required additional description entry to allow color modulation via the:
void GuiRadarTSCtrl::renderRadarBlip(const RectI &updateRect, GameConnection* conn, GameBase * control)
{...
                  if ((flipColors) && (shape->getDamageValue()>0.05f))
                  {
                     ColorF tBlipColor;
                     tBlipColor.set(1.0f, 0.0f, 0.0f, 1.0f);
                     PrimBuild::color(tBlipColor);
                  }
                  else PrimBuild::color(mBlipColor);
...}
chunk.