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Resource - Templates.txt - part of the ongoing guide by Dancing Moogle
Templates.txt is where the most critical information for a new skirmish template is stored, and tells the game exactly how to handle the AI templates. This is a typical example of a skirmish template (and is also the last entry in the document, so any new templates will come after this one:
SK-Veng-Track-HvyLaser,623,Body10MBT,ZNULLBRAIN,ZNULLCONSTRUCT,ZNULLECM,6,tracked01,ZNULLREPAIR,DROID,DefaultSensor1Mk1,1
What each part represents - some parts won't interest you at all since they never need to be changed so I will state that as I get to each one:
Name - Obviously this is the name of the new template. This again must match the template name specified in names.txt and assignWeapons.txt.
Template Number - Simply the number of the template. New templates should have this number increased by increments of '1', so a new template after this one would be #624, then #625 and so on.
Body internal ID - Tells the game which body to use for the template. I'll list the Body Internal ID's at the end.
ZNULLBRAIN, ZNULLCONSTRUCT, and ZNULLECM should be left as they are. The only time you'd need to change one of these is if you are making a new Truck template (ZNULLCONSTRUCT).
The next number corresponds to the Group this template belongs to - see the Assign Weapons resource post for details. Again, this should be left as '6' for Skirmish.
Propulsion - Tells the game what propulsion the template should use. I'll list the ID's for propulsion after the Body ID's.
ZNULLREPAIR - As above, you don't need to change this, unless making a new Repair unit template.
DROID - Just identifies the Template as being a game object.
DefaultSensorMk1 - Leave this as it is, it's the default sensor type that all units require.
The last number simply identifies the unit as either a combat unit or a special unit (such as repair or truck). 0=Special Unit, 1=Combat Unit.
Body Internal ID's:
BODY1REC = VIPER
BODY2SUP = LEOPARD
BODY3MBT = RETALIATION
BODY4ABT = BUG
BODY5REC = COBRA
BODY6SUPP = PANTHER
BODY7ABT = RETRIBUTION
BODY8MBT = SCORPION
BODY9REC = TIGER
BODY10MBT = VENGEANCE
BODY11ABT = PYTHON
BODY12SUP = MANTIS
BODY13SUP = WYVERN
BODY14SUP = DRAGON
Propulsion ID's:
tracked01 = Tracks
HalfTrack = Halftracks
hover01 = Hover
V-Tol = VTOL
wheeled01 = Wheels
Note that these are CaSe SenSitIvE, so tracked01 should be all lower case, whereas HalfTrack should have the Capital letters.