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Restores the original units in Yuri's Revenge mission Hollywood and Vain - Arnie Frankenfurter, Flint Westwood, Sammy Stallion. Save rulesmd.ini alongside ra2md.exe
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; RULE*.INI | |
; *** Red Alert 2: Yuri's Revenge Rules *** | |
; If placed in game directory, it will override built in values. Values to be used as multipliers | |
; or percentages can be specified as either a simple floating point number (embed ".") or as a | |
; conventional percentage number (append "%"). Values used as distances or time delays | |
; are specified as simple floating point number. Distance values are expressed in cells. Time | |
; values are expressed in minutes. | |
; If multiple rules files are present, the Name field is used to identify between them. | |
[General] | |
UIName=Name:General | |
Name=Red Alert 2 Yuri's Revenge -- Official Rules of Engagement | |
; veteran factors ;gs checked up on these since Armor was broken. Now they are all multipliers. | |
VeteranRatio=3.0 ; must destroy this multiple of self-value to become a veteran [per level] | |
VeteranCombat=1.1 ; multiplier to damage | |
VeteranSpeed=1.2 ; multiplier to max speed | |
VeteranSight=0.0 ; multiplier to sight !!!going past ten is a hard code Vegas crash!!! | |
VeteranArmor=1.5 ; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this | |
VeteranROF=0.6 ; ROF delay multiplier | |
VeteranCap=2 ; maximum veteran level that can be obtained | |
InitialVeteran=no ; Do initial forces start as veterans? | |
; repair and refit | |
RefundPercent=50% ; percent of original cost to refund when building/unit is sold | |
ReloadRate=.3 ; minutes to reload each ammo point for aircraft or helicopters | |
RepairPercent=15% ; percent cost to fully repair as ratio of full cost | |
RepairRate=.016 ; minutes between applying repair step | |
RepairStep=8 ; hit points to heal per repair 'tick' | |
URepairRate=.016 ; [units only] minutes between applying repair step | |
IRepairRate=.001 ; [infantry only] minutes between applying repair step | |
IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry | |
TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium] | |
SelfHealInfantryFrames=50 | |
SelfHealInfantryAmount=20 | |
SelfHealUnitFrames=75 | |
SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital | |
; income and production | |
;BailCount=28 ; number of 'bails' carried by a harvester | |
BuildSpeed=.7 ; general build speed [time (in minutes) to produce a 1000 credit cost item] | |
BuildupTime=.06 ; average minutes that building build-up animation runs | |
GrowthRate=5 ; minutes between ore (Tiberium) growth | |
TiberiumGrows=yes ; Does ore grow denser over time? | |
TiberiumSpreads=yes ; Does ore spread into adjacent areas? | |
SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad? | |
SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold ;gs This is no longer used, as the sell price of the building gives more control | |
AlliedSurvivorDivisor=500 ; gs divide the sell cost of a building by this to get number of survivors | |
SovietSurvivorDivisor=250 ; gs this split is needed since no longer have a common infantry | |
ThirdSurvivorDivisor=750 | |
PlacementDelay=.05 ; delay before retrying produced object deploy if temporary blockage detected | |
WeedCapacity=56 ; Amount of weed that needs to be harvested by a house in order to build the chem missile | |
; computer and movement controls | |
CurleyShuffle=yes ; Should helicopter shuffle position between shots [as in C&C]? | |
BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base | |
BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat | |
CloseEnough=2.25 ; If distance to destination less than this, then abort movement if otherwise blocked. | |
DamageDelay=1 ; minutes between applying trivial structure damage when low on power | |
GameSpeedBias=1.6 ; multiplier to overall game object movement speed | |
;was 1.2 | |
Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action | |
RelaxedStray=3.0 ;gs Gather commands will use this number instead, allowing for bigger teams in AIT | |
CloakDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge | |
SuspendDelay=2 ; minutes that suspended teams will remain suspended | |
SuspendPriority=1 ; teams with less than this priority will suspend during base defense ops | |
FlightLevel=1500 ;gs from 600 ; typical flight level for aircraft [above ground level] | |
ParachuteMaxFallRate=-3 | |
NoParachuteMaxFallRate=-100 | |
GuardModeStray=2.0 ; BGC - how many cells away a unit can get from the unit it is guarding before it's told to move. | |
MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have | |
MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have | |
MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating. | |
;-RTO | |
TeamDelays=2000,2500,3500 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard) | |
;TeamDelays=1200,1350,1600 | |
AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level | |
AIAlternateProductionCreditCutoff=1000 ; When to start whimping out on spending money | |
NodAIBuildsWalls=no | |
AIBuildsWalls=no | |
; -RTO* | |
MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200 | |
AIVirtualPurifiers=4,2,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) | |
AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd) | |
HarvestersPerRefinery=2,2,1;gs this used to hard coded. If it is here then design has control | |
AIExtraRefineries=2,1,0;gs Again, formerly hardcoded. Does not apply to SlaveMiner | |
HealScanRadius=10 ; how far should medic-type units scan for targets? Used to override the range | |
; of these units, because they need to have very short ranges | |
FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest) | |
;-RTO | |
MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest) | |
MaximumAIDefensiveTeams=2,2,2 ; " " | |
TotalAITeamCap=30,30,30 ; (by difficulty level, from hardest to easiest) | |
UseMinDefenseRule=yes | |
DissolveUnfilledTeamDelay=5000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only) | |
LargeVisceroid=VISC_LRG ; when two small visceroids combine they turn into this | |
SmallVisceroid=VISC_SML ; when infantry transmorgifies into a visceroid | |
; controls how the computer AI scores potential ion cannon targets | |
; the first value is for hard computer opponents, next for normal, and finally for easy | |
; right now, normal and hard are the same, because on hard, the computer will actually wait for | |
; production on an object to finish if that object is the best target; in this way all three | |
; difficulty levels are different. | |
;Also, note that these are not a weighted distribution. They are absolute ordering | |
;of targets. --gs | |
AIIonCannonConYardValue=100,100,100 | |
AIIonCannonWarFactoryValue=100,100,100 | |
AIIonCannonPowerValue=60,100,100 | |
AIIonCannonTechCenterValue=100,100,100 | |
AIIonCannonEngineerValue=1,1,1 | |
AIIonCannonThiefValue=1,1,1 | |
AIIonCannonHarvesterValue=1,1,1 | |
AIIonCannonMCVValue=1,1,1 | |
AIIonCannonAPCValue=1,1,1 | |
AIIonCannonBaseDefenseValue=35,35,35 | |
;AIIonCannonPlugValue=40,40,40 | |
;AIIonCannonHelipadValue=20,20,20 | |
;AIIonCannonTempleValue=40,40,40 | |
; Ion storm control ;gs Now, Weather Control, err... Control | |
LightningDeferment=250 ; PCG; Number of frames between announcement of strike and its commencement. | |
LightningDamage=250 ; Damage done by lightning strike. ;used to be 250 | |
LightningStormDuration=180 ; Default ion storm duration in frames. This is overriden by the trigger control. ;used to be 420 | |
LightningWarhead=IonWH ; Warhead used by ion storm strike. | |
LightningHitDelay=10 ; How often the direct target gets hit in frames ;used to be 150 | |
LightningScatterDelay=5 ; Frame delay between random bolts -- DO NOT DECREASE -- PERFORMANCE HIT ;used to be 14 | |
LightningCellSpread=10 ; and how far away random bolts can go ( n by n square ) ;used to be 10 | |
LightningSeparation=3 ; SJM: city-block distance in cells between clouds/bolts | |
IonStorms=no ; Are random ion storms going to appear? | |
;*** ForceShield Control *** | |
ForceShieldRadius=4 ;6;10 ;in cells | |
ForceShieldDuration=500 ;300 ;in frames, force field duration | |
ForceShieldBlackoutDuration=1000 ;600 ; the fact that this is bigger than the one above is the coolest idea ever | |
ForceShieldPlayFadeSoundTime=75 ; when there are this many frames left in the force shield effect, play the ForceShieldFadingSound (must be smaller than ForceShieldDuration) | |
MutateExplosion=yes ; Should the Genetic Mutator use the MutateExplosionWarhead instead of just affecting a 3x3 cell area? | |
; Prism Cannon control ; SJM | |
PrismType=ATESLA ; In the Building code, I need to know when I have a Prism Cannon | |
PrismSupportModifier=150% ; Each Prism Cannon support beam adds this % to firing beam's damage | |
PrismSupportMax=8 ; Max number of support beams that may assist a Prism Cannon | |
PrismSupportDelay=45;60 ; Firing a support beam takes a Prism offline for this long | |
PrismSupportDuration=15 ; A support beam is visible for this long | |
PrismSupportHeight=420 ; Support beam is aimed this many leptons above target building | |
; V3 Rocket control ;SJM | |
V3RocketPauseFrames=0 ; How many frames the rocket pauses on the launcher before tilting | |
V3RocketTiltFrames=60 ; How many frames it takes for the V3 rocket to tilt to firing position | |
V3RocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical) | |
V3RocketPitchFinal=0.5 ; Ending pitch of the rocket after tilting up; now it fires | |
V3RocketTurnRate=0.05 ; Pitch maneuverability of rocket in air. Adjust by trial and error. | |
V3RocketRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) | |
V3RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch | |
V3RocketAltitude=768 ; Cruising altitude in leptons: at this height rocket BEGINS leveling off | |
V3RocketDamage=200 ; Exploding V3 does this much damage (at center of explosion, presumably). | |
V3RocketEliteDamage=400 ; Exploding V3 does this much damage (at center of explosion, presumably). | |
V3RocketBodyLength=256 ; The body of the rocket is this many leptons long | |
V3RocketLazyCurve=yes ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. | |
V3RocketType=V3ROCKET | |
; Dreadnought Missile control ;SJM | |
DMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting | |
DMislTiltFrames=60 ; How many frames it takes for the missile to tilt to firing position | |
DMislPitchInitial=0 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical) | |
DMislPitchFinal=0.5 ; Ending pitch of the missile after tilting up; now it fires | |
DMislTurnRate=0.08 ; Pitch maneuverability of missile in air. Adjust by trial and error. | |
DMislRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) | |
DMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch | |
DMislAltitude=768 ; Cruising altitude in leptons: at this height missile BEGINS leveling off | |
DMislDamage=300 ; Exploding DMisl does this much damage (at center of explosion, presumably). | |
DMislEliteDamage=600 ; Exploding DMisl does this much damage (at center of explosion, presumably). | |
DMislBodyLength=128 ; The body of the rocket is this many leptons long | |
DMislLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. | |
DMislType=DMISL | |
; Cruise Missile control ;GEF | |
CMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting | |
CMislTiltFrames=100 ; How many frames it takes for the missile to tilt (or lift) to firing position | |
CMislPitchInitial=1 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical) | |
CMislPitchFinal=1.0 ; Ending pitch of the missile after tilting up; now it fires | |
CMislTurnRate=0.10 ; Pitch maneuverability of missile in air. Adjust by trial and error. | |
CMislRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) | |
CMislAcceleration=1.0 ; This much is added to the missile's velocity each frame during launch | |
CMislAltitude=768 ; Cruising altitude in leptons: at this height missile BEGINS leveling off | |
CMislDamage=200 ; Exploding CMisl does this much damage (at center of explosion, presumably). | |
CMislEliteDamage=250 ; Exploding CMisl does this much damage (at center of explosion, presumably). | |
CMislBodyLength=128 ; The body of the rocket is this many leptons long | |
CMislLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. CMisl no. | |
CMislType=CMISL | |
; Paratroop Drop control | |
ParadropRadius=1024 ; Drop paratroopers if plane is within this many leptons from drop site. | |
; misc | |
FogOfWar=no ; Is fog of war enabled? | |
Visceroids=no ; Are randomly appearing visceroids going to occur? | |
Meteorites=no ; Are tiberium meteorites going to occur? | |
CrewEscape=50% ; percent chance that crew will escape from destroyed vehicle | |
CameraRange=9 ; distance around spy camera to reveal map | |
FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings? | |
Pilot=E1 ; pilot type that parachutes out of aircraft | |
AlliedCrew=E1 ; soldier that emerges from destroyed unit or building | |
SovietCrew=E2 ; for soviet | |
ThirdCrew=INIT ; and for the third side | |
Technician=CTECH ; civilian infantry type to serve as technician survivor [should be armed variety] | |
Engineer=ENGINEER ; special (limited supply) infantry survivor from construction yards [probably engineer type] | |
PParatrooper=E1 ; infantry that is dropped as a paratrooper | |
;*** Reinforcement/Chrono Stuff *** | |
ChronoDelay=60 ;delay after teleport for chrono sphere | |
ChronoReinfDelay=180 ;delay after teleport for chrono reinforcements | |
ChronoDistanceFactor=48 ;default = 32 amount to divide the distance to destination by to get the warped out delay | |
ChronoTrigger=yes ;defualt=yes, if yes, then delay varies by distance, if no, it's a constant | |
ChronoMinimumDelay=16 ;default=0;this is the minimum delay for teleporting, no matter how short the distance | |
;this value will also be used if the ChronoTrigger flag is turned off | |
ChronoRangeMinimum=0 ;this can be used to set a small range within which the delay is constant | |
;the range is measured in leptons (256 per cell) within this range the delay will be set to the minimum | |
;a value of 32 for ChronoDistanceFactor gives a delay of eight frames for every cell traveled. | |
;256 leptons per pixel, so to get frames delay per cell use 256/ChronoDistanceFactor | |
;this is an inverse function, so larger number means shorter delay | |
;minimum value can be one (not zero!) which would result in 256 frames of delay per cell traveled | |
;GEF | |
;************ American Paradrop Special Rules *********** | |
;These two lists _must_ have the same number of elements, otherwise bad crashiness will result | |
;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop | |
;AmerParaDropNum=6,6,6 ;How many of each of those infantry | |
AmerParaDropInf=E1 ;Types of infantry for the planes to drop | |
AmerParaDropNum=8 ;How many of each of those infantry | |
AllyParaDropInf=E1 ;Types of infantry for the planes to drop | |
AllyParaDropNum=6 ;How many of each of those infantry | |
SovParaDropInf=E2 ;Types of infantry for the planes to drop | |
SovParaDropNum=9 ;How many of each of those infantry | |
YuriParaDropInf=INIT ;Types of infantry for the planes to drop | |
YuriParaDropNum=6 ;How many of each of those infantry | |
;GEF | |
;************ Anim to Infantry conversion *********** | |
;This list is the list referenced by the MakeInfantry index in Art.ini | |
AnimToInfantry=BRUTE | |
;GEF | |
;************ Secret Lab Section ************ | |
SecretInfantry=SNIPE,TERROR,DESO,YURI | |
SecretUnits=TNKD,TTNK,DTRUCK | |
SecretBuildings=GTGCAN | |
;AMRADR | |
;BEAG | |
;*** Spy stuff *** | |
AlliedDisguise=E1 | |
SovietDisguise=E2 ; these are the defaults for the spy if a MakeupKit hasn't been used | |
ThirdDisguise=INIT | |
SpyPowerBlackout=1000 ; Frame time a spy shuts down power for (900 = 1 minute) | |
SpyMoneyStealPercent=.5 ; Percent of total money you take with a spy | |
;DB Changed on 7/21/01 as part of the add-on. What a silly person DB is. | |
AttackCursorOnDisguise=yes ;gs If yes, the mouse will be an attack cursor on a disguised unit as if he is not disguised. | |
;If no, you will still get an attack cursor on a fake-blinking Mirage and a spy _always_ | |
; SJM: Default disguise for the Mirage Tank (object type) | |
DefaultMirageDisguises=TREE01,TREE02,TREE03,TREE04 ; Must be a Terrain Type object (a tree or box; NOT a rock) | |
InfantryBlinkDisguiseTime=20 ;must be bigger than 8 to be reliable, can be 0 to prevent infantry from detecting mirages; this is a logic blink so others will join in the shooting | |
MaximumCheerRate=300 ;gs In frames, how often a team is allowed to cheer from the keyboard or ACB | |
;*** New AI type snippets *** | |
AISafeDistance=20 ;gs cell distance the AI will consider in Gathering outside enemy base (from center of enemy base) | |
AIMinorSuperReadyPercent=.7 ;gs When a Curtain or Sphere is this charged, the AI will consider it in its AITriggers | |
HarvesterTooFarDistance=5 ;gs If a harvester is farther than this from the refinery it wants, it will move next to it instead of reserving it and refigure things out when it stops. This should be small to approximate the wait time concern versus driving to the next refinery. | |
ChronoHarvTooFarDistance=50 ;gs Same as above, but for Chrono harvesters. Rather than have them teleport super far and then repick an ore patch (or teleport super far and drive super far back), they will stay on their side of the map (like for two bases) | |
AlliedBaseDefenseCounts=25,20,6 ;gs h,m,e This is the explicit number of base defenses that easy, normal, and hard level will plan on making | |
SovietBaseDefenseCounts=25,22,6 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1) | |
ThirdBaseDefenseCounts=25,22,6 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1) | |
AIPickWallDefensePercent=50,25,10 ;gs h,m,e Each time the computer picks to build a base defense, this is the percent chance he will override picking a gun type with picking a wall (if there are buildings that still need walls) | |
AIRestrictReplaceTime=400 ;gs After a computer takes damage to a building, this is the number of frames to restrict the replacement of lost buildings to only walls and base defenses and power | |
ThreatPerOccupant=10 ;gs This is the threat value a Occupied building gains per occupant | |
ApproachTargetResetMultiplier=1.5 ;gs The ApproachTarget position should be recalculated if the target is now more than weapon range times this (My approach target picked a spot range 1x away, so if it gets beyond 1.5 I know it is moving and that I will need to refigure where he is.) | |
CampaignMoneyDeltaEasy=0 ; These are added to the normal level credits amount for all PlayerControl houses (At the time Houses are read, that is the only thing that is known so it can't be the Player's House house only) | |
CampaignMoneyDeltaHard=0 ; tweak these to change the amount of money someone starts with in a map. The amount given in the editor will be for Normal | |
GuardAreaTargetingDelay=36 | |
NormalTargetingDelay=27;gs These provide explicit control of targeting rates in frames. Guard Area is lower since it scans twice as far, but 27,36 are just the defaults from TS | |
AINavalYardAdjacency=20 ;gs distance in cells the Computer can place his Naval Yard from his Con Yard | |
DisabledDisguiseDetectionPercent=15,5,2 ;gs h,m,e Damn I love this section. This is the percent chance that an individual unit will detect a Mirage Tank who is fake-blinking (from Firing). This is per unit, so even a lowish number is near automatic when the computer has 10 guys nearby | |
AIAutoDeployFrameDelay=15,25,100 ;//gs h,m,e The number of frames that the AI will wait to deploy his GI's that are in Guard mode so that they don't bounce up and down | |
MaximumBuildingPlacementFailures=3 ;gs If the computer gets hung up on thinking it can place something but being unable to clear the space (too jammed with people) then bail after this many failures. The computer will try every 45 (PlacementDelay) frames, so that can tell you how long he'll try for it | |
TiberiumShortScan=6;//gs revert 3; sgc was 6 ; cell radius to scan when harvesting a single patch of Tiberium | |
TiberiumLongScan=48 ; cells radius to scan when looking for a new Tiberium patch to harvest | |
SlaveMinerShortScan=8;gs the Slave Miner looks this far to decide if it needs to move closer, but the new spot needs to be SlaveMinerScanCorrection cells better to warrent moving | |
SlaveMinerSlaveScan=14;gs slaves scan longer than the miner since they trust if things could get better, the miner would move | |
SlaveMinerLongScan=48;gs the Slave Miner looks the far when Searching for Ore | |
SlaveMinerScanCorrection=3;gs when a deployed slave miner decides it needs to scoot forward to get closer to the ore, there needs to be a spot that is this much better in cells to bother getting up | |
SlaveMinerKickFrameDelay=150;gs If the SlaveMiner is in Guard for this long, he'll try to look for ore again at SlaveMinerShortScan range to find ore and wake up | |
AISuperDefenseProbability=90,50,10; When a super is targeted AISDDistance cells away, this is the percent chance to use ForceShield | |
AISuperDefenseFrames=50;this is how long the alert lasts, in case Force Shield is not quite ready | |
AISuperDefenseDistance=12;number of cells from 'Center" of base will trigger my considering Force Shield | |
;This is what the AI will do with units it Mind controls. These can be overridden if a Team has something in particular | |
;in mind. If not, these numbers are the % chance the AI will... | |
;Add to Capturer's Team, Send to a Grinder, Send to a BioReactor, or just Put in Hunt | |
AICaptureNormal=75,5,5,15 | |
AICaptureWounded=15,40,40,5 | |
AICaptureLowPower=15,5,75,5 | |
AICaptureLowMoney=15,75,5,5 | |
;In order of priority, Low Money, Low Power, Wounded, Nothing | |
AICaptureLowMoneyMark=2000;How low is 'low' for above consideration | |
AICaptureWoundedMark=.25;And how wounded is 'wounded' | |
;If something fails, like picking Grinder but not having a grinder, it will go to Hunt | |
PurifierBonus=.25 ; percent ore purifiers add to ore value | |
; droppod flight characteristics | |
DropPodWeapon=Vulcan2 ; weapon mounted on drop pod | |
DropPodHeight=2000 ; height above ground that drop pods appear at | |
DropPodSpeed=75 ; speed of drop pod's descent | |
DropPodAngle=0.79 ; angle of descent for drop pod [radians; .40=flat,1.18=steep] | |
; hover vehicle characteristics | |
HoverHeight=120 ; height of hovering vehicles | |
HoverDampen=40% ; dampening effect on hover vehicle bounciness | |
HoverBob=.04 ; time between hover 'bobs' | |
HoverBoost=150% ; hover speed when traveling on straight away | |
HoverAcceleration=.02 ; time to accelerate to full speed | |
HoverBrake=.03 ; time to decelerate to full stop | |
; balloon hover alternate characteristics | |
BalloonHoverHeight=1000 ; height of hovering vehicles | |
BalloonHoverDampen=20% ; dampening effect on hover vehicle bounciness | |
BalloonHoverBob=1.2 ; time between hover 'bobs' | |
BalloonHoverBoost=150% ; hover speed when traveling on straight away | |
BalloonHoverAcceleration=.04 ; time to accelerate to full speed | |
BalloonHoverBrake=.03 ; time to decelerate to full stop | |
; subterrainean vehicle characteristics | |
TunnelSpeed=1 | |
; production & power effects | |
MultipleFactory=0.8 ; Ick. This is now a straight discount multiplier that is cumulative. ie at .8 you get 1, .8, .64, .512 instead of 1, 1, 1.25,etc ;gs factory bonus for multiples [1=full bonus, 0=no bonus] (def=1) <--their way at 1 you get 1, 1, .5, .33, .25, etc | |
MinLowPowerProductionSpeed=.5 ; minimum production speed as result of low power (def=.5) ;gs applies after modifer below | |
MaxLowPowerProductionSpeed=.8 ; and since most of the time you will be short by only 10 or 20, this is the maximum speed you can build if you have low power (so 99% power is treated as this %) | |
LowPowerPenaltyModifier=1 ;gs "double penalty" or "half penalty". multiply this by the power short to get the actual penalty ( def=1. 2 means 30% short = 60% penalty, .5 would mean 15% penalty.) | |
; hack section | |
GDIGateOne=GADUMY ;GEF GAGATE_A ; these buildings affect nearby walls, so I need to know what they are | |
GDIGateTwo=GADUMY ;GEF GAGATE_B | |
WallTower=GADUMY ;GEF GACTWR | |
Shipyard=GAYARD,NAYARD,YAYARD ;gs | |
NodGateOne=GADUMY ;GEF NAGATE_A | |
NodGateTwo=GADUMY ;GEF NAGATE_B | |
NodRegularPower=NAPOWR | |
NodAdvancedPower=NANRCT;gs NAAPWR | |
GDIPowerPlant=GAPOWR | |
ThirdPowerPlant=YAPOWR | |
;GDIPowerTurbine=GAPOWRUP | |
;GDIHunterSeeker=GHUNTER | |
;NodHunterSeeker=NHUNTER | |
;GDIFirestormGenerator=GAFIRE | |
RepairBay=GADEPT,NADEPT,CAOUTP;,YADEPT ; building to go to when in need of repairs | |
BaseUnit=AMCV,SMCV,PCV ; unit to consider "home" when no buildings are present | |
;HarvesterUnit=HARV,WRMW ; preferred unit(s) to build for harvesting purposes | |
;HarvesterUnit=HARV ; preferred unit(s) to build for harvesting purposes | |
HarvesterUnit=HARV,CMIN;gs ,SMIN ; preferred unit(s) to build for harvesting purposes | |
;PadAircraft=ORCA,ORCAB ; aircraft that can be produced (and land at) a helipad (or ground) | |
PadAircraft=ORCA,BEAG ;gs these are the AirportBound aircraft ; aircraft that can be produced (and land at) a helipad (or ground) | |
; Bret's hack section | |
TreeStrength=200 ; 25 | |
WindDirection=1 ; Direction of wind (gets converted to a FacingType, so 0 is north | |
; and increasing numbers rotate clockwise) | |
TrackedUphill=1.0 ; coefficient for tracked vehicle movement uphill | |
TrackedDownhill=1.2 ; coefficient for tracked vehicle movement downhill | |
WheeledUphill=1.0 ; coefficient for wheeled vehicle movement uphill | |
WheeledDownhill=1.2 ; coefficient for wheeled vehicle movement downhill | |
LeptonsPerSightIncrease=2000 ;how high does a unit have to go before it can see farther? | |
LeptonsPerFireIncrease=2000 ; how high does a unit have to go before it can fire farther? | |
AttackingAircraftSightRange=2 ; //gs 6 Makes the V3 ping the map. Hi, welcome to dumb ideas. | |
BlendedFog=yes ; should we blend the fog (as opposed to dither it) | |
CliffBackImpassability=2 ; how impassable is it behind cliffs? (0 = minimal, 2 = maximal) | |
IceCrackingWeight=50.0 ; objects weighing more than this will crack ice | |
IceBreakingWeight=50.0 ; objects weighing more than this well break through ice | |
ShipSinkingWeight=3.0 ; Surface ships of this or greater weight will sink, not explode, when destroyed. | |
CloakingStages=9 | |
TiberiumTransmogrify=40 | |
TreeFlammability=0.0 | |
CraterLevel=1 ; controls how big the craters from meteorites are. | |
; 0 is no cratering, while 4 is the largest craters. | |
;StatisticTimeInterval=30; controls how many seconds pass between statistic calculations, for score screen graphs | |
BridgeVoxelMax=3 ; maximum debris from each destroyed bridge section (def=3) | |
WallBuildSpeedCoefficient=3.0 ;gs This is a multiplier to time, so it means SLOWER, duh, as in 5 times slower ; how much faster than normal objects do walls build? | |
AllowShroudedSubteranneanMoves=true | |
AircraftFogReveal=6 | |
MaximumQueuedObjects=29 | |
MaxWaypointPathLength=15 | |
; firestorm defense controls | |
ChargeToDrainRatio=.333 | |
DamageToFirestormDamageCoefficient=.1 | |
; veinhole monster parameters | |
; VeinholeMonsterStrength=1000 ; no longer used. To modify veinhole monster strength, edit the [VEINTREE] entry | |
VeinholeGrowthRate=300 ; was 3000 | |
VeinholeShrinkRate=100 ; was 500 | |
MaxVeinholeGrowth=2000 | |
VeinDamage=0 | |
VeinholeTypeClass=VEINTREE | |
;-RTO | |
; AI trigger weighting parameters | |
AITriggerSuccessWeightDelta=20 ;5 | |
AITriggerFailureWeightDelta=-50 ; -20 | |
AITriggerTrackRecordCoefficient=1 | |
; Some spotlight controls | |
SpotlightSpeed=.015 ; speed in radians | |
SpotlightMovementRadius=2000 ; offset of center of arc sweep | |
SpotlightLocationRadius=1000 ; offset from building | |
SpotlightAcceleration=.0025 ; acceleration in radians | |
SpotlightAngle=.5 ; maximum suggest angle of arc sweep | |
; Controls for radar events | |
; The events, in order, are: | |
; (1) Generic Combat Event, | |
; (2) Generic Noncombat Event, | |
; (3) Dropzone Event, | |
; (4) Base Under Attack Event, | |
; (5) Harvester Under Attack Event, | |
; (6) Enemy Object Sensed Event | |
; So, for example, to change the visibility duration of the Harvester Under Attack Event, | |
; you would change the fifth number in the list for RadarEventVisibilityDurations | |
; | |
RadarEventSuppressionDistances=8, 8, 8, 8, 8, 6 ; suppression distance in cells | |
RadarEventVisibilityDurations=200,200,200,200,200,200 ; event visibility in frames | |
RadarEventDurations=400,400,400,400,400,400 ; event duration in frames | |
FlashFrameTime=7 | |
RadarCombatFlashTime=49 ; this should ALWAYS be an odd multiple of FlashFrameTime, ie RadarCombatFlashTime / FlashFrameTime should be an odd number | |
RadarEventMinRadius=8 | |
RadarEventSpeed=1.2 | |
RadarEventRotationSpeed=.05 | |
RadarEventColorSpeed=.1 | |
RevealTriggerRadius=9 ; the sight range of a "reveal around waypoint" trigger, 10 is maximum | |
; id holders for particle systems and voxel debris | |
ExplosiveVoxelDebris=GASTANK,PIECE ; name of explosive voxel debris | |
TireVoxelDebris=TIRE ; name of tire voxel debris | |
ScrapVoxelDebris=PIECE ; name of scrap metal voxel debris | |
OKBuildingSmokeSystem=SmokeStackSys | |
DamagedBuildingSmokeSystem=SmallSmokeSys | |
DamagedUnitSmokeSystem=VSSmokeSys | |
DebrisSmokeSystem=VSSmokeSys | |
; Building prerequisite categories are specified here. | |
PrerequisitePower=GAPOWR,NAPOWR,NANRCT,YAPOWR;gs NAAPWR | |
PrerequisiteFactory=GAWEAP,NAWEAP,YAWEAP | |
PrerequisiteBarracks=NAHAND,GAPILE,YABRCK | |
PrerequisiteRadar=GAAIRC,NARADR,AMRADR,NAPSIS | |
PrerequisiteTech=GATECH,NATECH,YATECH | |
PrerequisiteProc=GAREFN,NAREFN,YAREFN | |
PrerequisiteProcAlternate=SMIN;gs still counts under a PROC listing | |
; hunter seeker controls | |
HunterSeekerDetonateProximity=150 | |
HunterSeekerDescendProximity=700 | |
HunterSeekerAscentSpeed=40 | |
HunterSeekerDescentSpeed=50 | |
HunterSeekerEmergeSpeed=6 | |
; default threat evaluation controls | |
MyEffectivenessCoefficientDefault=200 | |
TargetEffectivenessCoefficientDefault=-200 | |
TargetSpecialThreatCoefficientDefault=200 | |
TargetStrengthCoefficientDefault=-200 | |
TargetDistanceCoefficientDefault=-10 | |
; defaults for dumb threat evaluation | |
DumbMyEffectivenessCoefficient=200 | |
DumbTargetEffectivenessCoefficient=200 | |
DumbTargetSpecialThreatCoefficient=200 | |
DumbTargetStrengthCoefficient=200 | |
DumbTargetDistanceCoefficient=-1 | |
EnemyHouseThreatBonus=400 | |
;gs Do not put new Animations in AudioVisual. That section is | |
;loaded/inited/created on launch and then all animations are immediately | |
;deleted. Keep animations in General | |
;*** Animation labels *** | |
DamageFireTypes=FIRE01,FIRE02,FIRE03 ; Fires that can spring up on damaged buildings | |
OreTwinkle=TWNK1 ; This is the anim to use for the Ore Twinkle. | |
BarrelExplode=EXPLOLRG ; exploding crates animation | |
BarrelDebris=GASTANK,PIECE ; exploding crate debris list | |
BarrelParticle=SmallGreySSys | |
NukeTakeOff=NUKETO ;gs | |
Wake=WAKE1 ; wake effect when traveling on/over water | |
DropPod=DROPPOD,DROPPOD2 ; mark to leave after drop pod lands | |
DeadBodies=DEATH_A,DEATH_B,DEATH_C,DEATH_D,DEATH_E,DEATH_F ; choice of dead bodies to leave around | |
MetallicDebris=DBRIS1LG,DBRIS2LG,DBRIS3LG,DBRIS4LG,DBRIS5LG,DBRIS6LG,DBRIS7LG,DBRIS8LG,DBRIS9LG,DBRS10LG,DBRIS1SM,DBRIS2SM,DBRIS3SM,DBRIS4SM,DBRIS5SM,DBRIS6SM,DBRIS7SM,DBRIS8SM,DBRIS9SM,DBRS10SM | |
BridgeExplosions=TWLT026,TWLT036,TWLT050,TWLT070 ; the explosions to use for the bridge explosion effect | |
IonBlast=RING1 ; initial anim when ion cannon hits | |
IonBeam=IONBEAM | |
WeatherConClouds=WCCLOUD1,WCCLOUD2,WCCLOUD3 ; PCG. The clouds used to show the weather controller effect. | |
WeatherConBolts=WCLBOLT1,WCLBOLT2,WCLBOLT3 ; PCG. The lightning bolts used to show the weather controller effect. | |
WeatherConBoltExplosion=EXPLOLB ; PCG. Special bolt explosion. | |
;Psychic Dominator control | |
DominatorWarhead=DominatorWH ; warhead used for the damage part | |
DominatorDamage=1000;250 | |
DominatorCaptureRange=1;4;now that warhead is actually needed to do damage, here is the capture range | |
DominatorFirstAnim=PDFXCLD;gs this is the whole giant heeead | |
DominatorSecondAnim=PDFXLOC;gs this is the ring on the ground | |
DominatorFireAtPercentage=20; ;50; gs at this percent into the FirstAnim, the actual effect will fire | |
ChronoPlacement=CHRONOAR; SJM: User just designated site of Chrono transfer SOURCE | |
ChronoBeam=CHRONOBM ;GEF initial anim when chrono sphere strikes -- SJM: no longer used | |
ChronoBlast=CHRONOFD ; SJM: Chrono transfer SOURCE ACTIVATES | |
ChronoBlastDest=CHRONOTG; SJM: Chrono transfer DESTINATION ACTIVATES | |
WarpIn=WARPIN;WAKE2 ; animation when warping in | |
WarpOut=WARPOUT;WAKE2 ; animation when warping out | |
WarpAway=WARPAWAY;RING1 ; animation when warping something out of existance | |
IronCurtainInvokeAnim=IRONBLST; anim that plays upon invocation of the Iron Curtain | |
ForceShieldInvokeAnim=FORCSHLD | |
WeaponNullifyAnim=IRONFX ; animation to play when a weapon is neutralized by Invulnerability | |
ChronoSparkle1=CHRONOSK ;animation to play over something getting chronoed (teleported or out of time) | |
InfantryExplode=S_BANG34 ; animation when infantry just explodes | |
FlamingInfantry=FLAMEGUY ; anim to use for special onfire infantry logic | |
InfantryHeadPop=YURIDIE;gs other generic death anims | |
InfantryNuked=NUKEDIE | |
InfantryVirus=VIRUSD | |
InfantryBrute=BRUTDIE | |
InfantryMutate=GENDEATH | |
Behind=BEHIND | |
MoveFlash=RING ; movement destination click feedback animation | |
Parachute=PARACH ; big parachute used for paratroopers | |
BombParachute=PARABOMB ; parachute used for parabombs and other parachuted ordinance | |
DropZoneAnim=BEACON ; animation to use for the drop zone flair | |
EMPulseSparkles=EMP_FX01 ; Anim to play over units disabled by an EM Pulse. | |
; ******* Jumpjet Flight rules ******* | |
; Jumpjet movement controls | |
[JumpjetControls] ;gs These are now merely defaults and units can define their own | |
TurnRate=4 | |
Speed=14 | |
Climb=5 | |
CruiseHeight=500 ; cruiseheight should be higher than a bridge, just to be safe | |
Acceleration=2 | |
WobblesPerSecond=.15 ; was .25 | |
WobbleDeviation=40 ; was 40 | |
; ******* Special Weapon rules ******* | |
; Special weapon rules are specified here. | |
[SpecialWeapons] | |
;HSBuilding=GAPLUG,NATMPL ; list of buildings the hunter seeker tries to pop out of | |
NukeWarhead=Nuke ; warhead used by falling nuke missile | |
NukeDown=NukeDown ; nuclear missile as it descends | |
NukeProjectile=NukeUp ; nuclear missile (from silo) projectile to launch | |
EMPulseWarhead=EMPuls ; warhead used by falling nuke missile | |
EMPulseProjectile=PulsPr ; nuclear missile (from silo) projectile to launch | |
MutateWarhead=Mutate | |
MutateExplosionWarhead=MutateExplosion | |
; ******* Audio / Visual rules ******* | |
; General controls that deal with audio or visual appearance of | |
; the game or the units therein are specified here. | |
[AudioVisual] | |
DetailMinFrameRateNormal=15 ; If frame rate drops below this value, various visual effects switch off. | |
DetailMinFrameRateMovie=20 ; As above, but applies when a movie is playing. | |
DetailBufferZoneWidth=5 ; To restore effects, frame rate must equal or exceed MinFrameRate plus this. | |
LineTrailColorOverride=0,0,0 ; For use in maps only! Leave this at 0,0,0 in Rules.INI. | |
ChronoBeamColor=128,200,255 ; Chrono Legionnaire's zap ray color, in 24-bit RGB | |
MagnaBeamColor=255,200,255 ; Magnetron's zap ray color, in 24-bit RGB | |
OreTwinkleChance=30 ; At map startup, there is 1 chance in N that a cell with ore will get a twinkle anim. | |
CreateInfantrySound= ; default sound to use when a new infantry person is created | |
CreateUnitSound= ; default sound to use when a new unit is created | |
CreateAircraftSound= ; default sound to use when a new aircraft is created | |
;IFVTransformSound= IFVTransform ; sound to use when a IFV changes turret ; use EnterTransportSound instead | |
SpySatActivationSound= SpyUplinkOn ; sound to play when spysat comes online | |
SpySatDeactivationSound= SpyUplinkOff ; sound to play when spysat goes offline | |
;PsychicSensorDetectAttach= PsychicSensorDetects ;sound to play when sensor detects an attack (not hooked up yet) | |
UpgradeVeteranSound=UpgradeVeteran | |
UpgradeEliteSound=UpgradeElite | |
BaseUnderAttackSound=BaseUnderAttackSiren | |
BuildingGarrisonedSound=BuildingGarrisoned | |
BuildingRepairedSound=BuildingRepaired | |
CheerSound=Cheer | |
PlaceBeaconSound=BeaconPlaced | |
;GEF Used to make the damage from the brute rock the target more than it normally would. | |
DirectRockingCoefficient=1.5 | |
FallBackCoefficient=0.1 ;GEF Used to reduce the amount the tank falls back between pushes. Smaller number = less fallback | |
;GEF which color should buildings get colored when they are targeted by a laser designator? | |
;Look at the ColorAdd section for references | |
LaserTargetColor=4;9;1 | |
IronCurtainColor=0;4 | |
BerserkColor=4;0 | |
ForceShieldColor=6 | |
StartPlanningModeSound=PlanningModeStart | |
EndPlanningModeSound=PlanningModeEnd | |
AddPlanningModeCommandSound=PlanningModeAdd | |
ExecutePlanSound= | |
CratePromoteSound=CratePromoted | |
CrateMoneySound=CrateMoney | |
CrateRevealSound=CrateReveal | |
CrateFireSound=CrateFirePower | |
CrateArmourSound=CrateArmor | |
CrateSpeedSound=CrateSpeed | |
CrateUnitSound=CrateFreeUnit | |
GUIMainButtonSound=MenuClick | |
GUIBuildSound=MenuClick | |
GUITabSound=MenuTab | |
GUIOpenSound=MenuACBOpen | |
GUICloseSound=MenuACBClose | |
GUIMoveOutSound=MenuSlideOut | |
GUIMoveInSound=MenuSlideIn | |
GUIComboOpenSound=MenuACBOpen | |
GUIComboCloseSound=MenuACBClose | |
GUICheckboxSound=MenuClick | |
ScoreAnimSound=ScoreEmblemSoundLoop | |
SinkingSound=GenLargeWaterDie | |
ImpactWaterSound=ExplosionWaterLarge | |
ImpactLandSound= | |
BombTickingSound=CrazyIvanBombTick | |
ChronoInSound=ChronoMinerTeleport | |
ChronoOutSound=ChronoMinerTeleport | |
BombAttachSound=CrazyIvanAttack | |
YuriMindControlSound=YuriMindControl | |
;gs Obsolete UnloadingHarvester=HORV ; harvester image to use when unloading tiberium | |
;GEF PoseDir, despite the comments, is actually ranged from 0 to 255. I fixed DeployDir, and it actually works as described. | |
PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc) | |
DeployDir=2 ; Units that SimpleDeploy (Siege Chopper) will face this direction before doing so (0=N, 1=NE, 2=E, etc) | |
;GEFDropPodPuff=DROPEXP ; animation to play when drop pod hits the ground | |
WaypointAnimationSpeed=10 ; how fast do the waypoint markers animate? | |
;gs makes assertVeinAttack=VEINATAC ; some cheesy animation | |
DigSound=NukeSiren ; HACK: Nuke siren here since I believe this is unused and we are cramming for the demo | |
;GEFAtmosphereEntry=PODRING ; animation to use when drop pod enters atmosphere | |
GateUp=Dummy ; sound of gate rising | |
GateDown=Dummy ; sound of gate lowering | |
ShroudGrow=no ; Does the shroud grow back over time? | |
ScrollMultiplier=.07 ; multiplier to default scroll speed | |
ShakeScreen=400 ; divide object strength by this to determine if the screen shakes when destroyed | |
CloakSound=NavalUnitEmerge ; sound of cloaking or decloaking | |
SellSound=SellBuilding ; sound of selling objects (typically buildings) | |
GameClosed=GameClosed ; game closed sound | |
IncomingMessage=MessageText ; incoming message sound | |
MessageCharTyped=TextBleep ; a new character appeared on a text message with the "typing" effect | |
SystemError=GenericBeep ; system error sound | |
OptionsChanged=OptionsChanged ; options have changed sound | |
GameForming=NewGame ; game forming sound | |
;PlayerLeft=PlayerLeft ; player has left sound | |
PlayerJoined=PlayerJoined ; player has joined sound | |
Construction=Dummy ; sound of building construction | |
CreditTicks=CreditUp,CreditDown ; credit tick up and down sounds | |
BuildingDieSound=BuildingGenericDie ; building crumble sound when building is completely destroyed | |
BuildingSlam=PlaceBuilding ; placing building down sound | |
RadarOn=RadarOn ; radar activation sound | |
RadarOff=RadarOff ; radar deactivation sound | |
MovieOn=MovieOn ; movie activation sound | |
MovieOff=MovieOff ; movie deactivation sound | |
ScoldSound=MenuScold ; generic scold sound | |
TeslaCharge=TeslaCoilPowerUp ; tesla charge up sound | |
TeslaZap= ; tesla zap sound | |
BuildingDamageSound=BuildingDamaged ; sound when building is damaged to half strength | |
ChuteSound=ParachuteDrop ; parachute deploy sound | |
GenericClick=MenuClick ; generic click sound | |
GenericBeep=GenericBeep ; generic beep sound | |
BuildingDrop=PlaceBuilding ; sound of building being placed down | |
StopSound=CommandBar ;Sound when units are commanded to stop | |
GuardSound=CommandBar ;Sound when units are commanded to guard | |
ScatterSound=CommandBar ;Sound when units are commanded to scatter | |
DeploySound= ;Sound when units are commanded to deploy | |
StormSound=WeatherIntro ; PCG. Sound when weather controller storm starts. | |
LightningSounds=WeatherStrike ; PCG. Sounds for various lightning bolts. | |
ShellButtonSlideSound= ; PCG; Sound for the shell buttons sliding into position. | |
; New Sound hooks for Mission disk - TR | |
VoiceIFVRepair= IFVMove ; Reponse to repair command | |
SlavesFreeSound= SlaveWorkerLiberated ; sound made when miner slaves are freed | |
SlaveMinerDeploySound= SlaveMinerDeploy | |
SlaveMinerUndeploySound= SlaveMinerDeploy | |
BunkerWallsUpSound= TankBunkerUp | |
BunkerWallsDownSound= TankBunkerDown | |
RepairBridgeSound= BridgeRepaired | |
PsychicDominatorActivateSound=PsychicDominatorActivate | |
GeneticMutatorActivateSound=GeneticMutatorActivate | |
PsychicRevealActivateSound=PsychicRevealActivate | |
MasterMindOverloadDeathSound= MasterMindOverloadVoice | |
MindClearedSound= MindCleared;default sound to play for units that are released from mind control | |
EnterGrinderSound= GrinderGrinding ; default sound to play when a unit enters the grinder building | |
LeaveGrinderSound= ; default sound to play when a unit leaves the grinder building | |
EnterBioReactorSound= BioReactorEnter ; default sound to play when a unit enters the bio reactor building | |
LeaveBioReactorSound= BioReactorEnter ; default sound to play when a unit leaves the bio reactor building | |
ActivateSound= ; default sound to play for units that are activated | |
DeactivateSound= ;default soudn to play when units are deactivated | |
AirstrikeAbortSound=MIGMissionAborted | |
AirstrikeAttackVoice=MIGMove | |
SpyPlaneCamera=SpyPlaneSnapshot;gs this is played each time the plane looks, which is every spycameraframes below | |
SpyPlaneCameraFrames=16;gs while in the process of taking pictures, how often to play the sound | |
DiskLaserChargeUp= FloatingDiscChargeUp ;gs the Report on DiskLaser will sound at the end of the ring, this will play at the beginning | |
LetsDoTheTimeWarpOutAgain = ChronoScreenSound; sound for time shift out sequence (can be looping) | |
LetsDoTheTimeWarpInAgain = ChronoScreenSoundAgain; sound for time shift in sequence (can be looping) | |
Smoke=xxxx ; smoke that rises from the ground after a building explosion | |
;GEF FirestormActiveAnim=GAFSDF_A | |
;GEF FirestormIdleAnim=FSIDLE | |
;GEF FirestormGroundAnim=FSGRND | |
;GEF FirestormAirAnim=FSAIR | |
EliteFlashTimer=150 ;gs Frames that a newly Elite unit will flash for | |
;GEF SmallFire=FIRE3 ; animation for small fire [used after napalm] | |
;GEF LargeFire=FIRE2 ; animation for large fire [used after napalm] | |
AllyReveal=yes ; Allies automatically reveal radar maps to each other? | |
ConditionRed=25% ; when damaged to this percentage, health bar turns red | |
ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow | |
DropZoneRadius=4 ; distance around drop zone flair that map reveals itself | |
EnemyHealth=yes ; Show enemy health bar graph when selected? | |
Gravity=6 ; gravity constant for ballistic projectiles | |
IdleActionFrequency=.15 ; average minutes between infantry performing idle actions | |
MessageDelay=.6 ; time duration of multiplayer messages displayed over map | |
MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only) | |
NamedCivilians=no ; Show true names over civilians and civilian buildings? | |
SavourDelay=.1 ; delay between scenario end and ending movie [keep the delay short] | |
ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep] | |
FogRate=.01 | |
IceGrowthRate=1.5 | |
IceSolidifyFrameTime=1000 ; how many frames between when ice is cracked and when it gets solidified | |
IceCrackSounds= | |
AmbientChangeRate=.2 ; how many minutes between ambient light recalculations | |
AmbientChangeStep=.2 ;GEF old value is below, changing this to speed up nuke blast, noit sure if it will affect anything else; step rate for gradually changing ambient lighting | |
;AmbientChangeStep=.1 ; step rate for gradually changing ambient lighting | |
SpeakDelay=2 ; minutes between EVA repeating advice to the player | |
TimerWarning=2 ; if mission timer is less than this many minutes, then display in red | |
ExtraUnitLight=.2 ; Extra light to make units glow. | |
ExtraInfantryLight=.2 ; Extra light to make infantry glow. | |
ExtraAircraftLight=.2 ; Extra light to make aircraft glow. | |
LocalRadarColor=0,255,0 ; PCG. This is the color that you show up as on the radar, no matter | |
; what your house color is. I.e. if you are blue in the game, and this | |
; color is green, then you show up as green on the radar. | |
; ******* Crate rules ******* | |
; General crate rules and controls are specified here. | |
[CrateRules] | |
CrateMaximum=255 ; crates can never exceed this quantity | |
CrateMinimum=1 ; crates are normally one per human player but never below this number | |
CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses | |
CrateRegen=3 ; average minutes between random powerup crate regeneration | |
SilverCrate=HealBase ; solo play silver crate bonus | |
SoloCrateMoney=5000 ; money to give for money crate in solo play missions | |
UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly] | |
WoodCrate=Money ; solo play wood crate bonus | |
WaterCrate=Money ; solo play water crate bonus | |
HealCrateSound=HealCrate ; heal crate sound effect | |
WoodCrateImg=CRATE ; wood crate overlay image to use | |
CrateImg=CRATE ; normal crate overlay image to use | |
WaterCrateImg=WCRATE ; Water crate image | |
FreeMCV=yes ; Give free MCV from crate if no buildings but still has money [multiplay only]? | |
; ******* Combat and damage rules ******* | |
; General rules that control combat, damage, or related items are listed here. | |
[CombatDamage] | |
AmmoCrateDamage=200 ; damage generated from exploding ammo crate overlay | |
IonCannonDamage=751 | |
HarvesterImmune=no ; Are harvester immune to normal combat damage? | |
DestroyableBridges=yes ; Can bridges be destroyed? | |
TiberiumExplosive=no ; Is tiberium extra explosive? | |
Scorches=BURN01,BURN02,BURN03,BURN04 ; scorch mark smudge types | |
Scorches1=BURN05,BURN06,BURN07 ; scorch mark smudge types | |
Scorches2=BURN08,BURN09,BURN10 ; scorch mark smudge types | |
Scorches3=BURN11,BURN12,BURN13 ; scorch mark smudge types | |
Scorches4=BURN14,BURN15,BURN16 ; scorch mark smudge types | |
TiberiumExplosionDamage = 0 ; the amount of damage dealt out by explosion in a big tiberium chain reaction | |
TiberiumStrength = -1 ; the higher this value, the harder it is to get big tiberium to explode | |
Craters=CR1,CR2,CR3,CR4,CR5,CR6 ; crater smudge types | |
AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source) | |
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles (Note: Flak Cannon uses this) | |
BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed] | |
C4Delay=.03 ; minutes to delay after placing C4 before building will explode | |
C4Warhead=Super ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building. This warhead is used throughout the code to mean "Absolute damage" ; this is the warhead that C4 uses to damage buildings | |
V3Warhead=V3WH ; this is the warhead on a V3 Rocket | |
DMislWarhead=DMISLWH ; this is the warhead on a DredMissile | |
V3EliteWarhead=V3EWH ; this is the warhead on a V3 Rocket when the launcher is elite | |
DMislEliteWarhead=DMISLEWH ; this is the warhead on a DredMissile when the launcher is elite | |
CMislWarhead=CMISLWH ; this is the warhead on a DredMissile | |
CMislEliteWarhead=CMISLEWH ; this is the warhead on a DredMissile when the launcher is elite | |
CrushWarhead=Crush ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building. This warhead is used throughout the code to mean "Absolute damage" ; this is the warhead that C4 uses to damage buildings | |
;***Crazy Ivan stuff*** | |
IvanWarhead=IvanWH ;gs Since Ivan's weapon plants the bomb, exploding the bomb needs its own WH | |
IvanDamage=450 ;400 ;gs and since Weapons don't have own life damage is needed seperately ;was 400 | |
IvanTimedDelay=450 ;gs frame delay of an Ivan Time Bomb | |
CanDetonateTimeBomb=no ;gs Turn this on to restore double click functionality on enemy bombs (actually easier than pulling out the Event) | |
CanDetonateDeathBomb=no ;gs and this one controls double clicking bombs on own guys; neither of these will give double click back to Ivan himself // obsolete now that deathbombs cut | |
IvanIconFlickerRate=8 ;gs this many frames and the icon goes back and forth within one of the 6 2 frame anims | |
;***Urban Combat (UC) ver 2.0*** | |
OccupyDamageMultiplier=1.2;gs since weapon is now tied to actual occupant, these restore the control lost | |
OccupyROFMultiplier=1.2; | |
OccupyWeaponRange=5;gs range bonus from being in a large footprint building is automatically | |
;added. Can't get the range from the wepon since if two different guys are inside, once the short range | |
;guy gets his turn then he'll make the building stop shooting. | |
;***Tank Bunker*** | |
BunkerDamageMultiplier=1.3;1.5 | |
BunkerROFMultiplier=1.3;1.5 | |
BunkerWeaponRangeBonus=2;unlike the UC range entry, this is an actual bonus since there are no other shooters to worry about | |
;***MasterMind Overload*** | |
OverloadCount=3,6,10,50 ;You fall into the biggest category you are equal or less than (last number arbitrary since past it will be last category anyway) | |
OverloadDamage=0,50,100,500 ;You take this much damage | |
OverloadFrames=30,60,60,60 ;This often | |
ControlledAnimationType=MINDANIM | |
PermaControlledAnimationType=MINDANIMR | |
MindControlAttackLineFrames=20;gs how long to draw the act of mind controlling regardless of selection state | |
;***Floating Disk Draining*** | |
DrainMoneyFrameDelay=30 | |
DrainMoneyAmount=30 ;20 | |
DrainAnimationType=DISKRAY; code wants a looping animation, might get confused otherwise | |
;***Magnetron*** | |
;GEF if CurrentStrengthDamage then the damage a dropped unit does will be based off of it's current strength, rather than it's maximum strength | |
;FallingDamageMultiplier determines what this base damage will be multiplied by in order to figure out the final damage | |
FallingDamageMultiplier=1.0 | |
CurrentStrengthDamage=yes | |
;***Battle Fortress*** | |
OpenToppedRangeBonus=2;bonuses for troops shooting from open topped transport | |
OpenToppedDamageMultiplier=1.2 | |
OpenToppedWarpDistance=7;Chrono legionairre has to let go if BF moves this far away from target (CL not moving, but is being moved so link won't break on move like normal) | |
DeathWeapon=DefaultDeathWeapon ;gs Can't use the unit's weapon anymore now that spread is fixed. Damage will be based on hitpoints | |
IronCurtainDuration=750 ;gs In frames 900 is a minute for 15fps | |
FirestormWarhead=FirestormWH ; the warhead that the firestorm defense uses when active | |
IonCannonWarhead=IonCannonWH ; the warhead that the ion cannon uses | |
VeinholeWarhead=VeinholeWH | |
PsychicRevealRadius=15 ;GEF radius in cells that the PsychicReveal Super should clear | |
;particle system defaults | |
DefaultFirestormExplosionSystem=FirestormSparkSys ; the particle system to use when the firestorm defense blows something up | |
DefaultLargeGreySmokeSystem=BigGreySmokeSys | |
DefaultSmallGreySmokeSystem=SmallGreySSys | |
DefaultSparkSystem=SparkSys | |
DefaultLargeRedSmokeSystem=BigGreySmokeSys | |
DefaultSmallRedSmokeSystem=SmallGreySSys | |
DefaultDebrisSmokeSystem=SmallGreySSys | |
DefaultFireStreamSystem=FireStreamSys | |
DefaultTestParticleSystem=TestSmokeSys | |
DefaultRepairParticleSystem=WeldingSys | |
Crush=1.8 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only) | |
ExpSpread=.7 ; cell damage spread per 100 damage points for exploding object types [if Explodes=yes] | |
FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found | |
FlameDamage=Fire ; damage (warhead type) to use when on object is in flames | |
FlameDamage2=Fire2 | |
HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles | |
MaxDamage=10000 ;gs from 1000 Why have a maximum? Kept boats from dying to SEAL ; maximum damage (after adjustments) per shot | |
MinDamage=1 ;gs obsolete ; minimum damage (after adjustments) per shot | |
PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry? | |
PlayerReturnFire=no ; More aggressive return fire from player controlled objects? | |
PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage? | |
;ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage | |
SplashList=H2O_EXP3,H2O_EXP2,H2O_EXP1 ; water explosion set for conventional explosives | |
TreeTargeting=no ; Automatically show target cursor when over trees? | |
TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft | |
Incoming=10 ; If an incoming projectile is as slow or slower than this, then | |
; object in the target location will try to run away. | |
; Grenades have this characteristic. | |
CollapseChance=100 ; Percent chance that a cliff will collapse when hit. | |
BerzerkAllowed=no ; Allow Cyborgs to go berzerk when at half damage? | |
// PCG; Provides knobs to tweak for radiation used by desolater and friends. | |
[Radiation] | |
RadDurationMultiple=1 ; Number of frames site lasts per level of radiation. | |
; When rad level goes to zero, rad site deletes itself. | |
; --> Site lasts ( Level x RadDurationMultiple ) frames. | |
; For reference, the Nuke puts down 2000 units of radiation. | |
; A mult. of 3 frames means the rad site is active for 6000 | |
; frames -- something over 3 minutes at 30 Hz. | |
RadApplicationDelay=16 ; Delay between times when radiation is applied to units. | |
RadLevelMax=500 ; Maximum radiation allowable in a cell. The cell can actually have more radiation | |
; but it will only damage as if it had the maximum level. | |
RadLevelDelay=90 ; Delay in frames between radiation level decrements. | |
; The level updates this often, but the rate is still as specified | |
; in RadDurationMultiple. | |
RadLightDelay=90 ; Delay in frames between radiation lighting intensity decrements. | |
; This should never be less than the RadLevelDelay, as it will | |
; produce no visual benefit and just waste processor cycles. | |
RadLevelFactor=0.2 ; Scales damage done by a given radiation level. | |
RadLightFactor=0.1 ; Scales the factor brightness plays in the radiation display. | |
RadTintFactor=1.0 ; Scales the factor tint plays in the radiation display. | |
RadColor=0,255,0 ; The color of the radiation. | |
RadSiteWarhead=RadSite ; Sets the warhead used by irradiated tiles. | |
// PCG; Enables customization of the effects elevation has on firing. | |
[ElevationModel] | |
ElevationIncrement=4 ; Number of levels between source and target for a range bonus to kick in. | |
ElevationIncrementBonus=2 ; Amount of range bonus to add for each elevation increment (NOT map level) between source and target. | |
; In other words, if the ElevationIncrement parameter is 4, this value will get applied for every | |
; four levels between and source target. Not once for each of the four map levels between the | |
; source and target. | |
ElevationBonusCap=2 ; Cap on range bonuses, to prevent increased average scanning cost for rare situations. | |
// PCG; Enables customization of the effects walls have on shots. | |
[WallModel] | |
AlliedWallTransparency=no ; If this is yes, allied walls have no effect on the shots of allied units. | |
WallPenetratorThreshold=50% ; The amount of damage a unit must inflict before it attempts to fire through walls between it and its target. | |
; *** House (players) List *** | |
; Each side has some basic controls on how they behave (when | |
; controlled by the computer. Here is the list of available | |
; house types. | |
; | |
; PCG; WARNING; Do not remove, override or reorder the major 9 houses for skirmish | |
; or LAN game maps. These need to go into the house types array first and without | |
; interruption by other types of houses, or we will get evil crashes. | |
[Countries] | |
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name | |
1=Alliance | |
2=French | |
3=Germans | |
4=British | |
5=Africans | |
6=Arabs | |
7=Confederation | |
8=Russians | |
9=YuriCountry | |
10=GDI | |
11=Nod | |
12=Neutral | |
13=Special | |
; ******* Side Type List ******* | |
; The combantants can be grouped according to side. This | |
; lists the sides and their respective member houses. | |
[Sides] | |
;GDI=GDI | |
;Nod=Nod | |
GDI=British,French,Germans,Americans,Alliance ;keep this order as GDI first and Nod second | |
Nod=Russians,Africans,Confederation,Arabs ;and you have to keep the names unless we want to do a concerted all ini and hard coded string sweep (I kinda do, Dustin, so go ahead and tell Henry we need it.) | |
ThirdSide=YuriCountry | |
Civilian=Neutral | |
Mutant=Special | |
; ******* Infantry Type List ******* | |
; This is the list of infantry types. Each infantry type listed | |
; here should also have a matching data section that specifies | |
; its data values. The purpose of this list is to identify infantry | |
; types that can't be implicitly determined by examining other | |
; entries in this rules file. | |
[InfantryTypes] | |
1=E1 | |
2=E2 | |
3=SHK | |
4=ENGINEER | |
5=JUMPJET | |
6=GHOST | |
7=YURI | |
8=IVAN | |
9=DESO | |
10=DOG | |
11=CIV1 | |
12=CIV2 | |
13=CIV3 | |
14=CTECH | |
15=WEEDGUY | |
16=CLEG | |
17=SPY | |
18=CCOMAND | |
19=PTROOP | |
20=CIVAN | |
21=YURIPR | |
22=SNIPE | |
23=COW | |
24=ALL ; Herbert the Alligator | |
25=TANY | |
26=FLAKT | |
27=TERROR | |
28=SENGINEER | |
29=ADOG | |
30=VLADIMIR | |
31=PENTGEN | |
32=PRES | |
33=SSRV | |
34=CIVA | |
35=CIVB | |
36=CIVC | |
37=CIVBBP | |
38=CIVBFM | |
39=CIVBF | |
40=CIVBTM | |
41=CIVSFM | |
42=CIVSF | |
43=CIVSTM | |
44=POLARB | |
45=JOSH | |
46=YENGINEER | |
47=GGI | |
48=INIT | |
49=BORIS | |
50=BRUTE | |
51=VIRUS | |
52=CLNT | |
53=ARND | |
54=STLN | |
55=CAML | |
56=EINS | |
57=MUMY | |
58=RMNV | |
59=LUNR | |
60=DNOA | |
61=DNOB | |
62=SLAV | |
63=WWLF | |
64=YDOG | |
65=YADOG | |
; ******* Vehicle Type List ******* | |
; This lists all of the vehicles types in the game. Each vehicle | |
; type should have a matching section that specifies the data it | |
; requires. | |
[VehicleTypes] | |
1=AMCV;Allied MCV | |
2=HARV | |
3=APOC | |
4=HTNK | |
5=SAPC | |
6=CAR | |
7=BUS | |
8=WINI | |
9=PICK | |
10=MTNK | |
11=HORV | |
12=TRUCKA | |
13=TRUCKB | |
14=CARRIER | |
15=V3 | |
16=ZEP | |
17=DRON | |
18=HTK | |
19=DEST | |
20=SUB | |
21=AEGIS | |
22=LCRF | |
23=DRED | |
24=SHAD | |
25=SQD | |
26=DLPH | |
27=SMCV; soviet MCV | |
28=TNKD | |
;29=CARRIERB | |
30=HOWI | |
;31=DREDB | |
32=TTNK | |
33=HIND | |
34=LTNK | |
35=CMON | |
36=CMIN | |
37=SREF | |
38=XCOMET ; Not real unit. Weapons have to belong to a unit to be used for things like airburst and Shrapnel. Not my hack. | |
39=HYD | |
40=MGTK | |
41=FV | |
42=DeathDummy ;dummy object used to work around INI parsing problem for DeathWeapon - TR ;gs needs to be unit since infantry hard code require art | |
43=VLAD | |
44=DTRUCK | |
45=PROPA | |
46=CONA | |
47=COP | |
48=EUROC | |
49=LIMO | |
50=STANG | |
51=SUVB | |
52=SUVW | |
53=TAXI | |
54=PTRUCK | |
55=CRUISE | |
56=TUG | |
57=CDEST | |
58=YHVR | |
59=PCV | |
60=SMIN | |
61=SMON | |
62=YCAB | |
63=YTNK | |
64=BFRT | |
65=TELE | |
66=CAOS | |
67=DDBX | |
68=BCAB | |
69=BSUB | |
70=SCHP | |
;71=DNOA ;made infantry | |
;72=DNOB | |
73=JEEP | |
74=MIND | |
75=DISK | |
76=UTNK | |
77=ROBO | |
78=YDUM | |
79=SCHD | |
80=DOLY | |
81=CBLC | |
82=FTRK | |
83=AMBU | |
84=CIVP | |
; ******* Aircraft Type List ******* | |
; This lists all of the aircraft types in the game. Each aircraft | |
; type should have a matching section that specifies the data it | |
; requires. | |
[AircraftTypes] | |
1=APACHE | |
2=ORCA | |
3=HORNET | |
4=V3ROCKET | |
5=ASW | |
6=DMISL | |
7=PDPLANE | |
8=BEAG | |
9=CARGOPLANE | |
10=BPLN | |
11=SPYP | |
12=CMISL | |
; ******* Building Type List ******* | |
; This lists all the buildings types in the game. Each of these | |
; types will have a specific section in this file that gives the | |
; particulars about that building type. | |
[BuildingTypes] | |
1=GAPOWR | |
2=GAREFN | |
3=GACNST | |
4=GAPILE | |
5=GASAND | |
6=GADEPT | |
7=GATECH | |
8=GAWEAP | |
;9=GAHPAD | |
9=CALAB | |
10=NAPOWR | |
11=NATECH | |
12=NAHAND | |
13=GAWALL | |
14=NARADR | |
15=NAWEAP | |
16=NAREFN | |
17=NAWALL | |
;18=NATMPL | |
18=CAHSE07 | |
19=NAPSIS | |
20=CASYDN01; NAWAST | |
21=NALASR | |
22=NASAM | |
23=CASYDN02; GARADR | |
24=GAYARD | |
25=NAIRON | |
26=NACNST | |
27=NADEPT ; GEF Moving the soviet repair depot here to make up for the gap left by french wall being taken out | |
;;27=GAFWLL ; French wall ;;-Taken out 7/3 by DB | |
28=GACSPH | |
29=GADUMY | |
30=GAWEAT | |
31=CABHUT | |
32=GALITE | |
33=REDLAMP | |
34=GRENLAMP | |
35=BLUELAMP | |
36=YELWLAMP | |
37=PURPLAMP | |
38=INORANLAMP | |
39=INGRNLMP | |
40=INREDLMP | |
41=INBLULMP | |
;;These might be RA2 buildings, not sure. | |
42=CITY01 | |
43=CITY02 | |
44=CITY03 | |
45=CITY04 | |
46=CITY05 | |
47=CITY06 | |
;;This is an old hospitol, not sure if it is used. | |
48=CAHOSP | |
49=INGALITE | |
50=INYELWLAMP | |
51=INPURPLAMP | |
52=NEGLAMP | |
53=NEGRED | |
54=TESLA | |
55=NAMISL | |
56=ATESLA | |
57=CAMACH | |
58=TSTLAMP | |
59=CASYDN03; NAHPAD | |
60=AMMOCRAT | |
61=GAGREEN | |
62=NAYARD | |
63=GASPYSAT | |
64=GAGAP | |
65=GTGCAN ; Grand Cannon | |
66=NANRCT ; Soviet Nuclear Reactor | |
67=GAPILL | |
68=NAFLAK ; Flak Cannon | |
69=CAOUTP ; Outpost | |
70=CATHOSP ; Tech Hospital | |
71=CAAIRP ; Civilian Airport | |
72=CAOILD ; Tech Oil Derrick | |
73=NACLON ; Soviet Cloning Vats | |
74=GAOREP ; Allied Ore Processor | |
;NEW RA2 BUILDINGS | |
75=CACITY01 | |
76=CACITY02 | |
77=CACITY03 | |
78=CACITY04 | |
79=CANEWY01 | |
80=CANEWY04 | |
81=CANEWY05 | |
82=CASWST01 | |
83=CATECH01 | |
84=CATEXS01 | |
85=CATEXS02 | |
86=CAWASH01 | |
87=CAFARM01 | |
88=CAFARM02 | |
89=CALIT01E | |
90=CALIT01N | |
91=CALIT01S | |
92=CALIT01W | |
93=CAMISC01 | |
94=CAMISC02 | |
95=CAMISC03 | |
96=CAMISC04 | |
97=CAPOL01E | |
98=CAPOL01N | |
99=CAPOL01S | |
100=CAPOL01W | |
101=CASIN01E | |
102=CASIN01N | |
103=CASIN01S | |
104=CASIN01W | |
105=CAPARS01 | |
106=GAAIRC | |
107=CAFRMA | |
108=CAFRMB | |
109=CAWASH05 | |
110=CAWASH04 | |
111=CAWASH03 | |
112=CAWASH07 | |
113=CAWASH11 | |
114=CAWSH12 | |
115=CAWASH14 | |
116=CAWASH09 | |
117=CAWASH10 | |
118=CAWASH13 | |
119=CAARMY01 | |
120=CAUSFGL | |
121=CAWASH08 | |
122=CALIT03E | |
123=CALIT03N | |
124=CALIT03S | |
125=CALIT03W | |
126=CALIT02L | |
127=CALIT02R | |
128=CAHSE01 | |
129=CAWT01 | |
130=CATS01 | |
131=CABARN02 | |
132=CAWA2A | |
133=CAWA2B | |
134=CAWA2C | |
135=CAWA2D | |
136=AMRADR | |
137=CAPRS03 | |
138=CAGARD01 | |
139=CARUS01 | |
140=CAMIAM01 | |
141=CATRAN01; CAEURO01 | |
142=CAMIAM02 | |
143=CANWY05 | |
144=MAYAN | |
145=CAEUR1 | |
146=CAEUR2 | |
147=CAEUR04 | |
148=CAMEX01 | |
149=CARUS02A | |
150=CARUS02B | |
151=CARUS02C | |
152=CARUS02D | |
153=CARUS02E | |
154=CARUS02F | |
155=CANEWY06 | |
156=CANEWY07 | |
157=CANEWY08 | |
158=CAPARS02 | |
159=CAPARS08 | |
160=CAPARS09 | |
161=CARUS03 | |
162=CANEWY10 | |
163=CANEWY11 | |
164=CANEWY12 | |
165=CANEWY13 | |
166=CANEWY14 | |
167=CANEWY15 | |
168=CANEWY16 | |
169=CANEWY17 | |
170=CANEWY18 | |
171=CAPARS04 | |
172=CAPARS05 | |
173=CAPARS06 | |
174=CAPARS07 | |
175=CAWASH15 | |
176=CAPARS10 | |
177=CAPARS13 | |
178=CAPARS14 | |
179=CAGAS01 | |
180=CAPARS11 | |
181=CAPARS12 | |
182=CAFARM06 | |
183=CAMIAM04 | |
184=NAPSYB | |
185=NAPSYA | |
186=CAIND01 | |
187=CACOLO01 | |
188=CANWY09 | |
189=CANWY22 | |
190=CANWY23 | |
191=CANWY24 | |
192=CANWY25 | |
193=CANWY26 | |
194=CATEXS03 | |
195=CATEXS04 | |
196=CATEXS05 | |
197=CARUS02G | |
198=CACHIG04 | |
199=CAMIAM03 | |
200=CARUS07 | |
201=CATEXS06 | |
202=CATEXS07 | |
203=CATEXS08 | |
204=CACHIG01 | |
205=CACHIG02 | |
206=CACHIG03 | |
207=CAWASH16 | |
208=CAWASH17 | |
209=CACHIG05 | |
210=CAWASH19 | |
211=CARUS08 | |
212=CARUS09 | |
213=CARUS10 | |
214=CARUS11 | |
215=CANEWY20 | |
216=CANEWY21 | |
217=CARUS04 | |
218=CARUS05 | |
219=CARUS06 | |
220=CAMSC01 | |
221=CAMSC02 | |
222=CAMSC03 | |
223=CAMSC04 | |
224=CAMSC05 | |
225=CAMSC06 | |
226=CAMSC07 | |
227=CAWASH18 | |
228=CAEURO05 | |
229=CAPARK01 | |
230=CAPARK02 | |
231=CAPARK03 | |
232=CAHSE02 | |
233=CAHSE03 | |
234=CAHSE04 | |
235=CASTRT01 | |
236=CASTRT02 | |
237=CASTL01 | |
238=CASTL02 | |
239=CASTL03 | |
240=CASTL04 | |
241=NAPSYA | |
242=CAHSE05 | |
243=CAHSE06 | |
244=CAMIAM05 | |
245=CAMIAM06 | |
246=CAMIAM07 | |
247=CAFNCB | |
248=CAFNCW | |
249=CAMEX02 | |
250=CAMEX03 | |
251=CAMEX04 | |
252=CAMEX05 | |
;253=NADEPT | |
254=CACHIG06 | |
255=CAMSC08 | |
256=CAMSC09 | |
257=CAARMY02 | |
258=CAARMY03 | |
259=CAARMY04 | |
260=TEMMORLAMP | |
261=TEMDAYLAMP | |
262=TEMDUSLAMP | |
263=TEMNITLAMP | |
264=SNOMORLAMP | |
265=SNODAYLAMP | |
266=SNODUSLAMP | |
267=SNONITLAMP | |
268=CAKRMW | |
269=CARUFGL | |
270=CAFRFGL | |
271=CATRAN02; CAIRSFGL | |
272=CACUFGL | |
;273=CANFGL | |
274=CASKFGL | |
275=CALBFGL | |
276=CAMIAM08 | |
277=CAMISC05 | |
278=CAMISC06 | |
279=CASTL05A | |
280=CASTL05B | |
281=CASTL05C | |
282=CASTL05D | |
283=CASTL05E | |
284=CASTL05F | |
285=CASTL05G | |
286=CASTL05H | |
287=CAMSC10 | |
288=CAGEFGL | |
289=CAUKFGL | |
290=CAWASH06 | |
291=CAMSC11 | |
292=CAMSC12 | |
293=CAMSC13 | |
294=CAPOFGL | |
295=CAMSC12A | |
296=CAMOV01 | |
297=CAMOV02 | |
298=CABUNK01 | |
299=CABUNK02 | |
300=CAFNCP | |
301=CASTRT03 | |
302=CASTRT04 | |
303=CASTRT05 | |
305=YACNST | |
306=YAPOWR | |
307=YABRCK | |
308=YAWEAP | |
309=YAYARD | |
310=YADEPT | |
311=YATECH | |
312=GAFWLL;temp wall for yuri YAWALL | |
313=YAGGUN | |
314=YAPSYT | |
315=NAINDP | |
316=YAGRND | |
317=YAGNTC | |
318=CASLAB | |
319=CATIME | |
320=YAPPET | |
321=CALOND04 | |
322=CALOND05 | |
323=CALOND06 | |
324=CAMOON01 | |
325=CATRAN03 | |
326=CAEAST01 | |
327=CAEGYP01 | |
328=CAEGYP02 | |
329=CAEGYP03 | |
330=CALA01 | |
331=CALA02 | |
332=CALA03 | |
333=CALA04 | |
334=CALA05 | |
335=CALOND01 | |
336=CALOND02 | |
337=CALOND03 | |
338=CAMORR01 | |
339=CAMORR02 | |
340=CAMORR03 | |
341=CASANF01 | |
342=CASANF02 | |
343=CASANF03 | |
344=CASANF04 | |
345=CASANF05 | |
346=CASEAT01 | |
347=NATBNK | |
348=GAGATE_A ;gs This is a building. Not an Overlay!!! | |
349=CASANF09 | |
350=CASANF10 | |
351=CASANF11 | |
352=CASANF12 | |
353=CASANF13 | |
354=CASANF14 | |
355=CASANF06 | |
356=CASANF07 | |
357=CASANF08 | |
358=CASEAT02 | |
359=YACOMD | |
360=YAPPPT | |
361=GAROBO;this is the robot control center. | |
362=YAREFN;gs Mobile refinery is a building transformer | |
363=YAROCK | |
364=NABNKR | |
365=CASANF15 | |
366=CASANF16 | |
367=CASANF17 | |
368=CASANF18 | |
369=CASIN03E | |
370=CASIN03S | |
371=CAURB01 | |
372=CAURB02 | |
373=CAURB03 | |
374=CAPOWR | |
375=CALA07 | |
376=CAEGYP06 | |
377=CALA08 | |
378=CAEAST02 | |
379=CABARR01 | |
380=CABARR02 | |
381=CAMORR04 | |
382=CAMORR05 | |
383=CALA09 | |
384=CAEGYP04 | |
385=CAEGYP05 | |
386=CALA06 | |
387=CAMORR06 | |
388=CAMORR07 | |
389=CAMORR08 | |
390=CAMORR09 | |
391=CAMORR10 | |
392=CATIME01 | |
393=CATIME02 | |
394=CALA10 | |
395=CALA11 | |
396=CALA12 | |
397=CALA13 | |
398=CAPARK04 | |
399=CAPARK05 | |
400=CAPARK06 | |
401=CALA14 | |
402=CALA15 | |
403=CABUNK03 | |
404=CABUNK04 | |
405=CALUNR01 | |
406=CALUNR02 | |
; *** Terrain Object List *** | |
; This is the list of terrain objects. Typically, these include | |
; trees and rocks. | |
[TerrainTypes] | |
;1=MINE | |
2=BOXES01 | |
3=BOXES02 | |
4=BOXES03 | |
5=BOXES04 | |
6=BOXES05 | |
7=BOXES06 | |
8=BOXES07 | |
9=BOXES08 | |
10=BOXES09 | |
11=ICE01 | |
12=ICE02 | |
13=ICE03 | |
14=ICE04 | |
15=ICE05 | |
16=TREE01 | |
17=TREE02 | |
18=TREE03 | |
19=TREE04 | |
20=TREE05 | |
21=TREE06 | |
22=TREE07 | |
23=TREE08 | |
24=TREE09 | |
25=TREE10 | |
26=TREE11 | |
27=TREE12 | |
28=TREE13 | |
29=TREE14 | |
30=TREE15 | |
31=TREE16 | |
32=TREE17 | |
33=TREE18 | |
34=TREE19 | |
35=TREE20 | |
36=TREE21 | |
37=TREE22 | |
38=TREE23 | |
39=TREE24 | |
40=TREE25 | |
41=TREE26 | |
42=TREE27 | |
43=TREE28 | |
44=TREE29 | |
45=TREE30 | |
46=TIBTRE01 | |
47=TIBTRE02 | |
48=TIBTRE03 | |
49=VEINTREE | |
50=HDSTN01 | |
51=LT_GEN01 | |
52=LT_GEN02 | |
53=LT_GEN03 | |
54=LT_GEN04 | |
55=LT_SGN01 | |
56=LT_SGN02 | |
57=LT_SGN03 | |
58=LT_SGN04 | |
59=LT_EUR01 | |
60=LT_EUR02 | |
61=POLE01 | |
62=POLE02 | |
63=SIGN01 | |
64=TRFF01 | |
65=TRFF02 | |
66=TRFF03 | |
67=TRFF04 | |
68=SIGN02 | |
69=SIGN03 | |
70=SIGN04 | |
71=SIGN05 | |
72=SIGN06 | |
73=SPKR01 | |
74=TREE31 | |
75=TREE32 | |
76=TREE33 | |
77=TREE34 | |
78=TREE35 | |
79=TREE36 | |
; *** Smudge Object List *** | |
; This is the list of smudge objects. Typically, these include | |
; craters and scorch marks. | |
[SmudgeTypes] | |
1=CR1 | |
2=CR2 | |
3=CR3 | |
4=CR4 | |
5=CR5 | |
6=CR6 | |
7=BURN01 | |
8=BURN02 | |
9=BURN03 | |
10=BURN04 | |
11=BURN05 | |
12=BURN06 | |
13=BURN07 | |
14=BURN08 | |
15=BURN09 | |
16=BURN10 | |
17=BURN11 | |
18=BURN12 | |
19=BURN13 | |
20=BURN14 | |
21=BURN15 | |
22=BURN16 | |
23=BURNT01 | |
24=BURNT02 | |
25=BURNT03 | |
26=BURNT04 | |
27=BURNT05 | |
28=BURNT06 | |
29=BURNT07 | |
30=BURNT08 | |
31=BURNT09 | |
32=BURNT10 | |
33=BURNT11 | |
34=BURNT12 | |
35=CRATER01 | |
36=CRATER02 | |
37=CRATER03 | |
38=CRATER04 | |
39=CRATER05 | |
40=CRATER06 | |
41=CRATER07 | |
42=CRATER08 | |
43=CRATER09 | |
44=CRATER10 | |
45=CRATER11 | |
46=CRATER12 | |
; *** Overlay Object List *** | |
; These specify the various overlay types. Overlays can affect the | |
; game state (unlike smudges). | |
;GEF in case it wasn't intuitively obvious from the above, this list mirrors an object enumeration | |
;in overlay.hh. If you want to add something to this list, make sure you add to the enumeration | |
;or get a programmer to do it for you | |
[OverlayTypes] | |
1=GASAND | |
2=CYCL | |
3=GAWALL | |
4=BARB | |
5=WOOD | |
6=DUMMY | |
7=DUMMY2 | |
8=DUMMY3 | |
9=DUMMY4 | |
10=DUMMY5 | |
11=DUMMY6 | |
12=DUMMY7 | |
13=DUMMY8 | |
14=DUMMY9 | |
15=DUMMY10 | |
16=DUMMY11 | |
17=DUMMY12 | |
18=V16 | |
19=V17 | |
20=V18 | |
21=DUMMY13 | |
22=DUMMY14 | |
23=FENC | |
24=DUMMY15 | |
25=BRIDGE1 ;26 & | |
26=BRIDGE2 ;27 are the same art. | |
27=NAWALL | |
28=GEM01 | |
29=GEM02 | |
30=GEM03 | |
31=GEM04 | |
32=GEM05 | |
33=GEM06 | |
34=GEM07 | |
35=GEM08 | |
36=GEM09 | |
37=GEM10 | |
38=GEM11 | |
39=GEM12 | |
42=TRACKS01 | |
43=TRACKS02 | |
44=TRACKS03 | |
45=TRACKS04 | |
46=TRACKS05 | |
47=TRACKS06 | |
48=TRACKS07 | |
49=TRACKS08 | |
50=TRACKS09 | |
51=TRACKS10 | |
52=TRACKS11 | |
53=TRACKS12 | |
54=TRACKS13 | |
55=TRACKS14 | |
56=TRACKS15 | |
57=TRACKS16 | |
58=TRACKTUNNEL01 | |
59=TRACKTUNNEL02 | |
60=TRACKTUNNEL03 | |
61=TRACKTUNNEL04 | |
62=RAILBRDG1 | |
63=RAILBRDG2 | |
64=CRAT01 | |
65=CRAT02 | |
66=CRAT03 | |
67=CRAT04 | |
68=CRAT0A | |
69=CRAT0B | |
70=CRAT0C | |
71=DRUM01 | |
72=DRUM02 | |
73=PALET01 | |
74=PALET02 | |
75=PALET03 | |
76=PALET04 | |
77=LOBRDG01 | |
78=LOBRDG02 | |
79=LOBRDG03 | |
80=LOBRDG04 | |
81=LOBRDG05 | |
82=LOBRDG06 | |
83=LOBRDG07 | |
84=LOBRDG08 | |
85=LOBRDG09 | |
86=LOBRDG10 | |
87=LOBRDG11 | |
88=LOBRDG12 | |
89=LOBRDG13 | |
90=LOBRDG14 | |
91=LOBRDG15 | |
92=LOBRDG16 | |
93=LOBRDG17 | |
94=LOBRDG18 | |
95=LOBRDG19 | |
96=LOBRDG20 | |
97=LOBRDG21 | |
98=LOBRDG22 | |
99=LOBRDG23 | |
100=LOBRDG24 | |
101=LOBRDG25 | |
102=LOBRDG26 | |
103=LOBRDG27 | |
104=LOBRDG28 | |
105=TIB01 | |
106=TIB02 | |
107=TIB03 | |
108=TIB04 | |
109=TIB05 | |
110=TIB06 | |
111=TIB07 | |
112=TIB08 | |
113=TIB09 | |
114=TIB10 | |
115=TIB11 | |
116=TIB12 | |
117=TIB13 | |
118=TIB14 | |
119=TIB15 | |
120=TIB16 | |
121=TIB17 | |
122=TIB18 | |
123=TIB19 | |
124=TIB20 | |
125=LOBRDGE1 | |
126=LOBRDGE2 | |
127=LOBRDGE3 | |
128=LOBRDGE4 | |
129=DUMMYOLD;gs another thing that is big and useless and getting loaded. VEINS | |
130=TIB2_01 | |
131=TIB2_02 | |
132=TIB2_03 | |
133=TIB2_04 | |
134=TIB2_05 | |
135=TIB2_06 | |
136=TIB2_07 | |
137=TIB2_08 | |
138=TIB2_09 | |
139=TIB2_10 | |
140=TIB2_11 | |
141=TIB2_12 | |
142=TIB2_13 | |
143=TIB2_14 | |
144=TIB2_15 | |
145=TIB2_16 | |
146=TIB2_17 | |
147=TIB2_18 | |
148=TIB2_19 | |
149=TIB2_20 | |
150=TIB3_01 | |
151=TIB3_02 | |
152=TIB3_03 | |
153=TIB3_04 | |
154=TIB3_05 | |
155=TIB3_06 | |
156=TIB3_07 | |
157=TIB3_08 | |
158=TIB3_09 | |
159=TIB3_10 | |
160=TIB3_11 | |
161=TIB3_12 | |
162=TIB3_13 | |
163=TIB3_14 | |
164=TIB3_15 | |
165=TIB3_16 | |
166=TIB3_17 | |
167=TIB3_18 | |
168=TIB3_19 | |
169=TIB3_20 | |
170=USELESS; gs Veinhole is 100K, since not .shp it is loaded (.tem, etc) VEINHOLE | |
171=SROCK01 | |
172=SROCK02 | |
173=SROCK03 | |
174=SROCK04 | |
175=SROCK05 | |
176=TROCK01 | |
177=TROCK02 | |
178=TROCK03 | |
179=TROCK04 | |
180=TROCK05 | |
181=VEINHOLEDUMMY | |
182=CRATE | |
;GEF french wall being taken out 183=GAFWLL ;gs Needs own art since an Image= will negate the different stats | |
184=FENCE01 | |
185=FENCE02 | |
186=FENCE03 | |
187=FENCE04 | |
188=FENCE05 | |
189=FENCE06 | |
190=FENCE07 | |
191=FENCE08 | |
192=FENCE09 | |
193=FENCE10 | |
194=FENCE11 | |
195=FENCE12 | |
196=FENCE13 | |
197=FENCE14 | |
198=FENCE15 | |
199=FENCE16 | |
200=FENCE17 | |
201=FENCE18 | |
202=FENCE19 | |
203=FENCE20 | |
204=FENCE21 | |
205=FENCE22 | |
;206=GAGATE_A ;gs WHAT!?!?!? This was moved from building to Overlay _MAY_ of last year! How have the gates worked!?! Who put it here!?! This is so purely wrong!!! Argh!!!!! | |
206=GAWRONG ;gs can't delete without busting everything, so just putting dummy | |
207=CAFNCB | |
208=CAFNCW | |
;GEF from here on out, add stuff to overlay.hh as new overlays are added | |
209=LOBRDB01 | |
210=LOBRDB02 | |
211=LOBRDB03 | |
212=LOBRDB04 | |
213=LOBRDB05 | |
214=LOBRDB06 | |
215=LOBRDB07 | |
216=LOBRDB08 | |
217=LOBRDB09 | |
218=LOBRDB10 | |
219=LOBRDB11 | |
220=LOBRDB12 | |
221=LOBRDB13 | |
222=LOBRDB14 | |
223=LOBRDB15 | |
224=LOBRDB16 | |
225=LOBRDB17 | |
226=LOBRDB18 | |
227=LOBRDB19 | |
228=LOBRDB20 | |
229=LOBRDB21 | |
230=LOBRDB22 | |
231=LOBRDB23 | |
232=LOBRDB24 | |
233=LOBRDB25 | |
234=LOBRDB26 | |
235=LOBRDB27 | |
236=LOBRDB28 | |
237=LOBRDGB1 | |
238=LOBRDGB2 | |
239=LOBRDGB3 | |
240=LOBRDGB4 | |
241=BRIDGEB1 ;26 & | |
242=BRIDGEB2 ;27 are the same art. | |
243=RUBBLE_OVERLAY | |
244=CAKRMW | |
245=CAFNCP | |
246=WCRATE | |
247=GAFWLL | |
248=LUNRK1 | |
249=LUNRK2 | |
250=LUNRK3 | |
251=LUNRK4 | |
252=LUNRK5 | |
253=LUNRK6 | |
;GEF from here on out, add stuff to overlay.hh as new overlays are added | |
; *** Animation List *** | |
; This is the complete list of animations available. There are | |
; internal tables that rely on this exact order. Additional | |
; animations should be appended to the end. | |
[Animations] | |
1=TWLT100 | |
3=ELECTRO | |
; The following can occur in any order. | |
;GEF 12=SMOKEY | |
;GEF 13=BURN-S | |
;GEF 14=BURN-M | |
;GEF 15=BURN-L | |
22=H2O_EXP1 | |
23=H2O_EXP2 | |
24=H2O_EXP3 | |
25=PARACH | |
26=PARABOMB | |
28=RING | |
29=OLD_001;BAZAPPA;gs | |
30=PIFF | |
31=PIFFPIFF | |
;GEF 32=FIRE3 | |
;GEF 33=FIRE2 | |
;GEF 34=FIRE1 | |
;GEF 35=FIRE4 | |
42=GUNFIRE | |
;GEF 43=TWINKLE1 | |
;GEF 44=TWINKLE2 | |
;GEF 45=TWINKLE3 | |
47=MONEY | |
48=MLTIMISL | |
49=HEALONE | |
50=HEALALL | |
51=ARMOR | |
52=CHEMISLE | |
53=CLOAK | |
54=FIREPOWR | |
63=MGUN-N | |
64=MGUN-NE | |
65=MGUN-E | |
66=MGUN-SE | |
67=MGUN-S | |
68=MGUN-SW | |
69=MGUN-W | |
70=MGUN-NW | |
;GEF 71=SMOKLAND | |
72=VETERAN | |
73=REVEAL | |
74=SHROUDX | |
82=GAPOWR_A | |
83=GAPOWR_AD | |
84=NARADR_A | |
85=NARADR_AD | |
90=GAWEAP_1 | |
91=GAWEAP_2 | |
92=GAWEAP_A | |
93=GAWEAP_B | |
94=OLD_002;GAWEAP_C | |
95=OLD_003;GAWEAP_D | |
96=GAPILE_A | |
97=OLD_004;GAPILE_B | |
98=NAPULS_A | |
99=GACTWR_A | |
100=GACTWR_B | |
101=GACTWR_C | |
102=GACTWR_D | |
103=OLD_005;GAPILE_C | |
104=GAWEAP_1 | |
105=GAWEAP_2 | |
106=GAWEAP_A | |
107=GAWEAP_BD | |
;108=GACOMM_A | |
;109=GACOMM_B | |
;110=GACOMM_C | |
;111=GACOMM_D | |
;112=GACOMM_AD | |
113=NASTLH_A | |
114=NASTLH_AD | |
115=OLD_006;GACNSTMK | |
116=GACNST_A | |
117=GACNST_AD | |
118=GACNST_B | |
119=OLD_007;GACNST_C | |
120=OLD_008;GACNST_CD | |
121=OLD_009;GACNST_D | |
122=OLD_010;NAHAND_A | |
123=OLD_011;NAHAND_B | |
124=OLD_012;NAHAND_BD | |
125=OLD_013;GAPILE_CD | |
126=NATMPL_A | |
127=OLD_014;NATMPLMK | |
128=OLD_015;NAREFN_A | |
129=OLD_016;NAREFN_B | |
130=OLD_017;NAREFN_C | |
131=GAHPAD_A | |
132=GAHPAD_AD | |
133=GAPOWR_B | |
134=GADEPT_A | |
135=GADEPT_AD | |
136=GADEPT_B | |
137=GATECH_A | |
138=GATECH_AD | |
139=OLD_018;NATECH_A | |
143=OLD_019;NAWAST_A | |
144=OLD_020;NAWAST_AD | |
145=OLD_021;NAWAST_B | |
146=OLD_022;NAWAST_BD | |
147=OLD_023;NAOBEL_A | |
148=OLD_024;NAMISL_A | |
149=OLD_025;NAMISL_AD | |
150=OLD_026;NAMISL_B | |
151=OLD_027;NAMISL_BD | |
152=OLD_028;GAFIRE_A | |
153=OLD_029;GAFIRE_B | |
154=OLD_030;GAFIRE_C | |
155=OLD_031;NAREFN_AR | |
156=NAPOST_A | |
157=NAPOST_AD | |
158=NAPOST_B | |
159=WA01X | |
160=WA02X | |
161=WA03X | |
162=WA04X | |
163=WB01X | |
164=WB02X | |
165=WB03X | |
166=WB04X | |
167=WC01X | |
168=WC02X | |
169=WC03X | |
170=WC04X | |
171=WD01X | |
172=WD02X | |
173=WD03X | |
174=WD04X | |
;GEF 175=TREESPRD | |
176=OLD_032;NAOBEL_B | |
;177=GADEPT_C1 | |
;178=GADEPT_C2 | |
;179=GADEPT_C3 | |
180=GADEPT_D | |
181=GADEPT_DD | |
182=GASILO_A | |
183=GASILO_AD | |
184=GASILO_B | |
185=GASILO_BD | |
186=NAPOWR_A | |
187=NAPOWR_AD | |
188=CAHOSP_A | |
189=NAAPWR_A | |
190=NAAPWR_AD | |
191=GASPOT_A | |
192=GASPOT_AD | |
193=CTDAM_A | |
194=CTDAM_AD | |
195=TUNTOP01 | |
196=TUNTOP02 | |
197=TUNTOP03 | |
198=TUNTOP04 | |
199=NTPYRA_A | |
200=NTPYRA_AD | |
;GEF 201=PULSEFX1 | |
202=OLD_033;GADPSAMK | |
;GEF 203=METLARGE | |
;GEF 204=METSMALL | |
;GEF 205=METDEBRI | |
;GEF 206=METSTRAL | |
;GEF 207=METLTRAL | |
208=PULSBALL | |
209=GAFSDF_A | |
;GEF 210=FSIDLE | |
;GEF 211=FSAIR | |
;GEF 212=FSGRND | |
213=OLD_034;CAMACH_A | |
214=GADPSA_A | |
215=OLD_035;GATICK_A | |
216=OLD_036;GATICKMK | |
;217=UFO | |
218=CAARAY_A | |
219=CAARAY_B | |
220=CAARAY_C | |
221=CAARAY_CD | |
222=CAARAY_D | |
223=CAARAY_DD | |
224=GAICBM_A | |
225=OLD_037;GAICBMMK | |
226=NAHPAD_A | |
227=NAHPAD_AD | |
;;;;228=GAKODK_A | |
;;;;229=GAKODK_AD | |
;;;;230=GAKODK_B | |
;;;;231=GAKODK_C | |
;;;;232=GAKODK_CD | |
;;;;233=NAMNTK_A | |
;;;;234=CTDAM_B | |
;;;;235=CTDAM_BD | |
236=CARYLAND | |
237=DROPLAND | |
240=TWLT026 | |
241=TWLT036 | |
242=TWLT050 | |
243=TWLT070 | |
244=TWLT100 | |
245=TWLT070T | |
246=TWLT100I | |
250=S_BANG16 | |
251=S_BANG24 | |
252=S_BANG34 | |
253=S_BANG48 | |
260=S_BRNL20 | |
261=S_BRNL30 | |
262=S_BRNL40 | |
263=S_BRNL58 | |
270=S_CLSN16 | |
271=S_CLSN22 | |
272=S_CLSN30 | |
273=S_CLSN42 | |
274=S_CLSN58 | |
280=S_TUMU22 | |
281=S_TUMU30 | |
282=S_TUMU42 | |
283=S_TUMU60 | |
290=RING1 | |
291=IONBEAM | |
292=SQDG_N | |
293=SQDG_NE | |
294=SQDG_E | |
295=SQDG_SE | |
296=SQDG_S | |
297=SQDG_SW | |
298=SQDG_W | |
299=SQDG_NW | |
300=SQDG ; SJM: squid grapple | |
301=FIRE01 ; SJM: damage fire for buildings | |
302=FIRE02 ; SJM: damage fire for buildings | |
303=FIRE03 ; SJM: damage fire for buildings | |
;;;;300=GAPLUG_A | |
;;;;301=GAPLUG_B | |
;;;;302=GAPLUG_BD | |
;;;;303=GAPLUG_C | |
;;;;304=GAPLUG_D | |
;;;;305=GAPLUG_E | |
;;;;306=GAPLUG_F | |
307=GARADR_A | |
308=GARADR_AD | |
309=NASAM_A | |
310=EMP_FX01 | |
311=SMKPUFF ;SJM: Flak AA warhead explosion | |
312=V3TRAIL ;SJM | |
313=V3TAKOFF ;SJM | |
314=NUKEANIM ;gs The contact point explosion | |
315=NUKEBALL ;GEF first step of nuke explosions (NUKEANIM is second) | |
316=HTRKPUFF ;SJM: explosion for Half-(Flak)-Track anti-surface warhead | |
317=IRONFX ;SJM: weapon neutralized by Invulnerability | |
318=IRONBLST ;SJM: played upon invocation of Iron Curtain | |
;GEF 320=DIG | |
321=WARPIN ;GEF | |
322=WARPOUT ;GEF | |
323=WARPAWAY ;GEF | |
324=GAREFNBB | |
325=GAREFNL1 | |
326=GAREFNL2 | |
327=GAREFNL3 | |
328=GAREFNOR | |
329=CAGRD1_A | |
330=GAREFNL4 | |
331=YAPOWR_A | |
332=YAPOWR_AD | |
333=GAROBO_A | |
334=YACNST_C | |
;gs Can't add animations to the middle of the list335=YACNST_CD | |
;;;;400=VEINATAC | |
500=INFDIE | |
;GEF 501=DIRTEXPL | |
;GEF 502=PULSEFX2 | |
510=DBRIS1LG | |
511=DBRIS1SM | |
512=DBRIS2LG | |
513=DBRIS2SM | |
514=DBRIS3LG | |
515=DBRIS3SM | |
516=DBRIS4LG | |
517=DBRIS4SM | |
518=DBRIS5LG | |
519=DBRIS5SM | |
520=DBRIS6LG | |
521=DBRIS6SM | |
522=DBRIS7LG | |
523=DBRIS7SM | |
524=DBRIS8LG | |
525=DBRIS8SM | |
526=DBRIS9LG | |
527=DBRIS9SM | |
528=DBRS10LG | |
529=DBRS10SM | |
550=DEATH_A | |
551=DEATH_B | |
552=DEATH_C | |
553=DEATH_D | |
554=DEATH_E | |
555=DEATH_F | |
556=DROPPOD | |
557=DROPPOD2 | |
558=FLAMEGUY | |
559=YURIDIE | |
560=NUKEDIE | |
600=EXPLOSML | |
601=EXPLOMED | |
602=EXPLOLRG | |
603=XGRYMED1 | |
604=XGRYMED2 | |
605=XGRYSML1 | |
606=XGRYSML2 | |
;GEF 610=STEAMPUF | |
;GEF 611=SMOKEY2 | |
612=OLD_038;PULSE | |
613=WAKE1 | |
614=WAKE2 | |
618=BEACON | |
;GEF619=PODRING | |
;GEF not used, taking out for now | |
;620=CLDRNGL1 | |
;621=CLDRNGL2 | |
;622=CLDRNGMD | |
;623=CLDRNGSM | |
667=CHRONOFD ; SJM | |
668=CHRONOTG ; SJM | |
669=NUKETO | |
670=NUKEPUFF | |
700=CRYSTAL1 | |
701=CRYSTAL2 | |
702=CRYSTAL3 | |
703=CRYSTAL4 | |
704=BIGBLUE | |
705=SGRYSMK1 | |
;GEF 706=DROPEXP | |
707=INVISO | |
708=NAPSIS_A | |
709=NAPSIS_AD | |
710=PSIWARN | |
711=GACNST_BD | |
712=GAYARD_A | |
713=OLD_039;GAYARD_B | |
714=OLD_040;NAFLAKMK | |
;715=GACNSTDM | |
720=UCFLASH | |
721=UCELEC | |
722=UCBLOOD | |
723=OLD_041;CAAIRPMK | |
724=GAWEAP_3 | |
725=GAWEAP_4 | |
726=NAWEAP_3 | |
727=NAWEAP_4 | |
728=OLD_042;GAAIRCMK | |
729=CAOILD_A | |
730=NAREFNL1 | |
731=NAREFNL2 | |
732=NAREFNL3 | |
733=NAREFNL4 | |
734=NACNST_A | |
735=NACNST_B | |
736=NACNST_C | |
737=NAREFNOR | |
738=NACLON_A | |
739=NANRCT_A | |
740=NATSLA_A | |
741=CHRONOBM | |
742=CHRONOAR | |
743=OLD_043;GACSPH_A | |
744=GACSPH_E | |
745=GACSPH_F | |
746=GACSPH_FD | |
747=GACSPH_G | |
748=GACSPH_H | |
749=GACSPH_HD | |
750=CAWSH12A | |
751=CAWSH12D | |
752=OLD_044;NACNSTD | |
753=DBRI-WM1 | |
754=DBRI-WM2 | |
755=DBRI-WM3 | |
756=NAMISL_E | |
757=NAMISL_F | |
758=NAMISL_G | |
759=NAMISL_H | |
763=CAAIRP_A | |
764=WCCLOUD1 | |
765=WCCLOUD2 | |
766=WCCLOUD3 | |
767=WCLBOLT1 | |
768=WCLBOLT3 | |
769=OLD_045;WCLBOLT4 | |
770=EXPLOLB ; PCG; Necessary for lightning bolt explosions, so their sounds don't overwhelm the bolt explosions. | |
771=CAUSFGL_A | |
772=DBRI-WM4 | |
773=DBRI-WM5 | |
774=DBRI-WM6 | |
780=GAWETH_E | |
781=GAWETH_F | |
782=GAWETH_FD | |
783=GAWETH_G | |
784=GAWETH_H | |
785=GAWETH_HD | |
786=NAIRON_A | |
787=TWNK1 | |
790=NAYARD_A | |
791=NAYARD_B | |
792=NAYARD_C | |
793=NAYARD_D | |
794=CAWS01DM | |
;795=NATSLADM | |
796=NATSLA_B ; SJM: Tesla Coil Firing Anim | |
797=NATSLA_BD ; SJM: Tesla Coil Damaged Firing Anim | |
798=GAPRIS_A ; SJM: Prism Cannon Firing Anim | |
799=GAPRIS_AD ; SJM: Prism Cannon Damaged Firing Anim | |
800=CHRONOSK | |
801=CAWA14DM | |
;802=GAPILEDM | |
803=OLD_046;GAPRISDM | |
804=NACNST_BD | |
805=GAWEAP_AD | |
806=GAWEAP_1D | |
807=GAWEAP_2D | |
808=GAWEAP_3D | |
809=GAWEAP_4D | |
810=GACSPH_GD | |
811=GAAIRC_A | |
812=GAAIRC_AD | |
813=GAAIRC_B | |
814=GAAIRC_BD | |
815=GAAIRC_C | |
816=GAAIRC_CD | |
817=NAYARD_AD | |
818=NAYARD_BD | |
819=NAYARD_CD | |
820=NAYARD_DD | |
821=NATSLA_AD | |
822=CARUS01D | |
823=GACSPH_ED | |
824=NAREFNL1D | |
825=NAREFNL2D | |
826=NAREFNL3D | |
827=NAREFNL4D | |
828=NAWEAP_1 | |
829=NAWEAP_2 | |
830=NAWEAP_1D | |
831=NAWEAP_2D | |
832=NAWEAP_3D | |
833=NAWEAP_4D | |
834=NAWEAP_A | |
835=OLD_047;NAWEAP_AD | |
836=GAOREP_A | |
837=GAOREP_AD | |
;840=CAPARS11D | |
841=CAPARS12D | |
842-GAWETH_ED | |
843-GAWETH_GD | |
844=CACHIG04D | |
845=OLD_048;CACHIG05D | |
846=NANRCT_AD | |
847=GASPST_A | |
848=GASPST_AD | |
849=NACLON_AD | |
850=CAWSH18A | |
851=NAIRON_AD | |
852=GAPILE_AD | |
853=GAYARD_C | |
854=GAYARD_CD | |
855=GAYARD_D | |
856=GAYARD_DD | |
857=GAYARD_AD | |
858=NAPSYA_A | |
859=NAPSYA_AD | |
860=NAPSYB_A | |
861=NAPSYB_AD | |
862=GADEPT_BD | |
863=GADEPT_C | |
864=GADEPT_CD | |
865=CAOUTP_A | |
866=CAOUTP_AD | |
867=CAOUTP_B | |
868=CAOUTP_BD | |
869=CAOUTP_C | |
870=CAOUTP_CD | |
871=CAOUTP_D | |
872=CAOUTP_DD | |
873=NADEPT_B | |
874=NADEPT_BD | |
875=NADEPT_C1 | |
876=NADEPTBB | |
877=NADEPT_C2 | |
878=NADEPT_C3 | |
879=NADEPT_C4 | |
880=NADEPT_C5 | |
881=NADEPT_C6 | |
882=CAMSC06A | |
883=CARUFGL_A | |
884=CAFRFGL_A | |
885=CAIRFGL_A | |
886=CACUFGL_A | |
;887=CANFGL_A | |
888=CASKFGL_A | |
889=CALBFGL_A | |
890=CAWA19_A | |
891=CAWA19_AD | |
892=CASTL04DM | |
893=CAHOSP_AD | |
894=NACNST_CD | |
895=GAPRIS_B ; SJM: Prism Cannon Active Anim | |
896=GAPRIS_BD ; SJM: Prism Cannon Damaged Active Anim | |
897=GAGAP_A | |
898=GAGAP_AD | |
899=OLD_049;GAGAPMK | |
900=BEHIND | |
901=NACNST_AD | |
902=CAGEFGL_A | |
903=CAUKFGL_A | |
904=CAPOFGL_A | |
905=NAIRON_F | |
906=NAIRON_FD | |
907=NAIRON_H | |
908=NAIRON_HD | |
909=NAIRON_G | |
910=NAIRON_GD | |
911=NAIRON_E | |
912=NAIRON_ED | |
913=CANY04DM | |
914=KTSTLEXP | |
915=DEMTEXP | |
916=GCMUZZLE | |
917=VTEXPLOD | |
918=VTMUZZLE | |
919=CRIVEXP | |
920=CRIVEXP2 | |
921=TSTIMPCT | |
922=BRRLEXP1 | |
923=BRRLEXP2 | |
924=GAYARD_S1 | |
925=GAYARD_S2 | |
926=GAYARD_S3 | |
927=MININUKE | |
928=CAPR01DM | |
929=NAYARD_S1 | |
930=NAYARD_S2 | |
931=NAYARD_S3 | |
932=NAMISL_ED | |
933=NAMISL_FD | |
934=NAMISL_GD | |
935=NAMISL_HD | |
936=GAAIRCBB | |
937=CAWA19_AG | |
938=CAPR11DM | |
939=ARRWDEST; Boot camp arrows | |
940=ARRWN | |
941=ARRWS | |
942=ARRWE | |
943=ARRWW | |
944=ARRWNW | |
945=ARRWNE | |
946=ARRWSW | |
947=ARRWSE | |
948=CAMOV01_A | |
949=CAMOV01_AD | |
950=CAMOV02_A | |
951=CAMOV02_AD | |
952=CAOILD_F | |
953=CAOILD_AD | |
954=CAOUTP_F | |
955=CAHOSP_F | |
956=CAAIRP_F | |
957=SPEED | |
958=NAYARD_S1D | |
959=NAYARD_S2D | |
960=NAYARD_S3D | |
961=GAYARD_S1D | |
962=GAYARD_S2D | |
963=GAYARD_S3D | |
964=CAEAST01DM | |
965=YAPPET_E | |
966=YAPPET_ED | |
967=YAPPET_F | |
968=YAPPET_FD | |
969=YAPPET_G | |
970=YAPPET_GD | |
971=YAPPET_H | |
972=YAPPET_HD | |
973=OLD_050;YAPPETMK | |
975=VIRUSD ;GEF | |
976=NAINDP_A | |
977=NAINDP_AD | |
978=OLD_051;NAINDP_B | |
979=OLD_052;NAINDP_BD | |
980=YAGRND_A | |
981=YAGRND_AD | |
982=YAGRND_B | |
983=YAGRND_BD | |
984=YAGRND_C | |
985=YAGRND_CD | |
986=YAWEAP_1 | |
987=YAWEAP_2 | |
988=YAWEAP_3 | |
989=YAWEAP_4 | |
990=YAWEAP_A | |
991=YAWEAP_AD | |
992=NATBNK_A | |
993=NATBNK_B | |
994=NATBNK_A2;these two are the first two backwards | |
995=NATBNK_B2 | |
996=NATBNK_AD | |
997=NATBNK_BD | |
998=NATBNK_A2D | |
999=NATBNK_B2D | |
1000=GENDEATH | |
1001=YAROCK_A | |
1002=YABRCK_A | |
1003=YAYARD_C | |
1004=YAYARD_CD | |
1005=YAYARD_A | |
1006=YAYARD_AD | |
1007=YAYARD_D | |
1008=YAYARD_DD | |
1009=YAYARD_S | |
1010=YAYARD_SD | |
1011=YAYARD_S2 | |
1012=YAYARD_S2D | |
1013=YAYARD_S3 | |
1014=YAYARD_S3D | |
1015=YAPSYT_A | |
1016=YAPSYT_AD | |
1017=YATECH_A | |
1018=YATECH_AD | |
1019=YAREFN_A | |
1020=SCHPDEPL ;GEF Seige Chopper Deploy | |
1021=YAGNTC_E | |
1022=YAGNTC_ED | |
1023=YAGNTC_F | |
1024=YAGNTC_FD | |
1025=YAGNTC_G | |
1026=YAGNTC_GD | |
1027=YAGNTC_H | |
1028=YAGNTC_HD | |
1029=YACNST_A | |
1030=YACNST_AD | |
1031=YACNST_B | |
1032=YACNST_BD | |
1033=CALND6_A | |
1034=CALND6_AD | |
1035=CATR03DM | |
1036=UCCONS | |
1037=UCINIT | |
1038=CASEAT02_A | |
1039=CASEAT02_AD | |
1040=MINDANIM | |
1041=DISKRAY | |
1042=PDFXCLD;psychic dominator | |
1043=PDFXLOC | |
1044=OLD_053;CAPSYT_B | |
1045=OLD_054;CAPSYT_BD | |
1046=CAPOWR_A | |
1047=CAPOWR_AD | |
1048=CALA10_A | |
1049=CALA10_AD | |
1050=CAMACH_F | |
1051=OLD_055;CAMACH_FD | |
1052=YAGRND_D | |
1053=YAGRND_DD | |
1054=YACNST_CD ;gs moved from middle of list. New stuff must be added to end. | |
1055=FORCSHLD | |
1056=CATIME_A | |
1057=INITFIRE | |
1058=CDGAS | |
1059=CASLAB_A | |
1060=YAPOWR_B | |
1061=YAPOWR_C | |
1062=CASLAB_F | |
1063=YAPPET_A | |
1064=YAPPET_AD | |
1065=BRUTDIE | |
1066=YAGNTC_P | |
1067=YAGNTC_PD | |
1068=NANRCT_P | |
1069=NANRCT_PD | |
1070=YAPOWR_BD | |
1071=YAPOWR_CD | |
; *** Animation List *** | |
; This is the complete list of voxel animations available. | |
; VoxelAnims are meant to be flying debris. Things like | |
; turrets and tires make good voxel anims. | |
[VoxelAnims] | |
1=PIECE | |
2=TIRE | |
3=GASTANK | |
4=SONICTURRET | |
5=4TNKTURRET | |
6=CRYSTAL01 | |
7=CRYSTAL02 | |
8=METEOR01 | |
9=METEOR02 | |
10=PEBBLE | |
; *** Particle List *** | |
; This is a list of the various particle types in the game | |
; These are usually objects of gassy nature: poison gas, smoke, fire, etc... | |
[Particles] | |
; These first three must be in this order! | |
1=GasCloud1 | |
2=GasCloud2 | |
3=FireStream | |
4=Spark | |
5=FirestormSpark | |
6=LargeGreySmoke | |
7=SmallGreySmoke | |
8=TestSmoke | |
9=GasCloudD1 | |
10=GasCloudD2 | |
11=SmallRailgunPart | |
12=LargeRailgunPart | |
13=GasCloudM1 | |
14=GasCloudM2 | |
15=WeldingSpark | |
16=LargeSpark | |
17=VirusCloud1 | |
18=VirusCloud2 | |
19=VirusCloudD1 | |
20=VirusCloudD2 | |
21=PsychCloud | |
22=PsychCloudD | |
; *** Particle System List ** | |
; This is a list of the various types of particles systems available in the game | |
[ParticleSystems] | |
1=GasCloudSys | |
2=FireStreamSys | |
3=BigGreySmokeSys | |
4=SmallGreySSys | |
5=DebrisSmokeSys | |
6=SparkSys | |
7=FirestormSparkSys | |
8=TestSmokeSys | |
9=SmallRailgunSys | |
10=LargeRailgunSys | |
11=WeldingSys | |
12=LGSparkSys | |
13=PsychCloudSys | |
; *** Super Weapon List ** | |
; This is a list of the various types of super weapons available in the game | |
[SuperWeaponTypes] | |
;1=MultiSpecial | |
;2=EMPulseSpecial | |
;3=FirestormSpecial | |
;4=IonCannonSpecial | |
;5=HuntSeekSpecial | |
;6=ChemicalSpecial | |
;7=IronCurtainSpecial | |
;8=LightningStormSpecial | |
;9=ChronoSphereSpecial | |
;10=ChronoWarpSpecial | |
;11=ParaDropSpecial | |
1=NukeSpecial | |
2=IronCurtainSpecial | |
3=LightningStormSpecial | |
4=ChronoSphereSpecial | |
5=ChronoWarpSpecial | |
6=ParaDropSpecial | |
7=AmericanParaDropSpecial | |
8=PsychicDominatorSpecial | |
9=SpyPlaneSpecial | |
10=GeneticConverterSpecial | |
11=ForceShieldSpecial | |
12=PsychicRevealSpecial | |
; *** Warhead List ** | |
; This is a list of the various types of warheads available in the game | |
[Warheads] | |
1=EMPuls | |
2=SonicWarhead | |
3=TankOGas | |
4=SA | |
5=HE | |
6=AP | |
7=Gas | |
8=Fire | |
9=HollowPoint | |
10=Super | |
11=Organic | |
12=Slimer | |
13=FirestormWH | |
14=IonCannonWH | |
15=RailShot | |
16=Mechanical | |
17=VeinholeWH | |
18=IonWH | |
19=ARTYHE | |
20=PlasmaWH | |
21=SAMWH | |
22=ORCAAP | |
23=RailShot2 | |
24=ORCAHE | |
25=Controller | |
26=PsiPulse | |
27=IvanBomb ; Placing of the bomb through attack | |
28=IvanWH ; Actual exploding of the bomb | |
29=Electric | |
30=ElectricAssault ; Trooper's short range grab | |
31=V3HE ; Variation of HE that has a one cell spread | |
32=Parasite ; Terror Drone thing | |
33=NUKE ; new multimissile | |
34=BlimpHE | |
35=ParasitePlus ; Parasite warhead that paralyzes | |
36=DeathWH ; unit death collateral damage, all use this on death if Explodes==yes | |
37=ParasiteDog ; Infantry only affecting version of Parasite | |
38=BombDisarm ; Takes off Ivan Bombs | |
39=Snapshot ; takes picture for disguise making | |
40=RadBeamWarhead | |
41=RadEruptionWarhead | |
42=RadSite | |
43=GrandCannonWH | |
44=UltraAP | |
45=HowitzerWH | |
46=CometWH | |
47=MaverickHE | |
48=FlakWH ; Flak Weapon warhead | |
49=OilExplosionWH ; for Oil derrick's deathweapon | |
50=TankSnapshot | |
51=CRNUKEWH | |
52=ChronoBeam | |
53=HollowPoint2 | |
54=NukeMaker ; virtual WH that spawns the down nuke on explosion | |
55=FakeC4WH ; Chrono Commando's fake C4 | |
56=HollowPointNoBuilding ; has 0% on building instead of 1% | |
57=V3WH ; SJM V3's warhead | |
58=FlakTWH ; Flak Track anti-surface gun warhead | |
59=APSplash ; AP with extra fudge factor for missiles that have trouble hitting | |
60=DMISLWH ; SJM DredMissile's warhead | |
61=DemobombWH ;Warhead for the Demolition Truck's Demobomb weapon - DB | |
62=MirageWH ; SJM: Heat-ray warhead for Mirage Tank. | |
63=SSA | |
64=SSAB ;For buildings so they can shoot air | |
65=ApocAP ;for Apocalypse so he can be better at killing base defenses. | |
66=HARVWH ;Harv Warhead | |
67=V3EWH ; V3 elite | |
68=DMISLEWH ; Dred's elite | |
69=TerrorBombWH ;The terrorists warhead | |
70=FlakGuyWH ;for the AA weapon of the Flak Trooper | |
71=CRTerrorBombWH ;the terroists warhead when in an IFV | |
72=HollowPoint3 | |
73=ControllerBuilding ;Yuri Prime version that can capture buildings | |
74=SuperPsiPulse | |
75=DominatorWH | |
76=AirstrikeFlare | |
77=VirusGas | |
78=Virus | |
79=PsychGasCreate | |
80=PsychGas | |
81=Battering | |
82=GattWH | |
83=Mutate | |
84=CMISLWH ; GEF Cruise Missile's warhead | |
85=CMISLEWH ; Cruise Missile's elite | |
86=Smashing ; Brute's secondary tank smashing attack | |
87=LocomotorBeam ; Warhead for the Magnetron | |
88=MIGWH ; Warhead for the MIGs called in by Boris. | |
89=LUNARWH ;Warhead for the Lunar Infantry Laser | |
90=GUARDWH ;Guardian GI warhead | |
91=AntiB ;Anti-Building warhead | |
92=AntiPerson ; anti-person warhead for floating disk | |
93=PJABWH | |
94=APSplash2 | |
95=SAFlame | |
96=SSABFlame | |
97=DiskWH | |
98=NukeB | |
99=BORISWH | |
100=SCHOPWH | |
101=TRexWH | |
102=MutateExplosion | |
103=TRexInfWH | |
104=Crush | |
105=BlimpHEEffect | |
; ******* Multiplayer Dialog Settings ******* | |
; These are the multiplayer dialog settings. Does not apply to Westwood chat, | |
; only to the in-game dialogs. Gads what a mess this was! | |
; PCG; 05/02/2K; Added a bunch of stuff to this to try to get everything | |
; controllable from one place. | |
; | |
; MinMoney = minimum amount of money selectable in the slider. (def=2500) | |
; Money = default amount of money that shows up on the slider. (def=10000) | |
; MaxMoney = maximum amount of money selectable in the slider. (def=10000) | |
; MoneyIncrement = the amount of money that changes when the slider position | |
; changes its minimum amount. (def=100) | |
; MinUnitCount = minumum number of starting units in a game. (def=1) | |
; UnitCount = the default starting units. (def=10) | |
; MaxUnitCount = maximum number of starting units. (def=20) | |
; TechLevel = maximum tech level achievable in a game. (def=10) | |
; GameSpeed = starting game speed. For some wacky reason, 0=fastest, 6=slowest. (def=0) | |
; AIDifficulty = starting AI difficulty. (def=1) (0=easy, 1=normal, 2=hard) | |
; AIPlayers = starting number of AI players. Always at least 1 for skirmish. (def=0) | |
; BridgeDestruction = can bridges be destroyed? (def=true) | |
; ShadowGrow = deos the shroud regrow? (def=no) DESUPPORTED. | |
; Shroud = is there a shroud on the map? (def=yes) NOT YET SUPPORTED. | |
; Bases = can you build buildings or is this just a unit-to-unit slugfest. (def=yes) DESUPPORTED. | |
; TiberiumGrows = does ore/tiberium/whatever regenerate? (def=yes) | |
; Crates = do crates appear in the game? (def=yes) | |
; CaptureTheFlag = is this a CTF game? (def=no) DESUPPORTED. | |
; HarvesterTruce = are harvesters immune to enemy fire? (def=no) DESUPPORTED. | |
; MultiEngineer = do you need more than one engineer to take over a building? (def=no) DESUPPORTED. | |
; AlliesAllowed = are allies allowed in this game? (def=no) | |
; ShortGame = is a player eliminated when his last building is destroyed? (def=yes) | |
; FogOfWar = is there fog of war in this game? (def=no) | |
; MCVRedploys = can the player redeploy the MCV? (def=yes) | |
; AllyChangeAllowed = can alliances be changed mid-game? (def=yes) | |
[MultiplayerDialogSettings] | |
MinMoney=5000 | |
Money=10000 | |
MaxMoney=10000 | |
MoneyIncrement=100 | |
MinUnitCount=0 | |
UnitCount=10 | |
MaxUnitCount=10 | |
TechLevel=10 | |
GameSpeed=1 | |
AIDifficulty=0 | |
AIPlayers=0 | |
BridgeDestruction=yes | |
ShadowGrow=no | |
Shroud=yes | |
Bases=yes | |
TiberiumGrows=yes | |
Crates=yes | |
CaptureTheFlag=no | |
HarvesterTruce=no | |
MultiEngineer=no | |
AlliesAllowed=no | |
ShortGame=yes | |
FogOfWar=no | |
MCVRedeploys=yes | |
AllyChangeAllowed=yes | |
; ******* Special weapon charge times ******* | |
; The time (minutes) for recharge of these special weapons. | |
;[Recharge] | |
;=13 ; nuclear missile | |
;EMPulse=5 ; nuclear missile | |
;IonCannon=11 | |
;FirestormDefense=4 | |
; ******* Object Heap Maximums ******* | |
; These are the absolute maximum number of these object types | |
; allowed in the game (at any one time). | |
[Maximums] | |
Players=8 ; ipx layer limits this to 8 maximum | |
; ******* AI Controls ******* | |
; Computer Skirmish-Mode behavior controls. The ratio values are based on the | |
; number of buildings in the computer base that should be of the type specified. | |
; The ratio total should exceed 100% so that the base will always try to grow as | |
; it vainly attempts to achieve the specified percentage composition. | |
[AI] | |
BuildConst=GACNST,NACNST,YACNST | |
BuildPower=NAPOWR,GAPOWR,YAPOWR ;DB NANRCT;gsNAAPWR ; buildings to build to generate power | |
BuildRefinery=NAREFN,GAREFN,YAREFN;gs ; refinery ratio based on these buildings | |
BuildBarracks=NAHAND,GAPILE,YABRCK ; barracks ratio based on these buildings | |
BuildTech=NATECH,GATECH,YATECH ; should build on each of these | |
BuildWeapons=GAWEAP,NAWEAP,YAWEAP ; war factory ration based on these buildings | |
;BuildDefense=TESLA,ATESLA,YAGGUN ;gs these 4 do nothing ; base defenses are based on these buildings | |
;BuildPDefense=TESLA,ATESLA,YAGGUN ; excess power base defense | |
;BuildAA=NASAM,NAFLAK,YAGGUN ; air defenses based on these buildings | |
;BuildHelipad=GAAIRC,AMRADR ; air helicopter offense based on these buildings | |
BuildRadar=GAAIRC,NARADR,AMRADR,NAPSIS | |
ConcreteWalls=GAWALL,NAWALL,GAFWLL; temp wall for yuriYAWALL | |
NSGates=GADUMY ;GEF NAGATE_B,GAGATE_B | |
EWGates=GADUMY ;GEF NAGATE_A,GAGATE_A | |
BuildNavalYard=NAYARD,GAYARD,YAYARD | |
BuildDummy=GAPILL,NALASR,YAGGUN | |
NeutralTechBuildings=CAAIRP,CATHOSP,CAOILD,CAOUTP,CAMACH,CAPOWR | |
AlliedBaseDefenses=GAPILL,ATESLA,NASAM | |
SovietBaseDefenses=NALASR,NABNKR,TESLA,NAFLAK | |
ThirdBaseDefenses=YAGGUN,YAPSYT,NATBNK | |
AIForcePredictionFudge=5,25,80 | |
;gs To decide what base defense to use, since all of our new ones do not | |
;do conventional damage, the AI will analyze the Enemy's force (in money terms) | |
;and pick Air Armor or Infantry. This analysis will be fudged by difficulty level by | |
;the above percent (+/- n%). Once the pick is made, all currently buildable base | |
;defenses will be made into a weighted distribution based on their AntiXXXValue numbers. | |
;PS, It knows to consider Rocketeer as Air, as well as Blimps and V3s | |
GDIWallDefense=6 | |
GDIWallDefenseCoefficient=3 | |
NodBaseDefenseCoefficient=1.2 ;gs Obsolete. Use explicit SovietBaseDefenseCounts | |
GDIBaseDefenseCoefficient=1.5 ;gs Obsolete. Use explicit AlliedBaseDefenseCounts | |
MaximumBaseDefenseValue=60 ;gs Obsolete, see AI Force Prediction Fudge above | |
ComputerBaseDefenseResponse=3 ; how much does the computer overrespond to attacks on its base? | |
AttackInterval=0.5 ; average delay between computer attacks ; gs obsolete (since forever) use TeamDelays instead | |
AttackDelay=0.5 ; average delay time before computer begins first attack | |
PatrolScan=.016 ; minute interval between scanning for enemys while patrolling. | |
CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount. | |
PathDelay=.01 ; Delay (minutes) between retrying when path is blocked. | |
BlockagePathDelay=60 ; delay (frames) before unit paths around all blockage | |
AutocreateTime=1 ; average minutes between creating an 'autocreate' team | |
InfantryReserve=50000 ; always build infantry if cash reserve is greater than this | |
InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity | |
PowerSurplus=50 ; build power plants until power surplus is at least this amount | |
BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity | |
RefineryRatio=.16 ; ratio of base that should be composed of refineries | |
RefineryLimit=4 ; never build more than this many refineries | |
BarracksRatio=.16 ; ratio of base that should be composed of barracks | |
BarracksLimit=2 ; never build more than this many barracks | |
WarRatio=.1 ; ratio of base that should be composed of war factories | |
WarLimit=2 ; never build more than this many war factories | |
DefenseRatio=.4 ; ratio of base that should be defensive structures | |
DefenseLimit=40 ; maximum number of defensive buildings to build | |
AARatio=.14 ; ratio of base that should be anti-aircraft defense | |
AALimit=10 ; maximum number of anti-aircraft buildings to build | |
TeslaRatio=.16 ; ratio of base that should be telsa coils | |
TeslaLimit=10 ; maximum number of tesla coils to build | |
HelipadRatio=.1 ; ratio of base that should be composed of helipads | |
HelipadLimit=2 ; maximum number of helipads to build | |
AirstripRatio=.12 ; ratio of base that should be composed of airstrips | |
AirstripLimit=0 ; maximum number of airstrips to build | |
CompEasyBonus=no ; When more than one human in game, computer player goes to "easy" mode? | |
Paranoid=yes ; Will computer players ally with each other if the situation looks bleak? | |
PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage | |
AIBaseSpacing=1 ; spacing between buildings when AI is building a base | |
; ******* Lists the AI general COM objects ******* | |
; These are COM objects that support the IAIHouse interface. | |
[AIGenerals] | |
;1={F706E6E0-86DA-11D1-B706-00A024DDAFD1} | |
;2={9E0F6120-87C1-11D1-B707-00A024DDAFD1} | |
;3={C6004D80-87D1-11d1-B707-00A024DDAFD1} | |
;4={FBE6D4A0-87D1-11d1-B707-00A024DDAFD1} | |
;5={FBE6D4A1-87D1-11d1-B707-00A024DDAFD1} | |
; ******* IQ setting for computer activity ******* | |
; Each player (computer controlled or otherwise) is given an IQ rating that is used | |
; to control what the computer is allowed to automatically control. This is | |
; distinct from the difficulty setting. The higher the IQ setting, the more autonomous | |
; and intelligent the side will behave. Each ability is given a rating that | |
; indicates the IQ level (or above) that the ability will be granted. Because such | |
; abilities are automatically performed by the computer, giving a human controlled | |
; country a high IQ is not recommended. Otherwise the player's units will start to | |
; automatically "do their own thing"! A human controlled country is presumed to have | |
; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher. | |
; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to | |
; the maximum. | |
[IQ] | |
MaxIQLevels=5 ; the maximum number of discrete IQ levels | |
SuperWeapons=4 ; super weapons are automatically fired by computer | |
Production=5 ; building/unit production is automatically controlled by computer | |
GuardArea=2 ; newly produced units start in guard area mode | |
RepairSell=1 ; allowed to choose repair or sell of damaged buildings | |
AutoCrush=2 ; automatically try to crush antogonists if possible | |
Scatter=2 ; will scatter from incoming threats [grenades and such] | |
ContentScan=3 ; will consider contents of transport when picking good target | |
Aircraft=3 ; automatically replace aircraft | |
Harvester=2 ; automatically replace lost harvesters | |
SellBack=2 ; allowed to sell buildings | |
; ******* Country Statistics ******* | |
; Certain countries have special adjustments to their unit and building | |
; values. These are global values that affect ALL units and buildings owned | |
; by that country. This applies only to multiplayer games and skirmish mode. In | |
; normal game play, all values are "1.0". | |
; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0) | |
; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0) | |
; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0) | |
; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0) | |
; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0) | |
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0) | |
; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0) | |
; Color = color to use when displaying objects owned by this country [see color schemes] | |
; Multiplay = This house used as placeholder for multiplay house (def=no)? | |
; WallOwner = Will this house own walls that are placed near its buildings (def=yes)? | |
; SmartAI = Does it presume to have the smart AI logic already enabled (def=no)? | |
;Enough of theirs. Here's the real stuff. VeteranXXX can be used to make all units | |
;of that type start as veterans. Please stay clear on the meaning of Infantry, Unit, and Aircraft. | |
;For % bonuses, the unit ones are made up up two words: the category and the type it applies to. | |
;Column A: Armor, Cost, Speed(units), BuildTime | |
;Column B: Aircraft, Units, Infantry, Buildings, Defenses | |
;Column C: Mult (to remind you that this is a straight multiplier instead of the formulas they used.) | |
;Exception is IncomeMult, which is applied when gaining money from refining ore only, but, well, it doesn't actually work. Umm...sorry. 3/22 Maybe it does now...lemme check...yeah! it works now! | |
;For armor, think of max strength being multiplied by the number (in reality, damage is divided by this since you can't change the max in Type) | |
[GDI] | |
UIName=Name:GDI | |
Name=GDI | |
Suffix=Allied | |
Prefix=G | |
Color=Gold | |
MultiplayPassive=true | |
Side=GDI | |
SmartAI=yes | |
[Nod] | |
UIName=Name:Nod | |
Name=Nod | |
Suffix=Allied | |
Prefix=G | |
Color=Gold | |
MultiplayPassive=true | |
Side=GDI | |
SmartAI=yes | |
[British] | |
UIName=Name:British | |
Name=Great Britain | |
Suffix=Allied | |
Prefix=G | |
Color=Gold | |
Multiplay=yes | |
Side=GDI | |
SmartAI=yes | |
;VeteranAircraft=SHAD | |
;VeteranInfantry=GHOST,SNIPE | |
[French] | |
UIName=Name:French | |
Name=France | |
Suffix=Allied | |
Prefix=G | |
Color=Gold | |
Multiplay=yes | |
Side=GDI | |
SmartAI=yes | |
;BuildTimeDefensesMult=.75 | |
[Germans] | |
UIName=Name:Germans | |
Name=Germany | |
Suffix=Allied | |
Prefix=G | |
Color=Gold | |
Multiplay=yes | |
Side=GDI | |
SmartAI=yes | |
;VeteranUnits=MTNK | |
[Americans] | |
UIName=Name:Americans | |
Name=America | |
Suffix=Allied | |
Prefix=G | |
Color=Gold | |
Multiplay=yes | |
Side=GDI | |
SmartAI=yes | |
;VeteranInfantry=E1 | |
;CostUnitsMult=.85 | |
[Alliance] | |
UIName=Name:Alliance | |
Name=Asian Alliance | |
Suffix=Allied | |
Prefix=G | |
Color=Gold | |
Multiplay=yes | |
Side=GDI | |
SmartAI=yes | |
;VeteranInfantry=E1 | |
;CostInfantryMult=.8 | |
[Russians] | |
UIName=Name:Russians | |
Name=Russia | |
Suffix=Soviet | |
Prefix=B | |
Color=DarkRed | |
Multiplay=yes | |
Side=Nod | |
SmartAI=yes | |
;VeteranInfantry=YURI | |
;CostUnitsMult=.85 | |
[Confederation] | |
UIName=Name:Confederation | |
Name=Latin Confederation | |
Suffix=Soviet | |
Prefix=B | |
Color=DarkRed | |
Multiplay=yes | |
Side=Nod | |
SmartAI=yes | |
;VeteranInfantry=IVAN | |
;SpeedUnitsMult=1.15 | |
[Africans] | |
UIName=Name:Africans | |
Name=African Empire | |
Suffix=Soviet | |
Prefix=B | |
Color=DarkRed | |
Multiplay=yes | |
Side=Nod | |
SmartAI=yes | |
;VeteranInfantry=SHK | |
;BuildTimeInfantryMult=.75 | |
[Arabs] | |
UIName=Name:Arabs | |
Name=Arab Union | |
Suffix=Soviet | |
Prefix=B | |
Color=DarkRed | |
Multiplay=yes | |
Side=Nod | |
SmartAI=yes | |
;VeteranUnits=HTNK | |
;IncomeMult=1.2 | |
[YuriCountry] | |
UIName=Name:YuriCountry | |
Name=YuriCountry | |
Suffix=Soviet | |
Prefix=B | |
Color=DarkRed | |
Multiplay=yes | |
Side=ThirdSide | |
SmartAI=yes | |
[Special] | |
UIName=Name:Special | |
Name=JP | |
Suffix=JP | |
Prefix=J | |
Color=Grey | |
Side=Mutant | |
SmartAI=yes | |
MultiplayPassive=true | |
[Neutral] | |
UIName=Name:Neutral | |
Name=Civilian | |
Suffix=CIV | |
Prefix=C | |
Color=Grey | |
MultiplayPassive=true | |
SmartAI=yes | |
Side=Civilian | |
; ******* Color Schemes ******* | |
; Each country must be assigned a color. This lists the various | |
; colors available. The values represent the 'hue', 'saturation', | |
; and 'value'. The 'value' component specifies the maximum brightness | |
; allowed for the color as the color spread is generated. The 'hue' | |
; component remains constant. The 'saturation' curves through color | |
; space as the 'value' component changes such that darker colors | |
; become more saturated. | |
; PCG; Added the REAL colors these labels map onto over to the right. | |
; To anyone who might modify this -- please keep it up to date! | |
[Colors] | |
LightGold=25,255,255 ; 0 Orange | |
Gold=43,239,255 ;41,240,230; 1 MP Bright Yellow;Yellow | |
LightGrey=0,0,240 ; 2 White | |
Grey=0,0,131 ; 3 Grey | |
Red=20,255,184 ; 4 Brown | |
DarkRed=0,230,255 ; 5 MP Red | |
Orange=25,230,255 ; 6 MP Orange | |
Magenta=221,102,255 ; 7 MP Pink | |
Purple=201,201,189 ; 8 MP Purple | |
LightBlue=119,143,255 ; 9 Aqua | |
DarkBlue=153,214,212 ; 10 MP Blue | |
NeonBlue=185,156,238 ; 11 Violet | |
DarkSky=131,200,230 ; 12 MP Periwinkle (i.e. aquaish) | |
Green=104,241,195 ; 13 Bathroom green | |
DarkGreen=81,200,210 ; 14 MP Light green | |
NeonGreen=0,0,0 ; 15 Black | |
Yellow=38,159,255 ; 16 Pastel yellow | |
Purple2=211,201,189 | |
Purple3=191,201,189 | |
;gs note to coders, these entries are all doubled, so ColorSchemes[5] is White, not 2. | |
; PCG; 09/10/2K; Added these to de-link the load screen text colors | |
; from random artist fiddling. | |
AlliedLoad=164,255,255 ; 17 | |
SovietLoad=0,235,255 ; 18 | |
;This is the ColorAdd section | |
;These are the colors used to tint buildings, such as when they are designated for an Airstrike | |
;In order to prevent slowdown in the low level blitting routines, this functionality was implemented | |
;by doing a composite bitwise or. This means that the color value is not being shifted, instead the | |
;value of color specified below is being added. If part of the object being tinted already has as much | |
;value of the color specified, then no change will be seen. | |
;At the level that the blitters opperate, colors are 16 bit numbers, using the 5,6,5 RGB scheme. This | |
;means that values of red range from 0 to 31, values of green from 0 to 63, and values of blue from 0 | |
;to 31. | |
;If you change these colors, or add new ones, please keep the commented bit version up to date, if you | |
;don't know how, let me know and I'll fix it. | |
;Geoff | |
[ColorAdd] | |
;Name RGB values bit vales color# | |
None=0,0,0 ;00000,000000,00000 0 | |
StrongRed=31,0,0 ;11111,000000,00000 1 | |
StrongGreen=0,63,0 ;00000,111111,00000 2 | |
StrongBlue=0,0,31 ;00000,000000,11111 3 | |
HighRed=24,0,0 ;11000,000000,00000 4 | |
HighGreen=0,56,0 ;00000,111000,00000 5 | |
HighBlue=0,0,24 ;00000,000000,11000 6 | |
BrightWhite=31,63,31;11111,111111,11111 7 | |
LowWhite=7,7,7 ;00111,000111,00111 8 | |
HighWhite=24,56,24 ;11000,111000,11000 9 | |
MidWhite=14,28,14 ;01110,011100,01110 10 | |
Purple=15,0,15 ;01111,000000,01111 11 | |
HighYellow=24,56,0 ;11000,111000,00000 12 | |
TopYellow=16,32,0;10000,100000,00000 13 | |
; ******* Difficulty Settings ******* | |
; Game difficulty is controlled by these factors. Some of these factors will | |
; only affect a computer player. The computer and the player are handicapped by | |
; individual settings. Thus the computer may be playing at 'difficult' level while the | |
; player may be playing at 'easy' level. | |
; Airspeed = multiplier to speed for all air units (def=1.0) | |
; Armor = multiplier to armor strength for all units and buildings (def=1.0) | |
; Cost = multiplier to cost for all units and buildings (def=1.0) | |
; Firepower = multiplier to firepower for all weapons (def=1.0) | |
; Groundspeed = multiplier to speed for all ground units (def=1.0) | |
; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0) | |
; BuildSlowdown = Should the computer build slower than the player (def=no)? | |
; <<< affects the computer player, not the human player >>> | |
; ContentScan = Should the contents of a transport be considered when picking best target (def=no)? | |
; RepairDelay = average delay (minutes) between initiating building repair | |
; BuildDelay = average delay (minutes) between initiating construction | |
; DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)? | |
[Easy] | |
Groundspeed=1.0 | |
Airspeed=1.0 | |
BuildTime=.8 | |
Armor=1.2 | |
ROF=.8 | |
Cost=1.0 | |
RepairDelay=.02 | |
BuildDelay=.03 | |
DestroyWalls=no | |
ContentScan=yes | |
[Normal] | |
Groundspeed=1.0 | |
Airspeed=1.0 | |
BuildTime=1 | |
Armor=1.0 | |
ROF=1.0 | |
Cost=1.0 | |
RepairDelay=.02 | |
BuildDelay=.03 | |
BuildSlowdown=yes | |
DestroyWalls=no | |
ContentScan=yes | |
[Difficult] | |
Groundspeed=1.0 | |
Airspeed=1.0 | |
BuildTime=1.0 | |
Armor=.8 | |
ROF=1.2 | |
Cost=1.0 | |
RepairDelay=.05 | |
BuildDelay=.1 | |
BuildSlowdown=yes | |
DestroyWalls=no | |
; ******* Unit Statistics ******* | |
; Specifies the characteristics of the various game objects. | |
; AllowedToStartInMultiplayer = Can the unit be allocated to a player when starting a multiplayer game (def=yes) | |
; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1) | |
; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none);more types added in RA2 | |
; BuildLimit = arbitrary maximum allowed to build [per house] (def=-1 -- no restriction) | |
; Cloakable = Is it equipped with a cloaking device (def=no)? | |
; Cost = cost to build object (in credits) | |
; Category = category of object [used by AI systems -- "Soldier", "Civilian", "VIP", "Ship", | |
; "Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower", "AirLift"] | |
; CloakStop = Does the unit cloak when stopped moving (def=no)? | |
; Crewed = Does it contain a crew that can escape [never infantry] (def=no)? | |
; Gunner = Does it change capabilites based on a gunner that has been added. (def=no) | |
; CrushSound = sound to play if this object type is crushed (def=none) | |
; DeployFire = This unit can fire when deployed. (def=no) | |
; DeployFireWeapon = Index of weapon to fire while deployed. 0 or 1. (def=1) | |
; DeployTime = time, in minutes, to deploy or undeploy [if this object can do so] | |
; DamageReducesReadiness = Yes if damage to the unit reduces its ammo (because the ammo explodes or becomes detargeted, or whatever) (def=no) | |
; Disableable = Can this object be disabled by special multiplay option (def=yes)? | |
; DistributedFire = whether the unit continually retargets nearby units and fires at all of them (def=no) | |
; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)? | |
; EmptyReload = Frames before first reload occurs when unit is empty. -1 means use standard reload time. (def=-1) | |
; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)? | |
; Explosion = the explosion to use when it blows up [doesn't apply to infantry] (def=none) | |
; FireAngle = pitch of projectile launch and barrel [0 = horizontal, 64 = vertical] (def=50) | |
; Gate = Is this building a gate? (def=no) | |
; GateCloseDelay = time, in minutes, to delay before closing a gate after it has opened. | |
; GuardRange = distance to scan for enemies to attack (def=use weapon range) | |
; Image = name of graphic data to use for this object (def=same as object identifier) | |
; Immune = Is this object immune to damage | |
; ImmuneToPsionics = Is the unit immune to psionics (def=yes for buildings, no for others)? | |
; ImmuneToRadiation = Is the unit immune to radiation (def=no)? | |
; ImmuneToVeins = Is it immune to vein creature attacks (def=no)? | |
; InitialAmmo = number of rounds the unit starts with. -1 means it starts full. (def=-1) | |
; Invisible = Is completely and always invisible to enemy (def=no)? | |
; Insignificant = Will this object not be announed when destroyed (def=no)? | |
; LegalTarget = Is this allowed to be a combat target (def=yes)? | |
; Name = specifies the given name (displayed) for the object | |
; Nominal = Always use the given name rather than generic "enemy object" (def=no)? | |
; OmniFire = Doesn't ever have to rotate to fire. (def=no) | |
; OpportunityFire = Can fire at targets while performing other actions, like moving. (def=no). | |
; Owner = who can build this [GDI or Nod] (def=none) | |
; PipScale = what to base pip display on [Passengers, Tiberium, Ammo, Power] (def=none) | |
; PipWrap = how many pips to draw before wrapping (def=none) | |
; Points = point value for scoring purposes (def=0) | |
; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement) | |
; PreventAttackMove = Does this unit know how to do attack-move? (def=<yes, if it has a weapon>) | |
; Can be used to override attack move on units that shouldn't for various reasons. | |
; PreventAutoDeploy = Does this unit know how to do auto-deploy? (def=<yes, if the unit support deploying>) | |
; Can be used to override auto deploy on units that deploy. | |
; Primary = primary weapon equipped with (def=none) | |
; Secondary = secondary weapon equipped with (def=none) | |
; ElitePrimary = new primary weapon when at elite veteran status (def=same as primary) | |
; EliteSecondary = new secondary weapon when at elite veteran status (def=same as secondary) | |
; RadarVisible = Is visible on radar even if insignificant and unowned --gs rewrote to be useful for something | |
; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0) | |
; ReadinessReductionMultiplier = Used to tweak the amount by which damage reduces readiness. 0 cancels the readiness reduction. (def=0) | |
; Reload = time delay between reloads (def=0) | |
; ReloadIncrement = amount to add at every ((MaxAmmo / PipWrap) %0) increment. Used to slow reload rate increasingly. (def=0) | |
; RadarInvisible = Is it invisible on radar maps (def=no)? | |
; RadialFireSegments = If this unit has a radial firing pattern, this determines the number | |
; of segments. This starts at the unit's left and goes right over 180 degrees. (def=0) | |
; SelfHealing = Does the object heal automatically up to half strength (def=no)? | |
; Selectable = Can this object be selected by the player (def=yes)? | |
; Sensors = Has sensors to detect nearby cloaked objects (def=no)? | |
; Sight = sight range, in cells (def=1) | |
; Size = amount of space unit takes up in cargo hold (def=1) | |
; SizeLimit = Max size of unit a transport can carry (def=0) (Size is inclusive. Limit 3 holds 3) | |
; Storage = the number of 'bails' this building or unit can store (def=0) | |
; Strength = strength (hit points) of this object | |
; TargetLaser = Does it have a targeting laser (def=no)? | |
; Trainable = Can this object become veteran by experience (def=yes, buildings def=no)? | |
; Turret = Is it equipped with a turret like superstructure [never infantry] (def=no)? | |
; TurretSpins = Does the turret just sit and spin [only if turret equipped] (def=no)? | |
; TechLevel = tech level required to build this [-1 means can't build] (def=-1) | |
; ToProtect = Should friendly units come to rescue if under attack [computer only] (def=no)? | |
; TypeImmune = Immune to damage from same type objects if owned by same side? | |
; UndeployDel |