RTS Maker Help
Contents
Overview
Menu System:
File
Texture
Brush
Height
Resource
Player
Buildings
Units
Weapons
Help
Toolbar
Various Dialogs:
New Project Options
Creating a new tileset
Unit Creation
Weapon Creation
Browser
Starting Resources
Other Links:
Contact Me
Darkbasic I'm waffle in the forums.
Purebasic
Overview
The main intent of this application is to creat an easy to use mapping application.
For those fammiliar with Blizzard's Warcraft II editor, some things may
seem simular; most notably, the default brush for mapping. This is NOT
another editor for WC2, and it does not load WC2 maps. I only mention it here
because the editor for WC2 is nice and easy to use. I have strived to make
this one as easy to use too. I decided to make this because WC2 does not
permit custom media to be (easily) used and I wanted games to be more
focused on tactics and WC2 does not account for side armor and other
factors that can affect the effective of units.
To quickly create a custom map, HA! its not a quick operation at all,
you must first select
New
from the File Menu.
This will let you decide on the size of your map, the tileset to use,
and which units to use for the map. If this is to be a completely new
project, there might not be any units available to use. Thats ok, you
can create some later.
For best results, use tiles that
are 32x32 in size. If you use a different size, they will be resized.
You select tiles to use for lake,grass,dirt
see blending
and these are blended to create a texture array. Now you simply draw
your map. The
toolbar
has short cuts to simplify the process of map making. If doing a simple
map, lake height defaults to a height of 0, grass at 1 and dirt at 2.
These numbers are useful for determining line of sight and also for
determining if ground is passible. A difference of 1 is passible, 2 is
difficult, 3 very hard, 4 is blocked (cliff). Setting
height
will serve as a modifier to the default value. So a height of 2 assigned
to a dirt tile will actually make the height a 4.
Now you just create some
resources and
units and maybe some
buildings
and then place some on the map. Yeah!!, just. To create weapons
for your buildings and units, open the building or unit dialog,
and browse for a weapon from the Stats tab. In the browser window
click on New to create a custom weapon.
Finialy set some game objectives and its ready to go. This editor does
not have all the fancy features of Blizzard's Starcraft, but it does have
some other cool options.
If you wish to test a loaded map you can test it from the
file menu.
Since all game data is contained within a single file, you can easily
share these games by sharing this single file. Even all custom
Unit animations, sounds and other setting are all contained in this
single file. If you do not want others to be able to edit your levels,
you can also make them into an exe file. using this method you can share
your games with others that do not have this program.
File Menu
- New - Clear the current project and start a new project
this will open the new project dialog
- Open - Close the current project and load an existing project
- Save - Save the current project
- Save As - Save the current project under a different name
- Make Exe - Create an executable from the current project
- Test - Play the current project
- Exit - Terminate the application
You can also use the
toolbar
for the New,Open and Save shortcuts.
Contents
New Project Settings

This is where you select the map size. Only square maps are supported.
The stated size is in tile counts. So a size of 25x25 would be a grid
size of 800x800 for a small map, and 6400x6400 for a huge map. The
map size cannot be dynamically changed because of how the memory
gets allocated. So, this must be one of your first steps.
The other options can be changed at any time. Tileset is used for mapping,
while resources and units will select the list of unit types your
game will support. The default is none, forcing you to create them
using MSPaint.
File Menu
Creating Tilesets
Creating Units
Creating Resources
Contents
Texture Menu
From this menu can can select the type of tile to place
onto your map.
- Select - Turns off tile placement and instead will select
other objects that have been placed onto the map
- Water - place the water tile (height + 0)
- Grass - place the grass tile (height + 1)
- Dirt - place the dirt tile (height + 2)
- Load - loads a previously created tileset
- Create - creates a new tileset
RTS Maker only supports one tileset at a time. A tileset is a
blended group of tiles. If you create one, you will be asked
to select three different tiles to use for water,grass and dirt.
This will then be blended to create a tileset for use in mapping.
If you desire to support decorations in your tileset, you will
need to add those details in by editing your tileset with MSPaint.

Creating a Tileset
Height
toolbar
Contents
Creating a Tileset

Here you see the default blank textures for water,grass and dirt.
Click one of the buttons below the image to select your custom tile
image to use. When you have selected all three images, click the Blend
button to create your tileset. To add decorations or other details
to your tileset, open MSPaint and edit the last 4 tiles on the bottom
right. These tiles are only used when you have selected the use
details options from the brush menu.
Brush Menu
Toolbar
Contents
Brush
This menu selects the brush size and detail options. Select the largest
size to quickly create large areas. Use the detail options to add
minor artifacts to your map. These artifacts are added randomly.
You create these artifacts using MSPaint and edit your tileset.
Do not edit the first 3 tiles, as those are the default blank ones.
The blank ones located at the bottom of the tileset are used for
artifacts and can be edited.
- Small - use the smallest brush size (32x32)
- Medium - the size of 3 small tiles (96x96)
- Large - the size of 5 small tiles (160x160)
- No Details - do not use tiles with artifacts
- Use Details - randomly use some tiles with artifacts
- All Details - only use tiles with artifacts
Texture
Toolbar
Contents
Height Menu
This is where you set the map height for your next tile. Contour
lines will be added to show topography. The greater the elevation
change, the darker the line. The height changes from 0 to 9.
Although, placing a dirt tile at height 9 will actually create a
real height of 11. Setting height to Auto Zero will permit placing
tiles without changing the current height settings for the map location.
Tip:
Try building your map entirely at height 1. This is simple to do,
and permits easy modifications for later. This way, if you want
a dirt beach near water to be at height 1 instead of the default
of 2 (Dirt always adds 2 to base height), you can set the area
to height of 0 and then place a dirt tile. Sure, the actual height
will still be 2, but by setting the base height at 1 instead of 0,
the height relative to the water is only 1, and would be the same
height as any nearby grass tiles.
Another added bonus from this is you can differentiate coastal
water areas (height =1) from deep water areas (height=0). You
can use this to hide submarines or to restrict large vessels.
Map Tiles
Contents
Resource Menu
- Start - Sets the starting resources for each type and player
- Delete - Deletes the selected resource from the map
- Settings - Sets the available resources ammount for the previously
resource you placed or the currently selected resource
- Goals - Sets level objectives for each player and AI
- New - Creates a new resource
- Manage - Allows you to delete resources
- Below this is a list of available resources you can place.
Selecting one of these will place that resource.
Resource Construction
Resource Management
Starting Resources
Toolbar
Contents
Player Menu
Use this menu to select which player to assign the next unit to.
Player 1 - 4 can be used for real players or AI (computer).
Player 5 - 8 are reserved for neutral or AI players.
Contents
Starting Resources

This dialog, called from the Resource Menu, enables you to set up the
starting values for all resources that are available in your game. The
buttons will try and help speed things up, but the real work is done
in the grid.
The first column is the name of the resource. Next is the type of resource.
This is followed by Player1,2,3,4 and Others. Others implies non player
units which can be assigned to Player5,6,7,8.
As a general rule, double clicking on a grid square will prompt
you for an exact resource value. A negative value indicates the resource
cannot be used by the selected player. Clicking the toggle button will
switch the value from its possitive value, to its negative value and
in that way, enable or disable a resource without the loss of the original
setting.
The exeption of this is the resource type.
Double clicking on this will cycle it through its 3 settings.
Clicking Toggle will also have this effect. The three resource types
are Global, Local, or Special.
A Global resource is readily available anywhere on the map. This is how
Warcraft and Age of Empires would manage food and housing supplies.
Many games would also handle money this way.
A Local resource is readily available in a small area. This means you
must provide a way to transport the resource to an area where it may
be used. Ceasar treated water this way. A large resevior built could
supply water to the area around it. Command and Conquor also did this
to manage energy. A power plant had to be nearby for buildings that
required power.
A Special resource requires transport directly to the location used.
Warcraft did this with crude; crude had to be transported to a refinery
before it became oil. The oil was then treated globally. Command and
Conquor did this with coal; coal had to be provided to the power plants
so they could make power. Remote Assault did this for amunitions;
Supply trucks transported ammunitions to an area, whenever a unit needed
more, it would dock with the supply truck.
The Buttons
- Enable All - This will set all player resource values to 0 or greater.
- Disable All - Will set all player resources to values less than 0.
- Toggle Item - Will enable or disable a resource,
or change the resource type
- Clear All - Will set all resource starting values to 0.
- Make Same - Will set all players (1-8) to the same as player 1.
- Help - Brings you here.
- Cancel - Close the dialog without saving the changes.
- OK - Close the dialog and save the changes.
Resource Menu
Contents
Buildings Menu
- New - Creates a new building
- Delete - Deletes the selected building from the map
- Settings - edits the building data for the previously
placed or selected building
- Manage - permits deleting unit types
- Below this is a list of available buildings you can place.
Selecting one of these will place that building.
Building Construction
Building Management
Toolbar
Contents
Units Menu
- New - Creates a new Unit
- Delete - Deletes the selected Unit from the map
- Settings - edits the unit data for the previously
placed or selected unit
- Manage - Permits deleting Units
- Below this is a list of available units you can place.
Selecting one of these will place that unit.
Unit Construction
Unit Management
Toolbar
Contents
Help Menu
The help system is designed to provide you with directed help.
The idea being that you may have questions about something you are
trying to do, or about a specific setting. Each dialog has a help
button which will direct you to specific information. From
the main menu, the help system offer these options:
- Contents - This displays the list of help topics
- Tips - This will focus the help based upon the last
menu selection you have performed.
- About - This just tells you that Norm the waffle wrote this.
Toolbar
Contents
Toolbar Shortcuts

The toolbar provied shortcuts that are also available from
the menu system.
- New - closes the current project and starts a new one.
This will also open the New Project dialog for you to set the map size.
- Open - closes the current project and opens an existing one.
- Save - saves the current project
- Delete - delete the select object (resource,building,unit) from the map
- Settings - modify the default settings for the selected
object (resource,building,unit)
- Select - this enables you to select an existing map
object (resource,building,unit)
- Water - will place a water texture on the map
- Grass - will place a grass tile on the map
- Dirt - will place a dirt tile on the map
- Small - sets the tile size to small (32x32)
- Medium - sets the tile size to medium (96x96)
- Large - sets the tile size to large (160x160)
- None - Do not use map decorations
- Some - Use some map decorations
- ALL - Use only decorated tiles for mapping
- Help - Will provide a help tip based on previous
menu use.
Contents
Unit Creation

This is a standard dialog. It is used for resources, buildings and
units. The summary tab displays the overview of the unit. Placing
the mouse over any setting will provide some information about
that setting. Here, I will only explain the more complex settings
and how some settings will affect other settings.
Not all settings will be enabled all the time. Resources don't need
weapons and buildings don't move for example.
- Summary Information:
- The name field is simply any text you desire. This will be displayed
in the menu under the Resource, Building, or Unit as applicable.
- Type can be set to any desired number. A use for this could be
0 for peasants, 1 for armored units, 2 for air units and so on. This
setting is only used during unit upgrades. If an upgrade only applies
to a specific type of unit, that is when this setting has value.
- Upgrades to: Clicking this button will
browse
the list of available units. When this unit upgrades, it will be deleted
and replaced by the unit listed. Only the first 10 letters of the Name
will be displayed here.
- Requirements:
- Tech Level required. Use 0 if always available.
- Building required. Clicking this button will browse buildings
to specify which Building must alread exist, which will build this
unit.
- Display Panel indicates which panel on the HUD to display the unit.
Use the Priority setting to sort the unit display. Lower priorities
will be displayed to the left of others. In general, you may want
a different panel for each building that may create the specified
unit.
- Upgrade Settings:
- Tech Level. When this unit gets built, the entire Technolgy
Level will upgrade to this level. Usefull if this is not an actual
unit, but only a technology upgrade.
- Check Box to Upgrade All Units. Check this if all units should
upgrade to next level as part of this technology upgrade.
- Type1 upgrade all units only of this type. Usefull if just upgrading
all buildings, but not active units.
- Type2 upgrade all weapons of this type. Usefull if just upgrading
units that use only this type of weapon.
Below this are 5 buttons.
- Import - This will add all units,resources or buildings from an
extrernal file. These will be added to the existing items for the current map.
- Export - This will export all unit information to a file.
This is the file you would select from the "New" project dialog.
- Help - Brings you here
- Cancel - Closes the dialog. The close button at the top does the same.
- Save - Saves the unit settings internally to the map.
As a tip, if you wish to create many units of a type, maybe you should
export each group. This is best done from a new project. In this way,
you only need to work with a limited number of units at a time. Then,
on a larger project, simply import whatever units you may need, and then
re-export the combined list for easy loading from the New Project
File menu. Resource information is also exported with units and weapons.
Image Tab
Cost Tab
Sound Tab
Stats Tab
Cargo Tab
File
New Project
Resource
Buildings
Units
browse
Contents
Image Tab

From here you can setup all the images and animations for the unit.
On the left side is an image of the unit.
- View Section:
- Small - Clicking this button will display the unit the normal
size used in the game.
- Large - Clicking this will display the unit image at maximum size.
Although this is larger than in the game, it is useful for seeing
extra detail.
- Tiles - This will show tile information for buildings. This is
disabled for units. This is important for special buildings such
as docks that need water and grass or dirt tiles. This button
is used to show tile requirements for contruction of a building.
While in "Tiles" mode, clicking on the image will toggle the tile
requirements through grass,dirt,water.
- Load - This loads an image file.
- Edit - Image files are stored in an internal format. To edit
an image, the image must be first saved to a file. After that, an
image editor is selected to edit the image. The default editor is
MSPaint.
- Player Color:
These permit the use of a single image to represent many different players.
This works by having a special color, in the image, that gets
replaced by a different color, depending on player number.
- Clicking the first box pops up a color selector. Use this to
select the original color that you wish to replace.
- Clicking the next button "Off" will cause it to toggle through
1 to 8 and then back to "Off". The image will replace your selected
color with the default color for the selected player.
- Test Off - will force the previous button to the "Off" position
and show the image using original colors.
- The last box on the right is for the image transparent color.
Clicking this box will pop up a color selector. The color you select
will be the transparent color.
- The building size is a measurement of the size of your building
as measured in tiles. Each tile is 32x32, and to support
4 units per tile, each tile gets subsized to 16x16.
So the smallest building should be 1x1.
The first box is width, the next is height.
Click the "Default" button to automatically measure the image
and determine the height and width based on pixcel counts.
- Build Stage and Damage Stage:
- Build State applies only to buildings. By selecting one of the
build or damage states, the main image will switch to that image.
If no image is available, the main image will not change. By loading
an image, and maybe editing it, you can create custom images
for each state of your unit.
- Be sure and rotate the image as well. This will not actually
rotate the image. This will enable you to load custom images for each
rotation point of the unit. Each state can have many view angles.
- Animation only applies to the completed state of buildings
and units. Usefull for smokestacks and such. You specify the image
for each frame and the time, in milisecs, between frames. This can also be used
for walk animations.
Summary Tab
Cost Tab
Sound Tab
Stats Tab
Cargo Tab
Contents
Cost Tab

This one looks deceptively simple. Here you determine the cost
to create a unit,building or resource; and the cost to maintain the
building or unit. It can take up to 4 types of resources to build
this unit.
It may also require additional resources and one or more workers
to operate or maintain.
- Clicking on a resource button will call up the resource browser.
From there you can select the required resource.
- The level requirement is copied over from the summary display
and cannot be edited here.
- Build Time is how long it takes to construct the unit once all
other requirements are met.
- Maintenance Time is how long a unit must be idle during maintenance.
For example, a tank may need to be refueled from time to time. So it
must go to a location with ready fuel and then idle there to be refueled.
- Provides type is for buildings that use one type of resource[wood]
and convert into another type[electricity]. The ammount is the ammount
of the new resource created from the old resource. Another example would
be converting Uranium ore into low grade Uranium for nuclear power.
And having another that converts low grade Uranium in High Grade
Plutonium for bombs.
Image Tab
Summary Tab
Sound Tab
Stats Tab
Cargo Tab
browse
Contents
Sound Tab

From here you can specify various sounds to play for various events.
Clicking Load will load a sound file, Play will Play the sound
and Clicking Default will clear the sound so that no sound will be played.
The events with sample ideas are:
- Selected - "Your orders captain?"
- Attacked - "We are under attack!"
- Command - "By your command."
- Captured - "I surrender."
- Destroyed - "Oh! the horror."
- No Supplies - "I can't fight without ammunition!"
- Operational - "Ready to go!"
- Full - "Locked and loaded! Lets go!"
- Attacking - "Get some of this!!"
Image Tab
Cost Tab
Summary Tab
Stats Tab
Cargo Tab
Contents
Stats Tab

This covers the overal stats for the unit or building. Most of this
will be dissabled for resources.
- Armor - This is the overal strength of a units armor.
This armor gets divided up into 6 catagories based on priority.
Armor has front,left,right,rear,top and bottom. With priority
set to the front, and armor set to 100, the real armor would be
Front - 100
Left,Right,75
Rear,Bottom - 50
Setting Priority to Top would settup armor as
Top - 100
Left,Right,Rear - 75
Bottom - 50
Setting Priority to Same would set all sides to 100
When an object takes damage, damage occurs first to the armor
on the side taking the damage.
- Health - This is the overal health of a unit. This health
gets divided up based on internal priority. So, with health
set to 100 and priority set to movement
Movement - 50, Weapons - 25, Cargo - 25
With Priority set to Weapons
Movement - 20, Weapons - 75, Cargo - 5
With Priority set to Cargo
Movement - 25, Weapons - 25, Cargo - 50
When an object takes damage that has penatrated the armor,
damage gets randomly distributed to the internal systems.
Naturally, you should adjust the armor and health priorities
based on the intended use and cost of the object your creating.
A truck without weapons should have priority set to cargo
or to movement if its a recon unit. If Movement Health drops
to 0, the unit can't move. If Weapon Health drops to 0, the
unit can't fire weapons. If Cargo Health drops to 0, the cargo
becomes worthless. Actually, Cargo is a special case. As cargo
becomes damaged, the inventory gets eliminated and cannot be
repaired. It can only be replaced by new cargo. This is important
when transporting ammunitions to other units. An ammo truck full
of ammunition that is damaged, may still be operational, but without
any cargo (ammunition) to deliver.
- Speed is how fast a unit can travel. Set the Water,Air,
Land1 or Land2 to identify the types of terraign the unit can travel.
Land1 is for units that can handle rough areas. Land2 is for
vehicles that belong on or near roads.
- Ammo capacity for each of the three possible weapons. For damage
considerations, this is treated as specialized cargo. It receaves
extra protection as per weapons settings, but as damaged, the ammunitions
remaining will be reduced as well as capacity. The capacity can be
repaired, but the ammunitions will need to be resupplied.
- Save provides an optional desired for conserving ammunition.
This value indicates at what odds to begin firing. 0 will fire whenever
within range, while a value of 50 will begin firing when the odds of
a hit reach 50%. Sometimes this setting will be ignored, such as when
a unit is already under fire.
- Cargo is the total cargo capacity of the unit. More information
on cargo is in the Cargo Tab.
- Fuel is the total fuel capacity of the unit. This measured in turns
at maximum speed. This can be used as a guide for how long a unit
can travel before refueling. Fuel is considered another special case
of cargo. It works like ammunition above, but armored as per
movement settings.
- See Far is how far a unit can see under normal conditions. This
range can be modified based on height and other factors. Before
another unit can be detected, it must be within this range.
- Wep1,2,3 - Clicking this button will call up the weapon browser.
Use this to select a weapon for the unit to use. Wep1 is the primary
weapon, but each unit will select the best weapon based on the odds
of a hit and the range and target. A unit can fire all three weapons
simutaneously. Some weapons can affect line of site such as smoke or
flares. To create a new weapon, click this button and then click
New in the browser dialog.
- Range, Accuracy, Rate are modifiers to the basic weapon stats.
This enables a weapon to fire at a longer range, greater accuracy and
with greater speed than the original weapon design. Usefull for
designing elite units.
- Brave - this adjust the probability of a unit retreating under fire.
The more brave (100) and a unit will never retreat. 0 and a unit will
consider retreating if it feels threatened. This setting may be ignored
under certain conditions; such as no place to retreat to, or opposing
units seem to be retreating already.
- Scary - This is the ability of a unit to invoke fear in others.
A heavy tank can be very scary to a transport truck. This is compared
to the Brave settings and overal heath of nearby units to determine
which units may retreat.
- Quiet - This is a stealth setting. The visibility of a unit depends
on the type of unit, its movement class and the total ammount of armor.
If the normal range at which a unit is detectable was 200, and quiet
is set to 100, the unit could be detected at 100. Setting this to
200 would make the unit invisible until almost toutching it. Once a
unit begins using any weapon, this setting is ignored. As a unit takes
damage, this value will be reduced until the unit is repaired. This
simulated a heavily damaged unit being harder to hide than a new unit.
Image Tab
Cost Tab
Sound Tab
Summary Tab
Cargo Tab
Weapons
browse
Contents
Cargo Tab

From here you can specify the types of cargo a unit can carry.
Ammunition and Fuel are considered resources. Generally, these kinds
of resources are manufactured from a building. Example: Crude gets
drilled. The drilling rig provides the crude resource to a transport
unit which takes it to a refinery. The refinery converts crude to fuel.
The fuel resource can then be trasported to units or supply depots.
The fuel resource can also be used fuel power plants that create
the energy resource. The energy resource might be used to power a
munitions plant to convert other material and steel into ammunition.
- Capacity - This is the total cargo capacity of the unit.
This is read-only and you change this under the Stats tab.
- Each unit can manage up to 6 types of resources. Each resource
requires its own special cargo area. Under the capacity,
you can specify the size of each resource cargo area.
- On the right is a list of buttons. Clicking one of
these will call up the resource
browser
permitting you to select
the type of resource that can be loaded into the cargo area.
- Below this is EMPTY. This is the ammount of unused area.
Sometimes, you may want a unit to be able to transport other units.
To do this, you need to have spare cargo area. As you assign cargo
capacity to other uses, this value gets reduced. This is because
you cannot transport units in a fuel tank. To transport units,
you need to have a spare cargo area.
- Below this is a size estimate of the unit. This estimate is
based on armor value, health, weapons and cargo capicity. But is
only an estimate. You can specify any value you desire. This value
is the number of available cargo space the unit requires for
transportation within another unit. Clicking the Default button
will reset the size to the extimated value.
The exact equation is:
Size=((Armor+Health+Fuel+Ammo)/100)+(Weapons-1)+(2*Cargo)
So a tank with 1000 armor,health,fuel and 3000 Ammo with 3 weapons
and 10 cargo (1 for extra fuel, 3 for extra ammo) would require
82 cargo spaces for transport.
A unit with 25 armor,health,ammo and 1 weapon would need only
1 cargo space for transport. So, the tank with 6 spaces available
could transport 6 of these units.
NOTE:
The estimated size does not update automaticaly. If you make changes
to the Armor,Health,Fuel,Cargo or Ammunition settings, you should
click the Default button to force a recalculation. Even though you
can overide the estimated size, you should at least be aware of the
estimated size difference of different units. You could overide the
size and have a small unit able to transport several tanks. In this
senario, we could overide the default size of the tank from 82 to 1.
And give the smaller unit the ability to have 1 cargo space. Now, a
unit can cary 1 tank, this tank carries 6 units, each of these can
carry 1 tank and so on .... This could yeild a single unit with
unlimited power and capacity. Not exactly logical, but you can do it.
Image Tab
Cost Tab
Sound Tab
Stats Tab
Summary Tab
browse
Contents
Browser Dialog

This dialog is used for browsing for resources,building,units and weapons.
- The left display shows the default icon for the selected item.
- The center is a list of available items. Clicking on one of these
will change the icon on the left to the current item.
- OK will exit the dialog and assign the current selection
to the desired field.
- Cancel will exit the dialog without making a selection.
- Help will bring you here.
- None will assign "None" to the current assignment. This is important
for when you wish to have a weapon,unit or cargo space to become
unassigned. This is the only way to do that.
- Clicking the ">>" or "<<" button will expand the window
to display management options.
- New - Applies only to weapons. This will permit you to design
a new custom weapon system.
- Del - This will delete the selected item and any items that reference
this item. If the selected item is a resource (food) any building
or unit that consumes this resource (food) will also be deleted. If the
selected item is a unit (warrior training school) any unit that
references that school (warrior) is also deleted.
- Scan - This scans all items in use by the game and eliminates all
duplicates. Any items that refer to a duplicate will have the reference
changed to the first occurance with the same name.
- Point - This deletes all duplicates of the same name as the currently
selected item and changes all references to the duplicate to refer to
only the selected item.
- D All - This deletes all items currently in use by the game.
Everything!! Resources, buildings, units and weapons.
Resource
Buildings
Units
Weapons
Contents
Weapon Creation
This feature is sorta hidden. Its mostly hidden because it is seldom
required, after most weapons are created. Resources can't use
these, so this feature is disabled from the
browser
except for Buildings and Units. To access the weapon creator,
you need to browse for a weapon by clicking on a weapon option
in the stats panel of a unit/building properties dialog. This is
found by either clicking New from the Building/Unit menu or
clicking Properties after selecting an existing unit/building.
This dialog is simular to the Unit Creation dialog in that you
need to select different animations, prepare statistics for the weapon
an decide on ammunitions for it. To this end, the Weapons Dialog
is devided into 3 panels.
Weapon Animation Tab
Weapon Summary Tab
Weapon Advanced Tab
Unit Stats Tab
Unit Construction
browser
Contents
Weapon Animation

- The image at the left shows the weapon. Clicking the
directional arrows will change the view to show other directions.
Usefull if the weapon is a tank turret or missile launcher. The
center button will reset to the center or neutral position.
- Start - View the launch animation. If there is a firing
animation, such as a smoke blast from a cannon, this will view
that animation.
- Attack - View projectile. Usefull if projectile is a spear
or other missile projectile. Click this to ensure the correct
projectile is used for each direction. If the projectile is a
missile, you can view the smoke trail animation.
- Finish - View impact animation. Usefull for viewing the
final explosion animation.
- To Play Animations:
- Step - Will single step each frame
- Next to this is the display of the current frame number
- Play - will play the entire animation sequence
- Time - This sets the time between frames. Adjust this
to have the animation play at its best.
- Load - Will load an image and use that for the current frame.
- Edit - Will save the current image to a file, and then
launch MSPaint to edit the image. This image will need to be manually
re-loaded via clicking Load to replace the current frame image.
- Drawing A Line:
- Check the Draw Line checkbox if you want to draw a line
as part of the attack animation. Usefull for laser shots, gun shots
and so on. Next to this is a small box, click this to select a
color to use for your line.
- Check the Transparent checkbox and click the small box
next to it to select a transparent color. This color will not be
rendered during the game.
- Below this you can play or load sound effects to be used for the selected
animation.
- Help will bring you to here.
Weapon Summary Tab
Weapon Advanced Tab
Weapons
Unit Stats Tab
Unit Construction
browser
Contents
Weapon Summary

This panel displays the main details of the weapon system.
- Name of the weapon
- Ammunition the weapon uses. Click this button to call
up the resource browser.
- Range - minimum and maximum effective range of weapon.
Minimum indicates the closest at which the weapon can be fired.
Maximum indicates the farthest at which the weapon can be fired.
Basic accuracy at min/max is 10%. This gets scaled out based on
the scale 1 to 10; where 1 is minimum, and 10 is maximum. Accuracy
raises to 90% from 3 until 7. If minimum range is set to 0,
the probability starts at 100% and drops to 90% at 3 until 7,
before biginning to drop off to 10% at 10.
- Area - indicates the area affected in the attack. Damage
will be at 100% in the center and drop to 50% at this range before
falling off to 10% at twice this value. Use 0 for bullets and arrows,
and use 20 for small grenades.
- Hits - Ammount of damage the weapon does.
- Armor - Check this if weapon is designed for armored units.
Armored units will take double damage while non armored, or lightly
armored units will take half damage. This shows the effectiveness
of depleted uranium rounds agains armor, and how ineffective they
can be against sandbag targets.
- Accuracy - Modification to base accuracy chart listed above.
- Speed - Rate of travel for projectile. Set to 0 for instant
weapons such as cannons, bullets, lasers or mele weapons such as swords.
- Homing - Check this if weapon homes in on the target.
- Time - Time between reloading for the next attack.
- File Management Options:
- Prev - shifts to the previous weapon in the list
- Next - shifts to the next weapon in the list
- Create - Creates a blank weapon at the end of the list
and shifts the focus to the new weapon
- Del - Deletes the current weapon, but may not remove
all references to this weapon. You should be sure there are
no units or building that use this weapon before deleting.
- Import - imports weapon data from a file. All data in the file
will be added to existing weapon data.
- Export - exports weapon data to a file. All weapons will be
saved to an external file. Weapons, Units (including buildings) and
Resources can be imported/exported as seperate files. Actually,
whenever you export data, all resource and unit data is also exported.
The only real difference between a Unit,Resource,Weapon file is
the file extension ; *.rtu,*.rtr,*.rtw. The *.rtm extension is
special; it is used for a complete map with included unit data.
- Cancel - Close dialog without making any changes to weapons
data.
- OK - Save all weapons data to internal map format and close
the weapons dialog.
Weapon Animation Tab
Weapon Advanced Tab
Weapons
Unit Stats Tab
Unit Construction
browser
Contents
Weapon Advanced Tab

- Duration - This is how long the effect lasts. If a weapon
causes desease, or is intended to temporarily reduce a units
performance (stun), this is how long the effect will last.
After this time, all effects will cancel and the unit will
be restored to previous state.
- Repeat - This is how long before the effect will repeat.
If a weapon causes a desease that gets worse over time, loss
of health over time, this is how long before the effect repeats.
You can combine Duration and Repeat to cause other annoying
effects... Set Duration to a short period like 50 and Repeat
to a long time, like 1000. And check the Scared checkbox
and the Temporary checkbox. This
will have the targeted unit become afraid and run away for 50
turns, then return to normal for 950 turns, and then repeat.
- Temporary - This flags the effect as temporary. The effect
will last for the Duration time limit, after which the unit
will be restored to normal.
- Flag Unit as Neutral - This effectively makes the unit
be treated as a friendly unit to all sides. If a unit should
target itself, it will basically become an infitration unit.
The opposing force will know it is not under command, but
will not recognize the unit as hostile either. By having this
effect be temporary, the invaiding unit will not attack until
the duration time has expired. This can permit deep penitration
behind enemy lines.
- Change team and attack - The targetted unit will act as
an ally, and will imeadiatly attack other units that were its
ally. Generally the targeted unit will be destroyed by other
enemy units, unless it is a very strong unit. Very usefull for
disrupting a battle line. When used, you should also check the
Make Brave checkbox to ensure the unit does not run from its
target.
- Change Unit - Check this if unit should polymorph into
another unit. If attacking an enemy, changing a unit into
a peasant can quickly confuse things. If attacking a freindly
unit (Friendly fire checkbox) maybe convert to a tank to quickly
make a defending unit. You will also need to browse for the unit
to change into.
- Stun - This will immobalize the targeted unit.
- Scare - The targeted unit will become scared and will try
and move away from all enemy units.
- Make Brave - Can cancel the Scare effect. This will make the
targeted unit attack even if there is no chance of victory.
- Teleport - The target will teleport away from area to a
predefined location; Home, prison, or random. Home refferes to the
initial build location or rally point. Prison will teleport friendy
units to the nearest friendly prison location for the purpose
of defending it, enemy units will teleport into the facility
and be held prisoner. Random will place the unit
at the nearest point which is not observed by enemy units, and is
closer to the rally point. If the target is an enemy unit, it will
be teleported to the most isolated and remote area currently known.
- Armor,Speed,Health settings - This is in addition to Hits from
Summary panel. Against enemy units, this is specialized damage. Against
friendly units, this increases those values. The maximum value
cannot be raised, unless the temporary flag is set. This can
permit a unit to be a healing unit if you use the Friendly Fire
option.
- Visible - Check this if you wish to force visibility changes.
And then select Yes to force targeted units to be visible. Use this
with the Area setting from the Summary panel and the Temporary
check box to create a method of remote viewing of invisible units.
- Raise Lower Land - Check this to enable building cliffs. You
can raise land up to a height of 9. Using a value of 10 to 19
will lower the height. Checking the Clear checkbox will remove
all land settings and set the land tiles to some value depending
on height. If the height of the land is the same as nearest water,
the tile will change to water. Otherwise, the tile will change to
dirt. If any trees or other items or units are near by, they will
be destroyed.
- Add Movement - Check this if you wish to enable a unit to
travel in ways that are not normal. Such as over water or in
the air.
- Del Movement - Check this if you wish to block a unit from
moving. This can be used to immobalize a land unit on land or water,
and force an air unit to land.
- Friendly Fire - Check this if a weapon can be used on friendly
units. This enables healing, levitating, and teleporting friendly
units.
- Can Target Self - Check this if a weapon can target the owning unit.
Useful if you want a tank unit to be able to teleport itself
directly from place to place or to make itself invisible.
Weapon Animation Tab
Weapon Summary Tab
Weapons
Unit Stats Tab
Unit Construction
browser
Contents
Contact Information
Visit my website www.archonrpg.com online
Email me at mycat98501@yahoo.com
Contents
Dummy Section
Some wacky notes go here
Contents