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rules.ini
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rules.ini
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; RULE*.INI
; *** Tiberian Sun 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]
Name=Tiberian Sun -- Official Rules of Engagement
; veteran factors
VeteranRatio=10.0 ; must destroy this multiple of self-value to become a veteran [per level]
VeteranCombat=.25 ; combat BONUS factor when unit is a veteran
VeteranSpeed=.30 ; speed BONUS factor when unit is a veteran
VeteranSight=0.0 ; sight range BONUS when unit is a veteran
VeteranArmor=.25 ; armor BONUS when unit is a veteran
VeteranROF=.20 ; rate of fire BONUS when unit is a veteran
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=.5 ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=20% ; 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=1 ; [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]
; income and production
;BailCount=28 ; number of 'bails' carried by a harvester
BuildSpeed=.8 ; 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
SurvivorDivisor=100 ; the divisor into the survivor rate value to determine the number of survivors
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 ; multiplier to overall game object movement speed
Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
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=600 ; typical flight level for aircraft [above ground level]
MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have
MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have
TeamDelays=2250,2700,3600 ; interval between checking for and creating teams, by difficulty level
AIHateDelays=5400,4500,4050 ; delay in frames before the computer chooses an enemy, by difficulty level
AIAlternateProductionCreditCutoff=3000 ; when the AI house has less credits than this it will begin
; to spend money more conservatively
NodAIBuildsWalls=no
AIBuildsWalls=no
MultiplayerAICM=250,200,100
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=100,80,60 ; (by difficulty level, from hardest to easiest)
MinimumAIDefensiveTeams=4,3,2 ; (by difficulty level, from hardest to easiest)
MaximumAIDefensiveTeams=6,5,4 ; " "
TotalAITeamCap=14,12,10 ; (by difficulty level, from hardest to easiest)
UseMinDefenseRule=yes
DissolveUnfilledTeamDelay=9000 ; 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.
AIIonCannonConYardValue=100,100,100
AIIonCannonWarFactoryValue=50,50,50
AIIonCannonPowerValue=10,10,40
AIIonCannonEngineerValue=30,30,5
AIIonCannonThiefValue=20,20,5
AIIonCannonHarvesterValue=1,1,1
AIIonCannonMCVValue=150,150,20
AIIonCannonAPCValue=15,15,15
AIIonCannonBaseDefenseValue=35,35,35
AIIonCannonPlugValue=40,40,40
AIIonCannonHelipadValue=20,20,20
AIIonCannonTempleValue=40,40,40
; Ion storm control
IonLightningFrequency=10 ; Percent chance that lightning will strike this frame
IonLightningRandomness=90 ; Percent chance that the lightning will strike a random cell instead of an object.
IonLightningDamage=500 ; Damage done by lightning strike.
IonStormDuration=120 ; Default ion storm duration in deconds. This is overriden by the trigger control.
IonStormWarning=31 ; Warning time in seconds before an Ion Storm hits.
IonStorms=no ; Are random ion storms going to appear?
IonStormWarhead=IonWH ; Warhead used by ion storm strike.
; 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
Crew=E1 ; soldier that emerges from destroyed unit or building
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]
Disguise=E1 ; infantry type to appear as when disguised and viewed by the enemy
Paratrooper=E1 ; infantry that is dropped as a paratrooper
; 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
; subterrainean vehicle characteristics
TunnelSpeed=1
; production & power effects
MultipleFactory=0 ; factory bonus for multiples [1=full bonus, 0=no bonus] (def=1)
MinProductionSpeed=.5 ; minimum production speed as result of low power (def=.5)
; hack section
GDIGateOne=GAGATE_A ; these buildings affect nearby walls, so I need to know what they are
GDIGateTwo=GAGATE_B
WallTower=GACTWR
NodGateOne=NAGATE_A
NodGateTwo=NAGATE_B
NodRegularPower=NAPOWR
NodAdvancedPower=NAAPWR
GDIPowerPlant=GAPOWR
GDIPowerTurbine=GAPOWRUP
GDIHunterSeeker=GHUNTER
NodHunterSeeker=NHUNTER
GDIFirestormGenerator=GAFIRE
RepairBay=GADEPT ; building to go to when in need of repairs
BaseUnit=MCV ; unit to consider "home" when no buildings are present
HarvesterUnit=HARV ; preferred unit(s) to build for harvesting purposes
PadAircraft=ORCA,ORCAB ; 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=.5 ; coefficient for tracked vehicle movement uphill
TrackedDownhill=1.1 ; coefficient for tracked vehicle movement downhill
WheeledUphill=.5 ; 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=6
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=2.0 ; objects weighing more than this will crack ice
IceBreakingWeight=4.0 ; objects weighing more than this well break through ice
CloakingStages=9
TiberiumTransmogrify=40
TreeFlammability=.05
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=.5 ; how much faster than normal objects do walls build?
WorstLowPowerBuildRateCoefficient=.3 ; what is the lowest the build rate can get for being low on power?
BestLowPowerBuildRateCoefficient=.75 ; what is the highest the build rate can get when in a low power condition?
AllowShroudedSubteranneanMoves=true
AircraftFogReveal=6
MaximumQueuedObjects=4
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=5
VeinholeTypeClass=VEINTREE
; AI trigger weighting parameters
AITriggerSuccessWeightDelta=5
AITriggerFailureWeightDelta=-5
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,NAAPWR
PrerequisiteFactory=GAWEAP,NAWEAP
PrerequisiteBarracks=NAHAND,GAPILE
PrerequisiteRadar=GARADR,NARADR
PrerequisiteTech=GATECH,NATECH
; 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
; ******* Jumpjet Flight rules *******
; Jumpjet movement controls
[JumpjetControls]
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
; ******* Audio / Visual rules *******
; General controls that deal with audio or visual appearance of
; the game or the units therein are specified here.
[AudioVisual]
UnloadingHarvester=HORV ; harvester image to use when unloading tiberium
PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc)
DropPodPuff=DROPEXP ; animation to play when drop pod hits the ground
WaypointAnimationSpeed=10 ; how fast do the waypoint markers animate?
BarrelExplode=EXPLOLRG ; exploding crates animation
BarrelDebris=GASTANK,PIECE ; exploding crate debris list
BarrelParticle=SmallGreySSys
Wake=WAKE2 ; wake effect when traveling on/over water
VeinAttack=VEINATAC
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
DigSound=SUBDRIL1 ; sound when digging into the ground
Dig=DIG ; anim to play when unit digs into ground
IonBlast=RING1 ; initial anim when ion cannon hits
IonBeam=IONBEAM
InfantryExplode=S_BANG34 ; animation when infantry just explodes
AtmosphereEntry=PODRING ; animation to use when drop pod enters atmosphere
GateUp=GATEUP1 ; sound of gate rising
GateDown=GATEDWN1 ; 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=CLOAK5 ; sound of cloaking or decloaking
SellSound=CASHTURN ; sound of selling objects (typically buildings)
GameClosed=BLEEP1 ; game closed sound
IncomingMessage=Message1 ; incoming message sound
SystemError=BOOP ; system error sound
OptionsChanged=Notify ; options have changed sound
GameForming=GAMEFRM1 ; game forming sound
PlayerLeft=BOOP ; player has left sound
PlayerJoined=BOOP ; player has joined sound
Construction=BOOP ; sound of building construction
CreditTicks=CREDUP1,CREDDWN1 ; credit tick up and down sounds
CrumbleSound=CRMBLE2 ; building crumble sound when building is completely destroyed
BuildingSlam=PLACE2 ; placing building down sound
RadarOn=COMMUP1 ; radar activation sound
RadarOff=RADARDN1 ; radar deactivation sound
ScoldSound=SCOLD8 ; generic scold sound
TeslaCharge=OBELPOWR ; tesla charge up sound
TeslaZap=OBELRAY1 ; tesla zap sound
BlowupSound=EXPNEW01 ; sound when building is damaged to half strength
ChuteSound=BOOP ; parachute deploy sound
GenericClick=CLICKY1 ; generic click sound
GenericBeep=BLEEP1 ; generic beep sound
BuildingDrop=PLACE2 ; sound of building being placed down
StopSound=Notify ;Sound when units are commanded to stop
GuardSound=Notify ;Sound when units are commanded to guard
ScatterSound=Notify ;Sound when units are commanded to scatter
DeploySound=27-I002 ;Sound when units are commanded to deploy
LightningSound= ; Commented out because sound was way too annoying (AI)
TreeFire=FIRE2,FIRE1 ; small and large fires to attach to burning trees
OnFire=FIRE3,FIRE2,FIRE1 ; list of flames to use when something catches fire [must be 3 in list]
FlamingInfantry=FLAMEGUY ; anim to use for special onfire infantry logic
Smoke=xxxx ; smoke that rises from the ground after a building explosion
FirestormActiveAnim=GAFSDF_A
FirestormIdleAnim=FSIDLE
FirestormGroundAnim=FSGRND
FirestormAirAnim=FSAIR
MoveFlash=RING ; movement destination click feedback animation
Parachute=PARACH ; big parachute used for paratroopers
BombParachute=PARABOMB ; parachute used for parabombs and other parachuted ordinance
SmallFire=FIRE3 ; animation for small fire [used after napalm]
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
DropZoneAnim=BEACON ; animation to use for the drop zone flair
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=.5
IceGrowthRate=1.5
IceSolidifyFrameTime=1000 ; how many frames between when ice is cracked and when it gets solidified
IceCrackSounds=ICECRAK1,ICECRAK2,ICECRAK3
AmbientChangeRate=.2 ; how many minutes between ambient light recalculations
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.
EMPulseSparkles=EMP_FX01 ; Anim to play over units disabled by an EM Pulse.
; ******* 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=2000 ; 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
HealCrateSound=HEALER1 ; heal crate sound effect
WoodCrateImg=CRATE ; wood crate overlay image to use
CrateImg=CRATE ; normal crate overlay image to use
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=yes ; 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 = 100 ; the amount of damage dealt out by explosion in a big tiberium chain reaction
TiberiumStrength = 20 ; 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
BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed]
C4Delay=.03 ; minutes to delay after placing C4 before building will explode
C4Warhead=HE ; this is the warhead that C4 uses to damage buildings
FirestormWarhead=FirestormWH ; the warhead that the firestorm defense uses when active
IonCannonWarhead=IonCannonWH ; the warhead that the ion cannon uses
VeinholeWarhead=VeinholeWH
;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=1000 ; maximum damage (after adjustments) per shot
MinDamage=1 ; 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?
; *** 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.
[Houses]
0=GDI
1=Nod
2=Neutral
3=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
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=E3
4=MEDIC
5=WEEDGUY
6=ENGINEER
7=MUTANT
8=CIV1
9=CIV2
10=CIV3
11=JUMPJET
12=DOGGIE
13=CYC2
14=UMAGON
15=GHOST
16=MHIJACK
17=SLAV
18=CHAMSPY
19=MWMN
20=MUTANT3
21=OXANNA
22=TRATOS
23=CYBORG
24=CTECH
; ******* 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=PROC
149=GASILO
4=GAPILE
5=GAPLUG
6=GACTWR
150=GAVULC
7=GASAND
8=GAFIRE
9=GADEPT
10=GATECH
11=GAWEAP
3=GACNST
12=GAHPAD
13=NAPOWR
14=NATECH
15=NAHAND
16=NAAPWR
17=GAWALL
65=CABHUT
153=NAPULS
154=GAGATE_A
155=GAGATE_B
21=NAWEAP
156=NASTLH
66=GALITE
67=REDLAMP
68=GRENLAMP
69=BLUELAMP
70=YELWLAMP
71=PURPLAMP
72=INORANLAMP
73=INGRNLMP
74=INREDLMP
23=NAWALL
75=INBLULMP
24=NATMPL
157=NAGATE_A
158=NAGATE_B
28=NAWAST
159=NAOBEL
160=NAMISL
161=GAPOWRUP
18=NAPOST
76=NAFNCE
35=NALASR
36=NASAM
85=CITY01
86=CITY02
87=CITY03
88=CITY04
89=CITY05
90=CITY06
91=CITY07
92=CITY08
93=CITY09
94=CITY10
95=CITY11
96=CITY12
97=CITY13
98=CITY14
99=CITY15
100=CITY16
101=CITY17
102=CITY18
103=CAHOSP
104=GASPOT
105=CTDAM
19=NARADR
38=GAROCK
106=INGALITE
107=INYELWLAMP
108=INPURPLAMP
39=GAPLUG1
20=GAPLUG2
41=GAPLUG3
42=GAFSDF
43=GARADR
109=BBOARD01
110=BBOARD02
111=BBOARD03
112=BBOARD04
113=BBOARD05
114=BBOARD06
115=BBOARD07
116=BBOARD08
117=BBOARD09
118=BBOARD10
119=BBOARD11
120=BBOARD12
121=BBOARD13
122=BBOARD14
123=BBOARD15
124=BBOARD16
125=NEGLAMP
126=NEGRED
127=ABAN01
128=ABAN02
129=ABAN03
130=ABAN04
131=ABAN05
132=ABAN06
133=ABAN07
134=ABAN08
135=ABAN09
136=ABAN10
137=ABAN11
138=ABAN12
139=ABAN13
140=ABAN14
141=ABAN15
142=ABAN16
143=ABAN17
144=ABAN18
145=CITY19
146=CITY20
147=CITY21
148=NTPYRA
151=CITY22
152=CTVEGA
200=GADPSA
201=CA0001
202=CA0002
203=CA0003
204=CA0004
205=CA0005
206=CA0006
207=CA0007
208=CA0008
209=CA0009
210=CA0010
211=CA0011
212=CA0012
213=CA0013
214=CA0014
215=CA0015
216=CA0016
217=CA0017
218=CA0018
219=CA0019
220=CA0020
221=CA0021
222=CAARMR
223=GACSAM
224=GATICK
225=CAPYR01
226=CAPYR02
227=CAPYR03
228=CACRSH01
229=CACRSH02
230=CACRSH03
231=CACRSH04
232=CACRSH05
233=CAARAY
234=GAICBM
235=GAOLDCC1
236=GAOLDCC2
237=GAOLDCC3
238=GAOLDCC4
239=GAOLDCC5
240=GAOLDCC6
241=GAARTY
242=TSTLAMP
243=NAHPAD
244=GAKODK
245=NAMNTK
246=UFO
247=AMMOCRAT
248=GAPAVE
249=GAGREEN
; ******* 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=ORCAB
2=DSHP
3=DPOD
4=SCRIN
5=APACHE
6=ORCATRAN
7=TRNSPORT
8=ORCA
; ******* 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=MCV
2=HARV
3=APC
11=4TNK
15=MMCH
16=BIKE
17=SAPC
18=SONIC
19=CAR
21=BUS
22=STNK
23=WINI
24=PICK
27=ART2
29=TTNK
30=HMEC
31=SMECH
32=HVR
34=LPST
35=REPAIR
36=HORV
37=LOCOMOTIVE
38=TRAINCAR
39=SUBTANK
40=BGGY
41=JEEP
42=TRUCKA
43=TRUCKB
44=VISC_SML
45=VISC_LRG
46=ICBM
47=CARGOCAR
48=WEED
49=GHUNTER
50=NHUNTER
; *** 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=TIBTRE01
42=TIBTRE02
43=TIBTRE03
44=VEINTREE
; *** 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).
[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=BTIB01
29=BTIB02
30=BTIB03
31=BTIB04
32=BTIB05
33=BTIB06
34=BTIB07
35=BTIB08
36=BTIB09
37=BTIB10
38=BTIB11
39=BTIB12
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=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