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1=2d36et0qT9Lr8kVU2pFPw3EYSfw= ; RULES.INI ; 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 cell distances or time delays ; are specified as simple floating point number. Distance values are expressed in cells. Time ; values are expressed in minutes. [General] ; crates CrateMinimum=1 ; crates are normally one per human player but never below this number CrateMaximum=255 ; crates can never exceed this quantity CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses CrateRegen=3 ; average minutes between random powerup crate regeneration UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly] WaterCrateChance=20% ; chance that a water crate will be generated rather than land crate [multiplay only] SoloCrateMoney=2000 ; money to give for money crate in solo play missions SilverCrate=HealBase ; solo play silver crate bonus WaterCrate=Money ; solo play water crate bonus WoodCrate=Money ; solo play wood crate bonus ; special weapons ChronoDuration=3 ; time that a unit will remain chronoshifted before returning to start location ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted? ChronoTechLevel=12 ; Tech level at which Chrono facility can create Chrono effect GPSTechLevel=8 ; tech level at which GPS satelite becomes available GapRadius=10 ; radius of gap generator (cells) GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval IronCurtain=.75 ; minutes that Iron Curtain invulnerability lasts ParaTech=5 ; tech level when free para-infantry appears from airstrip ParabombTech=8 ; tech level that parabomb appears free with airfield RadarJamRadius=15 ; cell radius distance that mobile radar jammer is effective SpyPlaneTech=5 ; tech level when free spy plane appears from airstrip BadgerBombCount=2 ; number of badgers used to drop parabombs ; Chrono side effects QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use QuakeDamage=33% ; percentage damage to inflict when time quake occurs VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use VortexDamage=200 ; damage inflicted by vortex discharge VortexRange=10 ; scan for victims up to this distance away [in cells] VortexSpeed=10 ; speed of vortex movement ; repair and refit RefundPercent=200% ; percent of original cost to refund when building/unit is sold ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=5% ; percent cost to fully repair as ratio of full cost RepairRate=.032 ; minutes between applying repair step RepairStep=7 ; hit points to heal per repair 'tick' for buildings URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost URepairStep=20 ; [units only] hit points to heal per repair 'tick' for units ; combat and damage TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft APMineDamage=1000 ; damage to inflict when anti-personnel mine explodes AVMineDamage=1200 ; damage to inflict when anti-vehicle mine explodes AtomDamage=8000 ; damage points when nuclear bomb explodes (regardless of source) BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles BridgeStrength=1000 ; strength of bridge [smaller means more easily destroyed] C4Delay=.03 ; minutes to delay after placing C4 before building will explode Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only) ExpSpread=.3 ; cell damage spread per 256 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 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 OreExplosive=no ; Does the harvester explode big time when destroyed? 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 TreeTargeting=no ; Automatically show target cursor when over trees? 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 and ; parachute bombs have this characteristic. ; 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=.6 ; average minutes that building build-up animation runs GemValue=50 ; gem credits per 'bail' carried by a harvester GoldValue=25 ; gold credits per 'bail' carried by a harvester GrowthRate=2 ; minutes between ore (Tiberium) growth OreGrows=yes ; Does ore grow denser over time? OreSpreads=yes ; Does ore spread into adjacent areas? OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower] SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad? SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold ; audio/visual map controls 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=3 ; gravity constant for ballistic projectiles IdleActionFrequency=.1 ; 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=.03 ; delay between scenario end and ending movie [keep the delay short] ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep] 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 FlashLowPower=yes ; Flash the power bar when power is low? ; computer and movement controls CurleyShuffle=no ; 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=2.75 ; 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 LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied MineAware=yes ; Are friendly units smart enough to avoid friendly mines? Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge SuspendDelay=2 ; minutes that suspended teams will remain suspended SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops TeamDelay=.6 ; interval between checking for and creating teams ; misc FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings? MCVUndeploy=yes ; Allow construction yard to undeploy back into MCV? [Aftermath] NewUnitsEnabled=1 MTankDistance=20 QuakeUnitDamage=45% QuakeBuildingDamage=40% QuakeInfantryDamage=0 QuakeDelay=120 CarrierLaunchDelay=30 ChronoTankDuration=2 EngineerDamage=50% EngineerCaptureLevel=25% ; ******* Theme Controls ******* ; Controls when each theme becomes available in solo play. Each ; theme identifier is given a scenario and owner. The theme will ; become available at that scenario or later and for the specified ; owner only. If no owner is specified, it is presumed to be available ; for all sides. [ThemeControl] BIGF226M=1,Soviet CRUS226M=1,Allies FAC1226M=1,Soviet HELL226M=1 FAC2226M=2,Soviet RUN1226M=2,Soviet TREN226M=3,Soviet WORK226M=3,Allies AWAIT=4 DENSE_R=5,Soviet FOGGER1A=5,Allies MUD1A=6 RADIO2=7,Soviet ROLLOUT=7,Allies SNAKE=8 TERMINAT=9,Soviet TWIN=9,Allies VECTOR1A=10 SMSH226M=11 ; ******* Multiplayer Settings ******* ; These are the multiplayer dialog default settings. Does not apply to ; Westwood chat, only to the in-game dialogs. [MultiplayerDefaults] Money=10000 MaxMoney=10000 ShadowGrow=no Bases=yes OreGrows=yes Crates=yes AIPlayers=no CaptureTheFlag=no ; ******* Special weapon charge times ******* ; The time (minutes) for recharge of these special weapons. [Recharge] Chrono=7 ; chronosphere GPS=8 ; satellite radar IronCurtain=11 ; invulnerability device Nuke=13 ; nuclear missile ParaBomb=14 ; parachute bombs Paratrooper=7 ; paratroopers Saboteur=14 ; para-saboteur Sonar=10 ; sonar pulse SpyPlane=3 ; recon mission ; ******* 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 Aircraft=100 Anim=100 Building=500 Bullet=50 Factory=32 ; 32 is minimum for 8 player game Infantry=500 Overlay=1 ; special case -- only needs one Projectile=20 ; projectile types, not actual projectiles Smudge=1 ; special case -- only needs one Team=60 TeamType=60 Template=1 ; special case -- only needs one Terrain=500 ; trees and rocks TrigType=80 ; trigger types Trigger=200 ; triggers themselves Unit=500 Vessel=100 Warhead=10 ; warhead types, not actual warheads Weapon=55 ; weapon types, not actual weapons ; ******* 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. ; Take note: The computer AI in Red Alert is merely a warmed over version ; of the AI experiment I wrote during the unallocated time in the month ; following C&C's release. It was more than adequate at that time (even ; difficult to beat), but since Red Alert is a very different game, the skirmish ; mode AI is somewhat under-effective. In order to improve the AI ; over this initial experiment, the following controls are provided. It might ; be possible to manipulate these values to achieve a greater challenge when ; playing the computer opponent. [AI] AttackInterval=3 ; average delay between computer attacks AttackDelay=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. OreNearScan=6 ; cell radius to scan when harvesting a single patch of ore OreFarScan=48 ; cells radius to scan when looking for a new ore patch to harvest AutocreateTime=5 ; average minutes between creating an 'autocreate' team InfantryReserve=3000 ; 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=.12 ; ratio of base that should be composed of helipads HelipadLimit=5 ; maximum number of helipads to build AirstripRatio=.12 ; ratio of base that should be composed of airstrips AirstripLimit=5 ; maximum number of airstrips to build CompEasyBonus=yes ; 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 ; ******* 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=4 ; 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=3 ; will scatter from incoming threats [grenades and such] ContentScan=4 ; will consider contents of transport when picking good target Aircraft=4 ; automatically replace aircraft or helicopters 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) [England] [Germany] [France] [Ukraine] [USSR] [Greece] [Turkey] [Spain] ; ******* 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] [Normal] [Difficult] ; ******* Unit Statistics ******* ; Specifies the characteristics of the various game objects. ; 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) ; Cloakable = Is it equipped with a cloaking device (def=no)? ; Cost = cost to build object (in credits) ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)? ; 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) ; Invisible = Is completely and always invisible to enemy (def=no)? ; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all) ; Points = point value for scoring purposes (def=0) ; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement) ; Primary = primary weapon equipped with (def=none) ; Secondary = secondary weapon equipped with (def=none) ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0) ; Reload = time delay between reloads (def=0) ; SelfHealing = Does the object heal automatically up to half strength (def=no)? ; Sight = sight range, in cells (def=1) ; Strength = strength (hit points) of this object ; TechLevel = tech level required to build this [-1 means can't build] (def=-1) ; Sensors = Has sensors to detect nearby cloaked objects (def=no)? ; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)? ; <<< applies only to infantry types >>> ; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)? ; Fraidycat = Is it inherently afraid and will panic easily (def=no)? ; Infiltrate = Can it enter a building like a spy or thief (def=no)? ; IsCanine = Should special case dog logic be applied to this? ; <<< applies only to moving units (not buildings) >>> ; Passengers = number of passengers it may carry (def=0) ; Speed = speed of this object [n/a for buildings] (def=0) ; <<< applies only to terrestrial driving vehicle types >>> ; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)? ; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)? ; NoMovingFire = The vehicle must stop before it can fire (def=no)? ; <<< applies only to building types >>> ; BaseNormal = Considered for building adjacency checks (def=yes)? ; Adjacent = distance allowed to place from other buildings (def=1) ; Bib = Should the building have an attached bib (def=no)? ; Capturable = Can this building be infiltrated by a spy/engineer (def=no)? ; Crewed = Does it contain a crew that can escape (def=no)? ; Power = power output [positive for output, negative for drain] (def=0) ; Powered = Does it require power to function (def=no)? ; Repairable = Can it be repaired (def=yes)? ; Storage = the number of credits this building can store (def=0) ; Unsellable = Cannot sell this building (even if it can be built)? ; WaterBound = Is this building placed on water only (def=no)? ; ******* terrestrial driving vehicle types ******* ; SCUD launcher [V2RL] Prerequisite=weap,dome Primary=SCUD Strength=150 Armor=light TechLevel=4 Sight=5 Speed=7 Owner=allies,soviet Cost=700 Points=40 ROT=5 Tracked=yes Ammo=1 Crewed=yes NoMovingFire=yes ; light tank [1TNK] Owner=allies,soviet ; heavy tank Secondary=Vulcan [3TNK] Owner=allies,soviet ; medium tank [2TNK] Owner=allies,soviet ; Mammoth tank Secondary=MammothTusk [4TNK] Owner=allies,soviet ; mobile radar jammer [MRJ] Owner=allies,soviet ; mobile gap generator [MGG] Owner=allies,soviet ; mobile artillery [ARTY] Owner=allies,soviet ; harvester [HARV] Owner=allies,soviet ; Mobile Construction Vehicle [MCV] Owner=allies,soviet ; Ranger (as in "Ford", not "W.W. II Commando") [JEEP] Owner=allies,soviet ; Armored Personnel Carrier [APC] Owner=allies,soviet ; mine layer Secondary=MammothTusk [MNLY] Owner=allies,soviet Cloakable=yes ; convoy truck [TRUK] Owner=allies,soviet ; Phase Transport [STNK] Owner=allies,soviet ; Heli Carrier [CARR] Owner=allies,soviet ; Chrono Tank [CTNK] Owner=allies,soviet ; Tesla Tank [TTNK] Owner=allies,soviet ; Demolition Truck [DTRK] Owner=allies,soviet ; M.A.D. Tank [QTNK] Owner=allies,soviet ; ******* ship types ******* ; submarine [SS] Owner=allies,soviet ; destroyer [DD] Owner=allies,soviet ; cruiser [CA] Owner=allies,soviet ; transport [LST] Owner=allies,soviet ; gun boat [PT] Owner=allies,soviet ; Missile Submarine [MSUB] Prerequisite=stek Primary=SubSCUD Strength=150 Armor=light TechLevel=9 Sight=6 Speed=5 Owner=allies,soviet Cost=1650 Points=45 ROT=7 Cloakable=yes Inaccurate=no ; ******* infantry types ******* ; attack dog [DOG] Owner=allies,soviet ; rifle soldier [E1] Owner=allies,soviet ; grenadier [E2] Owner=allies,soviet ; rocket soldier [E3] Owner=allies,soviet ; Flamethrower [E4] Owner=allies,soviet ; engineer [E6] Owner=allies,soviet ; spy [SPY] Owner=allies,soviet ; thief [THF] Owner=allies,soviet ; Tanya [E7] Owner=allies,soviet ; field medic [MEDI] Owner=allies,soviet ; field marshal [GNRL] Owner=allies,soviet ; professor Einstein [EINSTEIN] Owner=allies,soviet ; special agent [DELPHI] Owner=allies,soviet ; special agent [CHAN] Owner=allies,soviet ; Shock Trooper [SHOK] Owner=allies,soviet ; field mechanic [MECH] Owner=allies,soviet ; ******* aircraft types ******* ; Badger bomber [BADR] Prerequisite=afld Primary=ParaBomb Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=16 Owner=allies,soviet Cost=10 Points=20 ROT=5 Ammo=10 Passengers=5 ; spy photo-recon plane [U2] Prerequisite=afld Primary=Camera Secondaru Strength=2000 Armor=heavy TechLevel=-1 Sight=0 Speed=40 Owner=allies,soviet Cost=10 Points=5 ROT=7 Ammo=1 ; snapshot film ; jet attack plane [MIG] Owner=allies,soviet ; prop attack plane [YAK] Prerequisite=afld Primary=ChainGun Secondary=ChainGun Strength=60 Armor=light TechLevel=5 Sight=0 Speed=16 Owner=allies,soviet Cost=800 Points=25 ROT=5 Ammo=15 Crewed=yes GuardRange=30 ; transport helicopter [TRAN] Owner=allies,soviet Passengers=10 ; Longbow attack helicopter [HELI] Owner=allies,soviet ; Hind attack helicopter [HIND] Owner=allies,soviet ; ******* building types ******* ; Iron Curtain [IRON] Owner=allies,soviet ; forward command center Adjacent=8 [FCOM] Owner=allies,soviet ; advanced tech center [ATEK] Owner=allies,soviet ; paradox device Adjacent=4 [PDOX] Owner=allies,soviet ; weapons factory [WEAP] Owner=soviet,allies ; ship yard [SYRD] Owner=soviet,allies ; sub pen [SPEN] Owner=soviet,allies ; pill box [PBOX] Owner=allies,soviet ; camouflaged pill box [HBOX] Owner=allies,soviet ; Tesla coil [TSLA] Owner=allies,soviet ; gun turret Adjacent=7 [GUN] Owner=allies,soviet ; anti-aircraft artillery [AGUN] Owner=allies,soviet ; flame turret [FTUR] Owner=allies,soviet ; construction yard [FACT] Owner=allies,soviet ; refinery [PROC] Owner=allies,soviet ; storage silo Adjacent=7 [SILO] Owner=allies,soviet Storage=3000 ; helipad Adjacent=5 [HPAD] Owner=allies,soviet ; radar building Adjacent=9 [DOME] Owner=allies,soviet ; gap generator [GAP] Owner=allies,soviet ; Surface to Air Missile launcher [SAM] Owner=allies,soviet ; big missile silo [MSLO] Owner=soviet,allies ; airstrip [AFLD] Owner=allies,soviet ; normal power plant [POWR] Owner=allies,soviet ; advanced power plant [APWR] Owner=allies,soviet ; Soviet tech center [STEK] Owner=allies,soviet ; Soviet barracks [BARR] Owner=allies,soviet ; Allied training tent [TENT] Owner=allies,soviet ; attack dog training facility [KENN] Owner=allies,soviet ; service depot [FIX] Owner=allies,soviet ; sandbag wall [SBAG] Owner=allies,soviet ; concrete wall [BRIK] Owner=allies,soviet ; wire fence [FENC] Owner=allies,soviet ; auxiliary decorative building [MISS] ; chain link fence [CYCL] ; barb wire fence [BARB] ; wood fence [WOOD] ; barrels [BARL] [BRL3] ; anti-vehicle mine [MINV] ; anti-personnel mine [MINP] ; fakes [FACF] Owner=allies,soviet [WEAF] Owner=allies,soviet [SYRF] Owner=allies,soviet [SPEF] Owner=allies,soviet [DOMF] Owner=allies,soviet ; ******* Weapon Statistics ******* ; The weapons specified here are attached to the various combat ; units and buildings. ; Anim = animation to display as a firing effect ; Burst = number of rapid succession shots from this weapon (def=1) ; Camera = Reveals area around firer (def=no)? ; Charges = Does it have charge-up-before-firing logic (def=no)? ; Damage = the amount of damage (unattenuated) dealt with every bullet ; Projectile = projectile characteristic to use ; ROF = delay between shots [15 = 1 second at middle speed setting] ; Range = maximum cell range ; Report = sound to play when firing ; Speed = speed of projectile to target (100 is maximum) ; Warhead = warhead to attach to projectile ; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)? ; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft? ; Tanya pistol [Colt45] ; anti-aircraft multiple cannon [ZSU-23] ; rapid fire machine gun [Vulcan] ; air-to-surface homing missile (launched from jet) [Maverick] ; camera [Camera] Damage=0 ROF=10 Range=2.75 Projectile=Invisible Speed=100 Warhead=Super Camera=yes ; fireball from flame turret [FireballLauncher] ; hand-held flame thrower type [Flamer] ; sniper rifle [Sniper] ; rapid fire aircraft gun [ChainGun] ; civilian pistol [Pistol] ; rifle soldier weapons (multiple shots) [M1Carbine] ; man-packed anti-tank missile (bazooka type) [Dragon] ; air-to-surface homing missile (launched from helicopter) [Hellfire] ; hand grenade [Grenade] ; small anti-armor cannon [75mm] ; light anti-armor cannon [90mm] ; medium anti-armor cannon [105mm] ; large anti-armor cannon [120mm] ; turret cannon [TurretGun] ; Vehicle carried anti-tank missile [MammothTusk] ; artillery cannon [155mm] ; vehicle mounted machine gun [M60mg] ; napalm bomblets (dropped from plane) [Napalm] Damage=100 ROF=20 Range=4.5 Projectile=Bomblet Speed=5 Warhead=Fire ; Tesla coil zap [TeslaZap] ; anti-aircraft missile (fired from SAM site) [Nike] ; man-packed surface to air missile [RedEye] ; 8 inch cruiser cannon [8Inch] ; gunboat mounted anti-aircraft rocket [Stinger] ; torpedo tube [TorpTube] ; destroyer mounted 2 inch cannon [2Inch] ; anti-submarine weapon [DepthCharge] ; parachute bomb [ParaBomb] ; dog bite [DogJaw] ; medic healing [Heal] ; SCUD launcher [SCUD] Damage=600 ROF=400 Range=10 Projectile=FROG Speed=25 Warhead=HE Report=MISSILE1 ; Aircraft carrier weapon [AirAssault] ; Portable tesla coil weapon [PortaTesla] ; Tesla tank weapon [TTankZap] ; Mr. Goodwrench mechanic's healing weapon [GoodWrench] ; Submarine's scud missile [SubSCUD] ;Damage=400 Damage=40000 ROF=120 ;Range=14 Range=200 Projectile=HeatSeeker Speed=20 ;Warhead=HE Warhead=Nuke Report=MISSILE6 Burst=2 ; Chrono tank's missile [APTusk] ; Demolition truck charge [Democharge] ; ******* Projectile Statistics ******* ; Projectiles describe how and what image to use as the weapon flies ; to its target. Think of the projectile as the "delivery method" used ; to get the warhead to the desired target. ; AA = Can this weapon fire upon flying aircraft (def=no)? ; AG = Can this weapon fire upon ground objects (def=yes)? ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)? ; Animates = Does it animate [this means smoke puffs] (def=no)? ; Arcing = Does it have a ballistic trajectory (def=no)? ; Arm = arming delay (def=0) ; Degenerates = Does the bullet strength weaken as it travels (def=no)? ; Dropping = Does it fall from a starting height (def=no)? ; Frames = number of image frames for animation purposes (def=1) ; Gigundo = Is the projectile larger than normal (def=no)? ; High = Can it fly over walls (def=no)? ; Image = image to use during flight ; Inaccurate = Is it inherently inaccurate (def=no)? ; Inviso = Is the projectile invisible as it travels (def=no)? ; Parachuted = Equipped with a parachute for dropping from plane (def=no)? ; Proximity = Does it blow up when near its target (def=no)? ; ROT = Rate Of Turn [non zero implies homing] (def=0) ; Ranged = Can it run out of fuel (def=no)? ; Rotates = Does the projectile have rotation specific imagery (def=no)? ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes) ; Translucent = Are translucent colors used in artwork (def=no)? ; UnderWater = Does the projectile travel under water? ; invisible flight to target [Invisible] ; special case for dog [LeapDog] ; straight high-speed ballistic shot [Cannon] Image=120MM ; anti aircraft artillery projectile [Ack] ; Sub-surface projectile. [Torpedo] ; Free Rocket Over Ground [FROG] ; small homing missile (targets vehicles best) [HeatSeeker] ; small missile with deadly accuracy [LaserGuided] ; anti aircraft missile [AAMissile] ; lobbed tumbling grenade [Lobbed] ; Depth charge catapult [Catapult] ; dropped from plane tumbling object [Bomblet] ; arcing ballistic projectile [Ballistic] ; parachute bomb [Parachute] Arm=24 RangeLimit=24 High=yes Dropping=yes Parachuted=yes ;Image=PARABOMB ; Allied free radar (GPS satellite) [GPSSatellite] ; Nuclear missile, flying up [NukeUp] ; Nuclear missile, flying down [NukeDown] ; wizard's fireball [Fireball] ; ******* Warhead Characteristics ******* ; This is what gives the "rock, paper, scissors" character to the game. ; It describes how the damage is to be applied to the target. The ; values should take into consideration the 'area of effect'. ; example: Although an armor piercing tank round would instantly ; kill a soldier IF it hit, the anti-infantry rating is still ; very low because the tank round has such a limited area of ; effect, lacks pinpoint accuracy, and acknowledges the fact that ; tanks pose little threat to infantry that take cover. ; Spread = damage spread factor [larger means greater spread] (def=1) ; [A value of 1 means the damage is halved every pixel distant from center point. ; a value of 2 means damage is halved every 2 pixels, etc.] ; Wall = Does this warhead damage concrete walls (def=no)? ; Wood = Does this warhead damage wood walls (def=no)? ; Ore = Does this warhead destroy ore (def=no)? ; Verses = damage value verses various armor types (as percentage of full damage)... ; -vs- none, wood (buildings), light armor, heavy armor, concrete ; Explosion = which explosion set to use when warhead of this type impacts (def=0) ; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke ; InfDeath = which infantry death animation to use (def=0) ; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro ; general multiple small arms fire [SA] Spread=3 Verses=100%,50%,60%,25%,25% Explosion=2 InfDeath=1 ; high explosive (shrapnel) [HE] Spread=6 Wall=yes Wood=yes Verses=90%,75%,60%,25%,100% Explosion=5 InfDeath=2 ; armor piercing (discarding sabot, narrow effect) [AP] Spread=3 Wall=yes Wood=yes Verses=30%,75%,75%,100%,50% Explosion=4 InfDeath=3 ; napalm and fire in general [Fire] Spread=8 Wood=yes Verses=90%,100%,60%,25%,50% Explosion=3 InfDeath=4 ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint] Spread=1 Verses=100%,5%,5%,5%,5% Explosion=1 InfDeath=1 ; special case damage effect (do not use for regular weapons) [Super] Spread=1 Verses=100%,100%,100%,100%,100% InfDeath=5 ; special case to only affect infantry (do not use for regular weapons) [Organic] Spread=0 Verses=100%,0%,0%,0%,0% InfDeath=0 ; Nuclear warhead (same as fire) [Nuke] ;Spread=12 Spread=50 Wall=yes Wood=yes Ore=yes Verses=100%,100%,100%,100%,100% Explosion=6 InfDeath=4 ; Mechanical warhead - doesn't affect infantry (only for mechanic, not weapons) [Mechanical] ; ******* Land Characteristics ******* ; This section specifies the characteristics of the various ; terrain types. The primary purpose is to differentiate the ; movement capabilities. ; Float = % of full speed for ships [0 means impassable] (def=100) ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100) ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100) ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100) ; Buildable = Can buildings be built upon this terrain (def=no)? ; clear grassy terrain [Clear] ; rocky terrain [Rough] ; roads [Road] ; open water [Water] ; cliffs [Rock] ; walls and other man made obstacles [Wall] ; ore (Tiberium) [Ore] ; sandy beach [Beach] ; craggy riverbed [River] ; ******* Random Crate Powerups ******* ; This specifies the chance for the specified crate powerup to appear ; in a 'random' crate. The chance is expressed in the form of 'shares' ; out of the total shares specified. The second parameter is the animation ; to use when this crate is picked up. The third parameter, if present, specifies ; the data value needed for that crate powerup. They mean different things ; for the different powerups. [Powerups] Armor=10,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier) Cloak=0,STEALTH2 ; enable cloaking on nearby objects Darkness=1,EMPULSE ; cloak entire radar map Explosion=5,NONE,500 ; high explosive baddie (damage per explosion) Firepower=10,FPOWER,2.0 ; firepower of nearby objects increased (firepower multiplier) HealBase=1,INVUN ; all buildings to full strength ICBM=1,MISSILE2 ; nuke missile one time shot Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash) Napalm=5,NONE,600 ; fire explosion baddie (damage) ParaBomb=3,PARABOX ; para-bomb raid one time shot Reveal=1,EARTH ; reveal entire radar map Sonar=3,SONARBOX ; one time sonar pulse Speed=10,SPEED,1.7 ; speed of nearby objects increased (speed multiplier) Squad=20,NONE ; squad of random infantry Unit=20,NONE ; vehicle Invulnerability=3,INVULBOX,1.0 ; invulnerability (duration in minutes) TimeQuake=3,TQUAKE ; time quake ; ******* Mission Control ******* ; This specifies the various general behavior characteristics of ; the missions that objects can be assigned. Each of the game objects must ; be in a mission. The mission behavior is generally hard coded into ; the program, but there are some behavior characteristics that can ; be overridden. Don't modify these. ; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)? ; Zombie = Is forced to sit there like a zombie and never recovers (def=no)? ; Recruitable = Can it be recruited into a team or base defense (def=yes)? ; Paralyzed = Is the object frozen in place but can still fire and function (def=no)? ; Retaliate = Is allowed to retaliate while on this mission (def=yes)? ; Scatter = Is allowed to scatter from threats (def=yes)? ; Rate = delay between normal processing (larger = faster game, less responsiveness) ; AARate = anti-aircraft delay rate (if not specifed it uses regular rate). ; Unit sits still and plays dead. [Sleep] ; Unit doesn't fire and is not considered a threat. [Harmless] ; Just like guard mode, but cannot move. [Sticky] ; Special attack mission used by team logic. [Attack] ; Move to destination. [Move] ; Special move to destination after all other queued moves occur. [QMove] ; Run away (possibly leave the map). [Retreat] ; Sit around and engage any enemy that wanders within weapon range. [Guard] ; Enter building or transport for loading purposes. [Enter] ; Engineer entry logic. [Capture] ; Handle harvest ore - dump at refinery loop. [Harvest] ; Guard the general area where the unit starts at. [Area Guard] ; [Return] ; Stop moving and firing at the first available opportunity. [Stop] ; [Ambush] ; Scan for and attack any enemies whereever they may be. [Hunt] ; While dropping off cargo (e.g., APC unloading passengers). [Unload] ; Tanya running to place bomb in building. [Sabotage] ; Buildings use this when building up after initial placement. [Construction] ; Buildings use this when deconstruction after being sold. [Selling] ; Service depot uses this mission to repair attached object. [Repair] ; Special team override mission. [Rescue] ; Missile silo special launch missile mission. [Missile] [Aftermath] NewUnitsEnabled=1 MTankDistance=20 QuakeUnitDamage=45% QuakeBuildingDamage=40% QuakeInfantryDamage=0 QuakeDelay=120 CarrierLaunchDelay=30 ChronoTankDuration=2 EngineerDamage=50% EngineerCaptureLevel=25%