The Glossary of the Terms [nooby book]
by dragonxp (past the last solid line is written by the wiki)
[http://www.datarealms.com/wiki/index.php/Category:Modding]
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Rules for Modding:
- All Things must be written in correct Capitilization, EG [ACDropship, not Acdropship]
- When Writing the line make sure the = sign is 1 space away from the add[instance]call and 1 space away from the Name.
 [Eg, AddAmmo = MOPixel] not (AddAmmo=MOPixel)
	          ^ ^
                       Spaces

- Variables, Mass can be negative. So can the spriteoffsets.
- Infinity Variable, instead of writing 983275457349875 for infinity, write -1.
- Filepath, make sure to write everything in correct capitilization, eg [Coalition.rte/Index.ini] not [coalition.RTE/Index.ini]
- // means skip line. Like in the Gun1.ini the // means leave out the other information [anything after the line] (great for making comments)

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ACDropship: Simply means a Dropship. [http://www.datarealms.com/wiki/index.php/ACDropship]
	- Must be written like this, AddActor = ACDropship
	- Scuttles when flipped
	- Easier to drive then a rocket
	- Easy to take down [shoot the thrusters]
	- Commonly Turret Attached
	- Holds actors and bombs
	-4 Emmiters 2 stabilization emmiters and 2 main Thrusters 

Reminder: 
	- Rockets and Dropships can pull and grab guns and enemy actors into itself.
	- These items and actors are sold when it launches into orbit.
	- Though not specified actors drawn in by the enemy are slowly converted into the enemies actor. (approx 1 min)
	- This may prove uselful if you can only afford a dropship.
	- Also, when AddToGrouping, the group they are in is Craft not Crafts.
	- The Beam used to let actors and weapons exit also can pull items in, this is called the tractor beam.

ACRocket: Simply Means a Rocket [http://www.datarealms.com/wiki/index.php/ACRocket]
	- Must be written like this AddActor = ACRocket
	- Can be used as a nuke :) [fill with explosives and drive it into an enemy]
	- Cannot grab items as easily as a dropship
	- 5 Emmiters, a main thruster, 2 retro thrusters and 2 side thrusters.

ACrab: Simply as can be means that it is a quadrupedal, four legged actor. [http://www.datarealms.com/wiki/index.php/ACrab]
	- Most commonly used when making a Turret.
	- Can mount Turrets.
	- [AddActor = Turret]
	- [eg, MountedMo = HDFirearm
		CopyOf = YAK4700
		ParentOffset = Vector
			X = 5
			Y = -7]
	- [Turret = Turret
		CopyOf = Turret
		ParentOffset = Vector
			X = 0
			Y = -10]
	See Wiki Page:[http://www.datarealms.com/wiki/index.php/ACrab/Template]

Actor: general class for game objects that move.[http://www.datarealms.com/wiki/index.php/Actor]
	- includes:
	- ADoors
	- AHumans
	- ACrabs
	- ACRockets
	- ACDropship


ADoor: Well a door [http://www.datarealms.com/wiki/index.php/ADoor]
	- Actually are actors that act as door.
	- Thats why enemies attack your doors.
	- Luckily they dont count for the Kill count.
	- Usually slides or rotates, [eg, sliding door, DoorA] [Eg rotating door, The 2 panel door]
	- [AddTerrainObject = TerrainObject]

AHuman: "AHumans are a subclass of units derived from the Actor class. Their name is an amalgam of Actor and Human." 
[http://www.datarealms.com/wiki/index.php/AHuman]
	- Are a subclass of actors, they are bipedal [2 legged}
	- Usually have jetpack
	- Can, if they have arms, pick up, store, equipping,etc.. 
	- Only if the actors forearm is still attached to the body.
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Since im lazy the following is all done by the members of CC in the CC wiki:

Editors:[http://www.datarealms.com/wiki/index.php/Editors]

Scene Editor
The Scene Editor, doesn't actually currently create entire new scenes. The Scene Editor allows you to place bunker pieces and actors in the already existing scenes, hence the "Editor" part. Essentially, it just saves the time of building a new bunker every time you play.
Differences between the Scene Editor and the in-game Bunker Editor:
In the Scene Editor, you can delete your placed objects, and none are controlled by physics. That is why you can place actors in the air and they will then drop to the ground only when the scene is played. You can also save.
The in-game bunker editor instead is for gameplay purposes. In a skirmish battle, players can deploy their bunker as they like, and then start the game. Once finished building, the player can't go back to building mode, even by using a script (this does only make the game lag by going into building mode and back again consecutively). In this mode the user can't save his creation.
Gibbing Editor
The Gibbing Editor is currently the only editor that directly contributes to modding. It loads an actor or vehicle and allows gibs to be manually placed on the unit. It also includes a simple gibbing "test". Once gibs have been placed, the user can export the gibbing data and place it into their creation.
Actor Viewer
The actor viewer is a simple tool that allows the user to load an actor or vehicle and see how it looks and moves in-game. Currently the only actions that an actor can perform while in this editor are to walk, use his jetpack and crawl. If the actor has a firearm attached via an .ini file, he can fire in this area. If the actor is unarmed it's impossible to give him a firearm here.
Dropships and Rockets can activate their engine and thrusters, and open their door(s).
In the Actor Viewer editor some SpriteAnimMode values have problems. For example the attachable of the actor won't animate even if their SpriteAnimMode value is set to 1. It is recommended to use the Actor Viewer only to position attachables, and then try the actor in-game to get a real feedback on its appearance.
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Effects:[http://www.datarealms.com/wiki/index.php/Effects]

Explosions, glows, ect.
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HDFirearm:[http://www.datarealms.com/wiki/index.php/HDFirearm]

This is the class used to create projectile weapon objects. This is the source code for the Dummy Rail Pistol, but it contains all of the required variables. This can be adapted to create your own weapons.
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HeldDevice:[http://www.datarealms.com/wiki/index.php/HeldDevice]

A HeldDevice is a held device that can be used to shield your actor, or an item for a mission.
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Lua:[http://www.datarealms.com/wiki/index.php/Lua]

Lua is a scripting language which has been embedded in Cortex Command since the twenty-first release. Lua can be run from the in-game console or attached to scenes and objects.
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MOSParticles:[http://www.datarealms.com/wiki/index.php/MOSRotating]

MOSRotatings are your basic gibs. They can be gibs and can be gibbed. Attachables are more or less just MOSRotatings attached to something.
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Magazines;[http://www.datarealms.com/wiki/index.php/Magazine]

Magazines hold rounds.
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Modules:[http://www.datarealms.com/wiki/index.php/Module_Structure]

Modules loaded in Cortex Command are simply directories in the Cortex Command directory with an .rte extension. On loading, the game will check for any modules in its home directory.
In order for the game to actually load your module, the folder must contain a file called index.ini This is pretty self-explanatory. It is an index for all files to be referenced in the module.
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Scenes:[http://www.datarealms.com/wiki/index.php/Scenes]

Totally abstract here.
Description of Terrain
Description of Debris
Description of Layers
Description of TerrainObjects
Description of regular objects in Scenes
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Sounds:[http://www.datarealms.com/wiki/index.php/Sounds]

Sounds in Cortex Command can be .ogg or .wav files. Rule of thumb dictates that Ogg is used for music and longer sounds for compression, while Wave is used for sound effects because of quality. [eg, Sound.wav]
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TDExplosive: [http://www.datarealms.com/wiki/index.php/TDExplosive]

A TDExplosive is a time detonated explosive. When in an AHuman's inventory, it can be thrown like a grenade. While they can be thrown, they cannot be picked up, so the only way to get one within an AHuman's inventory is to have it in their order. The timer is only activated when they are shot out of a gun or thrown by an AHuman.
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Tracer Round:[http://www.datarealms.com/wiki/index.php/Tracer]

Tracers are special bullets that ignite upon firing, making the projectile visible to the naked eye. Usually the only difference is the color, but the two rounds don't even have to be the same class of object. Tracer rounds are optional.



























								
	