TR 3.5 changes

-281 Removals
+893 Additions
; RULE*.INI - Tiberium Resurrection 3.1 *; RULE*.INI - Tiberium Resurrection 3.5 *
; *** Tiberian Sun Rules ***; *** Tiberian Sun Rules ***
; If placed in game directory, it will override built in values. Values to be used as multipliers; 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; 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; 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; are specified as simple floating point number. Distance values are expressed in cells. Time
; values are expressed in minutes.; values are expressed in minutes.
; If multiple rules files are present, the Name field is used to identify between them.; If multiple rules files are present, the Name field is used to identify between them.
[General][General]
Name=Tiberian Sun -- Official Rules of EngagementName=Tiberian Sun -- Official Rules of Engagement
; veteran factors; veteran factors
VeteranRatio=3.0 ; must destroy this multiple of self-value to become a veteran [per level]VeteranRatio=3.0 ; must destroy this multiple of self-value to become a veteran [per level]
VeteranCombat=.20 ; combat BONUS factor when unit is a veteranVeteranCombat=.20 ; combat BONUS factor when unit is a veteran
VeteranSpeed=.20 ; speed BONUS factor when unit is a veteranVeteranSpeed=.20 ; speed BONUS factor when unit is a veteran
VeteranSight=.25 ; sight range BONUS when unit is a veteranVeteranSight=.25 ; sight range BONUS when unit is a veteran
VeteranArmor=.25 ; armor BONUS when unit is a veteranVeteranArmor=.25 ; armor BONUS when unit is a veteran
VeteranROF=.20 ; rate of fire BONUS when unit is a veteranVeteranROF=.20 ; rate of fire BONUS when unit is a veteran
VeteranCap=2 ; maximum veteran level that can be obtainedVeteranCap=2 ; maximum veteran level that can be obtained
InitialVeteran=no ; Do initial forces start as veterans?InitialVeteran=no ; Do initial forces start as veterans?
; repair and refit; repair and refit
RefundPercent=50% ; percent of original cost to refund when building/unit is soldRefundPercent=50% ; percent of original cost to refund when building/unit is sold
ReloadRate=.5 ; minutes to reload each ammo point for aircraft or helicoptersReloadRate=.5 ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=25% ; percent cost to fully repair as ratio of full costRepairPercent=25% ; percent cost to fully repair as ratio of full cost
RepairRate=.016 ; minutes between applying repair stepRepairRate=.016 ; minutes between applying repair step
RepairStep=7 ; hit points to heal per repair 'tick'RepairStep=7 ; hit points to heal per repair 'tick'
URepairRate=.016 ; [units only] minutes between applying repair stepURepairRate=.016 ; [units only] minutes between applying repair step
IRepairRate=.001 ; [infantry only] minutes between applying repair stepIRepairRate=.003 ; [infantry only] minutes between applying repair step
IRepairStep=2 ; [infantry only] hit points to heal per repair 'tick' for infantryIRepairStep=2 ; [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]TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
; income and production; income and production
;BailCount=28 ; number of 'bails' carried by a harvester;BailCount=28 ; number of 'bails' carried by a harvester
BuildSpeed=.63 ; general build speed [time (in minutes) to produce a 1000 credit cost item]BuildSpeed=.60 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06 ; average minutes that building build-up animation runsBuildupTime=.06 ; average minutes that building build-up animation runs
GrowthRate=5 ; minutes between ore (Tiberium) growthGrowthRate=5 ; minutes between ore (Tiberium) growth
TiberiumGrows=yes ; Does ore grow denser over time?TiberiumGrows=yes ; Does ore grow denser over time?
TiberiumSpreads=yes ; Does ore spread into adjacent areas?TiberiumSpreads=yes ; Does ore spread into adjacent areas?
SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad?SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad?
SurvivorRate=.2 ; fraction of building cost to be converted to survivors when soldSurvivorRate=.2 ; 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 survivorsSurvivorDivisor=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 detectedPlacementDelay=.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 missileWeedCapacity=56 ; Amount of weed that needs to be harvested by a house in order to build the chem missile
; computer and movement controls; computer and movement controls
CurleyShuffle=yes ; Should helicopter shuffle position between shots [as in C&C]?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 baseBaseBias=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 threatBaseDefenseDelay=.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.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 powerDamageDelay=1 ; minutes between applying trivial structure damage when low on power
GameSpeedBias=1 ; multiplier to overall game object movement speedGameSpeedBias=1 ; multiplier to overall game object movement speed
Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup actionStray=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 submergeCloakDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
SuspendDelay=2 ; minutes that suspended teams will remain suspendedSuspendDelay=2 ; minutes that suspended teams will remain suspended
SuspendPriority=1 ; teams with less than this priority will suspend during base defense opsSuspendPriority=1 ; teams with less than this priority will suspend during base defense ops
FlightLevel=600 ; typical flight level for aircraft [above ground level]FlightLevel=600 ; typical flight level for aircraft [above ground level]
MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles haveMissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have
MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles haveMissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have
TeamDelays=2250,2700,3600 ; interval between checking for and creating teams, by difficulty levelTeamDelays=350,700,1400 ; 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 levelAIHateDelays=50,100,200 ; 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 beginAIAlternateProductionCreditCutoff=3000 ; when the AI house has less credits than this it will begin
; to spend money more conservatively ; to spend money more conservatively
NodAIBuildsWalls=noNodAIBuildsWalls=no
AIBuildsWalls=noAIBuildsWalls=no
MultiplayerAICM=250,200,100MultiplayerAICM=5000,3000,1000
HealScanRadius=5 ; how far should medic-type units scan for targets? Used to override the rangeHealScanRadius=5 ; 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 ; of these units, because they need to have very short ranges
FillEarliestTeamProbability=100,80,60 ; (by difficulty level, from hardest to easiest)FillEarliestTeamProbability=100,200,300 ; (by difficulty level, from hardest to easiest)
MinimumAIDefensiveTeams=4,3,2 ; (by difficulty level, from hardest to easiest)MinimumAIDefensiveTeams=0,1,1 ; (by difficulty level, from hardest to easiest)
MaximumAIDefensiveTeams=6,5,4 ; " "MaximumAIDefensiveTeams=6,5,4 ; " "
TotalAITeamCap=14,12,10 ; (by difficulty level, from hardest to easiest)TotalAITeamCap=50,25,12 ; (by difficulty level, from hardest to easiest)
UseMinDefenseRule=yesUseMinDefenseRule=no
DissolveUnfilledTeamDelay=9000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only)DissolveUnfilledTeamDelay=3000 ; 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 thisLargeVisceroid=VISC_LRG ; when two small visceroids combine they turn into this
SmallVisceroid=VISC_SML ; when infantry transmorgifies into a visceroidSmallVisceroid=VISC_SML ; when infantry transmorgifies into a visceroid
; controls how the computer AI scores potential ion cannon targets; 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; 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; 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; production on an object to finish if that object is the best target; in this way all three
; difficulty levels are different.; difficulty levels are different.
AIIonCannonConYardValue=100,100,100AIIonCannonConYardValue=100,100,100
AIIonCannonWarFactoryValue=50,50,50AIIonCannonWarFactoryValue=50,50,50
AIIonCannonPowerValue=10,10,40AIIonCannonPowerValue=10,10,40
AIIonCannonEngineerValue=30,30,5AIIonCannonEngineerValue=30,30,5
AIIonCannonThiefValue=20,20,5AIIonCannonThiefValue=20,20,5
AIIonCannonHarvesterValue=1,1,1AIIonCannonHarvesterValue=1,1,1
AIIonCannonMCVValue=150,150,20AIIonCannonMCVValue=150,150,20
AIIonCannonAPCValue=15,15,15AIIonCannonAPCValue=15,15,15
AIIonCannonBaseDefenseValue=35,35,35AIIonCannonBaseDefenseValue=35,35,35
AIIonCannonPlugValue=40,40,40AIIonCannonPlugValue=40,40,40
AIIonCannonHelipadValue=20,20,20AIIonCannonHelipadValue=20,20,20
AIIonCannonTempleValue=40,40,40AIIonCannonTempleValue=40,40,40
; Ion storm control; Ion storm control
IonLightningFrequency=10 ; Percent chance that lightning will strike this frameIonLightningFrequency=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.IonLightningRandomness=90 ; Percent chance that the lightning will strike a random cell instead of an object.
IonLightningDamage=300 ; Damage done by lightning strike.IonLightningDamage=300 ; Damage done by lightning strike.
IonStormDuration=120 ; Default ion storm duration in deconds. This is overriden by the trigger control.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.IonStormWarning=31 ; Warning time in seconds before an Ion Storm hits.
IonStorms=no ; Are random ion storms going to appear?IonStorms=no ; Are random ion storms going to appear?
IonStormWarhead=IonWH ; Warhead used by ion storm strike.IonStormWarhead=IonWH ; Warhead used by ion storm strike.
; misc; misc
FogOfWar=no ; Is fog of war enabled?FogOfWar=no ; Is fog of war enabled?
Visceroids=no ; Are randomly appearing visceroids going to occur?Visceroids=no ; Are randomly appearing visceroids going to occur?
Meteorites=no ; Are tiberium meteorites going to occur?Meteorites=no ; Are tiberium meteorites going to occur?
CrewEscape=50% ; percent chance that crew will escape from destroyed vehicleCrewEscape=50% ; percent chance that crew will escape from destroyed vehicle
CameraRange=9 ; distance around spy camera to reveal mapCameraRange=9 ; distance around spy camera to reveal map
FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
Pilot=E1 ; pilot type that parachutes out of aircraftPilot=E1 ; pilot type that parachutes out of aircraft
Crew=E1 ; soldier that emerges from destroyed unit or buildingCrew=E1 ; soldier that emerges from destroyed unit or building
Technician=CTECH ; civilian infantry type to serve as technician survivor [should be armed variety]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]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 enemyDisguise=E1 ; infantry type to appear as when disguised and viewed by the enemy
Paratrooper=E1 ; infantry that is dropped as a paratrooperParatrooper=E1 ; infantry that is dropped as a paratrooper
; droppod flight characteristics; droppod flight characteristics
DropPodWeapon=DropGun ; weapon mounted on drop podDropPodWeapon=DropGun ; weapon mounted on drop pod
DropPodHeight=2000 ; height above ground that drop pods appear atDropPodHeight=2000 ; height above ground that drop pods appear at
DropPodSpeed=75 ; speed of drop pod's descentDropPodSpeed=75 ; speed of drop pod's descent
DropPodAngle=0.79 ; angle of descent for drop pod [radians; .40=flat,1.18=steep]DropPodAngle=0.79 ; angle of descent for drop pod [radians; .40=flat,1.18=steep]
; hover vehicle characteristics; hover vehicle characteristics
HoverHeight=120 ; height of hovering vehiclesHoverHeight=120 ; height of hovering vehicles
HoverDampen=40% ; dampening effect on hover vehicle bouncinessHoverDampen=40% ; dampening effect on hover vehicle bounciness
HoverBob=.04 ; time between hover 'bobs'HoverBob=.04 ; time between hover 'bobs'
HoverBoost=150% ; hover speed when traveling on straight awayHoverBoost=150% ; hover speed when traveling on straight away
HoverAcceleration=.02 ; time to accelerate to full speedHoverAcceleration=.02 ; time to accelerate to full speed
HoverBrake=.03 ; time to decelerate to full stopHoverBrake=.03 ; time to decelerate to full stop
; subterrainean vehicle characteristics; subterrainean vehicle characteristics
TunnelSpeed=1TunnelSpeed=1
; production & power effects; production & power effects
MultipleFactory=1 ; factory bonus for multiples [1=full bonus, 0=no bonus] (def=1)MultipleFactory=1 ; factory bonus for multiples [1=full bonus, 0=no bonus] (def=1)
MinProductionSpeed=.5 ; minimum production speed as result of low power (def=.5)MinProductionSpeed=.5 ; minimum production speed as result of low power (def=.5)
; hack section; hack section
GDIGateOne=GAGATE_A ; these buildings affect nearby walls, so I need to know what they areGDIGateOne=GAGATE_A ; these buildings affect nearby walls, so I need to know what they are
GDIGateTwo=GAGATE_BGDIGateTwo=GAGATE_B
WallTower=GACTWRWallTower=GASTWR
NodGateOne=NAGATE_ANodGateOne=NAGATE_A
NodGateTwo=NAGATE_BNodGateTwo=NAGATE_B
NodRegularPower=NAPOWRNodRegularPower=NAPOWR
NodAdvancedPower=NAAPWRNodAdvancedPower=NAAPWR
GDIPowerPlant=GAPOWRGDIPowerPlant=GAPOWR
GDIPowerTurbine=GAPOWRUPGDIPowerTurbine=GAPOWRUP
GDIHunterSeeker=GHUNTERGDIHunterSeeker=GHUNTER
NodHunterSeeker=NHUNTERNodHunterSeeker=NHUNTER
GDIFirestormGenerator=GAFIREGDIFirestormGenerator=GAFIRE
RepairBay=GADEPT ; building to go to when in need of repairsRepairBay=GADEPT ; building to go to when in need of repairs
BaseUnit=MCV ; unit to consider "home" when no buildings are presentBaseUnit=MCV ; unit to consider "home" when no buildings are present
HarvesterUnit=HARV ; preferred unit(s) to build for harvesting purposesHarvesterUnit=HARV ; 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,ORCAB ; aircraft that can be produced (and land at) a helipad (or ground)
; Bret's hack section; Bret's hack section
TreeStrength=200 ; 25TreeStrength=100 ; 25
WindDirection=1 ; Direction of wind (gets converted to a FacingType, so 0 is northWindDirection=1 ; Direction of wind (gets converted to a FacingType, so 0 is north
; and increasing numbers rotate clockwise) ; and increasing numbers rotate clockwise)
TrackedUphill=.5 ; coefficient for tracked vehicle movement uphillTrackedUphill=.5 ; coefficient for tracked vehicle movement uphill
TrackedDownhill=1.1 ; coefficient for tracked vehicle movement downhillTrackedDownhill=1.1 ; coefficient for tracked vehicle movement downhill
WheeledUphill=.5 ; coefficient for wheeled vehicle movement uphillWheeledUphill=.5 ; coefficient for wheeled vehicle movement uphill
WheeledDownhill=1.2 ; coefficient for wheeled vehicle movement downhillWheeledDownhill=1.2 ; coefficient for wheeled vehicle movement downhill
LeptonsPerSightIncrease=2000 ;how high does a unit have to go before it can see farther?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?LeptonsPerFireIncrease=2000 ; how high does a unit have to go before it can fire farther?
AttackingAircraftSightRange=6AttackingAircraftSightRange=6
BlendedFog=yes ; should we blend the fog (as opposed to dither it)BlendedFog=yes ; should we blend the fog (as opposed to dither it)
CliffBackImpassability=2 ; how impassable is it behind cliffs? (0 = minimal, 2 = maximal)CliffBackImpassability=2 ; how impassable is it behind cliffs? (0 = minimal, 2 = maximal)
IceCrackingWeight=2.0 ; objects weighing more than this will crack iceIceCrackingWeight=2.0 ; objects weighing more than this will crack ice
IceBreakingWeight=4.0 ; objects weighing more than this well break through iceIceBreakingWeight=4.0 ; objects weighing more than this well break through ice
CloakingStages=9CloakingStages=9
TiberiumTransmogrify=40TiberiumTransmogrify=40
TreeFlammability=.05TreeFlammability=.05
CraterLevel=1 ; controls how big the craters from meteorites are.CraterLevel=1 ; controls how big the craters from meteorites are.
; 0 is no cratering, while 4 is the largest craters. ; 0 is no cratering, while 4 is the largest craters.
;StatisticTimeInterval=30; controls how many seconds pass between statistic calculations, for score screen graphs;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)BridgeVoxelMax=3 ; maximum debris from each destroyed bridge section (def=3)
WallBuildSpeedCoefficient=.5 ; how much faster than normal objects do walls build?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?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?BestLowPowerBuildRateCoefficient=.75 ; what is the highest the build rate can get when in a low power condition?
AllowShroudedSubteranneanMoves=trueAllowShroudedSubteranneanMoves=true
AircraftFogReveal=7AircraftFogReveal=7
MaximumQueuedObjects=9MaximumQueuedObjects=9
MaxWaypointPathLength=20MaxWaypointPathLength=20
; firestorm defense controls; firestorm defense controls
ChargeToDrainRatio=.333ChargeToDrainRatio=.333
DamageToFirestormDamageCoefficient=.1DamageToFirestormDamageCoefficient=.1
; veinhole monster parameters; veinhole monster parameters
; VeinholeMonsterStrength=1000 ; no longer used. To modify veinhole monster strength, edit the [VEINTREE] entry; VeinholeMonsterStrength=1000 ; no longer used. To modify veinhole monster strength, edit the [VEINTREE] entry
VeinholeGrowthRate=500 ; was 3000VeinholeGrowthRate=500 ; was 3000
VeinholeShrinkRate=100 ; was 500VeinholeShrinkRate=100 ; was 500
MaxVeinholeGrowth=1500MaxVeinholeGrowth=1500
VeinDamage=5VeinDamage=5
VeinholeTypeClass=VEINTREEVeinholeTypeClass=VEINTREE
; AI trigger weighting parameters; AI trigger weighting parameters
AITriggerSuccessWeightDelta=5AITriggerSuccessWeightDelta=10 ;5
AITriggerFailureWeightDelta=-5AITriggerFailureWeightDelta=-10 ; -20
AITriggerTrackRecordCoefficient=1AITriggerTrackRecordCoefficient=1
; Some spotlight controls; Some spotlight controls
SpotlightSpeed=.015 ; speed in radiansSpotlightSpeed=.015 ; speed in radians
SpotlightMovementRadius=0 ; offset of center of arc sweepSpotlightMovementRadius=0 ; offset of center of arc sweep
SpotlightLocationRadius=1000 ; offset from buildingSpotlightLocationRadius=1000 ; offset from building
SpotlightAcceleration=.0025 ; acceleration in radiansSpotlightAcceleration=.0025 ; acceleration in radians
SpotlightAngle=360 ; maximum suggest angle of arc sweepSpotlightAngle=360 ; maximum suggest angle of arc sweep
; Controls for radar events; Controls for radar events
; The events, in order, are:; The events, in order, are:
; (1) Generic Combat Event,; (1) Generic Combat Event,
; (2) Generic Noncombat Event,; (2) Generic Noncombat Event,
; (3) Dropzone Event,; (3) Dropzone Event,
; (4) Base Under Attack Event,; (4) Base Under Attack Event,
; (5) Harvester Under Attack Event,; (5) Harvester Under Attack Event,
; (6) Enemy Object Sensed Event; (6) Enemy Object Sensed Event
; So, for example, to change the visibility duration of the Harvester Under Attack 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; you would change the fifth number in the list for RadarEventVisibilityDurations
;;
RadarEventSuppressionDistances=8, 8, 8, 8, 8, 6 ; suppression distance in cellsRadarEventSuppressionDistances=8, 8, 8, 8, 8, 6 ; suppression distance in cells
RadarEventVisibilityDurations=200,200,200,200,200,200 ; event visibility in framesRadarEventVisibilityDurations=200,200,200,200,200,200 ; event visibility in frames
RadarEventDurations=400,400,400,400,400,400 ; event duration in framesRadarEventDurations=400,400,400,400,400,400 ; event duration in frames
FlashFrameTime=7FlashFrameTime=7
RadarCombatFlashTime=49 ; this should ALWAYS be an odd multiple of FlashFrameTime, ie RadarCombatFlashTime / FlashFrameTime should be an odd numberRadarCombatFlashTime=49 ; this should ALWAYS be an odd multiple of FlashFrameTime, ie RadarCombatFlashTime / FlashFrameTime should be an odd number
RadarEventMinRadius=8RadarEventMinRadius=8
RadarEventSpeed=1.2RadarEventSpeed=1.2
RadarEventRotationSpeed=.05RadarEventRotationSpeed=.05
RadarEventColorSpeed=.1RadarEventColorSpeed=.1
RevealTriggerRadius=9 ; the sight range of a "reveal around waypoint" trigger, 10 is maximumRevealTriggerRadius=9 ; the sight range of a "reveal around waypoint" trigger, 10 is maximum
; id holders for particle systems and voxel debris; id holders for particle systems and voxel debris
ExplosiveVoxelDebris=GASTANK,PIECE ; name of explosive voxel debrisExplosiveVoxelDebris=GASTANK,PIECE ; name of explosive voxel debris
TireVoxelDebris=TIRE ; name of tire voxel debrisTireVoxelDebris=TIRE ; name of tire voxel debris
ScrapVoxelDebris=PIECE ; name of scrap metal voxel debrisScrapVoxelDebris=PIECE ; name of scrap metal voxel debris
OKBuildingSmokeSystem=SmokeStackSysOKBuildingSmokeSystem=SmokeStackSys
DamagedBuildingSmokeSystem=SmallSmokeSysDamagedBuildingSmokeSystem=SmallSmokeSys
DamagedUnitSmokeSystem=VSSmokeSysDamagedUnitSmokeSystem=VSSmokeSys
DebrisSmokeSystem=VSSmokeSysDebrisSmokeSystem=VSSmokeSys
; Building prerequisite categories are specified here.; Building prerequisite categories are specified here.
PrerequisitePower=GAPOWR,NAPOWR,NAAPWRPrerequisitePower=GAPOWR,NAPOWR,NAAPWR
PrerequisiteFactory=GAWEAP,NAWEAP,DGWEAP,DNWEAPPrerequisiteFactory=GAWEAP,NAWEAP,DGWEAP,DNWEAP,GAWEAP2,NAWEAP2
PrerequisiteGDIFactory=GAWEAP,DGWEAPPrerequisiteGDIFactory=GAWEAP,DGWEAP,GAWEAP2
PrerequisiteNodFactory=NAWEAP,DNWEAPPrerequisiteNodFactory=NAWEAP,DNWEAP,NAWEAP2
PrerequisiteBarracks=NAHAND,GAPILEPrerequisiteBarracks=NAHAND,GAPILE,NAHAND2,GAPILE2
PrerequisiteRadar=GARADR,NARADRPrerequisiteRadar=GARADR,NARADR
PrerequisiteTech=GATECH,NATECHPrerequisiteTech=GATECH,NATMPL
; hunter seeker controls; hunter seeker controls
HunterSeekerDetonateProximity=150HunterSeekerDetonateProximity=150
HunterSeekerDescendProximity=700HunterSeekerDescendProximity=700
HunterSeekerAscentSpeed=40HunterSeekerAscentSpeed=40
HunterSeekerDescentSpeed=50HunterSeekerDescentSpeed=50
HunterSeekerEmergeSpeed=6HunterSeekerEmergeSpeed=6
; default threat evaluation controls; default threat evaluation controls
MyEffectivenessCoefficientDefault=200MyEffectivenessCoefficientDefault=200
TargetEffectivenessCoefficientDefault=-200TargetEffectivenessCoefficientDefault=-200
TargetSpecialThreatCoefficientDefault=200TargetSpecialThreatCoefficientDefault=200
TargetStrengthCoefficientDefault=-200TargetStrengthCoefficientDefault=-200
TargetDistanceCoefficientDefault=-10TargetDistanceCoefficientDefault=-2
; defaults for dumb threat evaluation; defaults for dumb threat evaluation
DumbMyEffectivenessCoefficient=200DumbMyEffectivenessCoefficient=200
DumbTargetEffectivenessCoefficient=200DumbTargetEffectivenessCoefficient=200
DumbTargetSpecialThreatCoefficient=200DumbTargetSpecialThreatCoefficient=200
DumbTargetStrengthCoefficient=200DumbTargetStrengthCoefficient=2.00
DumbTargetDistanceCoefficient=-1DumbTargetDistanceCoefficient=-2
EnemyHouseThreatBonus=400EnemyHouseThreatBonus=400
; ******* Jumpjet Flight rules *******; ******* Jumpjet Flight rules *******
; Jumpjet movement controls; Jumpjet movement controls
[JumpjetControls][JumpjetControls]
TurnRate=5TurnRate=5
Speed=15Speed=15
Climb=5Climb=5
CruiseHeight=500 ; cruiseheight should be higher than a bridge, just to be safeCruiseHeight=500 ; cruiseheight should be higher than a bridge, just to be safe
Acceleration=2Acceleration=2
WobblesPerSecond=.15 ; was .25WobblesPerSecond=.15 ; was .25
WobbleDeviation=40 ; was 40WobbleDeviation=40 ; was 40
[LEVITATION][LEVITATION]
Drag=0.1 ; rate that jellyfish slows downDrag=0.1 ; rate that jellyfish slows down
; max velocity that jellyfish can move again when... ; max velocity that jellyfish can move again when...
MaxVelocityWhenHappy=5.0 ; ...just puttering aroundMaxVelocityWhenHappy=5.0 ; ...just puttering around
MaxVelocityWhenFollowing=4.5 ; ...going someplace in particularMaxVelocityWhenFollowing=4.5 ; ...going someplace in particular
MaxVelocityWhenPissedOff=10.0 ; ...tracking down some mofoMaxVelocityWhenPissedOff=10.0 ; ...tracking down some mofo
AccelerationProbability=0.01 ; Chance happy jellyfish will "puff"AccelerationProbability=0.01 ; Chance happy jellyfish will "puff"
AccelerationDuration=20 ; How long a puff accelerates the jellyfishAccelerationDuration=20 ; How long a puff accelerates the jellyfish
Acceleration=0.75 ; How much a puff acceleratesAcceleration=0.75 ; How much a puff accelerates
InitialBoost=2.0 ; How much of an initial speed boost does jellyfish get when puffingInitialBoost=2.0 ; How much of an initial speed boost does jellyfish get when puffing
;BounceVelocity=3.5 ; How fast does jellyfish bounce away after hitting a wall. Don't screw with this;BounceVelocity=3.5 ; How fast does jellyfish bounce away after hitting a wall. Don't screw with this
;CollisionWaitDuration=15 ; How long does jellyfish wait before puffing after hitting a wall?;CollisionWaitDuration=15 ; How long does jellyfish wait before puffing after hitting a wall?
MaxBlockCount=3 ; How many times will jellyfish block against a wall before giving up on destination?MaxBlockCount=3 ; How many times will jellyfish block against a wall before giving up on destination?
PropulsionSoundEffect=FLOATMOV,FLOTMOV2,FLOTMOV3,FLOTMOV4 ; Sound effect when puffingPropulsionSoundEffect=FLOATMOV,FLOTMOV2,FLOTMOV3,FLOTMOV4 ; Sound effect when puffing
IntentionalDeacceleration=1.0 ; How fast does it deaccelerate when it wants to? (When going to waypoint or target)IntentionalDeacceleration=1.0 ; How fast does it deaccelerate when it wants to? (When going to waypoint or target)
IntentionalDriftVelocity =12.0 ; How fast does it move when it is near its target?IntentionalDriftVelocity =12.0 ; How fast does it move when it is near its target?
ProximityDistance=3.0 ; How close before special deacceleration & drift logic take over?ProximityDistance=3.0 ; How close before special deacceleration & drift logic take over?
; ******* Special Weapon rules *******; ******* Special Weapon rules *******
; Special weapon rules are specified here.; Special weapon rules are specified here.
[SpecialWeapons][SpecialWeapons]
HSBuilding=GAPLUG,NATMPL ; list of buildings the hunter seeker tries to pop out ofHSBuilding=GAPLUG,NATMPL ; list of buildings the hunter seeker tries to pop out of
NukeWarhead=Nuke ; warhead used by falling nuke missileNukeWarhead=Nuke ; warhead used by falling nuke missile
NukeDown=NukeDown ; nuclear missile as it descendsNukeDown=NukeDown ; nuclear missile as it descends
NukeProjectile=NukeUp ; nuclear missile (from silo) projectile to launchNukeProjectile=NukeUp ; nuclear missile (from silo) projectile to launch
EMPulseWarhead=EMPuls ; warhead used by falling nuke missileEMPulseWarhead=EMPuls ; warhead used by falling nuke missile
EMPulseProjectile=PulsPr ; nuclear missile (from silo) projectile to launchEMPulseProjectile=PulsPr ; nuclear missile (from silo) projectile to launch
; ******* Audio / Visual rules *******; ******* Audio / Visual rules *******
; General controls that deal with audio or visual appearance of; General controls that deal with audio or visual appearance of
; the game or the units therein are specified here.; the game or the units therein are specified here.
[AudioVisual][AudioVisual]
UnloadingHarvester=HORV ; harvester image to use when unloading tiberiumUnloadingHarvester=HORV ; harvester image to use when unloading tiberium
PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc)PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc)
DropPodPuff=DROPEXP ; animation to play when drop pod hits the groundDropPodPuff=DROPEXP ; animation to play when drop pod hits the ground
WaypointAnimationSpeed=10 ; how fast do the waypoint markers animate?WaypointAnimationSpeed=10 ; how fast do the waypoint markers animate?
BarrelExplode=EXPLOLRG ; exploding crates animationBarrelExplode=EXPLOLRG ; exploding crates animation
BarrelDebris=GASTANK,PIECE ; exploding crate debris listBarrelDebris=GASTANK,PIECE ; exploding crate debris list
BarrelParticle=SmallGreySSysBarrelParticle=SmallGreySSys
Wake=WAKE2 ; wake effect when traveling on/over waterWake=WAKE2 ; wake effect when traveling on/over water
VeinAttack=VEINATACVeinAttack=VEINATAC
DropPod=DROPPOD,DROPPOD2,DROPPODY,DROPPODY2 ; mark to leave after drop pod landsDropPod=DROPPOD,DROPPOD2,DROPPODY,DROPPODY2 ; 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 aroundDeadBodies=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,DBRS10SMMetallicDebris=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 effectBridgeExplosions=TWLT026,TWLT036,TWLT050,TWLT070 ; the explosions to use for the bridge explosion effect
DigSound=SUBDRIL1 ; sound when digging into the groundDigSound=SUBDRIL1 ; sound when digging into the ground
Dig=DIG ; anim to play when unit digs into groundDig=DIG ; anim to play when unit digs into ground
IonBlast=RING1 ; initial anim when ion cannon hitsIonBlast=RING1 ; initial anim when ion cannon hits
IonBeam=IONBEAMIonBeam=IONBEAM
InfantryExplode=S_BANG34 ; animation when infantry just explodesInfantryExplode=S_BANG34 ; animation when infantry just explodes
AtmosphereEntry=PODRING ; animation to use when drop pod enters atmosphereAtmosphereEntry=PODRING ; animation to use when drop pod enters atmosphere
GateUp=GATEUP1 ; sound of gate risingGateUp=GATEUP1 ; sound of gate rising
GateDown=GATEDWN1 ; sound of gate loweringGateDown=GATEDWN1 ; sound of gate lowering
ShroudGrow=no ; Does the shroud grow back over time?ShroudGrow=no ; Does the shroud grow back over time?
ScrollMultiplier=.07 ; multiplier to default scroll speedScrollMultiplier=.07 ; multiplier to default scroll speed
ShakeScreen=400 ; divide object strength by this to determine if the screen shakes when destroyedShakeScreen=400 ; divide object strength by this to determine if the screen shakes when destroyed
CloakSound=CLOAK5 ; sound of cloaking or decloakingCloakSound=CLOAK5 ; sound of cloaking or decloaking
SellSound=CASHTURN ; sound of selling objects (typically buildings)SellSound=CASHTURN ; sound of selling objects (typically buildings)
GameClosed=BLEEP1 ; game closed soundGameClosed=BLEEP1 ; game closed sound
IncomingMessage=Message1 ; incoming message soundIncomingMessage=Message1 ; incoming message sound
SystemError=BOOP ; system error soundSystemError=BOOP ; system error sound
OptionsChanged=Notify ; options have changed soundOptionsChanged=Notify ; options have changed sound
GameForming=GAMEFRM1 ; game forming soundGameForming=GAMEFRM1 ; game forming sound
PlayerLeft=BOOP ; player has left soundPlayerLeft=BOOP ; player has left sound
PlayerJoined=BOOP ; player has joined soundPlayerJoined=BOOP ; player has joined sound
Construction=BOOP ; sound of building constructionConstruction=BOOP ; sound of building construction
CreditTicks=CREDUP1,CREDDWN1 ; credit tick up and down soundsCreditTicks=CREDUP1,CREDDWN1 ; credit tick up and down sounds
CrumbleSound=CRMBLE2 ; building crumble sound when building is completely destroyedCrumbleSound=CRMBLE2 ; building crumble sound when building is completely destroyed
BuildingSlam=PLACE2 ; placing building down soundBuildingSlam=PLACE2 ; placing building down sound
RadarOn=COMMUP1 ; radar activation soundRadarOn=COMMUP1 ; radar activation sound
RadarOff=RADARDN1 ; radar deactivation soundRadarOff=RADARDN1 ; radar deactivation sound
ScoldSound=SCOLD8 ; generic scold soundScoldSound=SCOLD8 ; generic scold sound
TeslaCharge=OBELPOWR ; tesla charge up soundTeslaCharge=OBELPOWR ; tesla charge up sound
TeslaZap=OBELRAY1 ; tesla zap soundTeslaZap=OBELRAY1 ; tesla zap sound
BlowupSound=EXPNEW01 ; sound when building is damaged to half strengthBlowupSound=EXPNEW01 ; sound when building is damaged to half strength
ChuteSound=BOOP ; parachute deploy soundChuteSound=BOOP ; parachute deploy sound
GenericClick=CLICKY1 ; generic click soundGenericClick=CLICKY1 ; generic click sound
GenericBeep=BLEEP1 ; generic beep soundGenericBeep=BLEEP1 ; generic beep sound
BuildingDrop=PLACE2 ; sound of building being placed downBuildingDrop=PLACE2 ; sound of building being placed down
StopSound=Notify ;Sound when units are commanded to stopStopSound=Notify ;Sound when units are commanded to stop
GuardSound=Notify ;Sound when units are commanded to guardGuardSound=Notify ;Sound when units are commanded to guard
ScatterSound=Notify ;Sound when units are commanded to scatterScatterSound=Notify ;Sound when units are commanded to scatter
DeploySound=27-I002 ;Sound when units are commanded to deployDeploySound=27-I002 ;Sound when units are commanded to deploy
LightningSound= ; Commented out because sound was way too annoying (AI)LightningSound= ; Commented out because sound was way too annoying (AI)
TreeFire=FIRE2,FIRE1 ; small and large fires to attach to burning treesTreeFire=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]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 logicFlamingInfantry=FLAMEGUY ; anim to use for special onfire infantry logic
Smoke=xxxx ; smoke that rises from the ground after a building explosionSmoke=xxxx ; smoke that rises from the ground after a building explosion
FirestormActiveAnim=GAFSDF_AFirestormActiveAnim=GAFSDF_A
FirestormIdleAnim=FSIDLEFirestormIdleAnim=FSIDLE
FirestormGroundAnim=FSGRNDFirestormGroundAnim=FSGRND
FirestormAirAnim=FSAIRFirestormAirAnim=FSAIR
MoveFlash=RING ; movement destination click feedback animationMoveFlash=RING ; movement destination click feedback animation
Parachute=PARACH ; big parachute used for paratroopersParachute=PARACH ; big parachute used for paratroopers
BombParachute=PARABOMB ; parachute used for parabombs and other parachuted ordinanceBombParachute=PARABOMB ; parachute used for parabombs and other parachuted ordinance
SmallFire=FIRE3 ; animation for small fire [used after napalm]SmallFire=FIRE3 ; animation for small fire [used after napalm]
LargeFire=FIRE2 ; animation for large fire [used after napalm]LargeFire=FIRE2 ; animation for large fire [used after napalm]
AllyReveal=yes ; Allies automatically reveal radar maps to each other?AllyReveal=yes ; Allies automatically reveal radar maps to each other?
ConditionRed=25% ; when damaged to this percentage, health bar turns redConditionRed=25% ; when damaged to this percentage, health bar turns red
ConditionYellow=50% ; when damaged to this percentage, health bar turns yellowConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
DropZoneRadius=4 ; distance around drop zone flair that map reveals itselfDropZoneRadius=4 ; distance around drop zone flair that map reveals itself
DropZoneAnim=BEACON ; animation to use for the drop zone flairDropZoneAnim=BEACON ; animation to use for the drop zone flair
EnemyHealth=yes ; Show enemy health bar graph when selected?EnemyHealth=yes ; Show enemy health bar graph when selected?
Gravity=6 ; gravity constant for ballistic projectilesGravity=6 ; gravity constant for ballistic projectiles
IdleActionFrequency=.15 ; average minutes between infantry performing idle actionsIdleActionFrequency=.15 ; average minutes between infantry performing idle actions
MessageDelay=.6 ; time duration of multiplayer messages displayed over mapMessageDelay=.6 ; time duration of multiplayer messages displayed over map
MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only)MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only)
NamedCivilians=no ; Show true names over civilians and civilian buildings?NamedCivilians=no ; Show true names over civilians and civilian buildings?
SavourDelay=.1 ; delay between scenario end and ending movie [keep the delay short]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]ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep]
FogRate=.5FogRate=.5
IceGrowthRate=1.5IceGrowthRate=1.5
IceSolidifyFrameTime=1000 ; how many frames between when ice is cracked and when it gets solidifiedIceSolidifyFrameTime=1000 ; how many frames between when ice is cracked and when it gets solidified
IceCrackSounds=ICECRAK1,ICECRAK2,ICECRAK3IceCrackSounds=ICECRAK1,ICECRAK2,ICECRAK3
AmbientChangeRate=.2 ; how many minutes between ambient light recalculationsAmbientChangeRate=.2 ; how many minutes between ambient light recalculations
AmbientChangeStep=.1 ; step rate for gradually changing ambient lightingAmbientChangeStep=.1 ; step rate for gradually changing ambient lighting
SpeakDelay=2 ; minutes between EVA repeating advice to the playerSpeakDelay=2 ; minutes between EVA repeating advice to the player
TimerWarning=2 ; if mission timer is less than this many minutes, then display in redTimerWarning=2 ; if mission timer is less than this many minutes, then display in red
ExtraUnitLight=.2 ; Extra light to make units glow.ExtraUnitLight=.2 ; Extra light to make units glow.
ExtraInfantryLight=.2 ; Extra light to make infantry glow.ExtraInfantryLight=.2 ; Extra light to make infantry glow.
ExtraAircraftLight=.2 ; Extra light to make aircraft glow.ExtraAircraftLight=.2 ; Extra light to make aircraft glow.
EMPulseSparkles=EMP_FX01 ; Anim to play over units disabled by an EM Pulse.EMPulseSparkles=EMP_FX01 ; Anim to play over units disabled by an EM Pulse.
WebbedInfantry=WEBGUYWebbedInfantry=WEBGUY
; ******* Crate rules *******; ******* Crate rules *******
; General crate rules and controls are specified here.; General crate rules and controls are specified here.
[CrateRules][CrateRules]
CrateMaximum=255 ; crates can never exceed this quantityCrateMaximum=255 ; crates can never exceed this quantity
CrateMinimum=1 ; crates are normally one per human player but never below this numberCrateMinimum=1 ; crates are normally one per human player but never below this number
CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonusesCrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses
CrateRegen=4 ; average minutes between random powerup crate regenerationCrateRegen=4 ; average minutes between random powerup crate regeneration
SilverCrate=HealBase ; solo play silver crate bonusSilverCrate=HealBase ; solo play silver crate bonus
SoloCrateMoney=2000 ; money to give for money crate in solo play missionsSoloCrateMoney=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]UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly]
WoodCrate=Money ; solo play wood crate bonusWoodCrate=Money ; solo play wood crate bonus
HealCrateSound=HEALER1 ; heal crate sound effectHealCrateSound=HEALER1 ; heal crate sound effect
WoodCrateImg=CRATE ; wood crate overlay image to useWoodCrateImg=CRATE ; wood crate overlay image to use
CrateImg=CRATE ; normal crate overlay image to useCrateImg=CRATE ; normal crate overlay image to use
FreeMCV=no ; Give free MCV from crate if no buildings but still has money [multiplay only]?FreeMCV=no ; Give free MCV from crate if no buildings but still has money [multiplay only]?
; ******* Combat and damage rules *******; ******* Combat and damage rules *******
; General rules that control combat, damage, or related items are listed here.; General rules that control combat, damage, or related items are listed here.
[CombatDamage][CombatDamage]
AmmoCrateDamage=300 ; damage generated from exploding ammo crate overlayAmmoCrateDamage=300 ; damage generated from exploding ammo crate overlay
IonCannonDamage=970IonCannonDamage=1030
HarvesterImmune=no ; Are harvester immune to normal combat damage?HarvesterImmune=no ; Are harvester immune to normal combat damage?
DestroyableBridges=yes ; Can bridges be destroyed?DestroyableBridges=yes ; Can bridges be destroyed?
TiberiumExplosive=yes ; Is tiberium extra explosive?TiberiumExplosive=yes ; Is tiberium extra explosive?
Scorches=BURN01,BURN02,BURN03,BURN04 ; scorch mark smudge typesScorches=BURN01,BURN02,BURN03,BURN04 ; scorch mark smudge types
Scorches1=BURN05,BURN06,BURN07 ; scorch mark smudge typesScorches1=BURN05,BURN06,BURN07 ; scorch mark smudge types
Scorches2=BURN08,BURN09,BURN10 ; scorch mark smudge typesScorches2=BURN08,BURN09,BURN10 ; scorch mark smudge types
Scorches3=BURN11,BURN12,BURN13 ; scorch mark smudge typesScorches3=BURN11,BURN12,BURN13 ; scorch mark smudge types
Scorches4=BURN14,BURN15,BURN16 ; scorch mark smudge typesScorches4=BURN14,BURN15,BURN16 ; scorch mark smudge types
TiberiumExplosionDamage = 100 ; the amount of damage dealt out by explosion in a big tiberium chain reactionTiberiumExplosionDamage = 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 explodeTiberiumStrength = 20 ; the higher this value, the harder it is to get big tiberium to explode
Craters=CR1,CR2,CR3,CR4,CR5,CR6 ; crater smudge typesCraters=CR1,CR2,CR3,CR4,CR5,CR6 ; crater smudge types
AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectilesBallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed]BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed]
C4Delay=.03 ; minutes to delay after placing C4 before building will explodeC4Delay=.03 ; minutes to delay after placing C4 before building will explode
C4Warhead=HE ; this is the warhead that C4 uses to damage buildingsC4Warhead=HE ; this is the warhead that C4 uses to damage buildings
FirestormWarhead=FirestormWH ; the warhead that the firestorm defense uses when activeFirestormWarhead=FirestormWH ; the warhead that the firestorm defense uses when active
IonCannonWarhead=IonCannonWH ; the warhead that the ion cannon usesIonCannonWarhead=IonCannonWH ; the warhead that the ion cannon uses
VeinholeWarhead=VeinholeWHVeinholeWarhead=VeinholeWH
;particle system defaults;particle system defaults
DefaultFirestormExplosionSystem=FirestormSparkSys ; the particle system to use when the firestorm defense blows something upDefaultFirestormExplosionSystem=FirestormSparkSys ; the particle system to use when the firestorm defense blows something up
DefaultLargeGreySmokeSystem=BigGreySmokeSysDefaultLargeGreySmokeSystem=BigGreySmokeSys
DefaultSmallGreySmokeSystem=SmallGreySSysDefaultSmallGreySmokeSystem=SmallGreySSys
DefaultSparkSystem=SparkSysDefaultSparkSystem=SparkSys
DefaultLargeRedSmokeSystem=BigGreySmokeSysDefaultLargeRedSmokeSystem=BigGreySmokeSys
DefaultSmallRedSmokeSystem=SmallGreySSysDefaultSmallRedSmokeSystem=SmallGreySSys
DefaultDebrisSmokeSystem=SmallGreySSysDefaultDebrisSmokeSystem=SmallGreySSys
DefaultFireStreamSystem=FireStreamSysDefaultFireStreamSystem=FireStreamSys
DefaultTestParticleSystem=TestSmokeSysDefaultTestParticleSystem=TestSmokeSys
DefaultRepairParticleSystem=WeldingSysDefaultRepairParticleSystem=WeldingSys
Crush=1.8 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)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]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 foundFireSupress=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 flamesFlameDamage=Fire ; damage (warhead type) to use when on object is in flames
FlameDamage2=Fire2FlameDamage2=Fire2
HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectilesHomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
MaxDamage=1000 ; maximum damage (after adjustments) per shotMaxDamage=1000 ; maximum damage (after adjustments) per shot
MinDamage=0 ; minimum damage (after adjustments) per shotMinDamage=0 ; minimum damage (after adjustments) per shot
PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
PlayerReturnFire=no ; More aggressive return fire from player controlled objects?PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?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;ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage
SplashList=H2O_EXP3,H2O_EXP2,H2O_EXP1 ; water explosion set for conventional explosivesSplashList=H2O_EXP3,H2O_EXP2,H2O_EXP1 ; water explosion set for conventional explosives
TreeTargeting=no ; Automatically show target cursor when over trees?TreeTargeting=no ; Automatically show target cursor when over trees?
TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraftTurboBoost=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, thenIncoming=10 ; If an incoming projectile is as slow or slower than this, then
; object in the target location will try to run away. ; object in the target location will try to run away.
; Grenades have this characteristic. ; Grenades have this characteristic.
CollapseChance=100 ; Percent chance that a cliff will collapse when hit.CollapseChance=100 ; Percent chance that a cliff will collapse when hit.
BerzerkAllowed=no ; Allow Cyborgs to go berzerk when at half damage?BerzerkAllowed=no ; Allow Cyborgs to go berzerk when at half damage?
; *** House (players) List ***; *** House (players) List ***
; Each side has some basic controls on how they behave (when; Each side has some basic controls on how they behave (when
; controlled by the computer. Here is the list of available; controlled by the computer. Here is the list of available
; house types.; house types.
[Houses][Houses]
00=GDI00=GDI
01=Nod01=Nod
02=Neutral02=Neutral
03=Special03=Special
;This section only affects FinalSun and FinalSun won't be able to start if this section does not exist.;This section only affects FinalSun and FinalSun won't be able to start if this section does not exist.
;The number of houses listed here needs to match that of the [Houses] section in FSR.ini to allow all Spawn houses to be displayed.;The number of houses listed here needs to match that of the [Houses] section in FSR.ini to allow all Spawn houses to be displayed.
;By default FinalSun only displays the houses of the [Houses] section from FSR.ini and;By default FinalSun only displays the houses of the [Houses] section from FSR.ini and
;the houses of this [SPHouses] section are only used when you click "Standard houses" in FinalSun;the houses of this [SPHouses] section are only used when you click "Standard houses" in FinalSun
[SPHouses][SPHouses]
00=GDI00=GDI
01=Nod01=Nod
02=Neutral02=Neutral
03=Special03=Special
04=Extra104=Extra1
05=Extra205=Extra2
06=Extra306=Extra3
07=Extra407=Extra4
08=Extra508=Extra5
09=Extra609=Extra6
10=Extra710=Extra7
11=Extra811=Extra8
; ******* Side Type List *******; ******* Side Type List *******
; The combantants can be grouped according to side. This; The combantants can be grouped according to side. This
; lists the sides and their respective member houses.; lists the sides and their respective member houses.
[Sides][Sides]
GDI=GDIGDI=GDI
Nod=NodNod=Nod
Civilian=NeutralCivilian=Neutral
Mutant=SpecialMutant=Special
; ******* Infantry Type List *******; ******* Infantry Type List *******
; This is the list of infantry types. Each infantry type listed; This is the list of infantry types. Each infantry type listed
; here should also have a matching data section that specifies; here should also have a matching data section that specifies
; its data values. The purpose of this list is to identify infantry; its data values. The purpose of this list is to identify infantry
; types that can't be implicitly determined by examining other; types that can't be implicitly determined by examining other
; entries in this rules file.; entries in this rules file.
[InfantryTypes][InfantryTypes]
1=E11=E1
2=E22=E2
3=E33=E3
4=MEDIC4=MEDIC
5=WEEDGUY5=WEEDGUY
6=ENGINEER6=ENGINEER
7=MUTANT7=MUTANT
8=CIV18=CIV1
9=CIV29=CIV2
10=CIV310=CIV3
11=JUMPJET11=JUMPJET
12=DOGGIE12=BMUTANT
13=CYC213=CYC2
14=UMAGON14=UMAGON
15=GHOST15=GHOST
16=MHIJACK16=DOGGIE
17=SLAV17=SLAV
18=CHAMSPY18=CHAMSPY
19=MWMN19=MWMN
20=MUTANT320=MUTANT3
21=OXANNA21=OXANNA
22=TRATOS22=TRATOS
23=CYBORG23=CYBORG
24=CTECH24=CTECH
25=HUEY25=HUEY
26=CIV426=CIV4
27=CIV527=CIV5
28=CIV628=CIV6
29=ELCAD29=ELCAD
30=WEEDGUY230=WEEDGUY2
31=MHIJACK
32=BSNIPER
33=NENGINEER
; ******* Building Type List *******; ******* Building Type List *******
; This lists all the buildings types in the game. Each of these; This lists all the buildings types in the game. Each of these
; types will have a specific section in this file that gives the; types will have a specific section in this file that gives the
; particulars about that building type.; particulars about that building type.
[BuildingTypes][BuildingTypes]
001=GAPOWR001=GAPOWR
002=PROC002=PROC
003=GASILO003=GASILO
004=GAPILE004=GAPILE
005=GAPLUG005=GAPLUG
006=GACTWR006=GACTWR
007=GAVULC007=GAVULC
008=GASAND008=GASAND
009=GAFIRE009=GAFIRE
010=GADEPT010=GADEPT
011=GATECH011=GATECH
012=GAWEAP012=GAWEAP
013=GACNST013=GACNST
014=GAHPAD014=GAHPAD
015=NAPOWR015=NAPOWR
016=NATECH016=NATECH
017=NAHAND017=NAHAND
018=NAAPWR018=NAAPWR
019=GAWALL019=GAWALL
020=CABHUT020=CABHUT
021=NAPULS021=NAPULS
022=GAGATE_A022=GAGATE_A
023=GAGATE_B023=GAGATE_B
024=NAWEAP024=NAWEAP
025=NASTLH025=NASTLH
026=GALITE026=GALITE
027=REDLAMP027=REDLAMP
028=GRENLAMP028=GRENLAMP
029=BLUELAMP029=BLUELAMP
030=YELWLAMP030=YELWLAMP
031=PURPLAMP031=PURPLAMP
032=INORANLAMP032=INORANLAMP
033=INGRNLMP033=INGRNLMP
034=INREDLMP034=INREDLMP
035=NAWALL035=NAWALL
036=INBLULMP036=INBLULMP
037=NATMPL037=NATMPL
038=NAGATE_A038=NAGATE_A
039=NAGATE_B039=NAGATE_B
040=NAWAST040=NAWAST
041=NAOBEL041=NAOBEL
042=NAMISL042=NAMISL
043=GAPOWRUP043=GAPOWRUP
044=NAPOST044=NAPOST
045=NAFNCE045=NAFNCE
046=NALASR046=NALASR
047=NASAM047=NASAM
048=CITY01048=CITY01
049=CITY02049=CITY02
050=CITY03050=CITY03
051=CITY04051=CITY04
052=CITY05052=CITY05
053=CITY06053=CITY06
054=CITY07054=CITY07
055=CITY08055=CITY08
056=CITY09056=CITY09
057=CITY10057=CITY10
058=CITY11058=CITY11
059=CITY12059=CITY12
060=CITY13060=CITY13
061=CITY14061=CITY14
062=CITY15062=CITY15
063=CITY16063=CITY16
064=CITY17064=CITY17
065=CITY18065=CITY18
066=CAHOSP066=CAHOSP
067=GASPOT067=GASPOT
068=CTDAM068=CTDAM
069=NARADR069=NARADR
070=GAROCK070=GAROCK
071=INGALITE071=INGALITE
072=INYELWLAMP072=INYELWLAMP
073=INPURPLAMP073=INPURPLAMP
074=BBOARD01074=BBOARD01
075=BBOARD02075=BBOARD02
076=BBOARD03076=BBOARD03
077=BBOARD04077=BBOARD04
078=BBOARD05078=BBOARD05
079=BBOARD06079=BBOARD06
080=BBOARD07080=BBOARD07
081=BBOARD08081=BBOARD08
082=BBOARD09082=BBOARD09
083=BBOARD10083=BBOARD10
084=BBOARD11084=BBOARD11
085=BBOARD12085=BBOARD12
086=BBOARD13086=BBOARD13
087=BBOARD14087=BBOARD14
088=BBOARD15088=BBOARD15
089=BBOARD16089=BBOARD16
090=NEGLAMP090=NEGLAMP
091=NEGRED091=NEGRED
092=ABAN01092=ABAN01
093=ABAN02093=ABAN02
094=ABAN03094=ABAN03
095=ABAN04095=ABAN04
096=ABAN05096=ABAN05
097=ABAN06097=ABAN06
098=ABAN07098=ABAN07
099=ABAN08099=ABAN08
100=ABAN09100=ABAN09
101=ABAN10101=ABAN10
102=ABAN11102=ABAN11
103=ABAN12103=ABAN12
104=ABAN13104=ABAN13
105=ABAN14105=ABAN14
106=ABAN15106=ABAN15
107=ABAN16107=ABAN16
108=ABAN17108=ABAN17
109=ABAN18109=ABAN18
110=CITY19110=CITY19
111=CITY20111=CITY20
112=CITY21112=CITY21
113=NTPYRA113=NTPYRA
114=CITY22114=CITY22
115=CTVEGA115=CTVEGA
116=GADPSA116=GADPSA
117=CA0001117=CA0001
118=CA0002118=CA0002
119=CA0003119=CA0003
120=CA0004120=CA0004
121=CA0005121=CA0005
122=CA0006122=CA0006
123=CA0007123=CA0007
124=CA0008124=CA0008
125=CA0009125=CA0009
126=CA0010126=CA0010
127=CA0011127=CA0011
128=CA0012128=CA0012
129=CA0013129=CA0013
130=CA0014130=CA0014
131=CA0015131=CA0015
132=CA0016132=CA0016
133=CA0017133=CA0017
134=CA0018134=CA0018
135=CA0019135=CA0019
136=CA0020136=CA0020
137=CA0021137=CA0021
138=CAARMR138=CAARMR
139=GACSAM139=GACSAM
140=GATICK140=GATICK
141=CAPYR01141=CAPYR01
142=CAPYR02142=CAPYR02
143=CAPYR03143=CAPYR03
144=CACRSH01144=CACRSH01
145=CACRSH02145=CACRSH02
146=CACRSH03146=CACRSH03
147=CACRSH04147=CACRSH04
148=CACRSH05148=CACRSH05
149=CAARAY149=CAARAY
150=GAICBM150=GAICBM
151=GAOLDCC1151=GAOLDCC1
152=GAOLDCC2152=GAOLDCC2
153=GAOLDCC3153=GAOLDCC3
154=GAOLDCC4154=GAOLDCC4
155=GAOLDCC5155=GAOLDCC5
156=GAOLDCC6156=GAOLDCC6
157=GAARTY157=GAARTY
158=TSTLAMP158=TSTLAMP
159=NAHPAD159=NAHPAD
160=GAKODK160=GAKODK
161=NAMNTK161=NAMNTK
162=UFO162=UFO
163=AMMOCRAT163=AMMOCRAT
164=GAPAVE164=GAPAVE
165=GAGREEN165=GAGREEN
166=INORNGLAMP166=INORNGLAMP
167=GAPLUG1167=GAPLUG1
; 168=GAPLUG2; 168=GAPLUG2
169=GAPLUG3169=GAPLUG3
170=GAFSDF170=GAFSDF
171=GARADR171=GARADR
172=GAPLUG4172=GAPLUG4
173=DJUGG173=DJUGG
174=174=
175=C_KODIAK175=C_KODIAK
176=176=
177=177=
; 178=MSTL; 178=MSTL
179=DDEFD179=DDEFD
180=AAOB180=AAOB
181=CORE181=CORE
182=CROB182=CROB
183=NATRP2 183=NATRP2
184=GAVTWR 184=GAVTWR
185=GARTWR 185=GARTWR
186=GASTWR 186=GASTWR
187=CSLITE_N 187=CSLITE_N
188=CSLITE_NE 188=CSLITE_NE
189=CSLITE_E 189=CSLITE_E
190=CSLITE_SE 190=CSLITE_SE
191=CSLITE_S 191=CSLITE_S
193=CSLITE_W 193=CSLITE_W
194=CSBARRIERL_SE 194=CSBARRIERL_SE
195=CSBARRIERR_SE 195=CSBARRIERR_SE
196=CSBARRIERL_NE 196=CSBARRIERL_NE
197=CSBARRIERR_NE 197=CSBARRIERR_NE
198=CSBARRIERL_NW 198=CSBARRIERL_NW
199=CSBARRIERR_NW 199=CSBARRIERR_NW
200=CSBARRIERL_SW 200=CSBARRIERL_SW
201=CSBARRIERR_SW 201=CSBARRIERR_SW
202=CBLUEA 202=CBLUEA
203=CBLUEB 203=CBLUEB
204=CGREYA 204=CGREYA
205=CGREYB 205=CGREYB
206=CGDIA 206=CGDIA
207=CGDIB 207=CGDIB
208=CITYBUSWRECK 208=CITYBUSWRECK
209=CITYBUSWRECK2 209=CITYBUSWRECK2
210=CCARWRECK 210=CCARWRECK
211=CCARWRECK2 211=CCARWRECK2
212=AMBULANCEWRECK 212=AMBULANCEWRECK
213=AMBULANCEWRECK2 213=AMBULANCEWRECK2
214=CCARWRECK3 214=CCARWRECK3
215=CCARWRECK4 215=CCARWRECK4
216=CIVB08 216=CIVB08
217=CIVB09 217=CIVB09
218=CIVB10 218=CIVB10
219=CIVB11 219=CIVB11
220=CTANKA 220=CTANKA
221=CTANKB 221=CTANKB
222=OUTPD222=OUTPD
223=CSLITE_NW223=CSLITE_NW
224=CSLITE_SW224=CSLITE_SW
225=BBOARDTR
226=MGASPOT
227=NGADPSA
228=CINFESTED01
229=CINFESTED02
230=CINFESTED03
231=CINFESTED04
232=CINFESTED05
233=CINFESTED06
234=CINFESTED07
235=GACHAIN
;Harder AI factory hack by ayylmao - this is only available to the AI if Harder AI is ticked @ lobby
;GDI
236=GAWEAP2
237=GAPILE2
238=GAHPAD2
;Nod
239=NAWEAP2
240=NAHAND2
241=NAHPAD2
; ******* Aircraft Type List *******; ******* Aircraft Type List *******
; This lists all of the aircraft types in the game. Each aircraft; This lists all of the aircraft types in the game. Each aircraft
; type should have a matching section that specifies the data it; type should have a matching section that specifies the data it
; requires.; requires.
[AircraftTypes][AircraftTypes]
1=ORCAB1=ORCAB
2=DSHP2=DSHP
3=DPOD3=DPOD
4=SCRIN4=SCRIN
5=APACHE5=APACHE
6=ORCATRAN6=ORCATRAN
7=TRNSPORT7=TRNSPORT
8=ORCA8=ORCA
9=MAPACHE9=MAPACHE
; ******* Vehicle Type List *******; ******* Vehicle Type List *******
; This lists all of the vehicles types in the game. Each vehicle; This lists all of the vehicles types in the game. Each vehicle
; type should have a matching section that specifies the data it; type should have a matching section that specifies the data it
; requires.; requires.
[VehicleTypes][VehicleTypes]
1=MCV1=MCV
2=HARV2=HARV
3=APC3=APC
11=4TNK11=4TNK
15=MMCH15=MMCH
16=BIKE16=BIKE
17=SAPC17=SAPC
18=SONIC18=SONIC
19=CAR19=CAR
21=BUS21=BUS
22=STNK22=STNK
23=WINI23=WINI
24=PICK24=PICK
27=ART227=ART2
29=TTNK29=TTNK
30=HMEC30=HMEC
31=SMECH31=SMECH
32=HVR32=HVR
34=LPST34=LPST
35=REPAIR35=REPAIR
36=HORV36=HORV
37=LOCOMOTIVE37=LOCOMOTIVE
38=TRAINCAR38=TRAINCAR
39=SUBTANK39=SUBTANK
40=BGGY40=BGGY
41=JEEP41=JEEP
42=TRUCKA42=TRUCKA
43=TRUCKB43=TRUCKB
44=VISC_SML44=VISC_SML
45=VISC_LRG45=VISC_LRG
46=ICBM46=ICBM
47=CARGOCAR47=CARGOCAR
48=WEED48=WEED
49=REAPER49=REAPER
50=JFISH50=JFISH
51=JUGG51=JUGG
; 52=LIMPET; 52=LIMPET
; 53=MOBILEMP; 53=MOBILEMP
; 54=SGEN; 54=SGEN
; 55=MOBWARG; 55=MOBWARG
; 56=MOBWARN; 56=MOBWARN
57=FLMTNK57=FLMTNK
58=DEFENDER58=DEFENDER
; 59=CMOBILEMP; 59=CMOBILEMP
; 60=GHUNTER; 60=GHUNTER
; 61=NHUNTER; 61=NHUNTER
62=AVATAR62=AVATAR
63=LTANK63=LTANK
64=OUTP64=OUTP
65=NOUTP
66=NLPST
67=CAR2
; *** Terrain Object List ***; *** Terrain Object List ***
; This is the list of terrain objects. Typically, these include; This is the list of terrain objects. Typically, these include
; trees and rocks.; trees and rocks.
[TerrainTypes][TerrainTypes]
;1=MINE;1=MINE
2=BOXES012=BOXES01
3=BOXES023=BOXES02
4=BOXES034=BOXES03
5=BOXES045=BOXES04
6=BOXES056=BOXES05
7=BOXES067=BOXES06
8=BOXES078=BOXES07
9=BOXES089=BOXES08
10=BOXES0910=BOXES09
11=ICE0111=ICE01
12=ICE0212=ICE02
13=ICE0313=ICE03
14=ICE0414=ICE04
15=ICE0515=ICE05
16=TREE0116=TREE01
17=TREE0217=TREE02
18=TREE0318=TREE03
19=TREE0419=TREE04
20=TREE0520=TREE05
21=TREE0621=TREE06
22=TREE0722=TREE07
23=TREE0823=TREE08
24=TREE0924=TREE09
25=TREE1025=TREE10
26=TREE1126=TREE11
27=TREE1227=TREE12
28=TREE1328=TREE13
29=TREE1429=TREE14
30=TREE1530=TREE15
31=TREE1631=TREE16
32=TREE1732=TREE17
33=TREE1833=TREE18
34=TREE1934=TREE19
35=TREE2035=TREE20
36=TREE2136=TREE21
37=TREE2237=TREE22
38=TREE2338=TREE23
39=TREE2439=TREE24
40=TREE2540=TREE25
41=TIBTRE0141=TIBTRE01
42=TIBTRE0242=TIBTRE02
43=TIBTRE0343=TIBTRE03
44=VEINTREE44=VEINTREE
45=TIBTRE0445=TIBTRE04
46=FONA0146=FONA01
47=FONA0247=FONA02
48=FONA0348=FONA03
49=FONA0449=FONA04
50=FONA0550=FONA05
51=FONA0651=FONA06
52=FONA0752=FONA07
53=FONA0853=FONA08
54=FONA0954=FONA09
55=FONA1055=FONA10
56=FONA1156=FONA11
57=FONA1257=FONA12
58=FONA1358=FONA13
59=FONA1459=FONA14
60=FONA1560=FONA15
61=BIGBLUE3 ; artwork is bad61=BIGBLUE3 ; artwork is bad
62=GAWALL 62=GAWALL
63=NAWALL 63=NAWALL
64=ABOREUSCRYSTAL 64=ABOREUSCRYSTAL
65=ROCK001 65=ROCK001
66=ROCK002 66=ROCK002
67=ROCK003 67=ROCK003
68=TDROCK1 68=TDROCK1
69=TDROCK2 69=TDROCK2
70=TDROCK3 70=TDROCK3
71=TDROCK4 71=TDROCK4
72=TDROCK5 72=TDROCK5
73=TDROCK6 73=TDROCK6
74=TDROCK774=TDROCK7
; *** Smudge Object List ***; *** Smudge Object List ***
; This is the list of smudge objects. Typically, these include; This is the list of smudge objects. Typically, these include
; craters and scorch marks.; craters and scorch marks.
[SmudgeTypes][SmudgeTypes]
1=CR11=CR1
2=CR22=CR2
3=CR33=CR3
4=CR44=CR4
5=CR55=CR5
6=CR66=CR6
7=BURN017=BURN01
8=BURN028=BURN02
9=BURN039=BURN03
10=BURN0410=BURN04
11=BURN0511=BURN05
12=BURN0612=BURN06
13=BURN0713=BURN07
14=BURN0814=BURN08
15=BURN0915=BURN09
16=BURN1016=BURN10
17=BURN1117=BURN11
18=BURN1218=BURN12
19=BURN1319=BURN13
20=BURN1420=BURN14
21=BURN1521=BURN15
22=BURN1622=BURN16
23=BURNT0123=BURNT01
24=BURNT0224=BURNT02
25=BURNT0325=BURNT03
26=BURNT0426=BURNT04
27=BURNT0527=BURNT05
28=BURNT0628=BURNT06
29=BURNT0729=BURNT07
30=BURNT0830=BURNT08
31=BURNT0931=BURNT09
32=BURNT1032=BURNT10
33=BURNT1133=BURNT11
34=BURNT1234=BURNT12
35=CRATER0135=CRATER01
36=CRATER0236=CRATER02
37=CRATER0337=CRATER03
38=CRATER0438=CRATER04
39=CRATER0539=CRATER05
40=CRATER0640=CRATER06
41=CRATER0741=CRATER07
42=CRATER0842=CRATER08
43=CRATER0943=CRATER09
44=CRATER1044=CRATER10
45=CRATER1145=CRATER11
46=CRATER1246=CRATER12
; *** Overlay Object List ***; *** Overlay Object List ***
; These specify the various overlay types. Overlays can affect the; These specify the various overlay types. Overlays can affect the
; game state (unlike smudges).; game state (unlike smudges).
[OverlayTypes][OverlayTypes]
1=GASAND1=GASAND
2=CYCL2=CYCL
3=GAWALL3=GAWALL
4=BARB4=BARB
5=WOOD5=WOOD
6=DUMMY6=DUMMY
7=DUMMY27=DUMMY2
8=DUMMY38=DUMMY3
9=DUMMY49=DUMMY4
10=DUMMY510=DUMMY5
11=DUMMY611=DUMMY6
12=DUMMY712=DUMMY7
13=DUMMY813=DUMMY8
14=DUMMY914=DUMMY9
15=DUMMY1015=DUMMY10
16=DUMMY1116=DUMMY11
17=DUMMY1217=DUMMY12
18=V1618=V16
19=V1719=V17
20=V1820=V18
21=DUMMY1321=DUMMY13
22=DUMMY1422=DUMMY14
23=FENC23=FENC
24=DUMMY1524=DUMMY15
25=BRIDGE1 ;26 &25=BRIDGE1 ;26 &
26=BRIDGE2 ;27 are the same art.26=BRIDGE2 ;27 are the same art.
27=NAWALL27=NAWALL
28=BTIB0128=BTIB01
29=BTIB0229=BTIB02
30=BTIB0330=BTIB03
31=BTIB0431=BTIB04
32=BTIB0532=BTIB05
33=BTIB0633=BTIB06
34=BTIB0734=BTIB07
35=BTIB0835=BTIB08
36=BTIB0936=BTIB09
37=BTIB1037=BTIB10
38=BTIB1138=BTIB11
39=BTIB1239=BTIB12
42=TRACKS0142=TRACKS01
43=TRACKS0243=TRACKS02
44=TRACKS0344=TRACKS03
45=TRACKS0445=TRACKS04
46=TRACKS0546=TRACKS05
47=TRACKS0647=TRACKS06
48=TRACKS0748=TRACKS07
49=TRACKS0849=TRACKS08
50=TRACKS0950=TRACKS09
51=TRACKS1051=TRACKS10
52=TRACKS1152=TRACKS11
53=TRACKS1253=TRACKS12
54=TRACKS1354=TRACKS13
55=TRACKS1455=TRACKS14
56=TRACKS1556=TRACKS15
57=TRACKS1657=TRACKS16
58=TRACKTUNNEL0158=TRACKTUNNEL01
59=TRACKTUNNEL0259=TRACKTUNNEL02
60=TRACKTUNNEL0360=TRACKTUNNEL03
61=TRACKTUNNEL0461=TRACKTUNNEL04
62=RAILBRDG162=RAILBRDG1
63=RAILBRDG263=RAILBRDG2
64=CRAT0164=CRAT01
65=CRAT0265=CRAT02
66=CRAT0366=CRAT03
67=CRAT0467=CRAT04
68=CRAT0A68=CRAT0A
69=CRAT0B69=CRAT0B
70=CRAT0C70=CRAT0C
71=DRUM0171=DRUM01
72=DRUM0272=DRUM02
73=PALET0173=PALET01
74=PALET0274=PALET02
75=PALET0375=PALET03
76=PALET0476=PALET04
77=LOBRDG0177=LOBRDG01
78=LOBRDG0278=LOBRDG02
79=LOBRDG0379=LOBRDG03
80=LOBRDG0480=LOBRDG04
81=LOBRDG0581=LOBRDG05
82=LOBRDG0682=LOBRDG06
83=LOBRDG0783=LOBRDG07
84=LOBRDG0884=LOBRDG08
85=LOBRDG0985=LOBRDG09
86=LOBRDG1086=LOBRDG10
87=LOBRDG1187=LOBRDG11
88=LOBRDG1288=LOBRDG12
89=LOBRDG1389=LOBRDG13
90=LOBRDG1490=LOBRDG14
91=LOBRDG1591=LOBRDG15
92=LOBRDG1692=LOBRDG16
93=LOBRDG1793=LOBRDG17
94=LOBRDG1894=LOBRDG18
95=LOBRDG1995=LOBRDG19
96=LOBRDG2096=LOBRDG20
97=LOBRDG2197=LOBRDG21
98=LOBRDG2298=LOBRDG22
99=LOBRDG2399=LOBRDG23
100=LOBRDG24100=LOBRDG24
101=LOBRDG25101=LOBRDG25
102=LOBRDG26102=LOBRDG26
103=LOBRDG27103=LOBRDG27
104=LOBRDG28104=LOBRDG28
105=TIB01105=TIB01
106=TIB02106=TIB02
107=TIB03107=TIB03
108=TIB04108=TIB04
109=TIB05109=TIB05
110=TIB06110=TIB06
111=TIB07111=TIB07
112=TIB08112=TIB08
113=TIB09113=TIB09
114=TIB10114=TIB10
115=TIB11115=TIB11
116=TIB12116=TIB12
117=TIB13117=TIB13
118=TIB14118=TIB14
119=TIB15119=TIB15
120=TIB16120=TIB16
121=TIB17121=TIB17
122=TIB18122=TIB18
123=TIB19123=TIB19
124=TIB20124=TIB20
125=LOBRDGE1125=LOBRDGE1
126=LOBRDGE2126=LOBRDGE2
127=LOBRDGE3127=LOBRDGE3
128=LOBRDGE4128=LOBRDGE4
129=VEINS129=VEINS
130=TIB2_01130=TIB2_01
131=TIB2_02131=TIB2_02
132=TIB2_03132=TIB2_03
133=TIB2_04133=TIB2_04
134=TIB2_05134=TIB2_05
135=TIB2_06135=TIB2_06
136=TIB2_07136=TIB2_07
137=TIB2_08137=TIB2_08
138=TIB2_09138=TIB2_09
139=TIB2_10139=TIB2_10
140=TIB2_11140=TIB2_11
141=TIB2_12141=TIB2_12
142=TIB2_13142=TIB2_13
143=TIB2_14143=TIB2_14
144=TIB2_15144=TIB2_15
145=TIB2_16145=TIB2_16
146=TIB2_17146=TIB2_17
147=TIB2_18147=TIB2_18
148=TIB2_19148=TIB2_19
149=TIB2_20149=TIB2_20
150=TIB3_01150=TIB3_01
151=TIB3_02151=TIB3_02
152=TIB3_03152=TIB3_03
153=TIB3_04153=TIB3_04
154=TIB3_05154=TIB3_05
155=TIB3_06155=TIB3_06
156=TIB3_07156=TIB3_07
157=TIB3_08157=TIB3_08
158=TIB3_09158=TIB3_09
159=TIB3_10159=TIB3_10
160=TIB3_11160=TIB3_11
161=TIB3_12161=TIB3_12
162=TIB3_13162=TIB3_13
163=TIB3_14163=TIB3_14
164=TIB3_15164=TIB3_15
165=TIB3_16165=TIB3_16
166=TIB3_17166=TIB3_17
167=TIB3_18167=TIB3_18
168=TIB3_19168=TIB3_19
169=TIB3_20169=TIB3_20
170=VEINHOLE170=VEINHOLE
171=SROCK01171=SROCK01
172=SROCK02172=SROCK02
173=SROCK03173=SROCK03
174=SROCK04174=SROCK04
175=SROCK05175=SROCK05
176=TROCK01176=TROCK01
177=TROCK02177=TROCK02
178=TROCK03178=TROCK03
179=TROCK04179=TROCK04
180=TROCK05180=TROCK05
181=VEINHOLEDUMMY181=VEINHOLEDUMMY
182=CRATE182=CRATE
183=IMOV183=IMOV
184=GACHAIN
; *** Animation List ***; *** Animation List ***
; This is the complete list of animations available. There are; This is the complete list of animations available. There are
; internal tables that rely on this exact order. Additional; internal tables that rely on this exact order. Additional
; animations should be appended to the end.; animations should be appended to the end.
[Animations][Animations]
1=TWLT1001=TWLT100
3=ELECTRO3=ELECTRO
; The following can occur in any order.; The following can occur in any order.
240=TWLT026240=TWLT026
241=TWLT036241=TWLT036
242=TWLT050242=TWLT050
243=TWLT070243=TWLT070
244=TWLT100244=TWLT100
245=TWLT070T245=TWLT070T
246=TWLT100I246=TWLT100I
250=S_BANG16250=S_BANG16
251=S_BANG24251=S_BANG24
252=S_BANG34252=S_BANG34
253=S_BANG48253=S_BANG48
260=S_BRNL20260=S_BRNL20
261=S_BRNL30261=S_BRNL30
262=S_BRNL40262=S_BRNL40
263=S_BRNL58263=S_BRNL58
270=S_CLSN16270=S_CLSN16
271=S_CLSN22271=S_CLSN22
272=S_CLSN30272=S_CLSN30
273=S_CLSN42273=S_CLSN42
274=S_CLSN58274=S_CLSN58
280=S_TUMU22280=S_TUMU22
281=S_TUMU30281=S_TUMU30
282=S_TUMU42282=S_TUMU42
283=S_TUMU60283=S_TUMU60
290=RING1290=RING1
291=IONBEAM291=IONBEAM
12=SMOKEY12=SMOKEY
13=BURN-S13=BURN-S
14=BURN-M14=BURN-M
15=BURN-L15=BURN-L
22=H2O_EXP122=H2O_EXP1
23=H2O_EXP223=H2O_EXP2
24=H2O_EXP324=H2O_EXP3
25=PARACH25=PARACH
26=PARABOMB26=PARABOMB
28=RING28=RING
30=PIFF30=PIFF
31=PIFFPIFF31=PIFFPIFF
32=FIRE332=FIRE3
33=FIRE233=FIRE2
34=FIRE134=FIRE1
35=FIRE435=FIRE4
42=GUNFIRE42=GUNFIRE
43=TWINKLE143=TWINKLE1
44=TWINKLE244=TWINKLE2
45=TWINKLE345=TWINKLE3
47=MONEY47=MONEY
48=MLTIMISL48=MLTIMISL
49=HEALONE49=HEALONE
50=HEALALL50=HEALALL
51=ARMOR51=ARMOR
52=CHEMISLE52=CHEMISLE
53=CLOAK53=CLOAK
54=FIREPOWR54=FIREPOWR
63=MGUN-N63=MGUN-N
64=MGUN-NE64=MGUN-NE
65=MGUN-E65=MGUN-E
66=MGUN-SE66=MGUN-SE
67=MGUN-S67=MGUN-S
68=MGUN-SW68=MGUN-SW
69=MGUN-W69=MGUN-W
70=MGUN-NW70=MGUN-NW
71=SMOKLAND71=SMOKLAND
72=VETERAN72=VETERAN
73=REVEAL73=REVEAL
74=SHROUDX74=SHROUDX
82=GAPOWR_A82=GAPOWR_A
83=GAPOWR_AD83=GAPOWR_AD
84=NARADR_A84=NARADR_A
85=NARADR_AD85=NARADR_AD
90=GAWEAP_190=GAWEAP_1
91=GAWEAP_291=GAWEAP_2
92=GAWEAP_A92=GAWEAP_A
93=GAWEAP_B93=GAWEAP_B
94=GAWEAP_C94=GAWEAP_C
95=GAWEAP_D95=GAWEAP_D
96=GAPILE_A96=GAPILE_A
97=GAPILE_B97=GAPILE_B
98=NAPULS_A98=NAPULS_A
99=GACTWR_A99=GACTWR_A
100=GACTWR_B100=GACTWR_B
101=GACTWR_C101=GACTWR_C
102=GACTWR_D102=GACTWR_D
103=GAPILE_C103=GAPILE_C
104=GAWEAP_1104=GAWEAP_1
105=GAWEAP_2105=GAWEAP_2
106=GAWEAP_A106=GAWEAP_A
107=GAWEAP_B107=GAWEAP_B
;108=GACOMM_A;108=GACOMM_A
;109=GACOMM_B;109=GACOMM_B
;110=GACOMM_C;110=GACOMM_C
;111=GACOMM_D;111=GACOMM_D
;112=GACOMM_AD;112=GACOMM_AD
113=NASTLH_A113=NASTLH_A
114=NASTLH_AD114=NASTLH_AD
115=GACNSTMK115=GACNSTMK
116=GACNST_A116=GACNST_A
117=GACNST_AD117=GACNST_AD
118=GACNST_B118=GACNST_B
119=GACNST_C119=GACNST_C
120=GACNST_CD120=GACNST_CD
121=GACNST_D121=GACNST_D
122=NAHAND_A122=NAHAND_A
123=NAHAND_B123=NAHAND_B
124=NAHAND_BD124=NAHAND_BD
125=GAPILE_CD125=GAPILE_CD
126=NATMPL_A126=NATMPL_A
127=NATMPLMK127=NATMPLMK
128=NAREFN_A128=NAREFN_A
129=NAREFN_B129=NAREFN_B
130=NAREFN_C130=NAREFN_C
131=GAHPAD_A131=GAHPAD_A
132=GAHPAD_AD132=GAHPAD_AD
133=GAPOWR_B133=GAPOWR_B
134=GADEPT_A134=GADEPT_A
135=GADEPT_AD135=GADEPT_AD
136=GADEPT_B136=GADEPT_B
137=GATECH_A137=GATECH_A
138=GATECH_AD138=GATECH_AD
139=NATECH_A139=NATECH_A
143=NAWAST_A143=NAWAST_A
144=NAWAST_AD144=NAWAST_AD
145=NAWAST_B145=NAWAST_B
146=NAWAST_BD146=NAWAST_BD
147=NAOBEL_A147=NAOBEL_A
148=NAMISL_A148=NAMISL_A
149=NAMISL_AD149=NAMISL_AD
150=NAMISL_B150=NAMISL_B
151=NAMISL_BD151=NAMISL_BD
152=GAFIRE_A152=GAFIRE_A
153=GAFIRE_B153=GAFIRE_B
154=GAFIRE_C154=GAFIRE_C
155=NAREFN_AR155=NAREFN_AR
156=NAPOST_A156=NAPOST_A
157=NAPOST_AD157=NAPOST_AD
158=NAPOST_B158=NAPOST_B
159=WA01X159=WA01X
160=WA02X160=WA02X
161=WA03X161=WA03X
162=WA04X162=WA04X
163=WB01X163=WB01X
164=WB02X164=WB02X
165=WB03X165=WB03X
166=WB04X166=WB04X
167=WC01X167=WC01X
168=WC02X168=WC02X
169=WC03X169=WC03X
170=WC04X170=WC04X
171=WD01X171=WD01X
172=WD02X172=WD02X
173=WD03X173=WD03X
174=WD04X174=WD04X
175=TREESPRD175=TREESPRD
176=NAOBEL_B176=NAOBEL_B
177=GADEPT_C1177=GADEPT_C1
178=GADEPT_C2178=GADEPT_C2
179=GADEPT_C3179=GADEPT_C3
180=GADEPT_D180=GADEPT_D
181=GADEPT_DD181=GADEPT_DD
182=GASILO_A182=GASILO_A
183=GASILO_AD183=GASILO_AD
184=GASILO_B184=GASILO_B
185=GASILO_BD185=GASILO_BD
186=NAPOWR_A186=NAPOWR_A
187=NAPOWR_AD187=NAPOWR_AD
188=CAHOSP_A188=CAHOSP_A
189=NAAPWR_A189=NAAPWR_A
190=NAAPWR_AD190=NAAPWR_AD
191=GASPOT_A191=GASPOT_A
192=GASPOT_AD192=GASPOT_AD
193=CTDAM_A193=CTDAM_A
194=CTDAM_AD194=CTDAM_AD
195=TUNTOP01195=TUNTOP01
196=TUNTOP02196=TUNTOP02
197=TUNTOP03197=TUNTOP03
198=TUNTOP04198=TUNTOP04
199=NTPYRA_A199=NTPYRA_A
200=NTPYRA_AD200=NTPYRA_AD
201=PULSEFX1201=PULSEFX1
202=GADPSAMK202=GADPSAMK
203=METLARGE203=METLARGE
204=METSMALL204=METSMALL
205=METDEBRI205=METDEBRI
206=METSTRAL206=METSTRAL
207=METLTRAL207=METLTRAL
208=PULSBALL208=PULSBALL
209=GAFSDF_A209=GAFSDF_A
210=FSIDLE210=FSIDLE
211=FSAIR211=FSAIR
212=FSGRND212=FSGRND
213=CAARMR_A213=CAARMR_A
214=GADPSA_A214=GADPSA_A
215=GATICK_A215=GATICK_A
216=GATICKMK216=GATICKMK
;217=UFO;217=UFO
218=CAARAY_A218=CAARAY_A
219=CAARAY_B219=CAARAY_B
220=CAARAY_C220=CAARAY_C
221=CAARAY_CD221=CAARAY_CD
222=CAARAY_D222=CAARAY_D
223=CAARAY_DD223=CAARAY_DD
224=GAICBM_A224=GAICBM_A
225=GAICBMMK225=GAICBMMK
226=NAHPAD_A226=NAHPAD_A
227=NAHPAD_AD227=NAHPAD_AD
228=GAKODK_A228=GAKODK_A
229=GAKODK_AD229=GAKODK_AD
230=GAKODK_B230=GAKODK_B
231=GAKODK_C231=GAKODK_C
232=GAKODK_CD232=GAKODK_CD
233=NAMNTK_A233=NAMNTK_A
234=CTDAM_B234=CTDAM_B
235=CTDAM_BD235=CTDAM_BD
236=CARYLAND236=CARYLAND
237=DROPLAND237=DROPLAND
300=GAPLUG_A300=GAPLUG_A
301=GAPLUG_B301=GAPLUG_B
302=GAPLUG_BD302=GAPLUG_BD
303=GAPLUG_C303=GAPLUG_C
304=GAPLUG_D304=GAPLUG_D
305=GAPLUG_E305=GAPLUG_E
306=GAPLUG_F306=GAPLUG_F
307=GARADR_A307=GARADR_A
308=GARADR_AD308=GARADR_AD
309=NASAM_A309=NASAM_A
310=EMP_FX01310=EMP_FX01
320=DIG320=DIG
400=VEINATAC400=VEINATAC
500=INFDIE500=INFDIE
501=DIRTEXPL501=DIRTEXPL
502=PULSEFX2502=PULSEFX2
510=DBRIS1LG510=DBRIS1LG
511=DBRIS1SM511=DBRIS1SM
512=DBRIS2LG512=DBRIS2LG
513=DBRIS2SM513=DBRIS2SM
514=DBRIS3LG514=DBRIS3LG
515=DBRIS3SM515=DBRIS3SM
516=DBRIS4LG516=DBRIS4LG
517=DBRIS4SM517=DBRIS4SM
518=DBRIS5LG518=DBRIS5LG
519=DBRIS5SM519=DBRIS5SM
520=DBRIS6LG520=DBRIS6LG
521=DBRIS6SM521=DBRIS6SM
522=DBRIS7LG522=DBRIS7LG
523=DBRIS7SM523=DBRIS7SM
524=DBRIS8LG524=DBRIS8LG
525=DBRIS8SM525=DBRIS8SM
526=DBRIS9LG526=DBRIS9LG
527=DBRIS9SM527=DBRIS9SM
528=DBRS10LG528=DBRS10LG
529=DBRS10SM529=DBRS10SM
550=DEATH_A550=DEATH_A
551=DEATH_B551=DEATH_B
552=DEATH_C552=DEATH_C
553=DEATH_D553=DEATH_D
554=DEATH_E554=DEATH_E
555=DEATH_F555=DEATH_F
556=DROPPOD556=DROPPOD
557=DROPPOD2557=DROPPOD2
558=FLAMEGUY558=FLAMEGUY
600=EXPLOSML600=EXPLOSML
601=EXPLOMED601=EXPLOMED
602=EXPLOLRG602=EXPLOLRG
603=XGRYMED1603=XGRYMED1
604=XGRYMED2604=XGRYMED2
605=XGRYSML1605=XGRYSML1
606=XGRYSML2606=XGRYSML2
610=STEAMPUF610=STEAMPUF
611=SMOKEY2611=SMOKEY2
612=PULSE612=PULSE
613=WAKE1613=WAKE1
614=WAKE2614=WAKE2
618=BEACON618=BEACON
619=PODRING619=PODRING
620=CLDRNGL1620=CLDRNGL1
621=CLDRNGL2621=CLDRNGL2
622=CLDRNGMD622=CLDRNGMD
623=CLDRNGSM623=CLDRNGSM
700=CRYSTAL1700=CRYSTAL1
701=CRYSTAL2701=CRYSTAL2
702=CRYSTAL3702=CRYSTAL3
703=CRYSTAL4703=CRYSTAL4
704=BIGBLUE704=BIGBLUE
705=SGRYSMK1705=SGRYSMK1
706=DROPEXP706=DROPEXP
707=INVISO707=INVISO
708=WEBGUY708=WEBGUY
709=WEB709=WEB
710=K_LIGHT1710=K_LIGHT1
711=K_LIGHT2711=K_LIGHT2
712=MWAR_1712=MWAR_1
713=MWAR_2713=MWAR_2
714=MWAR_A714=MWAR_A
715=MWAR_B715=MWAR_B
716=MWAR_C716=MWAR_C
717=MWAR_D717=MWAR_D
718=MWARMK718=MWARMK
719=DLIMP_A719=DLIMP_A
720=DJUGG720=DJUGG
721=DJUGG_A721=DJUGG_A
722=DJUGGMK722=DJUGGMK
723=MSTLMK723=MSTLMK
724=MSTL_A724=MSTL_A
725=DEFDMK725=DEFDMK
726=CORE_A726=CORE_A
727=CORE_AD727=CORE_AD
728=CORE_B728=CORE_B
729=CORE_BD729=CORE_BD
730=CORE_C730=CORE_C
731=CORE_CD731=CORE_CD
732=OBL1_A732=OBL1_A
733=OBL1_AD733=OBL1_AD
734=OBL1_B734=OBL1_B
735=OBL1_BD735=OBL1_BD
736=OBL1_C736=OBL1_C
737=OBL1_CD737=OBL1_CD
738=OBL2_A738=OBL2_A
739=OBL2_AD739=OBL2_AD
740=OBL2_B740=OBL2_B
741=OBL2_BD741=OBL2_BD
742=OBL2_C742=OBL2_C
743=OBL2_CD743=OBL2_CD
744=DEFD_EXP744=DEFD_EXP
745=MEMPFX745=MEMPFX
746=NAWEAP_A746=NAWEAP_A
747=NAWEAP_AD747=NAWEAP_AD
748=NATECH_AD748=NATECH_AD
749=REAPRDIE749=REAPRDIE
450=LITEMK 450=LITEMK
451=OUTPMK451=OUTPMK
; *** Voxel Animation List ***; *** Voxel Animation List ***
; This is the complete list of voxel animations available.; This is the complete list of voxel animations available.
; VoxelAnims are meant to be flying debris. Things like; VoxelAnims are meant to be flying debris. Things like
; turrets and tires make good voxel anims.; turrets and tires make good voxel anims.
[VoxelAnims][VoxelAnims]
1=PIECE1=PIECE
2=TIRE2=TIRE
3=GASTANK3=GASTANK
4=SONICTURRET4=SONICTURRET
5=4TNKTURRET5=4TNKTURRET
6=CRYSTAL016=CRYSTAL01
7=CRYSTAL027=CRYSTAL02
8=METEOR018=METEOR01
9=METEOR029=METEOR02
10=PEBBLE10=PEBBLE
11=LTANKTUR11=LTANKTUR
12=BGGYTUR
; *** Particle List ***; *** Particle List ***
; This is a list of the various particle types in the game; This is a list of the various particle types in the game
; These are usually objects of gassy nature: poison gas, smoke, fire, etc...; These are usually objects of gassy nature: poison gas, smoke, fire, etc...
[Particles][Particles]
; These first three must be in this order!; These first three must be in this order!
1=GasCloud11=GasCloud1
2=GasCloud22=GasCloud2
3=FireStream3=FireStream
4=Spark4=Spark
5=FirestormSpark5=FirestormSpark
6=LargeGreySmoke6=LargeGreySmoke
7=SmallGreySmoke7=SmallGreySmoke
8=TestSmoke8=TestSmoke
9=GasCloudD19=GasCloudD1
10=GasCloudD210=GasCloudD2
11=SmallRailgunPart11=SmallRailgunPart
12=LargeRailgunPart12=LargeRailgunPart
13=GasCloudM113=GasCloudM1
14=GasCloudM214=GasCloudM2
15=WeldingSpark15=WeldingSpark
16=LargeSpark16=LargeSpark
17=Web17=Web
18=WeakGasCloud18=WeakGasCloud
19=WeakGasCloudD19=WeakGasCloudD
20=SmokeStackPuff20=SmokeStackPuff
21=WeakGasCloudM221=WeakGasCloudM2
22=SpotLightParticle22=SpotLightParticle
; *** Particle System List **; *** Particle System List **
; This is a list of the various types of particles systems available in the game; This is a list of the various types of particles systems available in the game
[ParticleSystems][ParticleSystems]
1=GasCloudSys1=GasCloudSys
2=FireStreamSys2=FireStreamSys
3=BigGreySmokeSys3=BigGreySmokeSys
4=SmallGreySSys4=SmallGreySSys
5=DebrisSmokeSys5=DebrisSmokeSys
6=SparkSys6=SparkSys
7=FirestormSparkSys7=FirestormSparkSys
8=TestSmokeSys8=TestSmokeSys
9=SmallRailgunSys9=SmallRailgunSys
10=LargeRailgunSys10=LargeRailgunSys
11=WeldingSys11=WeldingSys
12=LGSparkSys12=LGSparkSys
13=WebSys13=WebSys
14=GasPuffSys14=GasPuffSys
15=SmokeStackSys15=SmokeStackSys
16=SpotLightSys16=SpotLightSys
; *** Super Weapon List **; *** Super Weapon List **
; This is a list of the various types of super weapons available in the game; This is a list of the various types of super weapons available in the game
[SuperWeaponTypes][SuperWeaponTypes]
1=MultiSpecial1=MultiSpecial
2=EMPulseSpecial2=EMPulseSpecial
3=FirestormSpecial3=FirestormSpecial
4=IonCannonSpecial4=IonCannonSpecial
; 5=HuntSeekSpecial5=HuntSeekSpecial
6=ChemicalSpecial6=ChemicalSpecial
7=DropPodSpecial7=DropPodSpecial
; *** Warhead List **; *** Warhead List **
; This is a list of the various types of warheads available in the game; This is a list of the various types of warheads available in the game
[Warheads][Warheads]
1=EMPuls1=EMPuls
2=SonicWarhead2=SonicWarhead
3=TankOGas3=TankOGas
4=SA4=SA
5=HE5=HE
6=AP6=AP
7=Gas7=Gas
8=Fire8=Fire
9=HollowPoint9=HollowPoint
10=Super10=Super
11=Organic11=Organic
12=Slimer12=Slimer
13=FirestormWH13=FirestormWH
14=IonCannonWH14=IonCannonWH
15=RailShot15=RailShot
16=Mechanical16=Mechanical
17=VeinholeWH17=VeinholeWH
18=IonWH18=IonWH
19=ARTYHE19=ARTYHE
20=PlasmaWH20=PlasmaWH
21=SAMWH21=SAMWH
22=ORCAAP22=ORCAAP
23=RailShot223=RailShot2
24=ORCAHE24=ORCAHE
25=WebMass25=WebMass
26=LIMPY26=LIMPY
27=CoreDefPlasmaWH27=CoreDefPlasmaWH
28=Super2 28=Super2
29=MobileEMPulse 29=MobileEMPulse
30=WeakGass 30=WeakGass
31=Stinger 31=Stinger
32=Super3 32=Super3
33=SpotLightWH33=SpotLightWH
; ******* Multiplayer Settings *******; ******* Multiplayer Settings *******
; These are the multiplayer dialog default settings. Does not apply to; These are the multiplayer dialog default settings. Does not apply to
; Westwood chat, only to the in-game dialogs.; Westwood chat, only to the in-game dialogs.
[MultiplayerDefaults][MultiplayerDefaults]
Money=10000Money=10000
MaxMoney=10000MaxMoney=10000
ShadowGrow=noShadowGrow=no
Bases=yesBases=yes
TiberiumGrows=yesTiberiumGrows=yes
Crates=yesCrates=yes
CaptureTheFlag=noCaptureTheFlag=no
; ******* Special weapon charge times *******; ******* Special weapon charge times *******
; The time (minutes) for recharge of these special weapons.; The time (minutes) for recharge of these special weapons.
;[Recharge];[Recharge]
;Nuke=13 ; nuclear missile;Nuke=13 ; nuclear missile
;EMPulse=5 ; nuclear missile;EMPulse=5 ; nuclear missile
;IonCannon=11;IonCannon=11
;FirestormDefense=4;FirestormDefense=4
; ******* Object Heap Maximums *******; ******* Object Heap Maximums *******
; These are the absolute maximum number of these object types; These are the absolute maximum number of these object types
; allowed in the game (at any one time).; allowed in the game (at any one time).
[Maximums][Maximums]
Players=8 ; ipx layer limits this to 8 maximumPlayers=8 ; ipx layer limits this to 8 maximum
; ******* AI Controls *******; ******* AI Controls *******
; Computer Skirmish-Mode behavior controls. The ratio values are based on the; 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.; 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; 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.; it vainly attempts to achieve the specified percentage composition.
; These AI controls are held over from Red Alert. They will be replaced or augmented; These AI controls are held over from Red Alert. They will be replaced or augmented
; by Tiberian Sun improved AI subsystems. Changing these values will be only; by Tiberian Sun improved AI subsystems. Changing these values will be only
; temporary until the new system comes on line.; temporary until the new system comes on line.
[AI][AI]
BuildConst=GACNSTBuildConst=GACNST
BuildPower=NAPOWR,GAPOWR,NAAPWR ; buildings to build to generate powerBuildPower=NAPOWR,GAPOWR,NAAPWR ; buildings to build to generate power
BuildRefinery=PROC ; refinery ratio based on these buildingsBuildRefinery=PROC ; refinery ratio based on these buildings
BuildBarracks=NAHAND,GAPILE ; barracks ratio based on these buildingsBuildBarracks=NAHAND,GAPILE,NAHAND2,GAPILE2 ; barracks ratio based on these buildings
BuildTech=NATECH,GATECH ; should build on each of theseBuildTech=NATMPL,GATECH ; should build on each of these
BuildWeapons=GAWEAP,NAWEAP ; war factory ration based on these buildingsBuildWeapons=GAWEAP,NAWEAP,GAWEAP2,NAWEAP2 ; war factory ration based on these buildings
BuildDefense=NAOBEL ; base defenses are based on these buildingsBuildDefense=NAOBEL ; base defenses are based on these buildings
BuildPDefense=NAOBEL ; excess power base defenseBuildPDefense=NAOBEL ; excess power base defense
BuildAA=NASAM ; air defenses based on these buildingsBuildAA=NASAM ; air defenses based on these buildings
BuildHelipad=GAHPAD,NAHPAD ; air helicopter offense based on these buildingsBuildHelipad=GAHPAD,NAHPAD,GAHPAD2,NAHPAD2 ; air helicopter offense based on these buildings
BuildRadar=GARADR,NARADRBuildRadar=GARADR,NARADR
ConcreteWalls=GAWALL,NAWALLConcreteWalls=GAWALL,NAWALL
NSGates=NAGATE_B,GAGATE_BNSGates=NAGATE_B,GAGATE_B
EWGates=NAGATE_A,GAGATE_AEWGates=NAGATE_A,GAGATE_A
GDIWallDefense=6GDIWallDefense=6
GDIWallDefenseCoefficient=3GDIWallDefenseCoefficient=3
NodBaseDefenseCoefficient=1.2NodBaseDefenseCoefficient=1.2
GDIBaseDefenseCoefficient=1.5GDIBaseDefenseCoefficient=1.5
MaximumBaseDefenseValue=60MaximumBaseDefenseValue=60
ComputerBaseDefenseResponse=3 ; how much does the computer overrespond to attacks on its base?ComputerBaseDefenseResponse=3 ; how much does the computer overrespond to attacks on its base?
AttackInterval=3 ; average delay between computer attacksAttackInterval=3 ; average delay between computer attacks
AttackDelay=5 ; average delay time before computer begins first attackAttackDelay=5 ; average delay time before computer begins first attack
PatrolScan=.016 ; minute interval between scanning for enemys while patrolling.PatrolScan=.016 ; minute interval between scanning for enemys while patrolling.
CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount.CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount.
PathDelay=.01 ; Delay (minutes) between retrying when path is blocked.PathDelay=.01 ; Delay (minutes) between retrying when path is blocked.
BlockagePathDelay=60 ; delay (frames) before unit paths around all blockageBlockagePathDelay=60 ; delay (frames) before unit paths around all blockage
TiberiumNearScan=6 ; cell radius to scan when harvesting a single patch of TiberiumTiberiumNearScan=6 ; cell radius to scan when harvesting a single patch of Tiberium
TiberiumFarScan=48 ; cells radius to scan when looking for a new Tiberium patch to harvestTiberiumFarScan=48 ; cells radius to scan when looking for a new Tiberium patch to harvest
AutocreateTime=5 ; average minutes between creating an 'autocreate' teamAutocreateTime=5 ; average minutes between creating an 'autocreate' team
InfantryReserve=3000 ; always build infantry if cash reserve is greater than thisInfantryReserve=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 quantityInfantryBaseMult=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 amountPowerSurplus=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 quantityBaseSizeAdd=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 refineriesRefineryRatio=.16 ; ratio of base that should be composed of refineries
RefineryLimit=4 ; never build more than this many refineriesRefineryLimit=4 ; never build more than this many refineries
BarracksRatio=.16 ; ratio of base that should be composed of barracksBarracksRatio=.16 ; ratio of base that should be composed of barracks
BarracksLimit=2 ; never build more than this many barracksBarracksLimit=2 ; never build more than this many barracks
WarRatio=.1 ; ratio of base that should be composed of war factoriesWarRatio=.1 ; ratio of base that should be composed of war factories
WarLimit=2 ; never build more than this many war factoriesWarLimit=2 ; never build more than this many war factories
DefenseRatio=.4 ; ratio of base that should be defensive structuresDefenseRatio=.4 ; ratio of base that should be defensive structures
DefenseLimit=40 ; maximum number of defensive buildings to buildDefenseLimit=40 ; maximum number of defensive buildings to build
AARatio=.14 ; ratio of base that should be anti-aircraft defenseAARatio=.14 ; ratio of base that should be anti-aircraft defense
AALimit=10 ; maximum number of anti-aircraft buildings to buildAALimit=10 ; maximum number of anti-aircraft buildings to build
TeslaRatio=.16 ; ratio of base that should be telsa coilsTeslaRatio=.16 ; ratio of base that should be telsa coils
TeslaLimit=10 ; maximum number of tesla coils to buildTeslaLimit=10 ; maximum number of tesla coils to build
HelipadRatio=.12 ; ratio of base that should be composed of helipadsHelipadRatio=.12 ; ratio of base that should be composed of helipads
HelipadLimit=5 ; maximum number of helipads to buildHelipadLimit=5 ; maximum number of helipads to build
AirstripRatio=.12 ; ratio of base that should be composed of airstripsAirstripRatio=.12 ; ratio of base that should be composed of airstrips
AirstripLimit=5 ; maximum number of airstrips to buildAirstripLimit=5 ; maximum number of airstrips to build
CompEasyBonus=no ; When more than one human in game, computer player goes to "easy" mode?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?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 percentagePowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage
AIBaseSpacing=1 ; spacing between buildings when AI is building a baseAIBaseSpacing=1 ; spacing between buildings when AI is building a base
; ******* Lists the AI general COM objects *******; ******* Lists the AI general COM objects *******
; These are COM objects that support the IAIHouse interface.; These are COM objects that support the IAIHouse interface.
[AIGenerals][AIGenerals]
;1={F706E6E0-86DA-11D1-B706-00A024DDAFD1};1={F706E6E0-86DA-11D1-B706-00A024DDAFD1}
;2={9E0F6120-87C1-11D1-B707-00A024DDAFD1};2={9E0F6120-87C1-11D1-B707-00A024DDAFD1}
;3={C6004D80-87D1-11d1-B707-00A024DDAFD1};3={C6004D80-87D1-11d1-B707-00A024DDAFD1}
;4={FBE6D4A0-87D1-11d1-B707-00A024DDAFD1};4={FBE6D4A0-87D1-11d1-B707-00A024DDAFD1}
;5={FBE6D4A1-87D1-11d1-B707-00A024DDAFD1};5={FBE6D4A1-87D1-11d1-B707-00A024DDAFD1}
; ******* IQ setting for computer activity *******; ******* IQ setting for computer activity *******
; Each player (computer controlled or otherwise) is given an IQ rating that is used; 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; 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; 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; 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; 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; 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; 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; 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.; 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; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
; the maximum.; the maximum.
[IQ][IQ]
MaxIQLevels=5 ; the maximum number of discrete IQ levelsMaxIQLevels=5 ; the maximum number of discrete IQ levels
SuperWeapons=4 ; super weapons are automatically fired by computerSuperWeapons=4 ; super weapons are automatically fired by computer
Production=5 ; building/unit production is automatically controlled by computerProduction=5 ; building/unit production is automatically controlled by computer
GuardArea=2 ; newly produced units start in guard area modeGuardArea=2 ; newly produced units start in guard area mode
RepairSell=1 ; allowed to choose repair or sell of damaged buildingsRepairSell=1 ; allowed to choose repair or sell of damaged buildings
AutoCrush=2 ; automatically try to crush antogonists if possibleAutoCrush=2 ; automatically try to crush antogonists if possible
Scatter=2 ; will scatter from incoming threats [grenades and such]Scatter=2 ; will scatter from incoming threats [grenades and such]
ContentScan=3 ; will consider contents of transport when picking good targetContentScan=3 ; will consider contents of transport when picking good target
Aircraft=3 ; automatically replace aircraftAircraft=3 ; automatically replace aircraft
Harvester=2 ; automatically replace lost harvestersHarvester=2 ; automatically replace lost harvesters
SellBack=2 ; allowed to sell buildingsSellBack=2 ; allowed to sell buildings
; ******* Country Statistics *******; ******* Country Statistics *******
; Certain countries have special adjustments to their unit and building; Certain countries have special adjustments to their unit and building
; values. These are global values that affect ALL units and buildings owned; 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; by that country. This applies only to multiplayer games and skirmish mode. In
; normal game play, all values are "1.0".; normal game play, all values are "1.0".
; Airspeed = multiplier to speed for all air units [larger means faster] (def=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); 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); 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); 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); 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); 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); 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]; 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)?; 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)?; 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)?; SmartAI = Does it presume to have the smart AI logic already enabled (def=no)?
[GDI][GDI]
Name=GDIName=GDI
Suffix=GDISuffix=GDI
Prefix=GPrefix=G
Color=GoldColor=Gold
Multiplay=yesMultiplay=yes
Side=GDISide=GDI
[Nod][Nod]
Name=NODName=NOD
Suffix=NODSuffix=NOD
Prefix=BPrefix=B
Color=DarkRedColor=DarkRed
Multiplay=yesMultiplay=yes
Side=GDISide=GDI
SmartAI=yesSmartAI=yes
[Special][Special]
Name=JPName=JP
Suffix=JPSuffix=JP
Prefix=JPrefix=J
Color=GreyColor=Grey
Side=MutantSide=Mutant
SmartAI=yesSmartAI=yes
MultiplayPassive=trueMultiplayPassive=true
[Neutral][Neutral]
Name=CivilianName=Civilian
Suffix=CIVSuffix=CIV
Prefix=CPrefix=C
Color=GreyColor=Grey
MultiplayPassive=trueMultiplayPassive=true
SmartAI=yesSmartAI=yes
Side=CivilianSide=Civilian
; ******* Color Schemes *******; ******* Color Schemes *******
; Each country must be assigned a color. This lists the various; Each country must be assigned a color. This lists the various
; colors available. The values represent the 'hue', 'saturation',; colors available. The values represent the 'hue', 'saturation',
; and 'value'. The 'value' component specifies the maximum brightness; and 'value'. The 'value' component specifies the maximum brightness
; allowed for the color as the color spread is generated. The 'hue'; allowed for the color as the color spread is generated. The 'hue'
; component remains constant. The 'saturation' curves through color; component remains constant. The 'saturation' curves through color
; space as the 'value' component changes such that darker colors; space as the 'value' component changes such that darker colors
; become more saturated.; become more saturated.
[Colors][Colors]
; Col. Mustard; Col. Mustard
LightGold=34,128,255 ; 0LightGold=34,128,255 ; 0
Gold=34,160,255 ; 1Gold=34,160,255 ; 1
DarkGold=34,235,255 ; 2DarkGold=34,235,255 ; 2
; Mrs White; Mrs White
LightGrey=0,0,220 ; 3LightGrey=0,0,220 ; 3
Grey=0,0,190 ; 4Grey=0,0,190 ; 4
DarkGrey=0,0,120 ; 5DarkGrey=0,0,120 ; 5
Black=0,100,0 ; 6Black=0,100,0 ; 6
;as white as we can get;as white as we can get
White=0,0,255 ; 7White=0,0,255 ; 7
; Miss Scarlet; Miss Scarlet
LightRed=0,70,255 ; 8LightRed=0,70,255 ; 8
Red=0,160,255 ; 9Red=0,160,255 ; 9
DarkRed=0,235,255 ; 10DarkRed=0,235,255 ; 10
Burgandy=0,255,150 ; 11Burgandy=0,255,150 ; 11
;Orange Julius;Orange Julius
LightOrange=24,165,255 ; 12LightOrange=24,165,255 ; 12
Orange=24,255,255 ; 13Orange=24,255,255 ; 13
DarkOrange=11,235,255 ; 14DarkOrange=11,235,255 ; 14
; Mrs Peacock; Mrs Peacock
LightMagenta=228,120,255 ; 15LightMagenta=228,120,255 ; 15
Magenta=228,160,255 ; 16Magenta=228,160,255 ; 16
DarkMagenta=228,235,255 ; 17DarkMagenta=228,235,255 ; 17