parmenio wrote:Is it documented anywhere what the various unit properties are? Some are immediately obvious, some aren't:
UNITTS_0_0 CORNISH_ROYALIST_PIKE
UNITX_0_0 30
UNITY_0_0 17
UNITROT_0_0 0
UNITTEAM_0_0 0
UNITFIX_0_0 TRUE
UNITST_0_0 0
UNITCAR_0_0 FALSE
UNITREINF_0_0 0
It doesn't make any immediate difference to my app to swap the sides round but it would be nice to give the Unit class attributes meaningful names...
These have nothing to do with class attributes (which are specified in the Squads.csv file), they just tell the program which type of unit to place on the map when the scenario is loaded, where and how.
UNITTS_0_0 CORNISH_ROYALIST_PIKE - the name of the unit as specified in the Squads.csv file. (This is how the program finds the unit type to load it into the scenario map, along with all its attributes derived from the squads.csv file).
UNITX_0_0 30 - the unit's X-location
UNITY_0_0 17 - the unit's Y location
UNITROT_0_0 0 - the unit's rotation
UNITTEAM_0_0 0 - the team it belongs to
UNITFIX_0_0 TRUE - whether it is Fixed or Unfixed. (Unfixed units being the ones you can spend points to "buy" in the Force selection screen).
UNITST_0_0 0 - (?)- not sure what this one is for. It may be Status, which is used in Battle Academy to keep track of unit promotions - but in P&S it is used for something else entirely - and should always be 0 at the start of the scenario.
UNITCAR_0_0 FALSE - probably whether the unit carries forward.
UNITREINF_0_0 0 - whether the unit is reinforcements.