT n n n
[] /
& UNITS
+ VETERAN
^ EXPERT 10 5 5
= from Alexander ????
{}
* EXPA
$
[]
&
+
^
= experience given to hero
{}
* EXSPRITES
$ Radius2 MotionDist Radius1 Bradius exsprites
[]
&
+
^
=
* FARM
$ InFarm
[] /
& BUILDINGS
+ /
^ FARM
= States that a building can lodge populution
$ InFarm
[] /
& BUILDINGS
+ /
^ FARM
= States that a building can lodge populution
* FASTUNIT
$
[]
&
+
^
= ?
{}
* FASTROTATE&MOVE
$
[]
&
+
^
= ?
{}
* FEARRADIUS
$ fearradius
[]
&
+
^
=
{} '%s: Invalid FEARRADIUS parameters',0
$ fearradius
[]
&
+
^
=
{} '%s: Invalid FEARRADIUS parameters',0
* FEARSTART
$ fearstart n
[] /
& UNITS
+ /
^ FEARSTART 40
= FEARSTART 100000 ( HGU.MD:packhorse) Musketeer: FEARSTART 40 . Is this the initial morale state that appears in the morale bar?
{} '%s: Invalid FEARSTART parameters',0
$ fearstart n
[] /
& UNITS
+ /
^ FEARSTART 40
= FEARSTART 100000 ( HGU.MD:packhorse) Musketeer: FEARSTART 40 . Is this the initial morale state that appears in the morale bar?
{} '%s: Invalid FEARSTART parameters',0
* FEARTYPE
$ feartype
[]
&
+
^
= ?
{} '%s: Invalid FEARTYPE parameters',0
$ feartype
[]
&
+
^
= ?
{} '%s: Invalid FEARTYPE parameters',0
* FEARSPEED
$
[]
&
+
^
=
{}
* FEARFACTOR
$
[]
&
+
^
=
{}
* FORCE
$
[]
&
+
^
= ?
{}
* FRIENDLYFIRE
$ FRIENDLYFIRE
[] /
& UNITS & BUILDINGS
+ /
^ FRIENDLYFIRE
= If friendly fire option is on, the units will not shoot if there are friendlies in front of them?
{}
$ FRIENDLYFIRE
[] /
& UNITS & BUILDINGS
+ /
^ FRIENDLYFIRE
= If friendly fire option is on, the units will not shoot if there are friendlies in front of them?
{}
* FIRE
$
[]
&
+
^
= ?
{}
* FIRES
$ fires FireY FireX
[] /
& BUILDINGS
+ /
^ FIRES 6 210 234 217 281 188 255 224 161 313 270 149 255
= Sets the positions where fire's will appear on burning down a building. They are locked in pairs, 6 in this case, then followed by the x & y positions of the fire. Note that you can visually edit these with the Fire's & Smoke editor under the CTRL+E options in the Map Editor. The positions points will automatically be stored to the .md file.
* FIRELIMIT
$ FIRELIMIT n
[]
&
+
^ FIRELIMIT 40
= ?
{}
$ FIRELIMIT n
[]
&
+
^ FIRELIMIT 40
= ?
{}
* FLAG
$ coordinates x y
[] /
& UNITS & BUILDINGS
+ /
^ FLAGS 418 1 418 491 145 0
= Needs a Flag image and then add the coordinates in x y pairs for example on a ship or building
{} '%s: Invalid FLAG parameters',0
$ coordinates x y
[] /
& UNITS & BUILDINGS
+ /
^ FLAGS 418 1 418 491 145 0
= Needs a Flag image and then add the coordinates in x y pairs for example on a ship or building
{} '%s: Invalid FLAG parameters',0
* FLAGS
$ flags
[]
&
+
^ FLAGS 320 3 320 210 183 0 320 354 160 0 320 478 198 0
=
{} '%s: Invalid FLAGS parameters',0
$ flags
[]
&
+
^ FLAGS 320 3 320 210 183 0 320 354 160 0 320 478 198 0
=
{} '%s: Invalid FLAGS parameters',0
* FLYPARAM
$
[]
&
+
^
= Fly height and other parameters ?
{} '%s: Invalid FLYPARAM parameters',0
* FOGGING
$
[]
&
+
^ FOGGING 100 2 WFOG1UP WFOG2UP
= ?
{} '%s,line %d :FOGGING: Unknown weapon ID: %s',0
$
[]
&
+
^ FOGGING 100 2 WFOG1UP WFOG2UP
= ?
{} '%s,line %d :FOGGING: Unknown weapon ID: %s',0
* FORCE
$ force
[]
&
+
^
= ?
$ force
[]
&
+
^
= ?
* FORMDISTSCALE
$ formdistscale n
[]
&
+
^ FORMDISTSCALE 100
= ???? (AllKri.md Alexander)
{} '%s: Invalid FORMDISTSCALE parameters',0
* FORMLIKESHOOTERS
$
[]
&
+
^
= ?
$
[]
&
+
^
= ?
* FOUNDATION
$
[]
&
+
^
= ?
{}
$
[]
&
+
^
= ?
{}
* FORWARD
$
[]
&
+
^
= ?
{}
* FREESHOTDIST
$ freeshotdist
[]
&
+
^
= ?
* FULLROTATION
$
[]
&
+
^
= ?
{}