【单位修改】有关[units]文件夹里[*.fbi]的内容翻译及说明

[这个贴子最后由零星在 2005/04/19 08:15pm 第 2 次编辑]

给想自己编辑单位的各位慢慢研究。TotalA文件夹里*.ufo, *.gp#, *.hpi等文件查看&解压用hpiview,压缩用hpipack。

{
UnitName=ARMANNI;
Version=1;
Side=ARM;
Objectname=ARMANNI;
Designation=ARM-ANN1;
Name=Annihilator;
Description=Energy weapon;
FootprintX=4;
FootprintZ=4;
BuildCostEnergy=25025;
BuildCostMetal=3985;
MaxDamage=1410;
MaxWaterDepth=0;
MaxSlope=10;
EnergyUse=0;
BuildTime=75071;
WorkerTime=0;
BMcode=0;
Builder=0;
ThreeD=1;
ZBuffer=1;
NoAutoFire=1;
SightDistance=380;
RadarDistance=1200;
SoundCategory=ARM_ANNI;
EnergyStorage=0;
MetalStorage=0;
ExplodeAs=ATOMIC_BLAST;
SelfDestructAs=CRAWL_BLASTSML;
Category=ARM SPECIAL WEAPON LEVEL3 NOTAIR NOTSUB ;
TEDClass=FORT;
Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;
YardMap=ooooooooo;
Corpse=armanni_dead;
GermanName=Annihilator;
GermanDescription=Feuert Energiegeschosse;
UnitNumber=7;
FrenchName=Exterminator;
Frenchdescription=Canon ?閚ergie;
firestandorders=1;
StandingFireOrder=2;
canstop=1;
SpanishName=Aniquilador;
SpanishDescription=Arma de Energ韆;
ItalianName=Annihilator;
ItalianDescription=Arma energetica;
ShootMe=1;
DefaultMissionType=GUARD_NOMOVE;
buildangle=4096;
canattack=1;
Weapon1=ARM_TOTAL_ANNIHILATOR;
DamageModifier=0.5;
ActivateWhenBuilt=0;
Ovradjust=1;
}

http://www.planetannihilation.com/tamec/helpdesk/ta/ta_design_guide/tadesign/fbidesc.htm
这里有篇介绍,请求翻译

文章长吗?能贴在这里吗?
我可以翻译看看,以前翻译过不少东西,

Variable Description Examples
Acceleration How fast the unit acceleration Acceleration=0.5;
ActivateWhenBuilt Is the default state of this unit ACTIVATED (or ON) when built. ActivateWhenBuilt=1;
ai_limit Limit of number the AI will build of this unit. ai_limit=limit CORVOYR 2;
ai_weight The weighting (ie. what % of these to to build. I don’;t know what the units are) ai_weight=weight CORFLAK 6;
altfromsealevel Altitude from sea. For flying units. Don’;t quite understand this one myself. altfromsealevel=1;
amphibious Is the unit amphibious (can go under water, & on land. amphibious=1;
antiweapons Does this unit shoot at the weapons of other units eg. Missile defence systems antiweapons=1;
attackrunlength For planes. The distance they must travel before being able to drop their bombs/shoot their missiles. HoverAttack is like attackrunlength=0, I think attackrunlength=290;
BMcode A BMcode. Every unit has a value of 1, except for contstruction plants (eg. Air Craft Plant, Vehical Plants). So do likewise. BMcode=1;
BadTargetCategory The type of target that is not good for that low accuracy at this type of unit. In general. The value specified identifies all units that have that value specified in their own “Category” settings. BadTargetCategory=VTOL;
BankScale The Scale (see Scale) of the unit when banking (ie. turning if its an aircraft) BankScale=1;
BrakeRate The rate at which the unit can slow down BrakeRate=9;
BuildAngle No idea. Here’;s a possibility: Random angle to build unit on, example is the solar panel some times facing 180 degrees from the solar panel next to it. BuildAngle=32768;
BuildCostEnergy The cost in energy of building this unit. The amount of energy that will be consumed during the building of this unit. I think value < 0 generate errors, but I’;ve never tried. BuildCostEnergy=985;
BuildCostMetal The cost in metal of building this unit. The amount of metal that will be consumed during the building of this unit. Again, I think values < 0 produce errors. BuildCostMetal=0;
BuildTime The time is takes to build this unit. On average, 10000 is medium time, things like fusion plants are more like 100000, and krogoth like 300000 BuildTime=9894;
Builddistance The distance at which a unit can build if it is a builder. Builddistance=80;
Builder Can this unit build other units. Builder=1;
canattack Can the unit attack. canattack=1;
CanCapture Can this unit capture other units. CanCapture=1;
CanDgun Can the unit DGUN (ie. has a gun like the commander) candgun=1;
Canfly Can this unit fly. Canfly=1;
canguard Can this unit guard. canguard=1;
canhover Can this unit hover canhover=1;
canload Can this unit load other units. canload=1;
canmove Can this unit move. canmove=1;
canpatrol Can this unit patrol. canpatrol=1;
CanReclamate Can this unit reclaim things. CanReclamate=1;
canstop Can this unit stop. canstop=1;
cantbetransported Is this a unit that transports cannot load eg. Ships, krogoth cantbetransported=1;
Category A category class. Look at some of the FBI files in totala1.hpi for examples. Essentially, this places the unit in several named catagories that can be named in other variables such as “wpri_badTargetCategory” described below, and in the AI Text files as well. Category=ARM TANK LEVEL2 CONSTR NOWEAPON NOTAIR NOTSUB CTRL_B;
CloakCost The energy cost of this unit remaining cloaked when standing still. CloakCost=7;
CloakCostMoving The energy cost of this unit remaining cloaking while moving. CloakCostMoving=800;
Commander Is this unit the (a?) commander. Commander=1;
Copyright The copyright of this unit. Must be as shown to the right, or won’;t work. (Most people copy this line as a comment, and put their own copyright infomation in the commented-out version. Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;
Corpse The name of the corpse of this unit (Defined in the TDF file in the corpses directory) (12/29/98) From Draconious: The name of the feature the unit turns into when the unit dies. If the unit is a feature (Dragons Teeth) the unit instantly turns into this feature, when it is finished being built. (this is not the 3do file of the feature, the feature entry tells the 3do file to use in the feautres OBJECT variable). Corpse=fortification_core;
cruisealt The altitude at which the unit flys cruisealt=90;
DamageModifier The rate at which this unit heals itself. DamageModifier=0.7;
DefaultMissionType The default orders of this unit for missions. DefaultMissionType=VTOL_standby;
Description The description of the unit seen at the bottom of the screen when you hold the cursor over it in the game. Description=Very Heavy Assault Tank;
Designation The designation. This is unimportant and can have virtually any value (there may be a limit to the number of character it will except) Designation=WB-S;
digger Does this unit have pieces which extend under ground. I think thats what it means. Things like the pop-up heavy cannon have this = 1. digger=1;
Downloadable Is this a unit which has been downloaded off the internet. If you want to be able to use the unit, put 1.
(12/28/98) Note from The Raptor: Not true. I’;ve never included this variable in all of my units, and they work just fine. It’;s just one that we started seeing in the Cavedog weekly units, so assumed that’;s what it meant. It really seems to do nothing.
Downloadable=1;
EnergyMake The energy this unit produces when ACTIVE. EnergyMake=9;
EnergyStorage The amount added to the maximum amount of energy you can store while the unit is alive. EnergyStorage=80;
EnergyUse The amount of energy the unit uses while it is ACTIVE. EnergyUse=9;
ExplodeAs The explosion ID of the explosion that will happen if the unit explodes. See totala1.hpi for other examples. ExplodeAs=LARGE_BUILDINGEX;
ExtractsMetal The rate at which the unit extracts metal. (Yes, the MOHOmine only extracts at like 0.01) ExtractsMetal=0.003;
firestandorders Can this unit give firestandorders. You know as much as me. firestandorders=1;
Floater Does this unit float on water. Floater=1;
FootprintX The X axis footprint. Should correlate with the unit model’;s actual size. The footprint helps control how close units can get to one another. FootprintX=9;
FootprintZ As with FootprintX, but the Z axis (ie. up and down on the screen while playing TA). Should correlate with the unit model’;s actual size. FootprintZ=9;
FrenchDescription As description, but in French. FrenchDescription=Serpent des mers;
FrenchName As Name, but in French FrenchName=Zeus;
GermanDescription As description, but in German GermanDescription=躡erschwerer Gefechtspanzer;
GermanName As Name, but in german GermanName=A.K.;
HealTime The time it take for this unit to heal itself. (Typically used by commanders) HealTime=27;
HideDamage Whether or not to show the amount of damage done to this unit to the opponent(s). Commanders have this value set. HideDamage=1;
HoverAttack Will this attack while remaining in the same spot, even though it is an aircraft. Like the brawler. HoverAttack=1;
ImmuneToParalyzer Is this unit immune to being paralyzed. ImmuneToParalyzer=1;
init_cloaked When built this unit is cloaked. init_cloaked=1;
IsAirBase Is this unit an airbase. Only the air repair pad and aircraft carriers have this as 1 IsAirBase=1;
IsFeature Is this unit a feature. eg. The dragons teeth. Features do not appear on radar. IsFeature=1;
istargetingupgrade Does this unit upgrade the targeting so that units shoot at things on radar like at things seen by that unit. istargetingupgrade=1;
ItalianDescription As description, but in Italian ItalianDescription=Veicolo veloce da attacco;
ItalianName As Name, but in Italian ItalianName=Zipper;
JapanesDescription As description, but in Japanese JapaneseDescription=XXXX;
JapaneseName As Name, but in Japanese JapaneseName=Jeffysan;
kamikaze Does this unit kill itself to attack its target eg. The roach/invader kamikaze=1;
kamikazedistance How far from the target must the unit be to do a kamikaze attack kamikazedistance=80;
MakesMetal Does this unit make metal. eg. Metal Maker NS MakesMetal=1;
maneuverleashlength How far from the course that the unit is patrolling / moving on will it vary if it is attacked / distracted. maneuverleashlength=640;
MaxDamage Amount of damage unit can take before dying (i.e “Hit Points”). Kbots have about 600, Tanks have about 2000, Planes have about 500, Commander has 3000 MaxDamage=992;
MaxSlope What is the maximum slope this unit can go on. MaxSlope=8;
MaxVelocity What is the maximum speed of this unit. Commander is 1.07, Core Storm is 1.25, Arm Hawk is 12 MaxVelocity=9;
MaxWaterDepth What is maximum depth of water this unit can go in MaxWaterDepth=35;
MetalMake The amount of metal generated by construction units MetalMake=1;
MetalStorage The amound added to your maximum metal storage while this unit is alive MetalStorage=900;
mincloakdistance The distance the unit must have on every side to remain cloaked. If another unit moves into this area, the unit uncloaks. mincloakdistance=90;
MinWaterDepth The minimum depth of water this unit can be in MinWaterDepth=8;
MobileStandOrders Basically, I think, can this unit hold position of all mobile units, only the transports (all of them) have this equal to 0. MobileStandOrders=1;
MoveRate1 Planes seem to use this. For example, all planes except the air transports have values of 8, the transports have values of 1. MoveRate1=1;
MovementClass How the unit moves. See totala1.hpi for examples. Movement classes are typically described in TDF files in the gamedata directory. (The moveinfo.tdf file is a good guess). It is used as a shortcut way of setting certain parameters (such as those listed here) by grouping them and giving them a name. MovementClass=TANKSH3;
Name The name you see when you move the cursor over the unit in the game. This is the name that appears on the bottom of the screen when you select a unit. Name=Zipper;
NoAutoFire Double negative. 1 means this unit will not automatically fire at other units. 0 means it will. NoAutoFire=1;
NoChaseCategory Category the unit will not chase. The value specified identifies all units that have that value specified in their own “Category” settings. NoChaseCategory=VTOL;
norestrict Is there no resistriction on this unit (presumably for the AI. (12/29/98) From Draconious: If the unit apears in the Unit Restrictions menu, the way the commander does not apear in the list. norestrict=1;
NoShadow Does this unit not have a shadow (most water units don’;t) NoShadow=1;
Objectname Name of 3Dobject file for this unit. This is the name of your 3dO file. You’;ll do that later, for now leave it the same as Unitname (your unit’;s “short name”). Objectname=CORWIN;
onoffable Can this unit be turned on and off. On is ACTIVE, OFF is INACTIVE onoffable=1;
Ovradjust No idea. Some units just have this Ovradjust=1;
PigLatinDescription As description but in Pig Latin. PigLatinDescription=Astfay attackay Outingscay Ehiclevay;
PigLatinName As Name but in Pig Latin. PigLatinName=Effyjay;
PitchScale PitchScale=1;
RadarDistance Distance that shown to you on radar by your unit RadarDistance=700;
RadarDistanceJam Distance that is jammed by unit. RadarDistanceJam=730;
Scale The size modifier from 3DO file into the game. I think. I don’;t actually know. Scale=1;
SelfDestructAs The explosion that happens when a unit self desctructs. See totala1.hpi for examples. SelfDestructAs=SMALL_UNIT;
selfdestructcountdown The number the self-destruct count down starts at. selfdestructcountdown=2;
ShootMe Does this unit broadcast itself as a target? (eg. Dragons’;s Teeth has this as 0, all other units as 1) If this is 0, then enemy units will not choose to attack this unit regardless of their orders. ShootMe=1;
ShowPlayerName Show the players name as a description (like the commander) ShowPlayerName=1;
Side Which side does the unit belong to ARM, or CORE. The side your unit will be for. Side=CORE;
SightDistance The distance from the unit that everything is shown in. ie. Distance it gets rid of Fog of War. Unfortunately, this value seems to have a limit of around 400. SightDistance=90;
SonarDistance The distance given to you as sonar, on the mini map. SonarDistance=650;
SonarDistanceJam This is how far the unit jams sonar on the mini map. SonarDistanceJam=650;
sortbias sortbias=0;
SoundCategory The “sound category” the unit uses. Sound categories are typically described in TDF files in the gamedata directory. (The sounds.tdf file is a good place to start). It is used to describe a group of sounds to associate with a unit, such as what sounds does it make when it starts, stops, arrives at a destination, is activated, is deactivated, etc. SoundCategory=VIPE;
SpanishDescription As description, in Spanish. SpanishDescription=Veh韈ulo todoterreno de ataque;
SpanishName As Name, but in Spanish SpanishName=Zipper;
StandingFireOrder This is the initial fire order the unit starts with. 0 = Hold Fire; 1 = Return Fire; 2 = Fire at Will. StandingFireOrder=0;
StandingMoveOrder this is the initial movement order the unit starts with. 0 = Hold Position; 1 = Move; 2 = Roam StandingMoveOrder=1;
Stealth Is this unit inivisible on sonar and radar. Stealth=1;
SteeringMode The way in which the unit turns. See totala1.hpi for options. SteeringMode=2;
TEDClass Important…I think. Define what type of unit it is. TEDClass=WATER;
teleporter Is this unit a teleporter. The two galatic gates have this = 1. teleporter=1;
ThreeD Is the unit 3D. ThreeD=1;
TidalGenerator Is the unit a Tidal generator? TidalGenerator=1;
TransMaxUnits Maximum number of units that can be transported. TransMaxUnits=1;
transportcapacity Like TransMaxUnits I guess. The number of units that can be transported. transportcapacity=5;
transportsize How big the transport is. I don’;t quite understand. transportsize=3;
TurnRate How quickly the unit turns. TurnRate=999;
UnitName The name of the files used for the unit? This is a unit ID. This is the name of your unit, (what I refer to as the “short name” and the name your files you decided on. e.g… your file in this case would be called coralpha.fbi. UnitName=CORWIN;
UnitNumber The ID# for the unit. If this is the same as some other unit, your unit may not work. Unique unit ID. VERY IMPORTANT. All IDs from 0-about 400 have been used. Use other ones > 10000 is the best. The more digits, the more unlikely you’;ll have a ID conflict with someone else. UnitNumber=9;
Upright Is the unit upright? For kbots - this keeps the unit upgright when climbing hills. In my case for a flying unit, my unit “layed down” on the ground whenever it landed (air unit). By setting upright=1, it solved my problem. Upright=1;
Version The version of ta the unit will work under. Do not be fooled. This is very important. It is version of TA under which the unit will run (beta 2 or whatever) Version=1;
WaterLine How high up the 3d model to put the water line. For ships. WaterLine=43;
Weapon1 The unit’;s primary weapon. The name specified is the name of a weapon described in any of the number of TDF files found in the weapon subdirectories. Weapon1=crblmssl;
Weapon2 The unit’;s secondary weapon. The name specified is the name of a weapon described in any of the number of TDF files found in the weapon subdirectories. Weapon2=coramph_weapon2;
Weapon3 The unit’;s third weapon. The name specified is the name of a weapon described in any of the number of TDF files found in the weapon subdirectories. Weapon3=CORSEAP_WEAPON3;
WindGenerator The amount of energy generated by the wind by the unit. WindGenerator=30;
WorkerTime How quickly the unit nanolathes. WorkerTime=80;
wpri_badTargetCategory A bad target (lower chance of hitting) for the primary weapon. The value specified identifies all units that have that value specified in their own “Category” settings. wpri_badTargetCategory=VTOL;
wsec_badTargetCategory A bad target for the secondry weapon. wsec_badTargetCategory=VTOL;
YardMap Defines in more detail the “footprint” of a construction yard (or any stationary building). As an example, the ARM Adv. Air Plant data at the right has 6 groups of 7 values defining an X-Z coordinate “footprint” for the construction yard. The following values are available:
“f” indicates the space is occupied by a feature (e.g. Dragons teeth)
“o” indicates occupied points on ground where a unit may not pass. By default, all values are “o”.
“O” - Occupied when building is open - never used.
“c” defines the “hole” (typically in construction plant units) where the units are built and where they enter or exit. closed yard - “Openyard/Closeyard” on land.
“C” - closed yard - “Openyard/Closeyard” on water.
“w” seems to indicate those parts of a ship yard that are above water
“g” (or “G”) indicates that the space can operate over a geothermal vent. Otherwise, operates just like an “O”. Created specifically for the geothermal plant.
“y” - standard yard - no footprint on land
“Y” - standard water yard - no footprint on water. “Y” is simply a location that will never have a footprint, no matter what.
As you know, footprints are square, but your units aren’;t always.
This allows you to shape the footprint a little. (i.e. ARMLAB, the corners
are always “footprintless”)
If the unit doesn’;t use “OpenYard”/“CloseYard” you can simply state “YardMap=o” no matter the size of the footprint. You could also do the opposite by stating “YardMap=c”, and the whole footprint will appear and disappear no matter the footprint size.
// For ARM Adv. Air Plant
// FootprintX=7;
// FootprintZ=6;
YardMap=ooooooo ooooooo occccco occccco occccco occccco;
// Thus, the “South” end
// of the plant is open
// while the other sides
// are blocked.
ZBuffer Does the unit have a z buffer. (All units have this = 1) ZBuffer=

好长,我慢慢一段一段来

Variable Description Examples
变量介绍举例
请问举的是哪个单位的例子?
Acceleration How fast the unit acceleration Acceleration=0.5;
单位加速度
ActivateWhenBuilt Is the default state of this unit ACTIVATED (or ON) when built.
是否在建造开始就启动(估计是 地雷一开始就隐身的特性吧,不了解)
ActivateWhenBuilt=1;
ai_limit Limit of number the AI will build of this unit. ai_limit=limit CORVOYR 2;
AI(人工智能,下同!)建造这个单位的最大数量
ai_weight The weighting (ie. what % of these to to build. I don’;t know what the units are)
重要性(权值),AI造这个东西的可能性.这个值越大,AI越优先(概率优先)
ai_weight=weight CORFLAK 6;
altfromsealevel Altitude from sea. For flying units. Don’;t quite understand this one myself. 单位正
常运动的时候离海面的高度(仅限空军)(具体数值表示什么不清楚)
altfromsealevel=1;

amphibious Is the unit amphibious (can go under water, & on land. amphibious=1;
是否两栖,1为是.
antiweapons Does this unit shoot at the weapons of other units eg. Missile defence systems 是否是’;
反武器’;类武器,对其他单位的武器进行攻击,例如’;反核弹装置’;TMD
antiweapons=1;
attackrunlength For planes. The distance they must travel before being able to drop their
bombs/shoot their missiles. HoverAttack is like attackrunlength=0, I think attackrunlength=290;
飞机攻击的俯冲距离,(在飞机攻击之前,必须经过多远的直线飞行)(悬停攻击的俯冲距离貌似=0,但’;我’;认为是
290)
BMcode A BMcode. Every unit has a value of 1, except for contstruction plants (eg. Air Craft Plant,
Vehical Plants). So do likewise. BMcode=1;
除工厂外,所有单位的BMcode都是1.
BadTargetCategory The type of target that is not good for that low accuracy at this type of unit.
In general. The value specified identifies all units that have that value specified in their own
“Category” settings. BadTargetCategory=VTOL;
单位不准攻击的类别(category).因为单位对某一类的敌人命中太低,在设计的时候不准它向这类敌人开火.比如
该单位的BadTargetCategory=VTOL(飞机),它在游戏中不会主动向飞机开炮
BankScale The Scale (see Scale) of the unit when banking (ie. turning if its an aircraft)
请先参见Scale.单位在倾斜转弯的时候缩放比例.(比如飞机的转弯)
BankScale=1;
BrakeRate The rate at which the unit can slow down BrakeRate=9;
刹车速度.
BuildAngle No idea. Here’;s a possibility: Random angle to build unit on, example is the solar
panel some times facing 180 degrees from the solar panel next to it. BuildAngle=32768;
(不清楚)大概就是单位建造的初始角度.(例如太阳能电站之间往往并不是整齐排列的,而是要错开一些角度)
(译者–个人认为一些mod之中改变工厂朝向就是改这个参数的结果)
BuildCostEnergy The cost in energy of building this unit. The amount of energy that will be
consumed during the building of this unit. I think value < 0 generate errors, but I’;ve never tried.
BuildCostEnergy=985;
建造这个单位用的能量(估计负值的话会产生错误,没试过)
BuildCostMetal The cost in metal of building this unit. The amount of metal that will be consumed
during the building of this unit. Again, I think values < 0 produce errors. BuildCostMetal=0;
建造单位耗费的金属数量(负值?)
BuildTime The time is takes to build this unit. On average, 10000 is medium time, things like
fusion plants are more like 100000, and krogoth like 300000 BuildTime=9894;
建造这个单位耗费的工时.10000是比较平均的(?),核电站大概要10w,老K大概要30w;
Builddistance The distance at which a unit can build if it is a builder. Builddistance=80;
(仅限于工程单位)距离多远才能建造,(译者–比如船的建造距离普遍比工程车远(?))
Builder Can this unit build other units. Builder=1;
单位是否是工程单位?(能否建造)

canattack Can the unit attack. canattack=1;
单位能否攻击?能->1
CanCapture Can this unit capture other units.
CanCapture=1;
单位能否占领?能->1
CanDgun Can the unit DGUN (ie. has a gun like the
commander) candgun=1;
单位能否d-gun,->1
Canfly Can this unit fly. Canfly=1;
单位能飞?
canguard Can this unit guard. canguard=1;
能保卫?(guard)
canhover Can this unit hover canhover=1;
能悬浮?(气垫)
canload Can this unit load other units. canload=1;
能装载?
canmove Can this unit move. canmove=1;
移动?
canpatrol Can this unit patrol. canpatrol=1;
巡逻?
CanReclamate Can this unit reclaim things.
CanReclamate=1;
能回收废料?
canstop Can this unit stop. canstop=1;
能停止?(S)
cantbetransported Is this a unit that transports
cannot load eg. Ships, krogoth
能被运输?(船,老K不行)
cantbetransported=1;
Category A category class. Look at some of the
FBI files in totala1.hpi for examples.
Essentially, this places the unit in several named
catagories that can be named in other variables
such as “wpri_badTargetCategory” described below,
and in the AI Text files as well. Category=ARM
TANK LEVEL2 CONSTR NOWEAPON NOTAIR NOTSUB CTRL_B;
(*)单位类别.可以研究一下totala1.hpi文件.这个属性把
单位分成很多类型,方便它们在其他地方的引用.
比如(不准攻击类别BadTargetCategory).类别举例ARM
TANK(坦克类) LEVEL2(2级) CONSTR(建造类) NOWEAPON(
手无寸铁类) NOTAIR(不飞类) NOTSUB(不潜类)
CTRL_B(ctrl+b可以选择类)
CloakCost The energy cost of this unit remaining
隐形耗费能量
cloaked when standing still. CloakCost=7;
CloakCostMoving The energy cost of this unit
remaining cloaking while moving.
CloakCostMoving=800;
分为两个参数,CloakCost静止耗能CloakCostMoving运动
耗能

Commander Is this unit the (a?) commander.
Commander=1;
司令标志,这个东西是司令吗?
/*
Copyright The copyright of this unit. Must be as
shown to the right, or won’;t work. (Most people
copy this line as a comment, and put their own
copyright infomation in the commented-out version.
Copyright=Copyright 1997 Humongous Entertainment.
All rights reserved.;
版权,必须照这个(哪个?)填写!不然没用!
很多人把这行字复制下来作为标注,然后把自己的的版权
信息写入无标注版
Copyright=Copyright 1997 Humongous Entertainment.
All rights reserved.;
*/(这段不懂)

Corpse The name of the corpse of this unit
(Defined in the TDF file in the corpses directory)
(12/29/98) From Draconious: The name of the
feature the unit turns into when the unit dies. If
the unit is a feature (Dragons Teeth) the unit
instantly turns into this feature, when it is
finished being built. (this is not the 3do file of
the feature, the feature entry tells the 3do file
to use in the feautres OBJECT variable).
Corpse=fortification_core;
尸体(属物体类(feature无生命))名字.如果该单位是一个无生命物体(龙牙DT),应填入它建造 ok以后变成的东西名字.(看下段)
(我是这样理解的.一般的’;活单位’;,死了以后就变成这个名字指向的’;死物体’;;对于龙牙,它在造的时候是’;活单位’;,造好立即就死了,变成’;死物体’;,那么龙牙就有两个版本1,活龙牙单位;2,死龙牙物体)
3do文件不描述这个特性,是这个特性通知3do文件使用’;尸体’;
cruisealt The altitude at which the unit flys
cruisealt=90;
这个和altfromsealevel很混!
这个是单位飞行的时候的高度.
(译者–个人理解,仅供参考!
在陆地上面飞行没有问题,用cruisealt高度,
在海面上飞行,如果继续用cruisealt,就有可能以海底为参照.所以要用altfromsealevel,以海平面为参照.
要记住横扫的地图是可以’;人为’;设定海平面高度的,是"双层"的地图.)

看行不行

真是辛苦了
这贴应该加精

还要下面的吗?
能找点事情做觉得很不错,不然还是只有无聊

我找到了原贴,还是制成表格比较好吧?
sulbon 兄有些翻译由于原本是分开的词连在一起所以不是很清楚,我再开一个贴把表格弄出来。

还有一个要求:
现在这个是单位的属性集,很多都是比较旧的概念了.请问有没有武器的属性集?我对这个很感兴趣.
我不能上国外的网

重新制作的翻译过的帖子发不出来,怎么会这样?估计是我人品太好……

我还是去4了吧……
刚才发的翻译过的不行,html文件不认……

没翻完呢…… 还是先贴出来?

变量介绍例子
Acceleration单位加速度Acceleration=0.5;
ActivateWhenBuilt单位的默认选项是否为“启动”ActivateWhenBuilt=1;
ai_limitAI(人工智能,下同!)建造这个单位的最大数量ai_limit=limit CORVOYR 2;
ai_weight重要性(权值),AI造这个东西的可能性.这个值越大,AI越优先(概率优先)ai_weight=weight CORFLAK 6;
altfromsealevel单位离海面的高度(仅限空军)(具体数值表示什么不清楚)altfromsealevel=1;
amphibious是否两栖,1为是.amphibious=1;
antiweapons是否是“反武器”类武器,对其他单位的武器进行攻击,例如“反核弹装置”antiweapons=1;
attackrunlength飞机攻击的俯冲距离,(在飞机攻击之前,必须经过多远的直线飞行)attackrunlength=290;
BMcode除工厂外,所有单位的BMcode都是1.BMcode=1;
BadTargetCategory单位不准攻击的类别(category).因为单位对某一类的敌人命中太低,在设计的时候不准它向这类敌人开火.比如该单位的BadTargetCategory=VTOL(飞机),它在游戏中不会主动向飞机开炮BadTargetCategory=VTOL;
BankScale请先参见Scale.单位在倾斜转弯的时候缩放比例.(比如飞机的转弯)BankScale=1;
BrakeRate刹车速度.BrakeRate=9;
BuildAngle(不清楚)大概就是单位建造的初始角度.(例如太阳能电站之间往往并不是整齐排列的,而是要错开一些角度)
(译者sulbon认为一些mod之中改变工厂朝向就是改这个参数的结果)(朝向不同好像是因为不同的3D模型,我在objects3d里面发现了不同朝向但相同的建筑模型——零星)BuildAngle=32768;
BuildCostEnergy建造这个单位用的能量(估计负值的话会产生错误,没试过)BuildCostEnergy=985;
BuildCostMetal建造单位耗费的金属数量(负值?)BuildCostMetal=0;
BuildTime建造这个单位耗费的工时.10000是比较平均的(?),核电站大概要10w,老K大概要30w(记得看过说是被建造单位的数值除以建造单位的数值得出的就是时间。精华里有——零星)BuildTime=9894;
Builddistance仅限于工程单位)距离多远才能建造,(译者sulbon–比如船的建造距离普遍比工程车远(?))(也就是说远的可以在很远举例帮助建造、修复。但是回收好像一定要挤到跟前——零星)Builddistance=80;
Builder此单位是否能否建造其他单位Builder=1;
canattack单位能否攻击(attack按钮)canattack=1;
CanCapture单位能否占领(capture按钮……)CanCapture=1;
CanDgun单位能否d-gun (也就是第三武器的手动发射按钮是否存在)candgun=1;
Canfly单位能飞?Canfly=1;
canguard能保卫?canguard=1;
canhover能悬浮?(气垫)canhover=1;
canload能装载其他单位?canload=1;
canmove移动?canmove=1;
canpatrol巡逻?canpatrol=1;
CanReclamate回收?CanReclamate=1;
canstop停止?canstop=1;
cantbetransported能被运输?(船,老K不行)cantbetransported=1;
Category 单位分成很多类型,方便它们在其他地方的引用.
比如(不准攻击类别BadTargetCategory).类别举例ARM
TANK(坦克类) LEVEL2(2级) CONSTR(建造类) NOWEAPON(
手无寸铁类) NOTAIR(不飞类) NOTSUB(不潜类)
CTRL_B(ctrl+b可以选择类)Category=ARM TANK LEVEL2 CONSTR NOWEAPON NOTAIR NOTSUB CTRL_B;
CloakCost站立不动时隐形耗费能量.CloakCost=7;
CloakCostMoving隐形时移动消耗能量(并非累计CloakCost)CloakCostMoving=800;
Commander司令标志,这个东西是司令吗?Commander=1;
Copyright版权,必须照这个(右边这个)填写!不然没用! (真的?)很多人把这行字复制下来作为标注,然后把自己的的版权信息写入无标注版(忘了…… 好像在某些3rd party unit里面见过个人的)
Copyright=Copyright 1997 Humongous Entertainment. All rights reserved.;
Corpse单位死亡后尸体(残留的铁快)在/feature/corpse/.tdf 里的名称。无生命物体 (如Dragons Teeth).将会在建造完成后立即转换为无生命物体。 (sulbon 是这样理解的.一般的’;活单位’;,死了以后就变成这个名字指向的’;死物体’;;对于龙牙,它在造的时候是’;活单位’;,造好立即就死了,变成’;死物体’;,那么龙牙就有两个版本1,活龙牙单位;2,死龙牙物体)
3do文件不描述这个特性,是这个特性通知3do文件使用’;尸体’;Corpse=fortification_core;
cruisealt这个和altfromsealevel很混!
这个是单位飞行的时候的高度.
(译者–个人理解,仅供参考!
在陆地上面飞行没有问题,用cruisealt高度,
在海面上飞行,如果继续用cruisealt,就有可能以海底为参照.所以要用altfromsealevel,以海平面为参照.
要记住横扫的地图是可以’;人为’;设定海平面高度的,是"双层"的地图.)(是这样啊?为什么不直接以水平线为基点设置所有高度?——零星)cruisealt=90;
DamageModifier单位收到攻击时的修改值DamageModifier=0.7;
DefaultMissionType单位的默认行为,例如飞行单位为“侯命”(?)DefaultMissionType=VTOL_standby;
Description把鼠标指向这个单位时屏幕最下方的介绍Description=Very Heavy Assault Tank;
Designation单位的名称,据说不重要,但是字符数量似乎有限制。Designation=WB-S;
digger编者认为这是表明此单位是否有一部分延伸到地下。例如弹出试炮台就有digger=1.digger=1;
Downloadable是否能从网上下载此单位到游戏里玩。有第三方单位制造人认为并非如此,没有这个命令照样可以玩。Downloadable=1;
EnergyMake单位开着时制造的能量(行动单位就算不动也会制造能量。如果一个通过消耗能量来制造铁的单位关闭的时候只会停止使用能量和制造铁,而不会停止制造能量。)EnergyMake=9;
EnergyStorage这单位活着的时候给你添加的能量最大值。EnergyStorage=80;
EnergyUse单位活动时消耗的能量(铁矿厂“on”的时候,或者可移动单位在移动的时候)EnergyUse=9;
ExplodeAs爆炸时使用的ID(不是自暴)ExplodeAs=LARGE_BUILDINGEX;
ExtractsMetal采集铁的效率(数值很小的……)ExtractsMetal=0.003;
firestandorders这个单位时否能进行firestandorders… (连写此文的家伙也不知道这有什么用)firestandorders=1;
Floater是否能漂浮在水面上(不是悬浮,也就是说是否会被鱼雷等水下武器攻击。Pelican不会被水下单位攻击的原因就是这个值为0)Floater=1;
FootprintX单位X轴的长度,应该和模型的实际大小相关联(我发现并非如此,所以早些时候发帖问过)FootprintX=9;
FootprintZ单位Z轴的长度。和上面的在游戏里就是长和宽。(Y轴应该就是高了吧?可惜这表里没有。)FootprintZ=9;
FrenchDescription法语单位介绍FrenchDescription=Serpent des mers;
FrenchName法语单位名称FrenchName=Zeus;
GermanDescription德语单位介绍GermanDescription=躡erschwerer Gefechtspanzer;
GermanName德语单位名称GermanName=A.K.;
HealTime单位自动修复所使用的时间(我还没弄明白到底是如何工作的,数值5和500好像是500快些)HealTime=27;
HideDamage是否能让对手看到生命值HideDamage=1;
HoverAttack是否会停留在一点上进行攻击,如brawler。HoverAttack=1;
ImmuneToParalyzer此单位是否不会收到麻痹(蜘蛛的那个,EMP也是)ImmuneToParalyzer=1;
init_cloaked建造时是否就开始隐形(UH里的龙眼)init_cloaked=1;
IsAirBase是否是“空军基地”,也就是修复平台……汗IsAirBase=1;
IsFeature是否是个“feature”,(不好翻译啊……死物?东西?)是的话就不会出现在雷达上面,如Dragon’s Teeth。(也不会显示生命值)IsFeature=1;
istargetingupgrade是否能让其他单位自动攻击雷达上显示的敌方单位(大家常问的那个Targeting Facility的功能)istargetingupgrade=1;
ItalianDescription意大利语介绍ItalianDescription=Veicolo veloce da attacco;
ItalianName意大利语名称ItalianName=Zipper;
JapanesDescription倭寇语介绍 (WTF?)JapaneseDescription=XXXX;
JapaneseName倭寇语名称 (我见过的所有里面都没这两个)JapaneseName=Jeffysan;
kamikaze是否使用自杀试攻击 (这个是日语音译,神风攻击)kamikaze=1;
kamikazedistance自杀试攻击距离(这个也要距离?也就是说那么远的地方引爆吧?)kamikazedistance=80;
MakesMetal是否制造金属(铁矿厂?)MakesMetal=1;
maneuverleashlength当单位在巡逻或停止时收到骚扰后的追踪距离maneuverleashlength=640;
MaxDamage生命值MaxDamage=992;
MaxSlope爬坡能力MaxSlope=8;
MaxVelocity最高时速MaxVelocity=9;
MaxWaterDepth最大涉水深度MaxWaterDepth=35;
MetalMake制造铁的值MetalMake=1;
MetalStorage添加铁的最大值。MetalStorage=900;
mincloakdistance单位最小的隐形距离。当敌方单位进入这个距离的时候此单位就会现形。mincloakdistance=90;
MinWaterDepth最小涉水深度(船用的)MinWaterDepth=8;
MobileStandOrders编者认为这控制单位时否能“hold position”(保持位置,别人打你不追),所有的移动单位中只有运输单位为0。(总觉得好像不是这样)MobileStandOrders=1;
MoveRate1看来飞行单位使用这个,一般的单位为1,飞行的为8MoveRate1=1;
MovementClass单位的行动方式。参见 totala1.hpi里“gamedata\ MOVEINFO.tdf”。作为一个捷径,把相同的数据组织在一起。(verycd里的totala_full安装完以后有个excel表格,里面有数值说明。)MovementClass=TANKSH3;
Name指向或者选择单位时屏幕左下角出现的名字。(我把自己改的导弹兵命名为“Dong Feng”^_^)Name=Zipper;
NoAutoFire双重否定。1表示不会自动攻击,0为会。NoAutoFire=1;
NoChaseCategory不会自动追踪的单位种类。NoChaseCategory=VTOL;
norestrict单位会否出现在“单位限制”菜单里。Commander就没有。norestrict=1;
NoShadow此单位是否有影子(大部分水下单位没有影子)NoShadow=1;
Objectname3D物体的名称(也就是在
.fbi文件里objects3d*.3do的文件名称)Objectname=CORWIN;
onoffable此单位是否能开/关onoffable=1;
Ovradjust不清楚…… 有的单位有Ovradjust=1;
PigLatinDescription故意颠倒英语字母顺序拼凑而成的行话的单位介绍(是人话吗?)PigLatinDescription=Astfay attackay Outingscay Ehiclevay;
PigLatinName故意颠倒英语字母顺序拼凑而成的行话的单位名称(看来不像……)PigLatinName=Effyjay;
PitchScale(斜度比例?不明白)PitchScale=1;
RadarDistance单位所提供的雷达距离RadarDistance=700;
RadarDistanceJam单位所提供的反雷达距离RadarDistanceJam=730;
Scale应该是单位3D文件的比例大小吧?不确定。Scale=1;
SelfDestructAs自暴武器(后面那个数值可以在weapon\units.tdf里面找到)SelfDestructAs=SMALL_UNIT;
selfdestructcountdown自暴倒计时selfdestructcountdown=2;
ShootMe敌方单位是否会自动攻击此单位,例如Dragon’s Teeth就是0,敌人无论在哪种条件下都不会自动攻击此单位。ShootMe=1;
ShowPlayerName像Commander一样把玩家名称作为介绍ShowPlayerName=1;
Side单位的阵营,Arm or Core。 Side=CORE;
SightDistance视线距离SightDistance=90;
SonarDistance声纳距离SonarDistance=650;
SonarDistanceJam反声纳距离SonarDistanceJam=650;
sortbias(8挤倒)sortbias=0;
SoundCategoryThe “sound category” the unit uses. Sound categories are typically described in TDF files in the gamedata directory. (The sounds.tdf file is a good place to start). It is used to describe a group of sounds to associate with a unit, such as what sounds does it make when it starts, stops, arrives at a destination, is activated, is deactivated, etc.SoundCategory=VIPE;
SpanishDescriptionAs description, in Spanish.SpanishDescription=Veh韈ulo todoterreno de ataque;
SpanishNameAs Name, but in SpanishSpanishName=Zipper;
StandingFireOrderThis is the initial fire order the unit starts with. 0 = Hold Fire; 1 = Return Fire; 2 = Fire at Will.StandingFireOrder=0;
StandingMoveOrderthis is the initial movement order the unit starts with. 0 = Hold Position; 1 = Move; 2 = RoamStandingMoveOrder=1;
StealthIs this unit inivisible on sonar and radar.Stealth=1;
SteeringModeThe way in which the unit turns. See totala1.hpi for options.SteeringMode=2;
TEDClassImportant…I think. Define what type of unit it is.TEDClass=WATER;
teleporterIs this unit a teleporter. The two galatic gates have this = 1.teleporter=1;
ThreeDIs the unit 3D.ThreeD=1;
TidalGeneratorIs the unit a Tidal generator?TidalGenerator=1;
TransMaxUnitsMaximum number of units that can be transported.TransMaxUnits=1;
transportcapacityLike TransMaxUnits I guess. The number of units that can be transported.transportcapacity=5;
transportsizeHow big the transport is. I don’;t quite understand.transportsize=3;
TurnRateHow quickly the unit turns.TurnRate=999;
UnitNameThe name of the files used for the unit? This is a unit ID. This is the name of your unit, (what I refer to as the “short name” and the name your files you decided on. e.g… your file in this case would be called coralpha.fbi. UnitName=CORWIN;
UnitNumberThe ID# for the unit. If this is the same as some other unit, your unit may not work. Unique unit ID. VERY IMPORTANT. All IDs from 0-about 400 have been used. Use other ones > 10000 is the best. The more digits, the more unlikely you’;ll have a ID conflict with someone else. UnitNumber=9;
UprightIs the unit upright? For kbots - this keeps the unit upgright when climbing hills. In my case for a flying unit, my unit “layed down” on the ground whenever it landed (air unit). By setting upright=1, it solved my problem.Upright=1;
VersionThe version of ta the unit will work under. Do not be fooled. This is very important. It is version of TA under which the unit will run (beta 2 or whatever) Version=1;
WaterLineHow high up the 3d model to put the water line. For ships.WaterLine=43;
Weapon1The unit’;s primary weapon. The name specified is the name of a weapon described in any of the number of TDF files found in the weapon subdirectories.Weapon1=crblmssl;
Weapon2The unit’;s secondary weapon. The name specified is the name of a weapon described in any of the number of TDF files found in the weapon subdirectories.Weapon2=coramph_weapon2;
Weapon3The unit’;s third weapon. The name specified is the name of a weapon described in any of the number of TDF files found in the weapon subdirectories.Weapon3=CORSEAP_WEAPON3;
WindGeneratorThe amount of energy generated by the wind by the unit.WindGenerator=30;
WorkerTimeHow quickly the unit nanolathes.WorkerTime=80;
wpri_badTargetCategoryA bad target (lower chance of hitting) for the primary weapon. The value specified identifies all units that have that value specified in their own “Category” settings.wpri_badTargetCategory=VTOL;
wsec_badTargetCategoryA bad target for the secondry weapon.wsec_badTargetCategory=VTOL;
YardMapDefines in more detail the “footprint” of a construction yard (or any stationary building). As an example, the ARM Adv. Air Plant data at the right has 6 groups of 7 values defining an X-Z coordinate “footprint” for the construction yard. The following values are available:
“f” indicates the space is occupied by a feature (e.g. Dragons teeth)
“o” indicates occupied points on ground where a unit may not pass. By default, all values are “o”.
“O” - Occupied when building is open - never used.
“c” defines the “hole” (typically in construction plant units) where the units are built and where they enter or exit. closed yard - “Openyard/Closeyard” on land.
“C” - closed yard - “Openyard/Closeyard” on water.
“w” seems to indicate those parts of a ship yard that are above water
“g” (or “G”) indicates that the space can operate over a geothermal vent. Otherwise, operates just like an “O”. Created specifically for the geothermal plant.
“y” - standard yard - no footprint on land
“Y” - standard water yard - no footprint on water. “Y” is simply a location that will never have a footprint, no matter what.
As you know, footprints are square, but your units aren’;t always.
This allows you to shape the footprint a little. (i.e. ARMLAB, the corners
are always “footprintless”)
If the unit doesn’;t use “OpenYard”/“CloseYard” you can simply state “YardMap=o” no matter the size of the footprint. You could also do the opposite by stating “YardMap=c”, and the whole footprint will appear and disappear no matter the footprint size.// For ARM Adv. Air Plant
// FootprintX=7;
// FootprintZ=6;
YardMap=ooooooo ooooooo occccco occccco occccco occccco;
// Thus, the “South” end
// of the plant is open
// while the other sides
// are blocked.
ZBufferDoes the unit have a z buffer. (All units have this = 1)ZBuffer=1;

好乱…… 根本看不成
如何上传表格啊?好像有个html转换器,但是不起作用。

cruisealt这个和altfromsealevel很混!
这个是单位飞行的时候的高度.:?
(译者–个人理解,仅供参考!
在陆地上面飞行没有问题,用cruisealt高度,!
在海面上飞行,如果继续用cruisealt,就有可能以海底为
参照.所以要用altfromsealevel,以海平面为参照.
要记住横扫的地图是可以’;人为’;设定海平面高度的,是"双
层"的地图.)(是这样啊?为什么不直接以水平线为基点
设置所有高度?——零星)cruisealt=90;
\\\\\\回答这个问题
注意这个现象:飞机略过山和高地的时候,会根据地面起伏
调整其飞行高度.不然在有些地面高度差距较大的地图,飞
机就会飞到地下.而飞过水面的时候不会改变巡航高度,即
使海底的地形有起伏
\\\\\\\

DamageModifier单位收到攻击时的修改值DamageModifier
=0.7;V
\\\\\\
字面意思似乎是这样,但是看后面的e文解释,是自动修复
速度?? 但是自动修复在healtime里面已经有定义,所以估
计是原作者错了
\\\\\\
DefaultMissionType单位 \\在关卡中?\\ 的默认行为
,例如飞行单位为“侯命”(?)DefaultMissionType=V
TOL_standby;Z0@o

Description把鼠标指向这个单位时屏幕最下方的介绍Des
cription=Very Heavy Assault Tank;2j=
Designation单位的名称,据说不重要,但是字符数量似
乎有限制。Designation=WB-S;_c%sV
digger编者认为这是表明此单位是否有一部分延伸到地下
。例如弹出试炮台就有digger=1.digger=1;–J
Downloadable是否能从网上下载此单位到游戏里玩。有第
三方单位制造人认为并非如此,没有这个命令照样可以玩
。Downloadable=1;^&
\\应该是cavedog的历史遗留物\\\
EnergyMake单位开着时制造的能量(行动单位就算不动也
会制造能量。如果一个通过消耗能量来制造铁的单位关闭
的时候只会停止使用能量和制造铁,而不会停止制造能量
。)EnergyMake=9;,
EnergyStorage这单位活着的时候给你添加的能量最大值
。EnergyStorage=80;
EnergyUse单位活动时消耗的能量(铁矿厂“on”的时候
,或者可移动单位在移动的时候)EnergyUse=9;
ExplodeAs爆炸时使用的ID(不是自暴)ExplodeAs=LARGE
_BUILDINGEX;
ExtractsMetal采集铁的效率(数值很小的……)Extract
sMetal=0.003;
\\估计单位开采金属数量=对所有footprint求和(开采
效率1footprint该footprint金属含量)
\\\\\\
firestandorders这个单位时否能进行firestandorders…
(连写此文的家伙也不知道这有什么用)firestandorder
s=1;
\\
觉得是能不能调(自动开火\还击\沉默)
\\

Floater是否能漂浮在水面上(不是悬浮,也就是说是否
会被鱼雷等水下武器攻击。Pelican不会被水下单位攻击
的原因就是这个值为0)Floater=1;{zSV&R
FootprintX单位X轴的长度,应该和模型的实际大小相关
联(我发现并非如此,所以早些时候发帖问过)Footprin
tX=9;
\
不知道scale对这个有没有影响
好像主要用于确定单位间距
比如:战列舰实际占用footprint(close)的大小要比这个X
,Y小,战列舰是比较细长的,但它无论在什么地方都可以自
由转向:是否是这个footprintX,Y表示自由空间,而非实际
占用空间?
\\

FootprintZ单位Z轴的长度。和上面的在游戏里就是长和
宽。(Y轴应该就是高了吧?可惜这表里没有。)Footpri
ntZ=9;

FrenchDescription法语单位介绍FrenchDescription=Ser
pent des mers;
FrenchName法语单位名称FrenchName=Zeus;
GermanDescription德语单位介绍GermanDescription=躡e
rschwerer Gefechtspanzer;
GermanName德语单位名称GermanName=A.K.;
HealTime单位自动修复所使用的时间(我还没弄明白到底
是如何工作的,数值5和500好像是500快些)HealTime=27
;
\
可能和buildtime一样的道理,这两个地方的time都是指’;
工时’;,但原作上面不这样说,郁闷
\
HideDamage是否能让对手看到生命值HideDamage=1;
HoverAttack是否会停留在一点上进行攻击,如brawler
HoverAttack=1;
ImmuneToParalyzer此单位是否不会收到麻痹(蜘蛛的那
个,EMP也是)ImmuneToParalyzer=1;
init_cloaked建造时是否就开始隐形(UH里的龙眼)init
cloaked=1;
\\
我收回我在ActiveWhenBuilt的理解.呵呵
\
IsAirBase是否是“空军基地”,也就是修复平台……Air
Base=1;
IsFeature是否是个“feature”,(不好翻译啊……死物
?东西?)是的话就不会出现在雷达上面,如Dragon’s
Teeth。(也不会显示生命值)IsFeature=1;
istargetingupgrade是否能让其他单位自动攻击雷达上显
示的敌方单位(大家常问的那个Targeting Facility的功
能)istargetingupgrade=1;
ItalianDescription意大利语介绍ItalianDescription=V
eicolo veloce da attacco;zG
ItalianName意大利语名称ItalianName=Zipper;
JapanesDescription倭寇语介绍
(WTF?)JapaneseDescription=XXXX;
JapaneseName倭寇语名称 (我见过的所有里面都没这两
个)JapaneseName=Jeffysan;
kamikaze是否使用自杀试攻击 (这个是日语音译,神风
攻击)kamikaze=1;
kamikazedistance自杀试攻击距离(这个也要距离?也就
是说那么远的地方引爆吧?)kamikazedistance=80;
MakesMetal是否制造金属(铁矿厂?)MakesMetal=1;
\
这个参数怎么不和MetalMake合为一个啊?
\\
maneuverleashlength当单位在巡逻或停止时收到骚扰后
的追踪距离maneuverleashlength=640;
MaxDamage生命值MaxDamage=992;
MaxSlope爬坡能力MaxSlope=8;
MaxVelocity最高时速MaxVelocity=9;
MaxWaterDepth最大涉水深度MaxWaterDepth=35;
MetalMake制造铁的值MetalMake=1;
MetalStorage添加铁的最大值。MetalStorage=900;
mincloakdistance单位最小的隐形距离。当敌方单位进入
这个距离的时候此单位就会现形。mincloakdistance=90;
MinWaterDepth最小涉水深度(船用的)MinWaterDepth=8
;
MobileStandOrders编者认为这控制单位时否能“hold
position”(保持位置,别人打你不追),所有的移动单
位中只有运输单位为0。(总觉得好像不是这样)MobileS
tandOrders=1;
\\
可能是调整 不动\自主移动\放任 的选项吧
参考FireStandOrders
两者构词的方法相同,说明功能类似^
^
\\\
MoveRate1看来飞行单位使用这个,一般的单位为1,飞行
的为8,MoveRate1=1;
MovementClass单位的行动方式。参见
totala1.hpi里“gamedata\ MOVEINFO.tdf”。作为一个
捷径,把相同的数据组织在一起。(verycd里的totala_f
ull安装完以后有个excel表格,里面有数值说明。)Move
mentClass=TANKSH3;
Name指向或者选择单位时屏幕左下角出现的名字。(我把
自己改的导弹兵命名为“Dong Feng”^_^)Name=Zipper;
NoAutoFire双重否定。1表示不会自动攻击,0为会。NoAu
toFire=1;
NoChaseCategory不会自动追踪的单位种类。NoChaseCate
gory=VTOL;;
norestrict单位会否出现在“单位限制”菜单里。Comman
der就没有。norestrict=1;
NoShadow此单位是否有影子(大部分水下单位没有影子)
NoShadow=1;
Objectname
3D物体的名称(也就是在*.fbi文件里objects3d*.3do的
文件名称)Objectname=CORWIN;
onoffable此单位是否能开/关onoffable=1;
Ovradjust不清楚…… 有的单位有Ovradjust=1;
PigLatinDescription故意颠倒英语字母顺序拼凑而成的
行话的单位介绍(是人话吗?)PigLatinDescription=As
tfay attackay Outingscay Ehiclevay;;
PigLatinName故意颠倒英语字母顺序拼凑而成的行话的单
位名称(看来不像……)PigLatinName=Effyjay;
PitchScale(斜度比例?不明白)PitchScale=1;
RadarDistance单位所提供的雷达距离RadarDistance=700
;
RadarDistanceJam单位所提供的反雷达距离RadarDistanc
eJam=730;
Scale应该是单位3D文件的比例大小吧?不确定。Scale=1
\\\;
缩放比例,单位从3do文件转到游戏之中经历的缩放比例,
一般为1;
(估计arm的FARK在不同版本里面大小不同就是修改这个参
数的结果)
\\
SelfDestructAs自暴武器(后面那个数值可以在weapon\u
nits.tdf里面找到)SelfDestructAs=SMALL_UNIT;6b0
selfdestructcountdown自暴倒计时selfdestructcountdo
wn=2;
ShootMe敌方单位是否会自动攻击此单位,例如Dragon’s
Teeth就是0,敌人无论在哪种条件下都不会自动攻击此单
位。ShootMe=1;

ShowPlayerName像Commander一样把玩家名称作为介绍
ShowPlayerName=1;
Side单位的阵营,Arm or Core。 Side=CORE;
SightDistance视线距离SightDistance=90;
SonarDistance声纳距离SonarDistance=650;
SonarDistanceJam反声纳距离SonarDistanceJam=650;
sortbias(8挤倒)sortbias=0;
\\Neither do I\
\\\\\\\\\\\\\\\\
下面的东西我来啦
SoundCategoryThe “sound category” the unit uses.
Sound categories are typically described in TDF
files in the gamedata directory. (The sounds.tdf
file is a good place to start). It is used to
describe a group of sounds to associate with a
unit, such as what sounds does it make when it
starts, stops, arrives at a destination, is
activated, is deactivated, etc.SoundCategory=VIPE;
单位使用的声音类,在gamedata目录下的sounds.tdf文件
里面有很多标准的声音类.一个类包括几个声音,比如停止
,移动,到达,开启,关闭等响应的声音.
SpanishDescriptionAs description, in
Spanish.SpanishDescription=Veh韈ulo todoterreno de
ataque;]fJ
西班牙语的单位描述
SpanishNameAs Name, but in
SpanishSpanishName=Zipper;6bs/_
西语的单位名字
StandingFireOrderThis is the initial fire order
the unit starts with. 0 = Hold Fire; 1 = Return
Fire; 2 = Fire at Will.StandingFireOrder=0;+
(参照fireStandOrder)这个StandingFireOrder是定义单
位初始火力状态,停火=0\还击=1\开火=2)
StandingMoveOrderthis is the initial movement
order the unit starts with. 0 = Hold Position; 1
= Move; 2 = RoamStandingMoveOrder=1;
初始移动状态,不走=0\自主=1\放任=2
Stealth --Is this unit inivisible on sonar and
radar.Stealth=1;
是否对雷达和声纳隐形.这个估计是指天生隐形吧,比如高
级战机.
SteeringModeThe way in which the unit turns. See
totala1.hpi for options.SteeringMode=2;
定义单位转向的方式
参照totala1.hpi,
TEDClassImportant…I think. Define what
type of unit it is.TEDClass=WATER;
作者认为这个很重要,划分单位的种类.
关键是这个和Category有什么区别?
teleporter --Is this unit a teleporter. The two
galatic gates have this = 1.teleporter=1;
是否是瞬间传送者,两个银河门的这个参数就是1.
估计有些mod里面的运输船的瞬移单位的修改就是这个参
数啦
ThreeDIs the unit 3D.ThreeD=1;
单位是否三维?
TidalGeneratorIs the unit a Tidal
generator?TidalGenerator=1;
是否是水电站?
TransMaxUnitsMaximum number of units that can
be transported.TransMaxUnits=1;
运输最大数量
transportcapacity --Like TransMaxUnits I guess.
The number of units that can be
transported.transportcapacity=5;
运输最大能力
???
猜想:运输船运载东西既有单位限制,又有体积限制?
transportsizeHow big the transport is. I don’;t
quite understand.transportsize=3;
运载空间?
不懂
TurnRateHow quickly the unit turns.
TurnRate=999;
转向速度

UnitNameThe name of the files used for the
unit? This is a unit ID. This is the name of your
unit, (what I refer to as the “short name” and the
name your files you decided on. e.g… your file in
this case would be called coralpha.fbi.
UnitName=CORWIN;
单位名字(ID)(缩略名).和描述这个单位的文件名相同(\
\游戏才能识别并自动加载\).
blablabla
UnitNumberThe ID# for the unit. If this is the
same as some other unit, your unit may not work.
Unique unit ID. VERY IMPORTANT. All IDs from
0-about 400 have been used. Use other ones > 10000
is the best. The more digits, the more unlikely
you’;ll have a ID conflict with someone else.
UnitNumber=9;
单位编号(唯一)(非常重要),如果两个冲突必定挂一个.
0-400左右都有主了,推荐使用10000以上的号码,冲突几率
比较小
UprightIs the unit upright? For kbots -
this keeps the unit upgright when climbing hills.
In my case for a flying unit, my unit “layed down”
on the ground whenever it landed (air unit). By
setting upright=1, it solved my problem.Upright=1;
单位是否直立.机器人不论爬坡还是走平地都是直立(=1),
坦克就要东倒西歪(=0).
作者举例:他的飞机一降落就趴下,是因为错误地把这个值
设了0
Version----The version of ta the unit will work
under. Do not be fooled. This is very important.
It is version of TA under which the unit will run
(beta 2 or whatever) Version=1;
版本号.该单位工作在哪个版本的ta?很重要.
WaterLineHow high up the 3d model to put
the water line. For ships.WaterLine=43;
单位吃水线.仅限于船.表示吃水线在3d模型中,对0平面的
相对高度
Weapon1—The unit’;s primary weapon. The name
specified is the name of a weapon described in any
of the number of TDF files found in the weapon
subdirectories.Weapon1=crblmssl;
单位的第一武器.指向武器子目录下tdf文件中描述的武器
Weapon2----The unit’;s secondary weapon. The name
specified is the name of a weapon described in any
of the number of TDF files found in the weapon
subdirectories.Weapon2=coramph_weapon2;
第二武器
Weapon3The unit’;s third weapon. The name
specified is the name of a weapon described in any
of the number of TDF files found in the weapon
subdirectories.Weapon3=CORSEAP_WEAPON3;
第三武器
WindGeneratorThe amount of energy generated by
the wind by the unit.WindGenerator=30;
单位利用风力生产的电量
WorkerTime----How quickly the unit
nanolathes.WorkerTime=80;
工程单位工作效率
wpri_badTargetCategoryA bad target (lower chance
of hitting) for the primary weapon. The value
specified identifies all units that have that
value specified in their own “Category”
settings.wpri_badTargetCategory=VTOL;
第一武器的不准自动攻击类别
wsec_badTargetCategoryA bad target for the
secondry weapon.wsec_badTargetCategory=VTOL;
第二武器的不准自动攻击类别
\\?为什么不和武器绑定,而和单位绑定?\\
\\没有第三武器?\\
YardMapDefines in more detail the “footprint” of a
construction yard (or any stationary building).
As an example, the ARM Adv. Air Plant data at the
right has 6 groups of 7 values defining an X-Z
coordinate “footprint” for the construction yard.
The following values are available: ,S!W.F
“f” indicates the space is occupied by a feature
(e.g. Dragons teeth) b1JCT
“o” indicates occupied points on ground where a
unit may not pass. By default, all values are
“o”. @Q,
“O” - Occupied when building is open - never used.
xQKS|
“c” defines the “hole” (typically in construction
plant units) where the units are built and where
they enter or exit. closed yard -
“Openyard/Closeyard” on land. ,
“C” - closed yard - “Openyard/Closeyard” on water.
2q
“w” seems to indicate those parts of a ship yard
that are above water .z/x
“g” (or “G”) indicates that the space can operate
over a geothermal vent. Otherwise, operates just
like an “O”. Created specifically for the
geothermal plant. |]
“y” - standard yard - no footprint on land **AB)‘;
“Y” - standard water yard - no footprint on water.
“Y” is simply a location that will never have a
footprint, no matter what.>TL}
As you know, footprints are square, but your units
aren’;t always.|dfpRV
This allows you to shape the footprint a little.
(i.e. ARMLAB, the corners@lI
are always “footprintless”) .
<s*s
If the unit doesn’;t use “OpenYard”/“CloseYard” you
can simply state “YardMap=o” no matter the size of
the footprint. You could also do the opposite by
stating “YardMap=c”, and the whole footprint will
appear and disappear no matter the footprint
size.// For ARM Adv. Air PlanthT’;6j
// FootprintX=7;l1p’;<
// FootprintZ=6;‘;WTPO
YardMap=ooooooo ooooooo occccco occccco occccco
occccco;L
// Thus, the “South” end~>]o
// of the plant is open^Q
// while the other sides?!
// are blocked.t41
比footprintX,Y更清楚地描述任何建筑的2维几何,精确到
‘;格子’;.
比如:arm的高级飞机厂的yardmap是用6x7个值来定义其X-
Z平面构造.
每种’;值’;的意思:
f:这个区域被不动物体占了(feature)
o:(默认值)单位不能从这个点经过(occupy)
O大写:当建筑开启的时候就不能过,(某个mod的城门?)(oc
cupy when open)
c:尤其在工厂里面有用,定义’;洞’;的区域,表示单位在哪里
建造,怎样出去…用于陆地(closed yard)
大C:同c,用于海洋
w:似乎是指造船厂哪个部分在水面上
g,G同:表示这个区域可以工作在地热口,其余情况同o;
y:标准格,在地上没有footprint
Y:用于水中,同y
footprint是方的,但是单位一般都不是完全方形的.
可以通过定义yardmap来对单位的外形做一些改动.(比如a
rm的机器人厂,它建造占用的方框的角上却总是空的(可以
过单位的).
如果一个单位外形不用’;占地yardmap’;方式来描述,可以直
接设定"yardmap=o",或"yardmap=c",而不用考虑单位的尺
寸.
再举一个例子!
arm 高级飞机厂
\FootprintX=7;
\FootprintZ=6;
YardMap=
ooooooo
ooooooo
occccco
occccco
occccco
occccco
下面这一片c就是我们常看见的机场下端的建造平台,而上
面和两边的o表示其边上被占用的地盘
ZBufferDoes the unit have a z buffer. (All units
have this = 1)ZBuffer=1;
是否用z缓冲.所有单位都取1.
(z缓冲是绘制3d图形标准算法,二维的单位应该可以不用
吧!)

后悔中,上传附件,
斑竹把上面的一堆删了吧

奇怪,文件如何上船以后显示出来啊?我之前传了表格的……
劳烦sulbon把这些贴在Excel里面对齐后压了再放出来吧。

有办法使单位自动修复快点吗?