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User:Telephone/Subpage2
| Text A |
| Textures and Models B |
| Sound and Music C |
| Movies D |
PICKUPS Folder
The PICKUPS folder also exists in this build, present in the tfa.zip file. However, WIRES.ITF is now an ammo icon rather than a health icon.
Cut Enemies
As of now, it is not possible to load any of these enemies into the game.
Lightning Rod
Lightning Rod has the most data available out of all the cut enemies present in this build. Lightning Rod has a model present that seems identical to a render present in the retail game's extras menu featuring a very early medium and light unit, with the exception of Lightning Rod sporting a boat-shaped head. Lightning Rod's model was manually adjusted to replicate how it appears in the early render and thus, may not be entirely representative of how it would look like in-game. The model is present in tfa\ANIMATION as LIGHTNINGROD.VBIN.
| Lightning Rod (Resconstruction) | Early Medium & Light Unit Render |
|---|---|
To accompany the model, there are also textures present for the model. Interestingly enough, the head texture still seems to be based off the early Light Unit's head model, and thus will not fit on Lightning Rod's boat-shaped head.
Lastly, Lightning Rod's stats can be found in tfa\CREATURE.TMD
String "False" "ActivationEvent" "" "" Float "False" "ActivationProximity" 70 "Radius Uneditable" Integer "False" "ActiveRange" 120 "Radius Uneditable" Integer "False" "Aggression" 35 " Uneditable" Float "False" "ApproxHeight" 6 " Uneditable" Float "False" "ApproxRadius" 2 " Uneditable" Integer "False" "CombatRange" 75 "Radius Uneditable" Integer "False" "CommunicationRange" 50 "Radius Uneditable" Link "False" "FirstNode" "" Bool "False" "Generate" true "" Enum "False" "GenerationDifficulty" "Normal" "[Normal,Hard,Extreme]" Enum "False" "GenerationSpawnType" "Always" "[Narrative,Always,LevelDone]" Integer "False" "Health" 200 " Uneditable" Integer "False" "HealthPickupCount_Large" 1 " Uneditable" Integer "False" "HealthPickupCount_Small" 1 " Uneditable" Integer "False" "HearingRange" 90 "Radius Uneditable" Enum "False" "InitialState" "Patrol_Robot" "[Patrol_Robot,Combat_Robot,Combat_Vehicle,Patrol_Vehicle,DropFromSky,FollowCommandNodes,DropThenFollowNodes]" Bool "False" "IsSquadLeader" false "" Quaternion "False" "Orientation" 1 0 0 0 "" Integer "False" "PatrolRange" 20 "Radius Uneditable" Integer "False" "PercentVehicleMode" 30 " Uneditable" Point "False" "Position" 0 0 0 "" String "False" "PrototypeName" "LightningRod" " Uneditable" Integer "False" "ScaleRobotSize" 100 " Uneditable" Integer "False" "ScaleVehicleSize" 170 " Uneditable" Integer "False" "SquadID" -1 "" Float "False" "SuspensionRange" 500 " Uneditable" Integer "False" "VisibleAngle" 40 "Radius Uneditable" Integer "False" "VisibleRange" 100 "Radius Uneditable"
Ice Berg
Yep, literal ice bergs. These aren't enemies per se, but since they're included in the CREATURE.TMD file, they're in this category. Ice bergs have three models present in tfa\ANIMATION\MISCELLANEOUS\ICEBERG:
| ICEBERGS_01.VBIN | ICEBERG_02.VBIN | ICEBERG_03.VBIN |
|---|---|---|
Also in the same file directory, there is a texture present.
Lastly, present in tfa\CREATURE.TMD are some stats. At a whopping 1000 health, these are some of the strongest "enemies" in the prototype (though to be fair, most boss enemies are overwhelmingly weak in this build).
String "False" "ActivationEvent" "" "" Float "False" "ActivationProximity" 6 "" Integer "False" "ActiveRange" 120 "" Integer "False" "Aggression" 50 "" LinkArray "False" "CreaturesToSpawn" 0 "" Link "False" "FirstNode" "" Bool "False" "Generate" true "" Enum "False" "GenerationDifficulty" "Normal" "[Normal,Hard,Extreme]" Enum "False" "GenerationSpawnType" "Always" "[Narrative,Always,LevelDone]" Integer "False" "Health" 1000 "" Integer "False" "HealthPercentage" 100 "" Enum "False" "InitialState" "Patrol_Robot" "[Patrol_Robot,Combat_Robot,Combat_Vehicle,Patrol_Vehicle,DropFromSky,FollowCommandNodes,DropThenFollowNodes]" Link "False" "MoveToNode" "" Quaternion "False" "Orientation" 1 0 0 0 "" Integer "False" "PatrolRange" 20 "" Point "False" "Position" 0 0 0 "" String "False" "SpawnList" "" "" Float "False" "Speed" 5 "" Enum "False" "VisualType" "One" "[One,Two,Three]"
Heavy Tank
Absolutely nothing is known about this enemy other than its statistics present in tfa\CREATURE.TMD. With a height of 12, this enemy would have the same height as a retail Heavy Unit and with 500 health, this enemy would have 100 health more than a retail Heavy Unit.
String "False" "ActivationEvent" "" "" Float "False" "ActivationProximity" 70 "Radius Uneditable" Integer "False" "ActiveRange" 120 "Radius Uneditable" Integer "False" "Aggression" 35 " Uneditable" Float "False" "ApproxHeight" 12 " Uneditable" Float "False" "ApproxRadius" 6 " Uneditable" Integer "False" "CombatRange" 135 "Radius Uneditable" Integer "False" "CommunicationRange" 50 "Radius Uneditable" Link "False" "FirstNode" "" Bool "False" "Generate" true "" Enum "False" "GenerationDifficulty" "Normal" "[Normal,Hard,Extreme]" Enum "False" "GenerationSpawnType" "Always" "[Narrative,Always,LevelDone]" Integer "False" "Health" 500 " Uneditable" Integer "False" "HealthPickupCount_Large" 1 " Uneditable" Integer "False" "HealthPickupCount_Small" 1 " Uneditable" Integer "False" "HearingRange" 162 "Radius Uneditable" Enum "False" "InitialState" "Patrol_Robot" "[Patrol_Robot,Combat_Robot,Combat_Vehicle,Patrol_Vehicle,DropFromSky,FollowCommandNodes,DropThenFollowNodes]" Bool "False" "IsSquadLeader" false "" Quaternion "False" "Orientation" 1 0 0 0 "" Integer "False" "PatrolRange" 20 "Radius Uneditable" Integer "False" "PercentVehicleMode" 30 " Uneditable" Point "False" "Position" 0 0 0 "" String "False" "PrototypeName" "HeavyTank" " Uneditable" Integer "False" "ScaleRobotSize" 100 " Uneditable" Integer "False" "ScaleVehicleSize" 170 " Uneditable" Integer "False" "SquadID" -1 "" Float "False" "SuspensionRange" 500 " Uneditable" Integer "False" "VisibleAngle" 40 "Radius Uneditable" Integer "False" "VisibleRange" 180 "Radius Uneditable"


