Template System

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How to create a template

Template Creation in general

All Templating is done from your your template pod. This is, by default, #63, located in room #0. You can useImage:Command.gif @tel #63 to get there. Inside the pod there two places to get help, the first isImage:Command.gif HELP ALL (case sensitive !!!) , the second is to look at the console Image:Command.gif look cons.

If it says something about you don't have the appropriate rights to do this try setting:

@xtype me=MECHREP
@set me=XCODE

If you can't to that yourself you have to ask a Wizzard.


The Template system is realy old, if you make any mistakes this often means you have to Image:Command.gif RESETCRITS and start all over again. So it's a good idea to use a text editor to write down your template and use a muse client with multiline input to send it all at once. (Only the part from LOADNEW to SAVENEW, the other stuff like database entries need several seconds to execute so u may get odd results) On Linux/Unix simply use any editor you like and a telnet console. On Windows systems you have to use an advanced editor that is capable of unix linefeeds (notepad2, notepad ++) and i am pretty unsure if windows telnet supports multiline input.

http://en.wikipedia.org/wiki/Notepad++
Someone please add some more suitable windows programms here.

The templater does not have lots of controlling mechanism so in general its a good idea to create cour unit whith a battletech templating program like Vehicle Factory, Drawing Board or Battle Mech Designer. Take a look into the Frontier download Section.

http://frontiermux.com/download.php

For infos about setting up this programms on Linux look here:

http://frontiermux.com/e107_plugins/forum/forum_viewtopic.php?3014


The basic creation steps for all units are basically the same. First Step in creating a unit template is to come up with a with a name of a ref that you would want to call it. For example, ACE-VEN. You would do that by typing Image:Command.gif LOADNEW ACE-VEN, which should bring up a blank template. Your next step is setup the units sections whith the Image:Command.gif SETARMOR (loc) (armor) command. a section only exists if you applied an internal value to it (Armor can be 0) , so if you dont need a turret on your tank, just don't apply any values to the turret section. Sone examples:

Mech centertorso (front internal rear):
setarmor ct 30 20 10

Create battlesuit Nr 3 on your unit (armor health):
setarmor s3 5 2

Tank front side (armor internal):
setarmor f 30 5

After that you add special technology Image:Command.gif ADDTECH <Tech> or Image:Command.gif ADDINFTECH <Tech>.
Setup the criticals using Image:Command.gif ADDSP <Item> <Loc> <Subsect> [<DATA>]
Wepons Image:Command.gif ADDWEAP <Name> <Loc> <Crit Sects> [R|T|O].
and Ammo Image:Command.gif RELOAD <Name> <Loc> <Subsect> [L|A|N(|C|M|S)].
Set the firemode of the wepons if needed Image:Command.gif FIREMODE <Weapnumber#> <Mode>
Do some final Settings like Image:Command.gif SETTONS <Tons>, Image:Command.gif SETHEATSINKS <Num> and Image:Command.gif SETMAXSPEED <Speed>
Name it Image:Command.gif @SETXCODE MECHNAME <Unitname>
And finally save it Image:Command.gif SAVENEW <Unitref> (Example: SAVENEW ACE-VEN)

After that we need some final steps to add the unit to the Mux Database:

load ACE-VEN
ADDMECH
Scan/Fields
SetField 3=<era>


How to create a template : Main Navigation


Empty Templates

I mades some empty template files you may just copy to your editor.

Battlemech:

think +++ ok here we use think as a commentary because it has no influence on what happens whith the mech 
think +++ think sometimes is used to do things, but here we can savely use it as comment
think +++ before u can use this u have to  @tel #63
think +++ every <whatever> needs to be replaced by a value
LOADNEW <mech reference>
SETTYPE MECH

think +++ torso: frontarmor internal reararmor
setarmor ct 0 0 0
setarmor lt 0 0 0
setarmor rt 0 0 0

think +++ limbs : armor internal
setarmor h 0 0
setarmor la 0 0
setarmor ra 0 0
setarmor ll 0 0
setarmor rl 0 0

think +++ Add special technologies , use ADDTECH WHAT for a list
ADDTECH <tech>

think +++ reset all crits 
RESETCRITS

think +++ now we setup criticals   ADDSP invalidthing rt 1 for a list of available crits 
think +++ yes u need to do this manually and dont forget the xl engine if you got one.
think ADDSP <part> <location>
ADDSP HeatSink ll 5

think +++ then we add weapons  ADDWEAP <weapon> <location> <criticals> [rto] r rear, o oneshot, t targetting comp
think +++ weaplist   for a list
think +++ ADDWEAP invalidgun LA 3      gives a complete list of all hardcoded weapons 
ADDWEAP IS.LRM-15 lt 1 2 3
ADDWEAP IS.MediumLaser ct 11 r

think +++ add ammo  RELOAD <weapon> <location> <critical> [flags] 
think +++  + for halfton, L lbx, N Narc, A Artremis,  Arty->  C Luster, M Mines, S smoke.
RELOAD IS.LRM-15 lt 5
RELOAD IS.LRM-15 lt 6

think +++ possibly set the firemodes do a   status   for weaonnumbers
FIREMODE <weapnnumber> <mode>
FIREMODE 2 I

think +++ you now can add additional stuff like  ADDSP EndoSteel <location> <critical>

think +++ Now some finishing
SETTONS 80
SETMAXSPEED 6
SETHEATSINKS 16
SETJUMPSPEED 0
@SETXCODE MECHNAME <mechname>

think +++ uncomment if u dont want default values
think +++ SETLRSRANGE 40
think +++ SETTACRANGE 20
think +++ SETSCANRANGE 20
think +++ SETRADIORANGE 100
think +++ @SETXCODE RADIOTYPE <number>


Use the commands here only if everything is ok so far

SAVENEW <reference>
load <mech reference>
ADDMECH
Scan/Fields
SetField 3=<era>


Infantry:

think +++ Ok here we use think as a commentary because it has no influence on what happens whith the mech 
think +++ think sometimes is used to do things, but here we can savely use it as comment
think +++ before u can use this u have to  @tel #63
think +++ every <whatever> needs to be replaced by a value
LOADNEW <reference>
SETTYPE BSUIT
think +++ armor per suit(creates suit): Armor Health
SETARMOR S1 0 0
SETARMOR S2 0 0
SETARMOR S3 0 0
SETARMOR S4 0 0

think +++  Add some special infantry tech ADDINFTECH WHAT
ADDINFTECH <inftech>
ADDINFTECH AntiLeg_Attack_Tech
ADDINFTECH FC_Infiltrator_Stealth_Tech

think +++ Add special technologies from bigger units, use ADDTECH WHAT for a list
ADDTECH <tech>
ADDTECH TAG_tech

think +++ dont forget to allocate that stuff
ADDSP TAG s1 12
ADDSP InfiltratorStealthUnit s1 11
ADDSP InfiltratorStealthUnit s2 11
ADDSP InfiltratorStealthUnit s3 11
ADDSP InfiltratorStealthUnit s4 11


think +++ then we add weapons  ADDWEAP <weapon> <location> <criticals> [rto] r rear, o oneshot, t targetting comp
think +++ weaplist   for a list
think +++ ADDWEAP invalidgun LA 3      gives a complete list of all hardcoded weapons 
ADDWEAP IS.MachineGun s1 1
ADDWEAP IS.MachineGun s2 1
ADDWEAP IS.MachineGun s3 1
ADDWEAP IS.MachineGun s4 1

think +++ add ammo  RELOAD <weapon> <location> <critical> [flags] 
think +++  + for halfton, L lbx, N Narc, A Artremis,  Arty->  C Luster, M Mines, S smoke.
RELOAD IS.MachineGun s1 2 +
RELOAD IS.MachineGun s2 2 +
RELOAD IS.MachineGun s3 2 +
RELOAD IS.MachineGun s4 2 +

think +++ possibly set the firemodes do a   status   for weaonnumbers (firemode J fo jettison packs)
FIREMODE <weapnnumber> <mode>
FIREMODE 2 J

SETTONS 10
SETMAXSPEED 3
SETJUMPSPEED 0
@SETXCODE MECHNAME <name>

think +++ uncomment if u dont want default values
think +++ SETLRSRANGE 40
think +++ SETTACRANGE 20
think +++ SETSCANRANGE 20
think +++ SETRADIORANGE 100
think +++ @SETXCODE RADIOTYPE <number>



Use the commands here only if everything is ok so far

SAVENEW <mech reference>
load <mech reference>
ADDMECH
Scan/Fields
SetField 3=<era>


Maybe someone adds on for a tank, if not i do it later.


How to create a template : Main Navigation

How to create a mech template

Battlemech Units are the most complex ones, but although the most common ones. I added some preformated fields, so its possible to copy and paste the commands. Please read the mech step-by-step first because it contains more details about the commands used.


How to create a template : Main Navigation


Step-by-Step Example

This section created by Elly, edited by Nops :-)

First, go to your template pod. This is, by default, #63, located in room #0. You can useImage:Command.gif @tel #63 to get there.

@tel #63


For this example, we'll build the SEQ-NC-01, a 60-ton custom bi-ped mech that I designed. I find it's easiest to work from a text file, so I had my mech editor tool (I used The Drawing Board, made by Kip) export my mech to a text file. I've made this available on the web for you to follow during the creation of this example template.

For Download: http://alwayssleeping.com/~3030/SEQ-NC-01%20Sequence.txt
For Viewing : http://docs.btmux.com/index.php/Mech_Sequence


In the pod, do Image:Command.gif LOADNEW SEQ-NC-01. Note that strictly speaking, the refname here is not necessary. You should get "Unable to load template." and no other feedback. That's fine. However, if you were trying to create a mech template with a ref that already exists, this will help you realize it, because if the ref exists, you will get "Template Loaded." instead. That way you will know that you're about to overwrite a ref that already exists, and you can pick a new ref name. If you do get "Template Loaded." don't panic, you haven't overwritten anything just yet, and you can just Image:Command.gif LOADNEW again.

LOADNEW SEQ-NC-01


Hit Image:Command.gif status and you'll see a completely blank template. Note that this template will show the name and ref of whatever was last loaded in the template pod. Don't worry about this, we will change them later. This is, as far as we are concerned, a blank template to work with.

status


IT IS IMPORTANT TO NOTE THAT IF YOU USE THE LOAD OR LOADNEW COMMAND BEYOND THIS POINT BEFORE USING THE SAVENEW COMMAND, YOU WILL LOSE ANY CHANGES YOU MAKE TO YOUR NEW TEMPLATE. BE CAREFUL TO AVOID MAKING A LOT MORE WORK FOR YOURSELF BY HAVING TO START OVER.


Throughout this process, you may need to refer to either Image:Command.gif HELP ALL (case sensitive !!!) or the listing at the bottom of this page. They will help.

HELP ALL


First, Image:Command.gif SETTYPE MECH. This sets the unittype to mech. You will not need to set a movement mode its set automatic, manually setting of movement mode is only needed if you want to change it later. (If u want a Quad u can set SETTYPE QUAD.) Image:Command.gif SETTYPE ? Will display available options.

SETTYPE MECH


Our status is still blank, there's no sections or anything to put crits. Next we need to define our mechs armor and internals, to define its sections. We'll use Image:Command.gif SETARMOR for this. This command sets the armor, internals, and rear armor if applicable to the sections, and kind of brings them to life. Image:Command.gif SETARMOR CT 30 20 10 will bring your center torso into being with 30 front armor, 20 internals, and 10 rear armor. You can critstatus the sections after you setarmor them into existence. Use the syntax listing in HELP ALL, and the armor and internal values in the text file, to set the rest of the sections.

SETARMOR CT 30 20 10
SETARMOR LT 21 14 7
SETARMOR RT 21 14 7

Simply omit the value for rear armor in locations that do not use rear armor, such as the head.

SETARMOR H 9 3
SETARMOR RA 20 10
SETARMOR LA 20 10
SETARMOR RL 28 14
SETARMOR LL 28 14

On a Quad you got 4 legs so it looks like this.

SETARMOR FLL xx xx
SETARMOR FRL xx xx
SETARMOR RLL xx xx
SETARMOR RRL xx xx


Next, you'll want to add technologies that your mech employs to the template. You'll use the Image:Command.gif ADDTECH command for this. You can get a list of all the possible technologies to add by using an invalid flag with this command. For example, if I'm not sure what I'm looking for, I just use Image:Command.gif ADDTECH WHAT.

ADDTECH WHAT

Go down this list from top to bottom and add any technologies that apply to your mech with this command. For this mech, you'll want to make sure you've set DoubleHS ECM AntiAircraft Endosteel_Tech XLEngine_Tech C3I_Tech.

ADDTECH DoubleHS
ADDTECH ECM
ADDTECH AntiAircraft
ADDTECH Endosteel_Tech
ADDTECH XLEngine_Tech
ADDTECH C3I_Tech


Now, do the Image:Command.gif RESETCRITS command. This will set basic crits for your mech, for example the ten basic crits in CT (6 engine, 4 gyro), four actuators in each arm, four in each leg.

RESETCRITS

Next, you will need to create the crits that aren't default. To do this, use Image:Command.gif ADDSP <part> <location> <crit#>. Image:Command.gif ADDSP ? rt 1 gives out a list of everything available.

ADDSP ? rt 1

The Sequence is an XL engine, so you will need three engines in each side torso. Use Image:Command.gif ADDSP Engine RT 1 then do the same thing for crits 2 and 3 of that torso, then repeat for left torso.

ADDSP Engine RT 1
ADDSP Engine RT 2
ADDSP Engine RT 3
ADDSP Engine LT 1
ADDSP Engine LT 2
ADDSP Engine LT 3

This mech also has a C3i Computer in its Right Torso, so do Image:Command.gif ADDSP C3i RT 4 and Image:Command.gif ADDSP C3i RT 5 to add the proper two crits for a C3i computer. Do the same thing with the Guardian ECM that is in the Center Torso with Image:Command.gif ADDSP ECM CT 11 and Image:Command.gif ADDSP ECM CT 12. Always take care not to overwrite your Engine or Gyro criticals. It will let you do it, and will run, too, but is undesirable, to say the least. ;) Lastly, add the CASE system to the LT. I always use the last critical in the torso for this, for template styling purposes, so Image:Command.gif ADDSP CASE LT 12 to put it in. There is one more set of non-weapon, non-ammo criticals that need to be put in, but they will come last.

ADDSP C3i RT 4
ADDSP C3i RT 5
ADDSP ECM CT 11
ADDSP ECM CT 12
ADDSP CASE LT 12

You will also have to put in the crits for the heatsinks that don't fit into the engine of the mech. Now to add a heatsink crit you do the same as whith other Systems. Image:Command.gif ADDSP Heatsink LT 1 With Double heatsinks instead of 1 crit DHS's are 3 crits so u would have to type Image:Command.gif Addsp heatsink LT 1 then Image:Command.gif Addsp heatsink LT 2 and Image:Command.gif Addsp heatsink LT 3. DHS's may not be split to different locations(its possible to do this , but its not allowed).


Weapons use the Image:Command.gif ADDWEAP <weapon> <location> <criticals> command to be entered. It doesn't matter what order you put them in, in creation, because the status list sorts on its own algorithm. So don't worry about that. Image:Command.gif weaplist List all weapons that u should use in your game. Image:Command.gif ADDWEAP ? ? 1 lists available locations. Image:Command.gif ADDWEAP ? lt 5 lists all available weapons.

weaplist
ADDWEAP ? ? 1
ADDWEAP ? lt 1

First, add the Sequence's Gauss Rifle with Image:Command.gif ADDWEAP IS.GaussRifle LA 5 6 7 8 9 10 11. Note the syntax for multiple crit weapons. Image:Command.gif CRITSTATUS LA or Image:Command.gif DISPLAY LA to check this out. Place the LT and RT weapons in the next available slots with Image:Command.gif ADDWEAP IS.ERMediumLaser LT 4, Image:Command.gif ADDWEAP IS.SRM-4 LT 5, Image:Command.gif ADDWEAP IS.ERMediumLaser RT 6, and Image:Command.gif ADDWEAP IS.SRM-4 RT 7, respectively.

ADDWEAP IS.GaussRifle LA 5 6 7 8 9 10 11
DISPLAY LA
ADDWEAP IS.ERMediumLaser LT 4
ADDWEAP IS.SRM-4 LT 5
ADDWEAP IS.ERMediumLaser RT 6
ADDWEAP IS.SRM-4 RT 7


But most of these weapons are ammo-using, and need ammobins. To create them we'll use the Image:Command.gif RELOAD <weapon> <location> <critical> [flags] command, which is kind of ironic, since we're kind of loading, and not reloading or unloading. Well, anyway. Image:Command.gif RELOAD IS.GaussRifle LT 6, Image:Command.gif RELOAD IS.GaussRifle LT 7, and Image:Command.gif RELOAD IS.SRM-4 LT 8 to create the ammo in the Sequence's template. This ammo will be protected by the CASE module you installed earlier.

RELOAD IS.GaussRifle LT 6
RELOAD IS.GaussRifle LT 7
RELOAD IS.SRM-4 LT 8

If you have loaded any kinda special ammo into a weapon, or if its a weapon whith more than one Firemode, you have to set the default firemode for that weapon. For example you loaded Image:Command.gif RELOAD IS.SRM-4 LT 8 I for Inferno. Then you have to do a Image:Command.gif status to get the Weaponnumber and then Image:Command.gif FIREMODE <WeapNumber#> I. The basic command is Image:Command.gif FIREMODE <WeapNumber#> <Mode>


Now it's starting to look like a mech! Just one more set of criticals to add. The template calls for Endosteel internals, and while these criticals are not strictly required by the code, are necessary to have for completionism's sake. Battletech states that mechs with EndoSteel Internals must reserve 14 critical locations for it. So, simply use Image:Command.gif ADDSP EndoSteel <location> <critical> to add them. Technically speaking, it doesn't matter where you place these. They never get rolled for or anything, they simply need to take up space. So use your imagination, place them anywhere you want, but don't accidentally overwrite any of your preexisting crits with them, or you'll have to go back and add them back!

ADDSP EndoSteel ll 5
ADDSP EndoSteel ll 6
ADDSP EndoSteel rl 5
ADDSP EndoSteel rl 6
ADDSP EndoSteel ra 12
ADDSP EndoSteel ra 11
ADDSP EndoSteel ra 10
ADDSP EndoSteel ra 9
ADDSP EndoSteel ra 8
ADDSP EndoSteel ra 7
ADDSP EndoSteel ra 6
ADDSP EndoSteel ra 5
ADDSP EndoSteel h 4
ADDSP EndoSteel la 12


Okay, with that done, your mech is mostly done. But now you need a few more finishing touches. Not the least of which is the data for the mech. First, Image:Command.gif SETTONS 60 to set the weight of the mech at its proper 60 tons. Then Image:Command.gif SETMAXSPEED 8 to set this mech as a 5/8. Do Image:Command.gif SETHEATSINKS 20 to set the proper number of heatsinks.

SETTONS 60
SETMAXSPEED 8
SETHEATSINKS 20


Next take a look at Image:Command.gif @VIEWXCODE. Alot of these variables you won't deal with in this tutorial, but of note is mechname. Image:Command.gif @SETXCODE MECHNAME Sequence to set this mech's proper name. You will NOT receive any feedback from this command, but in @viewxcode the name value will be different. This will change it in viewref and status when the mech is completed. For now, it will do nothing.

@SETXCODE MECHNAME Sequence


Radiosettings are not necessary, if you don't set them its all set to default values.
Image:Command.gif SETRADIORANGE <hexrange> sets the basic communication range in hexes.
Image:Command.gif @SETXCODE radiotype <number> is the decimal representation of a 7 bit binary number where bit 0-3 are used to represent the number of channels and the other 3 bits are used as lags for special comgear. (Relay + Scanner + Info) Theres a table you can use instead of playing whith bits :-) radio


If u study the technical readout some of the units got special or sometimes better sensorequipment that isn't represented by advanced tech systems. To cover this issue its possible to set the sensorrange of a unit.
Image:Command.gif SETLRSRANGE <hexrange> - Sets the longrangescan(lrs) range of the mech.
Image:Command.gif SETTACRANGE <hexrange> - Sets the tactical range of the mech.
Image:Command.gif SETSCANRANGE <hexrange> - Sets the scan range of the mech.
This goes to default settings too is don't set it.


So, unless I've forgotten something, this mech should be completed. Now, all you have to do is Image:Command.gif SAVENEW SEQ-NC-01. This will save the mech data as Ref SEQ-NC-01. Image:Command.gif load SEQ-NC-01 then Image:Command.gif ADDMECH. You will get scode messages saying that the database is updating. Wait until they are done. the last things to do are Image:Command.gif Scan/Fields and set the era of your unit Image:Command.gif SetField 3=3055 Now you should be able to Image:Command.gif VIEWREF SEQ-NC-01 and view your mech in its completed glory. Go to the sims, load it up! Tear some shit up, it's done! It should work!  :)

SAVENEW SEQ-NC-01
load SEQ-NC-01
ADDMECH
Scan/Fields
SetField 3=3055 
VIEWREF SEQ-NC-01


You may use Image:Command.gif @weight to take a look at your stats .

You've now completed your first custom mech template. Good job. :)


How to create a template : Main Navigation


How to creat a Vehicle template

Creation of vehicles isnt much different. For Tanks you have to set the move type

Image:Command.gif SETTYPE < GROUND - Sets the mech type.Vehicle options)
Image:Command.gif SETMOVE <TRACK - Set Movement type.(Vehicle options)

And you have a different set of sections:

Vehicle:

   * LS - Left Side
   * RS - Right Side
   * FS - Front Side
   * AS - Aft Side
   * TU - Turret
   * R - Rotor


Thats it.


How to create a template : Main Navigation


How to creat a infantry template

Infantry is the most simple to create unit , there is no external programm to help whith the design layout. The term infantry isn't completely right we are dealing whith battlesuit units not real infantry platoons. But in the second example i will show how to simulate real infantry squads whith this engine.


How to create a template : Main Navigation


Step-by-Step Example

Ok lets start first we create a basic battlesuit unit and save it.

Makke sure you arr in your templatepod.

@tel #63

Now we need a Reference

LOADNEW Bushterror-F4

then we set the right Type

SETTYPE BSUIT

Now decide the battlesuit group has 4 Units each whith a armor of 6 and a health of 1 exept for the commander (S1) who got a armor of 8 and a health of 2. The Commander is not a special rule , it should just show that not all suits need to be the same strengh.
The maximum number of allowed suits is 8 !

SETARMOR S1 8 2
SETARMOR S2 6 1
SETARMOR S3 6 1
SETARMOR S4 6 1

Now take a look at your unit using Image:Command.gif status. You can use Image:Command.gif DISPLAY S1 for example to display the criticals of Suit 1.

Now we need to add some special technology for this unit Image:Command.gif ADDINFTECH WHAT for a list of available tech. Then we choose what we want .. and add it. We allow it to mount friendly units, do anti leg attacks gainst mechs and use infiltrator stealth tech but the unit must jettison their weapon packs before using specials.

ADDINFTECH Mount_Friends_Tech
ADDINFTECH AntiLeg_Attack_Tech
ADDINFTECH FC_Infiltrator_Stealth_Tech
ADDINFTECH Must_Jettison_Pack_Tech

Ok now we add some basic weapons, basically you can add all mech weapons to the unit but we need to keep it realistic. Suit 1 gets a light laser and a flamer suit 2-4 get a mg. Use

ADDWEAP IS.SmallLaser s1 1
ADDWEAP IS.Flamer s1 2
ADDWEAP IS.MachineGun s2 1
ADDWEAP IS.MachineGun s3 1
ADDWEAP IS.MachineGun s4 1

The mg need some ammo so we add half a ton for each suit (+ option). You can add ammo to only one suit but if thats suit get killed the whole unit is outoff ammo.

RELOAD IS.MachineGun s2 2 +
RELOAD IS.MachineGun s3 2 +
RELOAD IS.MachineGun s4 2 +

Now we want Suit 1 to be able to TAG other units or artillery. You can add any tech you could normally add to a Mech. I guess even hand actuators and stuff like that.

ADDTECH TAG_tech
ADDSP TAG s1 12

Now we need to allocate the criticals for the Infiltrator stealth.

ADDSP InfiltratorStealthUnit s1 11
ADDSP InfiltratorStealthUnit s2 11
ADDSP InfiltratorStealthUnit s3 11
ADDSP InfiltratorStealthUnit s4 11

We want our Squad to use one shot srm-2 packs lets add the weapons first option O is for one shot.

ADDWEAP IS.SRM-2 s1 3 O
ADDWEAP IS.SRM-2 s2 3 O
ADDWEAP IS.SRM-2 s3 3 O
ADDWEAP IS.SRM-2 s4 3 O

Jettison tech is already installed, so we need to set the weapons to a special firemode that tells the engine to add this weapons to the packs. For this we need the weaponnumbers so we do a :

status

And then set the Firemodes.

FIREMODE 2 J
FIREMODE 4 J
FIREMODE 6 J
FIREMODE 8 J

Some Final settings :

SETMAXSPEED 2
SETJUMPSPEED 3
@SETXCODE MECHNAME Bushterror
SAVENEW Bushterror-F4
load Bushterror-F4
ADDMECH
Scan/Fields
SetField 3=3050


How to create a template : Main Navigation


Basic commands

Basic Templating Commands

Here are a few basic command on how to template a unit.

  • Load <Ref> - Loads a ref in the templater.
  • Addmech - Adds current loaded mech to template db
  • Delmech <ref> - Deletes a unit from the template DB (BE CAREFUL).
  • Fields - Shows the field values of loaded unit.
  • Scan/Fields [<ref>] - Auto-Scans the fields for loaded mech.
  • SetField <#>=<Value> - Manually set a field to a value.


How to create a template : Main Navigation

General commands

General Templating Commands

Here are a few general command on how to template a unit.

  • SETTARGET <NUM> - Sets the mech to be repaired/built to num
  • LOADNEW <TYPENAME> - Loads a new mech template.
  • RESTORE - Completely repairs and reloads mech.
  • SAVENEW - Saves the mech as a new-type template.
  • SETARMOR <LOC> <AVAL> <IVAL> <RVAL> - Sets the armor, int. armor, and rear armor
  • ADDWEAP <NAME> <LOC> <CRIT SECS> [RTO] - Adds weapon to the mech, using given loc and crit slots
  • SETHP <LOC> <CRIT> <TYPE> - Sets a crit to a Ammo (A) or Laser (L) Hardpooint
  • SETCARGOSPACE <VAL> <MAXTON> - Sets CargoSpace and max tonnage
  • SETPODSPACE <VAL> - Sets PodSpace
  • RESETCRITS - Resets criticals of the toy to base of type.
  • FIREMODE < W|1|I|L|A|N|C|M|S|X|Y|E|R|F|D|P|T|U|J|G|-> - Sets the default firemode of a weapon to inferno or whatever (set weapons to infantry packs that can be jettisoned, mode J).
  • REPAIR <LOC> <TYPE> <[VAL | SUBSECT]> - Repairs the mech.
  • RELOAD <NAME> <LOC> <SUBSECT> [L|A|N(|C|M|S)+] - Reloads weapon in location and critical subsection. Normal: LBX, Artemis, Narc. Artillery: Cluster, Mines, Smoke. Special: + = half a ton of ammo rounded down.
  • RESTOCK <LOC> <SUBSECT> - Restocks a pre-defined ammo bin with the type of ammo it already had.
  • ADDSP <ITEM> <LOC> <SUBSECT> [<DATA>] - Adds a special item in location & critical subsection.
  • DISPLAY <LOC> - Displays all the items in the location.
  • SHOWTECH - Shows the advanced technology of the mech.
  • ADDTECH - Adds the advanced technology to the mech.
  • DELTECH - Deletes the advanced technology of the mech, slots set to empty.
  • SETTONS <NUM> - Sets the mech tonnage.
  • SETTYPE <MECH | BSUIT | QUAD | GROUND | VTOL | NAVAL | AERO | DS> - Sets the mech type.
  • SETMOVE <TRACK | WHEEL | HOVER | VTOL | HULL | FOIL | FLY> - Sets the mech movement type.
  • SETMAXSPEED <NUM> - Sets the max speed of the mech.
  • SETHEATSINKS <NUM> - Sets the number of heat sinks.
  • SETJUMPSPEED <NUM> - Sets the jump speed of the mech.
  • SETLRSRANGE <NUM> - Sets the lrs range of the mech.
  • SETTACRANGE <NUM> - Sets the tactical range of the mech.
  • SETSCANRANGE <NUM> - Sets the scan range of the mech.
  • SETRADIORANGE <NUM> - Sets the radio range of the mech.
  • @SETXCODE radiotype <number> - Sets the radiotype radio
  • @SETXCODE MECHNAME <name> - Sets mech name.

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