Fusion modding · UNITS / AVIA / LAND/DOM
FrançaisSources and limits
The catalog records the Fusion files and adds explanations. It covers UNITS, AVIA, and LAND/DOM settings in the game, editor, and environment archives.
Examples keep the original values. Check unusual sequences before you copy them.
The Fusion unit creation guide was added on October 1, 2026. This recent document is not independent evidence of engine or editor behavior. The referenced files were checked, but the full procedure has not been tested here. Its explanation of entries with a * prefix in the editor remains unverified.
Engine reader: HS2Engine code provides evidence for how the engine reads the property. It does not prove every effect in the game. The notes identify known special behavior.
Source observation: the property occurs in Fusion. Its exact behavior is not confirmed here. This includes some editor properties.
Additional entries document properties that occur in the engine but are absent from the Fusion sheets. Each additional entry has a source label. Its syntax example is not a Fusion source line. Projectile and global tables provide related references.
The installation determines which archives load and in which order. This catalog does not resolve replacements between archives. Class lists show the memberships observed in the registries.
The French text uses short sentences. The English text follows ASD-STE100, Issue 9, rules and vocabulary. Technical identifiers and examples stay unchanged.
Technical names and verbs
This reference uses the following technical names with one meaning:
| Name | Meaning |
|---|---|
| Unit | An object type that the game can create from a UNITS definition. |
| Unit sheet | A file that gives properties for one unit. |
| Property | A named entry in a unit sheet. |
| Engine reader | The code that reads a property and stores its values. |
| Registry | A file that lists classes and definition identifiers. |
| Identifier | The name that links a definition, resource, or class. |
| Weapon accuracy | The accuracy field in a weapon definition. It is not a percentage. |
| Value pair | Two values in their source order. The property notes give their meaning. |
| Flag | An engine setting with an on or off state. |
| Sound scheme | A named group of sound resources. |
The software procedures use these technical verbs:
| Verb | Meaning |
|---|---|
| Copy | Make a copy of a file. |
| Compile | Make an APS archive from its source directories. |
| Load | Read a file or resource into the program. |
| Store | Put a value in an engine field. |
| Set | Give a value to a property or field. |
The English text uses the ASD-STE100 Issue 9 dictionary and writing rules. The limit is 20 words for an instruction and 25 for a description. Identifiers, filenames, class names, and code examples keep their source spelling.
Buildings and resources
The inventory covers 53 settings files, 20 properties, and 18 building containers. Witnesses retain one line for each distinct sequence, including its selector. They do not represent every occurrence.
The matrix below separates stored fields from effects that remain unknown. The resource inventory identifies graphic check limits. File paths replace links to private repositories.
An object index identifies a dom.res slot. A resource class is its numeric type. A damage state selects an image group and HP contributions. These names differ from UNITS classes and seltype.
Research results
The research started with 23 properties whose readers were not confirmed. It adds 19 properties absent from Fusion sheets. Each property identifies confirmed results and details that remain unknown.
Additional engine properties (19)
twosoldbonus(UNITS)animaterun(UNITS)helltimefactor(UNITS)press_possibility(UNITS)reloadtime(UNITS)captivevistime(UNITS)captivevisradius(UNITS)spyfurg(UNITS)idlesnd_reload(UNITS)shot_startburstsound(UNITS)shot1_startburstsound(UNITS)shot2_startburstsound(UNITS)shot_grn_startburstsound(AVIA)shot_grn_endburstsound(AVIA)shot_air_startburstsound(AVIA)shot_air_endburstsound(AVIA)shot_air_altitude(AVIA)reloadtime(AVIA)dropaltitude(AVIA)
Details that remain unknown
The game skips properties with a * prefix. Their use by the editor remains unknown. For the other entries below, the readers are known but some action conditions remain unknown.
*canbereinf(UNITS) — The game skips every entry whose name starts with *. The inspected game reader confirms this. No Mapeditor reader or editor test confirms this entry’s use in the editor.*comment(UNITS) — The game skips every entry whose name starts with *. The inspected game reader confirms this. No Mapeditor reader or editor test confirms this entry’s use in the editor.*guncrewunit(UNITS) — The game skips every entry whose name starts with *. The inspected game reader confirms this. No Mapeditor reader or editor test confirms this entry’s use in the editor.*name(UNITS) — The game skips every entry whose name starts with *. The inspected game reader confirms this. No Mapeditor reader or editor test confirms this entry’s use in the editor.*nationtype(UNITS) — The game skips every entry whose name starts with *. The inspected game reader confirms this. No Mapeditor reader or editor test confirms this entry’s use in the editor.*picture(UNITS) — The game skips every entry whose name starts with *. The inspected game reader confirms this. No Mapeditor reader or editor test confirms this entry’s use in the editor.marad(UNITS) — The action compares random(32767) × reload rate with marad for each ammunition type. A successful comparison adds one round, up to capacity. The action trigger is not confirmed.name(AVIA) — This property occurs in an editor archive. No inspected AVIA game reader accepts name. Do not add it to an AVIA game sheet.animaterun(UNITS) — The reader stores this value unchanged. The exact animation change is not confirmed.press_possibility(UNITS) — The parser is confirmed. The exact probability calculation is not confirmed.reloadtime(UNITS) — This is the plane unit field, not an AVIA weapon reload field. The exact runtime use is not confirmed.captivevistime(UNITS) — The captive visibility code reads this value. The full capture and visibility conditions are not confirmed.captivevisradius(UNITS) — The captive visibility code reads this value. The full capture and visibility conditions are not confirmed.
Buildings: details that remain unknown
Code confirms the readers for the 20 LAND/DOM properties. No trial of this procedure in Fusion or Mapeditor was run here. Building health, combat, entry, and detection functions still partly use the original DLL. Delay units, capacity, bonus factors, and some effects remain unknown.
armor— The reader limits 256 minus each value to 0 through 256. Missing numeric arguments are zero. They do not repeat the first value. Building faces and the damage calculation remain unknown.bonus_shotdeadzone— The reader stores the integer without conversion. The factor and the change to minimum range remain unknown.bonus_shotrange— The reader stores the integer without conversion. A value of 150 does not prove a 150 percent bonus. The gameplay calculation remains unknown.bonus_sight— The reader accepts a signed integer, including -1. Its effect on occupants and its unit remain unknown.delaybeforefight— The condition to resume combat and the delay unit remain unknown.level— This line is read before the resources. It does not select the damage state of a placed building. Its exact effect remains unknown.ondmg_addexplosion— The format is the same as onhit_addexplosion. Semicolons end the groups. The exact effect trigger remains unknown.ondmg_sound— The reader uses onDamage instead of onHit. The exact trigger for damage or a state change remains unknown.onhit_addexplosion— The reader stores one as 1 and cell as 2. It converts the fraction to units of 256, capped at 255. Bounds use one byte. The exact area behavior remains unknown.onhit_sound— The semicolon ends the sound reference. It is not a comment. The exact gameplay trigger remains unknown.protection— This table differs from armor. Missing numbers are zero. Its exact effect on damage to occupants remains unknown in the building health code.ruinedname— The reader copies the text without a $ lookup in desc.lng. The display condition remains unknown.timequantum— The reader does not convert the value. Its use and unit remain unknown.transferdelay— The affected transfers and delay unit remain unknown.unloaddelay— The delay unit and exit rate remain unknown.unloadhp— Its relation to a forced exit remains unknown.
Building evidence matrix
| Property | Stored field | Source witness |
|---|---|---|
armor | +0x3F8 | asien_unit/land/dom:27 |
bonus_shotdeadzone | +0x700 | asien_unit/land/dom:17 |
bonus_shotrange | +0x6FC | asien_unit/land/dom:16 |
bonus_sight | +0x6F8 | asien_unit/land/dom:15 |
delaybeforefight | +0x70C | asien_unit/land/dom:19 |
explosiontype | Damage[4] +0x04 | asien_unit/land/dom:6 |
hp | Damage[4] +0x00 | asien_unit/land/dom:5 |
level | Kind +0x0C | asien_unit/land/dom:4 |
name | +0x3D0 | asien_unit/land/dom:11 |
ondmg_addexplosion | Damage[4].onDamage.explosion | asien_unit/land/dom:8 |
ondmg_sound | Damage[4].onDamage.sound | asien_unit/land/dom:2 |
onhit_addexplosion | Damage[4].onHit.explosion | asien_unit/land/dom:9 |
onhit_sound | Damage[4].onHit.sound | asien_unit/land/dom:1 |
protection | +0x578 | ete_unit/LAND/dom:35 |
ruinedname | +0x710 | asien_unit/land/dom:20 |
seltype | +0x704 | asien_unit/land/dom:12 |
timequantum | +0x708 | asien_unit/land/dom:21 |
transferdelay | +0x730 | asien_unit/land/dom:18 |
unloaddelay | +0x3F4 | asien_unit/land/dom:14 |
unloadhp | +0x3F0 | asien_unit/land/dom:13 |
To resolve these questions, inspect the original health, combat, entry, and detection functions. Then measure one change on a test map. Record the DLL, mod options, archives, index, and result.
Evidence in the original DLL
The inspection uses the rebuilt Game_Dll.ref.dll image. The addresses in the property references are virtual addresses in this image. Reader fields and crew bonus conditions were checked against disassembly. This check does not run the game.
SHA-256: 801c81fda0935cadcc5bac861c7df13d8c7b2e63f87d119f5d659435ec548ca6