- ; RULE*.INI
- ; *** Tiberian Sun Rules ***
- ; If placed in game directory, it will override built in values. Values to be used as multipliers
- ; or percentages can be specified as either a simple floating point number (embed ".") or as a
- ; conventional percentage number (append "%"). Values used as distances or time delays
- ; are specified as simple floating point number. Distance values are expressed in cells. Time
- ; values are expressed in minutes.
- ; If multiple rules files are present, the Name field is used to identify between them.
- [General]
- Name=Tiberian Sun -- Official Rules of Engagement
- ; veteran factors
- VeteranRatio=10.0 ; must destroy this multiple of self-value to become a veteran [per level]
- VeteranCombat=.25 ; combat BONUS factor when unit is a veteran
- VeteranSpeed=.30 ; speed BONUS factor when unit is a veteran
- VeteranSight=0.0 ; sight range BONUS when unit is a veteran
- VeteranArmor=.25 ; armor BONUS when unit is a veteran
- VeteranROF=.20 ; rate of fire BONUS when unit is a veteran
- VeteranCap=2 ; maximum veteran level that can be obtained
- InitialVeteran=no ; Do initial forces start as veterans?
- ; repair and refit
- RefundPercent=50% ; percent of original cost to refund when building/unit is sold
- ReloadRate=.5 ; minutes to reload each ammo point for aircraft or helicopters
- RepairPercent=20% ; percent cost to fully repair as ratio of full cost
- RepairRate=.016 ; minutes between applying repair step
- RepairStep=8 ; hit points to heal per repair 'tick'
- URepairRate=.016 ; [units only] minutes between applying repair step
- IRepairRate=.001 ; [infantry only] minutes between applying repair step
- IRepairStep=1 ; [infantry only] hit points to heal per repair 'tick' for infantry
- TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
- ; income and production
- ;BailCount=28 ; number of 'bails' carried by a harvester
- BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
- BuildupTime=.06 ; average minutes that building build-up animation runs
- GrowthRate=5 ; minutes between ore (Tiberium) growth
- TiberiumGrows=yes ; Does ore grow denser over time?
- TiberiumSpreads=yes ; Does ore spread into adjacent areas?
- SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad?
- SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold
- SurvivorDivisor=100 ; the divisor into the survivor rate value to determine the number of survivors
- PlacementDelay=.05 ; delay before retrying produced object deploy if temporary blockage detected
- WeedCapacity=56 ; Amount of weed that needs to be harvested by a house in order to build the chem missile
- ; computer and movement controls
- CurleyShuffle=yes ; Should helicopter shuffle position between shots [as in C&C]?
- BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base
- BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat
- CloseEnough=2.25 ; If distance to destination less than this, then abort movement if otherwise blocked.
- DamageDelay=1 ; minutes between applying trivial structure damage when low on power
- GameSpeedBias=1 ; multiplier to overall game object movement speed
- Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
- CloakDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
- SuspendDelay=2 ; minutes that suspended teams will remain suspended
- SuspendPriority=1 ; teams with less than this priority will suspend during base defense ops
- FlightLevel=600 ; typical flight level for aircraft [above ground level]
- MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have
- MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have
- TeamDelays=2250,2700,3600 ; interval between checking for and creating teams, by difficulty level
- AIHateDelays=5400,4500,4050 ; delay in frames before the computer chooses an enemy, by difficulty level
- AIAlternateProductionCreditCutoff=3000 ; when the AI house has less credits than this it will begin
- ; to spend money more conservatively
- NodAIBuildsWalls=no
- AIBuildsWalls=no
- MultiplayerAICM=250,200,100
- HealScanRadius=10 ; how far should medic-type units scan for targets? Used to override the range
- ; of these units, because they need to have very short ranges
- FillEarliestTeamProbability=100,80,60 ; (by difficulty level, from hardest to easiest)
- MinimumAIDefensiveTeams=4,3,2 ; (by difficulty level, from hardest to easiest)
- MaximumAIDefensiveTeams=6,5,4 ; " "
- TotalAITeamCap=14,12,10 ; (by difficulty level, from hardest to easiest)
- UseMinDefenseRule=yes
- DissolveUnfilledTeamDelay=9000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only)
- LargeVisceroid=VISC_LRG ; when two small visceroids combine they turn into this
- SmallVisceroid=VISC_SML ; when infantry transmorgifies into a visceroid
- ; controls how the computer AI scores potential ion cannon targets
- ; the first value is for hard computer opponents, next for normal, and finally for easy
- ; right now, normal and hard are the same, because on hard, the computer will actually wait for
- ; production on an object to finish if that object is the best target; in this way all three
- ; difficulty levels are different.
- AIIonCannonConYardValue=100,100,100
- AIIonCannonWarFactoryValue=50,50,50
- AIIonCannonPowerValue=10,10,40
- AIIonCannonEngineerValue=30,30,5
- AIIonCannonThiefValue=20,20,5
- AIIonCannonHarvesterValue=1,1,1
- AIIonCannonMCVValue=150,150,20
- AIIonCannonAPCValue=15,15,15
- AIIonCannonBaseDefenseValue=35,35,35
- AIIonCannonPlugValue=40,40,40
- AIIonCannonHelipadValue=20,20,20
- AIIonCannonTempleValue=40,40,40
- ; Ion storm control
- IonLightningFrequency=10 ; Percent chance that lightning will strike this frame
- IonLightningRandomness=90 ; Percent chance that the lightning will strike a random cell instead of an object.
- IonLightningDamage=500 ; Damage done by lightning strike.
- IonStormDuration=120 ; Default ion storm duration in deconds. This is overriden by the trigger control.
- IonStormWarning=31 ; Warning time in seconds before an Ion Storm hits.
- IonStorms=no ; Are random ion storms going to appear?
- IonStormWarhead=IonWH ; Warhead used by ion storm strike.
- ; misc
- FogOfWar=no ; Is fog of war enabled?
- Visceroids=no ; Are randomly appearing visceroids going to occur?
- Meteorites=no ; Are tiberium meteorites going to occur?
- CrewEscape=50% ; percent chance that crew will escape from destroyed vehicle
- CameraRange=9 ; distance around spy camera to reveal map
- FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
- Pilot=E1 ; pilot type that parachutes out of aircraft
- Crew=E1 ; soldier that emerges from destroyed unit or building
- Technician=CTECH ; civilian infantry type to serve as technician survivor [should be armed variety]
- Engineer=ENGINEER ; special (limited supply) infantry survivor from construction yards [probably engineer type]
- Disguise=E1 ; infantry type to appear as when disguised and viewed by the enemy
- Paratrooper=E1 ; infantry that is dropped as a paratrooper
- ; droppod flight characteristics
- DropPodWeapon=Vulcan2 ; weapon mounted on drop pod
- DropPodHeight=2000 ; height above ground that drop pods appear at
- DropPodSpeed=75 ; speed of drop pod's descent
- DropPodAngle=0.79 ; angle of descent for drop pod [radians; .40=flat,1.18=steep]
- ; hover vehicle characteristics
- HoverHeight=120 ; height of hovering vehicles
- HoverDampen=40% ; dampening effect on hover vehicle bounciness
- HoverBob=.04 ; time between hover 'bobs'
- HoverBoost=150% ; hover speed when traveling on straight away
- HoverAcceleration=.02 ; time to accelerate to full speed
- HoverBrake=.03 ; time to decelerate to full stop
- ; subterrainean vehicle characteristics
- TunnelSpeed=1
- ; production & power effects
- MultipleFactory=0 ; factory bonus for multiples [1=full bonus, 0=no bonus] (def=1)
- MinProductionSpeed=.5 ; minimum production speed as result of low power (def=.5)
- ; hack section
- GDIGateOne=GAGATE_A ; these buildings affect nearby walls, so I need to know what they are
- GDIGateTwo=GAGATE_B
- WallTower=GACTWR
- NodGateOne=NAGATE_A
- NodGateTwo=NAGATE_B
- NodRegularPower=NAPOWR
- NodAdvancedPower=NAAPWR
- GDIPowerPlant=GAPOWR
- GDIPowerTurbine=GAPOWRUP
- GDIHunterSeeker=GHUNTER
- NodHunterSeeker=NHUNTER
- GDIFirestormGenerator=GAFIRE
- RepairBay=GADEPT ; building to go to when in need of repairs
- BaseUnit=MCV ; unit to consider "home" when no buildings are present
- HarvesterUnit=HARV ; preferred unit(s) to build for harvesting purposes
- PadAircraft=ORCA,ORCAB ; aircraft that can be produced (and land at) a helipad (or ground)
- ; Bret's hack section
- TreeStrength=200 ; 25
- WindDirection=1 ; Direction of wind (gets converted to a FacingType, so 0 is north
- ; and increasing numbers rotate clockwise)
- TrackedUphill=.5 ; coefficient for tracked vehicle movement uphill
- TrackedDownhill=1.1 ; coefficient for tracked vehicle movement downhill
- WheeledUphill=.5 ; coefficient for wheeled vehicle movement uphill
- WheeledDownhill=1.2 ; coefficient for wheeled vehicle movement downhill
- LeptonsPerSightIncrease=2000 ;how high does a unit have to go before it can see farther?
- LeptonsPerFireIncrease=2000 ; how high does a unit have to go before it can fire farther?
- AttackingAircraftSightRange=6
- BlendedFog=yes ; should we blend the fog (as opposed to dither it)
- CliffBackImpassability=2 ; how impassable is it behind cliffs? (0 = minimal, 2 = maximal)
- IceCrackingWeight=2.0 ; objects weighing more than this will crack ice
- IceBreakingWeight=4.0 ; objects weighing more than this well break through ice
- CloakingStages=9
- TiberiumTransmogrify=40
- TreeFlammability=.05
- CraterLevel=1 ; controls how big the craters from meteorites are.
- ; 0 is no cratering, while 4 is the largest craters.
- ;StatisticTimeInterval=30; controls how many seconds pass between statistic calculations, for score screen graphs
- BridgeVoxelMax=3 ; maximum debris from each destroyed bridge section (def=3)
- WallBuildSpeedCoefficient=.5 ; how much faster than normal objects do walls build?
- WorstLowPowerBuildRateCoefficient=.3 ; what is the lowest the build rate can get for being low on power?
- BestLowPowerBuildRateCoefficient=.75 ; what is the highest the build rate can get when in a low power condition?
- AllowShroudedSubteranneanMoves=true
- AircraftFogReveal=6
- MaximumQueuedObjects=4
- MaxWaypointPathLength=15
- ; firestorm defense controls
- ChargeToDrainRatio=.333
- DamageToFirestormDamageCoefficient=.1
- ; veinhole monster parameters
- ; VeinholeMonsterStrength=1000 ; no longer used. To modify veinhole monster strength, edit the [VEINTREE] entry
- VeinholeGrowthRate=300 ; was 3000
- VeinholeShrinkRate=100 ; was 500
- MaxVeinholeGrowth=2000
- VeinDamage=5
- VeinholeTypeClass=VEINTREE
- ; AI trigger weighting parameters
- AITriggerSuccessWeightDelta=5
- AITriggerFailureWeightDelta=-5
- AITriggerTrackRecordCoefficient=1
- ; Some spotlight controls
- SpotlightSpeed=.015 ; speed in radians
- SpotlightMovementRadius=2000 ; offset of center of arc sweep
- SpotlightLocationRadius=1000 ; offset from building
- SpotlightAcceleration=.0025 ; acceleration in radians
- SpotlightAngle=.5 ; maximum suggest angle of arc sweep
- ; Controls for radar events
- ; The events, in order, are:
- ; (1) Generic Combat Event,
- ; (2) Generic Noncombat Event,
- ; (3) Dropzone Event,
- ; (4) Base Under Attack Event,
- ; (5) Harvester Under Attack Event,
- ; (6) Enemy Object Sensed Event
- ; So, for example, to change the visibility duration of the Harvester Under Attack Event,
- ; you would change the fifth number in the list for RadarEventVisibilityDurations
- ;
- RadarEventSuppressionDistances=8, 8, 8, 8, 8, 6 ; suppression distance in cells
- RadarEventVisibilityDurations=200,200,200,200,200,200 ; event visibility in frames
- RadarEventDurations=400,400,400,400,400,400 ; event duration in frames
- FlashFrameTime=7
- RadarCombatFlashTime=49 ; this should ALWAYS be an odd multiple of FlashFrameTime, ie RadarCombatFlashTime / FlashFrameTime should be an odd number
- RadarEventMinRadius=8
- RadarEventSpeed=1.2
- RadarEventRotationSpeed=.05
- RadarEventColorSpeed=.1
- RevealTriggerRadius=9 ; the sight range of a "reveal around waypoint" trigger, 10 is maximum
- ; id holders for particle systems and voxel debris
- ExplosiveVoxelDebris=GASTANK,PIECE ; name of explosive voxel debris
- TireVoxelDebris=TIRE ; name of tire voxel debris
- ScrapVoxelDebris=PIECE ; name of scrap metal voxel debris
- OKBuildingSmokeSystem=SmokeStackSys
- DamagedBuildingSmokeSystem=SmallSmokeSys
- DamagedUnitSmokeSystem=VSSmokeSys
- DebrisSmokeSystem=VSSmokeSys
- ; Building prerequisite categories are specified here.
- PrerequisitePower=GAPOWR,NAPOWR,NAAPWR
- PrerequisiteFactory=GAWEAP,NAWEAP
- PrerequisiteBarracks=NAHAND,GAPILE
- PrerequisiteRadar=GARADR,NARADR
- PrerequisiteTech=GATECH,NATECH
- ; hunter seeker controls
- HunterSeekerDetonateProximity=150
- HunterSeekerDescendProximity=700
- HunterSeekerAscentSpeed=40
- HunterSeekerDescentSpeed=50
- HunterSeekerEmergeSpeed=6
- ; default threat evaluation controls
- MyEffectivenessCoefficientDefault=200
- TargetEffectivenessCoefficientDefault=-200
- TargetSpecialThreatCoefficientDefault=200
- TargetStrengthCoefficientDefault=-200
- TargetDistanceCoefficientDefault=-10
- ; defaults for dumb threat evaluation
- DumbMyEffectivenessCoefficient=200
- DumbTargetEffectivenessCoefficient=200
- DumbTargetSpecialThreatCoefficient=200
- DumbTargetStrengthCoefficient=200
- DumbTargetDistanceCoefficient=-1
- EnemyHouseThreatBonus=400
- ; ******* Jumpjet Flight rules *******
- ; Jumpjet movement controls
- [JumpjetControls]
- TurnRate=4
- Speed=14
- Climb=5
- CruiseHeight=500 ; cruiseheight should be higher than a bridge, just to be safe
- Acceleration=2
- WobblesPerSecond=.15 ; was .25
- WobbleDeviation=40 ; was 40
- ; ******* Special Weapon rules *******
- ; Special weapon rules are specified here.
- [SpecialWeapons]
- HSBuilding=GAPLUG,NATMPL ; list of buildings the hunter seeker tries to pop out of
- NukeWarhead=Nuke ; warhead used by falling nuke missile
- NukeDown=NukeDown ; nuclear missile as it descends
- NukeProjectile=NukeUp ; nuclear missile (from silo) projectile to launch
- EMPulseWarhead=EMPuls ; warhead used by falling nuke missile
- EMPulseProjectile=PulsPr ; nuclear missile (from silo) projectile to launch
- ; ******* Audio / Visual rules *******
- ; General controls that deal with audio or visual appearance of
- ; the game or the units therein are specified here.
- [AudioVisual]
- UnloadingHarvester=HORV ; harvester image to use when unloading tiberium
- PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc)
- DropPodPuff=DROPEXP ; animation to play when drop pod hits the ground
- WaypointAnimationSpeed=10 ; how fast do the waypoint markers animate?
- BarrelExplode=EXPLOLRG ; exploding crates animation
- BarrelDebris=GASTANK,PIECE ; exploding crate debris list
- BarrelParticle=SmallGreySSys
- Wake=WAKE2 ; wake effect when traveling on/over water
- VeinAttack=VEINATAC
- DropPod=DROPPOD,DROPPOD2 ; mark to leave after drop pod lands
- DeadBodies=DEATH_A,DEATH_B,DEATH_C,DEATH_D,DEATH_E,DEATH_F ; choice of dead bodies to leave around
- MetallicDebris=DBRIS1LG,DBRIS2LG,DBRIS3LG,DBRIS4LG,DBRIS5LG,DBRIS6LG,DBRIS7LG,DBRIS8LG,DBRIS9LG,DBRS10LG,DBRIS1SM,DBRIS2SM,DBRIS3SM,DBRIS4SM,DBRIS5SM,DBRIS6SM,DBRIS7SM,DBRIS8SM,DBRIS9SM,DBRS10SM
- BridgeExplosions=TWLT026,TWLT036,TWLT050,TWLT070 ; the explosions to use for the bridge explosion effect
- DigSound=SUBDRIL1 ; sound when digging into the ground
- Dig=DIG ; anim to play when unit digs into ground
- IonBlast=RING1 ; initial anim when ion cannon hits
- IonBeam=IONBEAM
- InfantryExplode=S_BANG34 ; animation when infantry just explodes
- AtmosphereEntry=PODRING ; animation to use when drop pod enters atmosphere
- GateUp=GATEUP1 ; sound of gate rising
- GateDown=GATEDWN1 ; sound of gate lowering
- ShroudGrow=no ; Does the shroud grow back over time?
- ScrollMultiplier=.07 ; multiplier to default scroll speed
- ShakeScreen=400 ; divide object strength by this to determine if the screen shakes when destroyed
- CloakSound=CLOAK5 ; sound of cloaking or decloaking
- SellSound=CASHTURN ; sound of selling objects (typically buildings)
- GameClosed=BLEEP1 ; game closed sound
- IncomingMessage=Message1 ; incoming message sound
- SystemError=BOOP ; system error sound
- OptionsChanged=Notify ; options have changed sound
- GameForming=GAMEFRM1 ; game forming sound
- PlayerLeft=BOOP ; player has left sound
- PlayerJoined=BOOP ; player has joined sound
- Construction=BOOP ; sound of building construction
- CreditTicks=CREDUP1,CREDDWN1 ; credit tick up and down sounds
- CrumbleSound=CRMBLE2 ; building crumble sound when building is completely destroyed
- BuildingSlam=PLACE2 ; placing building down sound
- RadarOn=COMMUP1 ; radar activation sound
- RadarOff=RADARDN1 ; radar deactivation sound
- ScoldSound=SCOLD8 ; generic scold sound
- TeslaCharge=OBELPOWR ; tesla charge up sound
- TeslaZap=OBELRAY1 ; tesla zap sound
- BlowupSound=EXPNEW01 ; sound when building is damaged to half strength
- ChuteSound=BOOP ; parachute deploy sound
- GenericClick=CLICKY1 ; generic click sound
- GenericBeep=BLEEP1 ; generic beep sound
- BuildingDrop=PLACE2 ; sound of building being placed down
- StopSound=Notify ;Sound when units are commanded to stop
- GuardSound=Notify ;Sound when units are commanded to guard
- ScatterSound=Notify ;Sound when units are commanded to scatter
- DeploySound=27-I002 ;Sound when units are commanded to deploy
- LightningSound= ; Commented out because sound was way too annoying (AI)
- TreeFire=FIRE2,FIRE1 ; small and large fires to attach to burning trees
- OnFire=FIRE3,FIRE2,FIRE1 ; list of flames to use when something catches fire [must be 3 in list]
- FlamingInfantry=FLAMEGUY ; anim to use for special onfire infantry logic
- Smoke=xxxx ; smoke that rises from the ground after a building explosion
- FirestormActiveAnim=GAFSDF_A
- FirestormIdleAnim=FSIDLE
- FirestormGroundAnim=FSGRND
- FirestormAirAnim=FSAIR
- MoveFlash=RING ; movement destination click feedback animation
- Parachute=PARACH ; big parachute used for paratroopers
- BombParachute=PARABOMB ; parachute used for parabombs and other parachuted ordinance
- SmallFire=FIRE3 ; animation for small fire [used after napalm]
- LargeFire=FIRE2 ; animation for large fire [used after napalm]
- AllyReveal=yes ; Allies automatically reveal radar maps to each other?
- ConditionRed=25% ; when damaged to this percentage, health bar turns red
- ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
- DropZoneRadius=4 ; distance around drop zone flair that map reveals itself
- DropZoneAnim=BEACON ; animation to use for the drop zone flair
- EnemyHealth=yes ; Show enemy health bar graph when selected?
- Gravity=6 ; gravity constant for ballistic projectiles
- IdleActionFrequency=.15 ; average minutes between infantry performing idle actions
- MessageDelay=.6 ; time duration of multiplayer messages displayed over map
- MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only)
- NamedCivilians=no ; Show true names over civilians and civilian buildings?
- SavourDelay=.1 ; delay between scenario end and ending movie [keep the delay short]
- ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep]
- FogRate=.5
- IceGrowthRate=1.5
- IceSolidifyFrameTime=1000 ; how many frames between when ice is cracked and when it gets solidified
- IceCrackSounds=ICECRAK1,ICECRAK2,ICECRAK3
- AmbientChangeRate=.2 ; how many minutes between ambient light recalculations
- AmbientChangeStep=.1 ; step rate for gradually changing ambient lighting
- SpeakDelay=2 ; minutes between EVA repeating advice to the player
- TimerWarning=2 ; if mission timer is less than this many minutes, then display in red
- ExtraUnitLight=.2 ; Extra light to make units glow.
- ExtraInfantryLight=.2 ; Extra light to make infantry glow.
- ExtraAircraftLight=.2 ; Extra light to make aircraft glow.
- EMPulseSparkles=EMP_FX01 ; Anim to play over units disabled by an EM Pulse.
- ; ******* Crate rules *******
- ; General crate rules and controls are specified here.
- [CrateRules]
- CrateMaximum=255 ; crates can never exceed this quantity
- CrateMinimum=1 ; crates are normally one per human player but never below this number
- CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses
- CrateRegen=3 ; average minutes between random powerup crate regeneration
- SilverCrate=HealBase ; solo play silver crate bonus
- SoloCrateMoney=2000 ; money to give for money crate in solo play missions
- UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly]
- WoodCrate=Money ; solo play wood crate bonus
- HealCrateSound=HEALER1 ; heal crate sound effect
- WoodCrateImg=CRATE ; wood crate overlay image to use
- CrateImg=CRATE ; normal crate overlay image to use
- FreeMCV=yes ; Give free MCV from crate if no buildings but still has money [multiplay only]?
- ; ******* Combat and damage rules *******
- ; General rules that control combat, damage, or related items are listed here.
- [CombatDamage]
- AmmoCrateDamage=200 ; damage generated from exploding ammo crate overlay
- IonCannonDamage=751
- HarvesterImmune=no ; Are harvester immune to normal combat damage?
- DestroyableBridges=yes ; Can bridges be destroyed?
- TiberiumExplosive=yes ; Is tiberium extra explosive?
- Scorches=BURN01,BURN02,BURN03,BURN04 ; scorch mark smudge types
- Scorches1=BURN05,BURN06,BURN07 ; scorch mark smudge types
- Scorches2=BURN08,BURN09,BURN10 ; scorch mark smudge types
- Scorches3=BURN11,BURN12,BURN13 ; scorch mark smudge types
- Scorches4=BURN14,BURN15,BURN16 ; scorch mark smudge types
- TiberiumExplosionDamage = 100 ; the amount of damage dealt out by explosion in a big tiberium chain reaction
- TiberiumStrength = 20 ; the higher this value, the harder it is to get big tiberium to explode
- Craters=CR1,CR2,CR3,CR4,CR5,CR6 ; crater smudge types
- AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
- BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
- BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed]
- C4Delay=.03 ; minutes to delay after placing C4 before building will explode
- C4Warhead=HE ; this is the warhead that C4 uses to damage buildings
- FirestormWarhead=FirestormWH ; the warhead that the firestorm defense uses when active
- IonCannonWarhead=IonCannonWH ; the warhead that the ion cannon uses
- VeinholeWarhead=VeinholeWH
- ;particle system defaults
- DefaultFirestormExplosionSystem=FirestormSparkSys ; the particle system to use when the firestorm defense blows something up
- DefaultLargeGreySmokeSystem=BigGreySmokeSys
- DefaultSmallGreySmokeSystem=SmallGreySSys
- DefaultSparkSystem=SparkSys
- DefaultLargeRedSmokeSystem=BigGreySmokeSys
- DefaultSmallRedSmokeSystem=SmallGreySSys
- DefaultDebrisSmokeSystem=SmallGreySSys
- DefaultFireStreamSystem=FireStreamSys
- DefaultTestParticleSystem=TestSmokeSys
- DefaultRepairParticleSystem=WeldingSys
- Crush=1.8 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
- ExpSpread=.7 ; cell damage spread per 100 damage points for exploding object types [if Explodes=yes]
- FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found
- FlameDamage=Fire ; damage (warhead type) to use when on object is in flames
- FlameDamage2=Fire2
- HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
- MaxDamage=1000 ; maximum damage (after adjustments) per shot
- MinDamage=1 ; minimum damage (after adjustments) per shot
- PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
- PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
- PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?
- ;ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage
- SplashList=H2O_EXP3,H2O_EXP2,H2O_EXP1 ; water explosion set for conventional explosives
- TreeTargeting=no ; Automatically show target cursor when over trees?
- TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft
- Incoming=10 ; If an incoming projectile is as slow or slower than this, then
- ; object in the target location will try to run away.
- ; Grenades have this characteristic.
- CollapseChance=100 ; Percent chance that a cliff will collapse when hit.
- BerzerkAllowed=no ; Allow Cyborgs to go berzerk when at half damage?
- ; *** House (players) List ***
- ; Each side has some basic controls on how they behave (when
- ; controlled by the computer. Here is the list of available
- ; house types.
- [Houses]
- 0=GDI
- 1=Nod
- 2=Neutral
- 3=Special
- ; ******* Side Type List *******
- ; The combantants can be grouped according to side. This
- ; lists the sides and their respective member houses.
- [Sides]
- GDI=GDI
- Nod=Nod
- Civilian=Neutral
- Mutant=Special
- ; ******* Infantry Type List *******
- ; This is the list of infantry types. Each infantry type listed
- ; here should also have a matching data section that specifies
- ; its data values. The purpose of this list is to identify infantry
- ; types that can't be implicitly determined by examining other
- ; entries in this rules file.
- [InfantryTypes]
- 1=E1
- 2=E2
- 3=E3
- 4=MEDIC
- 5=WEEDGUY
- 6=ENGINEER
- 7=MUTANT
- 8=CIV1
- 9=CIV2
- 10=CIV3
- 11=JUMPJET
- 12=DOGGIE
- 13=CYC2
- 14=UMAGON
- 15=GHOST
- 16=MHIJACK
- 17=SLAV
- 18=CHAMSPY
- 19=MWMN
- 20=MUTANT3
- 21=OXANNA
- 22=TRATOS
- 23=CYBORG
- 24=CTECH
- ; ******* Building Type List *******
- ; This lists all the buildings types in the game. Each of these
- ; types will have a specific section in this file that gives the
- ; particulars about that building type.
- [BuildingTypes]
- 1=GAPOWR
- 2=PROC
- 149=GASILO
- 4=GAPILE
- 5=GAPLUG
- 6=GACTWR
- 150=GAVULC
- 7=GASAND
- 8=GAFIRE
- 9=GADEPT
- 10=GATECH
- 11=GAWEAP
- 3=GACNST
- 12=GAHPAD
- 13=NAPOWR
- 14=NATECH
- 15=NAHAND
- 16=NAAPWR
- 17=GAWALL
- 65=CABHUT
- 153=NAPULS
- 154=GAGATE_A
- 155=GAGATE_B
- 21=NAWEAP
- 156=NASTLH
- 66=GALITE
- 67=REDLAMP
- 68=GRENLAMP
- 69=BLUELAMP
- 70=YELWLAMP
- 71=PURPLAMP
- 72=INORANLAMP
- 73=INGRNLMP
- 74=INREDLMP
- 23=NAWALL
- 75=INBLULMP
- 24=NATMPL
- 157=NAGATE_A
- 158=NAGATE_B
- 28=NAWAST
- 159=NAOBEL
- 160=NAMISL
- 161=GAPOWRUP
- 18=NAPOST
- 76=NAFNCE
- 35=NALASR
- 36=NASAM
- 85=CITY01
- 86=CITY02
- 87=CITY03
- 88=CITY04
- 89=CITY05
- 90=CITY06
- 91=CITY07
- 92=CITY08
- 93=CITY09
- 94=CITY10
- 95=CITY11
- 96=CITY12
- 97=CITY13
- 98=CITY14
- 99=CITY15
- 100=CITY16
- 101=CITY17
- 102=CITY18
- 103=CAHOSP
- 104=GASPOT
- 105=CTDAM
- 19=NARADR
- 38=GAROCK
- 106=INGALITE
- 107=INYELWLAMP
- 108=INPURPLAMP
- 39=GAPLUG1
- 20=GAPLUG2
- 41=GAPLUG3
- 42=GAFSDF
- 43=GARADR
- 109=BBOARD01
- 110=BBOARD02
- 111=BBOARD03
- 112=BBOARD04
- 113=BBOARD05
- 114=BBOARD06
- 115=BBOARD07
- 116=BBOARD08
- 117=BBOARD09
- 118=BBOARD10
- 119=BBOARD11
- 120=BBOARD12
- 121=BBOARD13
- 122=BBOARD14
- 123=BBOARD15
- 124=BBOARD16
- 125=NEGLAMP
- 126=NEGRED
- 127=ABAN01
- 128=ABAN02
- 129=ABAN03
- 130=ABAN04
- 131=ABAN05
- 132=ABAN06
- 133=ABAN07
- 134=ABAN08
- 135=ABAN09
- 136=ABAN10
- 137=ABAN11
- 138=ABAN12
- 139=ABAN13
- 140=ABAN14
- 141=ABAN15
- 142=ABAN16
- 143=ABAN17
- 144=ABAN18
- 145=CITY19
- 146=CITY20
- 147=CITY21
- 148=NTPYRA
- 151=CITY22
- 152=CTVEGA
- 200=GADPSA
- 201=CA0001
- 202=CA0002
- 203=CA0003
- 204=CA0004
- 205=CA0005
- 206=CA0006
- 207=CA0007
- 208=CA0008
- 209=CA0009
- 210=CA0010
- 211=CA0011
- 212=CA0012
- 213=CA0013
- 214=CA0014
- 215=CA0015
- 216=CA0016
- 217=CA0017
- 218=CA0018
- 219=CA0019
- 220=CA0020
- 221=CA0021
- 222=CAARMR
- 223=GACSAM
- 224=GATICK
- 225=CAPYR01
- 226=CAPYR02
- 227=CAPYR03
- 228=CACRSH01
- 229=CACRSH02
- 230=CACRSH03
- 231=CACRSH04
- 232=CACRSH05
- 233=CAARAY
- 234=GAICBM
- 235=GAOLDCC1
- 236=GAOLDCC2
- 237=GAOLDCC3
- 238=GAOLDCC4
- 239=GAOLDCC5
- 240=GAOLDCC6
- 241=GAARTY
- 242=TSTLAMP
- 243=NAHPAD
- 244=GAKODK
- 245=NAMNTK
- 246=UFO
- 247=AMMOCRAT
- 248=GAPAVE
- 249=GAGREEN
- ; ******* Aircraft Type List *******
- ; This lists all of the aircraft types in the game. Each aircraft
- ; type should have a matching section that specifies the data it
- ; requires.
- [AircraftTypes]
- 1=ORCAB
- 2=DSHP
- 3=DPOD
- 4=SCRIN
- 5=APACHE
- 6=ORCATRAN
- 7=TRNSPORT
- 8=ORCA
- ; ******* Vehicle Type List *******
- ; This lists all of the vehicles types in the game. Each vehicle
- ; type should have a matching section that specifies the data it
- ; requires.
- [VehicleTypes]
- 1=MCV
- 2=HARV
- 3=APC
- 11=4TNK
- 15=MMCH
- 16=BIKE
- 17=SAPC
- 18=SONIC
- 19=CAR
- 21=BUS
- 22=STNK
- 23=WINI
- 24=PICK
- 27=ART2
- 29=TTNK
- 30=HMEC
- 31=SMECH
- 32=HVR
- 34=LPST
- 35=REPAIR
- 36=HORV
- 37=LOCOMOTIVE
- 38=TRAINCAR
- 39=SUBTANK
- 40=BGGY
- 41=JEEP
- 42=TRUCKA
- 43=TRUCKB
- 44=VISC_SML
- 45=VISC_LRG
- 46=ICBM
- 47=CARGOCAR
- 48=WEED
- 49=GHUNTER
- 50=NHUNTER
- ; *** Terrain Object List ***
- ; This is the list of terrain objects. Typically, these include
- ; trees and rocks.
- [TerrainTypes]
- ;1=MINE
- 2=BOXES01
- 3=BOXES02
- 4=BOXES03
- 5=BOXES04
- 6=BOXES05
- 7=BOXES06
- 8=BOXES07
- 9=BOXES08
- 10=BOXES09
- 11=ICE01
- 12=ICE02
- 13=ICE03
- 14=ICE04
- 15=ICE05
- 16=TREE01
- 17=TREE02
- 18=TREE03
- 19=TREE04
- 20=TREE05
- 21=TREE06
- 22=TREE07
- 23=TREE08
- 24=TREE09
- 25=TREE10
- 26=TREE11
- 27=TREE12
- 28=TREE13
- 29=TREE14
- 30=TREE15
- 31=TREE16
- 32=TREE17
- 33=TREE18
- 34=TREE19
- 35=TREE20
- 36=TREE21
- 37=TREE22
- 38=TREE23
- 39=TREE24
- 40=TREE25
- 41=TIBTRE01
- 42=TIBTRE02
- 43=TIBTRE03
- 44=VEINTREE
- ; *** Smudge Object List ***
- ; This is the list of smudge objects. Typically, these include
- ; craters and scorch marks.
- [SmudgeTypes]
- 1=CR1
- 2=CR2
- 3=CR3
- 4=CR4
- 5=CR5
- 6=CR6
- 7=BURN01
- 8=BURN02
- 9=BURN03
- 10=BURN04
- 11=BURN05
- 12=BURN06
- 13=BURN07
- 14=BURN08
- 15=BURN09
- 16=BURN10
- 17=BURN11
- 18=BURN12
- 19=BURN13
- 20=BURN14
- 21=BURN15
- 22=BURN16
- 23=BURNT01
- 24=BURNT02
- 25=BURNT03
- 26=BURNT04
- 27=BURNT05
- 28=BURNT06
- 29=BURNT07
- 30=BURNT08
- 31=BURNT09
- 32=BURNT10
- 33=BURNT11
- 34=BURNT12
- 35=CRATER01
- 36=CRATER02
- 37=CRATER03
- 38=CRATER04
- 39=CRATER05
- 40=CRATER06
- 41=CRATER07
- 42=CRATER08
- 43=CRATER09
- 44=CRATER10
- 45=CRATER11
- 46=CRATER12
- ; *** Overlay Object List ***
- ; These specify the various overlay types. Overlays can affect the
- ; game state (unlike smudges).
- [OverlayTypes]
- 1=GASAND
- 2=CYCL
- 3=GAWALL
- 4=BARB
- 5=WOOD
- 6=DUMMY
- 7=DUMMY2
- 8=DUMMY3
- 9=DUMMY4
- 10=DUMMY5
- 11=DUMMY6
- 12=DUMMY7
- 13=DUMMY8
- 14=DUMMY9
- 15=DUMMY10
- 16=DUMMY11
- 17=DUMMY12
- 18=V16
- 19=V17
- 20=V18
- 21=DUMMY13
- 22=DUMMY14
- 23=FENC
- 24=DUMMY15
- 25=BRIDGE1 ;26 &
- 26=BRIDGE2 ;27 are the same art.
- 27=NAWALL
- 28=BTIB01
- 29=BTIB02
- 30=BTIB03
- 31=BTIB04
- 32=BTIB05
- 33=BTIB06
- 34=BTIB07
- 35=BTIB08
- 36=BTIB09
- 37=BTIB10
- 38=BTIB11
- 39=BTIB12
- 42=TRACKS01
- 43=TRACKS02
- 44=TRACKS03
- 45=TRACKS04
- 46=TRACKS05
- 47=TRACKS06
- 48=TRACKS07
- 49=TRACKS08
- 50=TRACKS09
- 51=TRACKS10
- 52=TRACKS11
- 53=TRACKS12
- 54=TRACKS13
- 55=TRACKS14
- 56=TRACKS15
- 57=TRACKS16
- 58=TRACKTUNNEL01
- 59=TRACKTUNNEL02
- 60=TRACKTUNNEL03
- 61=TRACKTUNNEL04
- 62=RAILBRDG1
- 63=RAILBRDG2
- 64=CRAT01
- 65=CRAT02
- 66=CRAT03
- 67=CRAT04
- 68=CRAT0A
- 69=CRAT0B
- 70=CRAT0C
- 71=DRUM01
- 72=DRUM02
- 73=PALET01
- 74=PALET02
- 75=PALET03
- 76=PALET04
- 77=LOBRDG01
- 78=LOBRDG02
- 79=LOBRDG03
- 80=LOBRDG04
- 81=LOBRDG05
- 82=LOBRDG06
- 83=LOBRDG07
- 84=LOBRDG08
- 85=LOBRDG09
- 86=LOBRDG10
- 87=LOBRDG11
- 88=LOBRDG12
- 89=LOBRDG13
- 90=LOBRDG14
- 91=LOBRDG15
- 92=LOBRDG16
- 93=LOBRDG17
- 94=LOBRDG18
- 95=LOBRDG19
- 96=LOBRDG20
- 97=LOBRDG21
- 98=LOBRDG22
- 99=LOBRDG23
- 100=LOBRDG24
- 101=LOBRDG25
- 102=LOBRDG26
- 103=LOBRDG27
- 104=LOBRDG28
- 105=TIB01
- 106=TIB02
- 107=TIB03
- 108=TIB04
- 109=TIB05
- 110=TIB06
- 111=TIB07
- 112=TIB08
- 113=TIB09
- 114=TIB10
- 115=TIB11
- 116=TIB12
- 117=TIB13
- 118=TIB14
- 119=TIB15
- 120=TIB16
- 121=TIB17
- 122=TIB18
- 123=TIB19
- 124=TIB20
- 125=LOBRDGE1
- 126=LOBRDGE2
- 127=LOBRDGE3
- 128=LOBRDGE4
- 129=VEINS
- 130=TIB2_01
- 131=TIB2_02
- 132=TIB2_03
- 133=TIB2_04
- 134=TIB2_05
- 135=TIB2_06
- 136=TIB2_07
- 137=TIB2_08
- 138=TIB2_09
- 139=TIB2_10
- 140=TIB2_11
- 141=TIB2_12
- 142=TIB2_13
- 143=TIB2_14
- 144=TIB2_15
- 145=TIB2_16
- 146=TIB2_17
- 147=TIB2_18
- 148=TIB2_19
- 149=TIB2_20
- 150=TIB3_01
- 151=TIB3_02
- 152=TIB3_03
- 153=TIB3_04
- 154=TIB3_05
- 155=TIB3_06
- 156=TIB3_07
- 157=TIB3_08
- 158=TIB3_09
- 159=TIB3_10
- 160=TIB3_11
- 161=TIB3_12
- 162=TIB3_13
- 163=TIB3_14
- 164=TIB3_15
- 165=TIB3_16
- 166=TIB3_17
- 167=TIB3_18
- 168=TIB3_19
- 169=TIB3_20
- 170=VEINHOLE
- 171=SROCK01
- 172=SROCK02
- 173=SROCK03
- 174=SROCK04
- 175=SROCK05
- 176=TROCK01
- 177=TROCK02
- 178=TROCK03
- 179=TROCK04
- 180=TROCK05
- 181=VEINHOLEDUMMY
- 182=CRATE
- ; *** Animation List ***
- ; This is the complete list of animations available. There are
- ; internal tables that rely on this exact order. Additional
- ; animations should be appended to the end.
- [Animations]
- 1=TWLT100
- 3=ELECTRO
- ; The following can occur in any order.
- 240=TWLT026
- 241=TWLT036
- 242=TWLT050
- 243=TWLT070
- 244=TWLT100
- 245=TWLT070T
- 246=TWLT100I
- 250=S_BANG16
- 251=S_BANG24
- 252=S_BANG34
- 253=S_BANG48
- 260=S_BRNL20
- 261=S_BRNL30
- 262=S_BRNL40
- 263=S_BRNL58
- 270=S_CLSN16
- 271=S_CLSN22
- 272=S_CLSN30
- 273=S_CLSN42
- 274=S_CLSN58
- 280=S_TUMU22
- 281=S_TUMU30
- 282=S_TUMU42
- 283=S_TUMU60
- 290=RING1
- 291=IONBEAM
- 12=SMOKEY
- 13=BURN-S
- 14=BURN-M
- 15=BURN-L
- 22=H2O_EXP1
- 23=H2O_EXP2
- 24=H2O_EXP3
- 25=PARACH
- 26=PARABOMB
- 28=RING
- 30=PIFF
- 31=PIFFPIFF
- 32=FIRE3
- 33=FIRE2
- 34=FIRE1
- 35=FIRE4
- 42=GUNFIRE
- 43=TWINKLE1
- 44=TWINKLE2
- 45=TWINKLE3
- 47=MONEY
- 48=MLTIMISL
- 49=HEALONE
- 50=HEALALL
- 51=ARMOR
- 52=CHEMISLE
- 53=CLOAK
- 54=FIREPOWR
- 63=MGUN-N
- 64=MGUN-NE
- 65=MGUN-E
- 66=MGUN-SE
- 67=MGUN-S
- 68=MGUN-SW
- 69=MGUN-W
- 70=MGUN-NW
- 71=SMOKLAND
- 72=VETERAN
- 73=REVEAL
- 74=SHROUDX
- 82=GAPOWR_A
- 83=GAPOWR_AD
- 84=NARADR_A
- 85=NARADR_AD
- 90=GAWEAP_1
- 91=GAWEAP_2
- 92=GAWEAP_A
- 93=GAWEAP_B
- 94=GAWEAP_C
- 95=GAWEAP_D
- 96=GAPILE_A
- 97=GAPILE_B
- 98=NAPULS_A
- 99=GACTWR_A
- 100=GACTWR_B
- 101=GACTWR_C
- 102=GACTWR_D
- 103=GAPILE_C
- 104=GAWEAP_1
- 105=GAWEAP_2
- 106=GAWEAP_A
- 107=GAWEAP_B
- ;108=GACOMM_A
- ;109=GACOMM_B
- ;110=GACOMM_C
- ;111=GACOMM_D
- ;112=GACOMM_AD
- 113=NASTLH_A
- 114=NASTLH_AD
- 115=GACNSTMK
- 116=GACNST_A
- 117=GACNST_AD
- 118=GACNST_B
- 119=GACNST_C
- 120=GACNST_CD
- 121=GACNST_D
- 122=NAHAND_A
- 123=NAHAND_B
- 124=NAHAND_BD
- 125=GAPILE_CD
- 126=NATMPL_A
- 127=NATMPLMK
- 128=NAREFN_A
- 129=NAREFN_B
- 130=NAREFN_C
- 131=GAHPAD_A
- 132=GAHPAD_AD
- 133=GAPOWR_B
- 134=GADEPT_A
- 135=GADEPT_AD
- 136=GADEPT_B
- 137=GATECH_A
- 138=GATECH_AD
- 139=NATECH_A
- 143=NAWAST_A
- 144=NAWAST_AD
- 145=NAWAST_B
- 146=NAWAST_BD
- 147=NAOBEL_A
- 148=NAMISL_A
- 149=NAMISL_AD
- 150=NAMISL_B
- 151=NAMISL_BD
- 152=GAFIRE_A
- 153=GAFIRE_B
- 154=GAFIRE_C
- 155=NAREFN_AR
- 156=NAPOST_A
- 157=NAPOST_AD
- 158=NAPOST_B
- 159=WA01X
- 160=WA02X
- 161=WA03X
- 162=WA04X
- 163=WB01X
- 164=WB02X
- 165=WB03X
- 166=WB04X
- 167=WC01X
- 168=WC02X
- 169=WC03X
- 170=WC04X
- 171=WD01X
- 172=WD02X
- 173=WD03X
- 174=WD04X
- 175=TREESPRD
- 176=NAOBEL_B
- 177=GADEPT_C1
- 178=GADEPT_C2
- 179=GADEPT_C3
- 180=GADEPT_D
- 181=GADEPT_DD
- 182=GASILO_A
- 183=GASILO_AD
- 184=GASILO_B
- 185=GASILO_BD
- 186=NAPOWR_A
- 187=NAPOWR_AD
- 188=CAHOSP_A
- 189=NAAPWR_A
- 190=NAAPWR_AD
- 191=GASPOT_A
- 192=GASPOT_AD
- 193=CTDAM_A
- 194=CTDAM_AD
- 195=TUNTOP01
- 196=TUNTOP02
- 197=TUNTOP03
- 198=TUNTOP04
- 199=NTPYRA_A
- 200=NTPYRA_AD
- 201=PULSEFX1
- 202=GADPSAMK
- 203=METLARGE
- 204=METSMALL
- 205=METDEBRI
- 206=METSTRAL
- 207=METLTRAL
- 208=PULSBALL
- 209=GAFSDF_A
- 210=FSIDLE
- 211=FSAIR
- 212=FSGRND
- 213=CAARMR_A
- 214=GADPSA_A
- 215=GATICK_A
- 216=GATICKMK
- ;217=UFO
- 218=CAARAY_A
- 219=CAARAY_B
- 220=CAARAY_C
- 221=CAARAY_CD
- 222=CAARAY_D
- 223=CAARAY_DD
- 224=GAICBM_A
- 225=GAICBMMK
- 226=NAHPAD_A
- 227=NAHPAD_AD
- 228=GAKODK_A
- 229=GAKODK_AD
- 230=GAKODK_B
- 231=GAKODK_C
- 232=GAKODK_CD
- 233=NAMNTK_A
- 234=CTDAM_B
- 235=CTDAM_BD
- 236=CARYLAND
- 237=DROPLAND
- 300=GAPLUG_A
- 301=GAPLUG_B
- 302=GAPLUG_BD
- 303=GAPLUG_C
- 304=GAPLUG_D
- 305=GAPLUG_E
- 306=GAPLUG_F
- 307=GARADR_A
- 308=GARADR_AD
- 309=NASAM_A
- 310=EMP_FX01
- 320=DIG
- 400=VEINATAC
- 500=INFDIE
- 501=DIRTEXPL
- 502=PULSEFX2
- 510=DBRIS1LG
- 511=DBRIS1SM
- 512=DBRIS2LG
- 513=DBRIS2SM
- 514=DBRIS3LG
- 515=DBRIS3SM
- 516=DBRIS4LG
- 517=DBRIS4SM
- 518=DBRIS5LG
- 519=DBRIS5SM
- 520=DBRIS6LG
- 521=DBRIS6SM
- 522=DBRIS7LG
- 523=DBRIS7SM
- 524=DBRIS8LG
- 525=DBRIS8SM
- 526=DBRIS9LG
- 527=DBRIS9SM
- 528=DBRS10LG
- 529=DBRS10SM
- 550=DEATH_A
- 551=DEATH_B
- 552=DEATH_C
- 553=DEATH_D
- 554=DEATH_E
- 555=DEATH_F
- 556=DROPPOD
- 557=DROPPOD2
- 558=FLAMEGUY
- 600=EXPLOSML
- 601=EXPLOMED
- 602=EXPLOLRG
- 603=XGRYMED1
- 604=XGRYMED2
- 605=XGRYSML1
- 606=XGRYSML2
- 610=STEAMPUF
- 611=SMOKEY2
- 612=PULSE
- 613=WAKE1
- 614=WAKE2
- 618=BEACON
- 619=PODRING
- 620=CLDRNGL1
- 621=CLDRNGL2
- 622=CLDRNGMD
- 623=CLDRNGSM
- 700=CRYSTAL1
- 701=CRYSTAL2
- 702=CRYSTAL3
- 703=CRYSTAL4
- 704=BIGBLUE
- 705=SGRYSMK1
- 706=DROPEXP
- 707=INVISO
- ; *** Voxel Animation List ***
- ; This is the complete list of voxel animations available.
- ; VoxelAnims are meant to be flying debris. Things like
- ; turrets and tires make good voxel anims.
- [VoxelAnims]
- 1=PIECE
- 2=TIRE
- 3=GASTANK
- 4=SONICTURRET
- 5=4TNKTURRET
- 6=CRYSTAL01
- 7=CRYSTAL02
- 8=METEOR01
- 9=METEOR02
- 10=PEBBLE
- ; *** Particle List ***
- ; This is a list of the various particle types in the game
- ; These are usually objects of gassy nature: poison gas, smoke, fire, etc...
- [Particles]
- ; These first three must be in this order!
- 1=GasCloud1
- 2=GasCloud2
- 3=FireStream
- 4=Spark
- 5=FirestormSpark
- 6=LargeGreySmoke
- 7=SmallGreySmoke
- 8=TestSmoke
- 9=GasCloudD1
- 10=GasCloudD2
- 11=SmallRailgunPart
- 12=LargeRailgunPart
- 13=GasCloudM1
- 14=GasCloudM2
- 15=WeldingSpark
- 16=LargeSpark
- ; *** Particle System List **
- ; This is a list of the various types of particles systems available in the game
- [ParticleSystems]
- 1=GasCloudSys
- 2=FireStreamSys
- 3=BigGreySmokeSys
- 4=SmallGreySSys
- 5=DebrisSmokeSys
- 6=SparkSys
- 7=FirestormSparkSys
- 8=TestSmokeSys
- 9=SmallRailgunSys
- 10=LargeRailgunSys
- 11=WeldingSys
- 12=LGSparkSys
- ; *** Super Weapon List **
- ; This is a list of the various types of super weapons available in the game
- [SuperWeaponTypes]
- 1=MultiSpecial
- 2=EMPulseSpecial
- 3=FirestormSpecial
- 4=IonCannonSpecial
- 5=HuntSeekSpecial
- 6=ChemicalSpecial
- ; *** Warhead List **
- ; This is a list of the various types of warheads available in the game
- [Warheads]
- 1=EMPuls
- 2=SonicWarhead
- 3=TankOGas
- 4=SA
- 5=HE
- 6=AP
- 7=Gas
- 8=Fire
- 9=HollowPoint
- 10=Super
- 11=Organic
- 12=Slimer
- 13=FirestormWH
- 14=IonCannonWH
- 15=RailShot
- 16=Mechanical
- 17=VeinholeWH
- 18=IonWH
- 19=ARTYHE
- 20=PlasmaWH
- 21=SAMWH
- 22=ORCAAP
- 23=RailShot2
- 24=ORCAHE
- ; ******* Multiplayer Settings *******
- ; These are the multiplayer dialog default settings. Does not apply to
- ; Westwood chat, only to the in-game dialogs.
- [MultiplayerDefaults]
- Money=10000
- MaxMoney=10000
- ShadowGrow=no
- Bases=yes
- TiberiumGrows=yes
- Crates=yes
- CaptureTheFlag=no
- ; ******* Special weapon charge times *******
- ; The time (minutes) for recharge of these special weapons.
- ;[Recharge]
- ;Nuke=13 ; nuclear missile
- ;EMPulse=5 ; nuclear missile
- ;IonCannon=11
- ;FirestormDefense=4
- ; ******* Object Heap Maximums *******
- ; These are the absolute maximum number of these object types
- ; allowed in the game (at any one time).
- [Maximums]
- Players=8 ; ipx layer limits this to 8 maximum
- ; ******* AI Controls *******
- ; Computer Skirmish-Mode behavior controls. The ratio values are based on the
- ; number of buildings in the computer base that should be of the type specified.
- ; The ratio total should exceed 100% so that the base will always try to grow as
- ; it vainly attempts to achieve the specified percentage composition.
- ; 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
- ; temporary until the new system comes on line.
- [AI]
- BuildConst=GACNST
- BuildPower=NAPOWR,GAPOWR,NAAPWR ; buildings to build to generate power
- BuildRefinery=PROC ; refinery ratio based on these buildings
- BuildBarracks=NAHAND,GAPILE ; barracks ratio based on these buildings
- BuildTech=NATECH,GATECH ; should build on each of these
- BuildWeapons=GAWEAP,NAWEAP ; war factory ration based on these buildings
- BuildDefense=NAOBEL ; base defenses are based on these buildings
- BuildPDefense=NAOBEL ; excess power base defense
- BuildAA=NASAM ; air defenses based on these buildings
- BuildHelipad=GAHPAD,NAHPAD ; air helicopter offense based on these buildings
- BuildRadar=GARADR,NARADR
- ConcreteWalls=GAWALL,NAWALL
- NSGates=NAGATE_B,GAGATE_B
- EWGates=NAGATE_A,GAGATE_A
- GDIWallDefense=6
- GDIWallDefenseCoefficient=3
- NodBaseDefenseCoefficient=1.2
- GDIBaseDefenseCoefficient=1.5
- MaximumBaseDefenseValue=60
- ComputerBaseDefenseResponse=3 ; how much does the computer overrespond to attacks on its base?
- AttackInterval=3 ; average delay between computer attacks
- AttackDelay=5 ; average delay time before computer begins first attack
- PatrolScan=.016 ; minute interval between scanning for enemys while patrolling.
- CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount.
- PathDelay=.01 ; Delay (minutes) between retrying when path is blocked.
- BlockagePathDelay=60 ; delay (frames) before unit paths around all blockage
- TiberiumNearScan=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 harvest
- AutocreateTime=5 ; average minutes between creating an 'autocreate' team
- InfantryReserve=3000 ; always build infantry if cash reserve is greater than this
- InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity
- PowerSurplus=50 ; build power plants until power surplus is at least this amount
- BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity
- RefineryRatio=.16 ; ratio of base that should be composed of refineries
- RefineryLimit=4 ; never build more than this many refineries
- BarracksRatio=.16 ; ratio of base that should be composed of barracks
- BarracksLimit=2 ; never build more than this many barracks
- WarRatio=.1 ; ratio of base that should be composed of war factories
- WarLimit=2 ; never build more than this many war factories
- DefenseRatio=.4 ; ratio of base that should be defensive structures
- DefenseLimit=40 ; maximum number of defensive buildings to build
- AARatio=.14 ; ratio of base that should be anti-aircraft defense
- AALimit=10 ; maximum number of anti-aircraft buildings to build
- TeslaRatio=.16 ; ratio of base that should be telsa coils
- TeslaLimit=10 ; maximum number of tesla coils to build
- HelipadRatio=.12 ; ratio of base that should be composed of helipads
- HelipadLimit=5 ; maximum number of helipads to build
- AirstripRatio=.12 ; ratio of base that should be composed of airstrips
- AirstripLimit=5 ; maximum number of airstrips to build
- CompEasyBonus=no ; When more than one human in game, computer player goes to "easy" mode?
- Paranoid=yes ; Will computer players ally with each other if the situation looks bleak?
- PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage
- AIBaseSpacing=1 ; spacing between buildings when AI is building a base
- ; ******* Lists the AI general COM objects *******
- ; These are COM objects that support the IAIHouse interface.
- [AIGenerals]
- ;1={F706E6E0-86DA-11D1-B706-00A024DDAFD1}
- ;2={9E0F6120-87C1-11D1-B707-00A024DDAFD1}
- ;3={C6004D80-87D1-11d1-B707-00A024DDAFD1}
- ;4={FBE6D4A0-87D1-11d1-B707-00A024DDAFD1}
- ;5={FBE6D4A1-87D1-11d1-B707-00A024DDAFD1}
- ; ******* IQ setting for computer activity *******
- ; Each player (computer controlled or otherwise) is given an IQ rating that is used
- ; to control what the computer is allowed to automatically control. This is
- ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
- ; and intelligent the side will behave. Each ability is given a rating that
- ; indicates the IQ level (or above) that the ability will be granted. Because such
- ; abilities are automatically performed by the computer, giving a human controlled
- ; country a high IQ is not recommended. Otherwise the player's units will start to
- ; automatically "do their own thing"! A human controlled country is presumed to have
- ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
- ; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
- ; the maximum.
- [IQ]
- MaxIQLevels=5 ; the maximum number of discrete IQ levels
- SuperWeapons=4 ; super weapons are automatically fired by computer
- Production=5 ; building/unit production is automatically controlled by computer
- GuardArea=2 ; newly produced units start in guard area mode
- RepairSell=1 ; allowed to choose repair or sell of damaged buildings
- AutoCrush=2 ; automatically try to crush antogonists if possible
- Scatter=2 ; will scatter from incoming threats [grenades and such]
- ContentScan=3 ; will consider contents of transport when picking good target
- Aircraft=3 ; automatically replace aircraft
- Harvester=2 ; automatically replace lost harvesters
- SellBack=2 ; allowed to sell buildings
- ; ******* Country Statistics *******
- ; Certain countries have special adjustments to their unit and building
- ; values. These are global values that affect ALL units and buildings owned
- ; by that country. This applies only to multiplayer games and skirmish mode. In
- ; normal game play, all values are "1.0".
- ; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
- ; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
- ; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
- ; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
- ; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
- ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
- ; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)
- ; Color = color to use when displaying objects owned by this country [see color schemes]
- ; Multiplay = This house used as placeholder for multiplay house (def=no)?
- ; WallOwner = Will this house own walls that are placed near its buildings (def=yes)?
- ; SmartAI = Does it presume to have the smart AI logic already enabled (def=no)?
- [GDI]
- Name=GDI
- Suffix=GDI
- Prefix=G
- Color=Gold
- Multiplay=yes
- Side=GDI
- [Nod]
- Name=NOD
- Suffix=NOD
- Prefix=B
- Color=DarkRed
- Multiplay=yes
- Side=GDI
- SmartAI=yes
- [Special]
- Name=JP
- Suffix=JP
- Prefix=J
- Color=Grey
- Side=Mutant
- SmartAI=yes
- MultiplayPassive=true
- [Neutral]
- Name=Civilian
- Suffix=CIV
- Prefix=C
- Color=Grey
- MultiplayPassive=true
- SmartAI=yes
- Side=Civilian
- ; ******* Color Schemes *******
- ; Each country must be assigned a color. This lists the various
- ; colors available. The values represent the 'hue', 'saturation',
- ; and 'value'. The 'value' component specifies the maximum brightness
- ; allowed for the color as the color spread is generated. The 'hue'
- ; component remains constant. The 'saturation' curves through color
- ; space as the 'value' component changes such that darker colors
- ; become more saturated.
- [Colors]
- ; Col. Mustard
- LightGold=34,128,255 ; 0
- Gold=34,160,255 ; 1
- DarkGold=34,235,255 ; 2
- ; Mrs White
- LightGrey=0,0,220 ; 3
- Grey=0,0,190 ; 4
- DarkGrey=0,0,120 ; 5
- Black=0,100,0 ; 6
- ;as white as we can get
- White=0,0,255 ; 7
- ; Miss Scarlet
- LightRed=0,70,255 ; 8
- Red=0,160,255 ; 9
- DarkRed=0,235,255 ; 10
- Burgandy=0,255,150 ; 11
- ;Orange Julius
- LightOrange=24,165,255 ; 12
- Orange=24,255,255 ; 13
- DarkOrange=11,235,255 ; 14
- ; Mrs Peacock
- LightMagenta=228,120,255 ; 15
- Magenta=228,160,255 ; 16
- DarkMagenta=228,235,255 ; 17
- ; Prof. Plum
- LightPurple=200,160,255 ; 18
- Purple=200,235,255 ; 19
- HyundaiPurple=200,235,170 ; 20
- ;Little Boy Blue
- LightBlue=164,140,255 ; 21
- Blue=164,200,255 ; 22
- DarkBlue=164,200,179 ; 23
- NeonBlue=164,255,255 ; 24
- ;Sky
- LightSky=142,70,255 ; 25
- Sky=142,160,255 ; 26
- DarkSky=142,235,255 ; 27
- ;Cyan
- LightCyan=132,70,255 ; 28
- Cyan=132,160,255 ; 29
- DarkCyan=132,235,255 ; 30
- ;Teal
- LightTeal=110,70,255 ; 31
- Teal=110,160,255 ; 32
- DarkTeal=110,235,255 ; 33
- ; Mr. Green
- LightGreen=85,70,255 ; 34
- Green=85,160,200 ; 35
- DarkGreen=85,235,150 ; 36
- NeonGreen=85,255,255 ; 37
- ;Mellow Yellow
- LightYellow=43,70,255 ; 38
- Yellow=43,160,255 ; 39
- DarkYellow=43,235,255 ; 40
- NeonYellow=43,255,255 ; 41
- ;Life is Peachy
- LightPeach=21,120,255 ; 42
- Peach=21,150,255 ; 43
- DarkPeach=21,180,255 ; 44
- DarkerPeach=21,255,255 ; 45
- ;Lemon lime
- LightLime=53,70,255 ; 46
- Lime=53,160,255 ; 47
- Darklime=53,235,200 ; 48
- NeonLime=53,235,255 ; 49
- ; ******* Difficulty Settings *******
- ; Game difficulty is controlled by these factors. Some of these factors will
- ; only affect a computer player. The computer and the player are handicapped by
- ; individual settings. Thus the computer may be playing at 'difficult' level while the
- ; player may be playing at 'easy' level.
- ; Airspeed = multiplier to speed for all air units (def=1.0)
- ; Armor = multiplier to armor strength for all units and buildings (def=1.0)
- ; Cost = multiplier to cost for all units and buildings (def=1.0)
- ; Firepower = multiplier to firepower for all weapons (def=1.0)
- ; Groundspeed = multiplier to speed for all ground units (def=1.0)
- ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
- ; BuildSlowdown = Should the computer build slower than the player (def=no)?
- ; <<< affects the computer player, not the human player >>>
- ; ContentScan = Should the contents of a transport be considered when picking best target (def=no)?
- ; RepairDelay = average delay (minutes) between initiating building repair
- ; BuildDelay = average delay (minutes) between initiating construction
- ; DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)?
- [Easy]
- Groundspeed=1.0
- Airspeed=1.0
- BuildTime=.8
- Armor=1.2
- ROF=.8
- Cost=1.0
- RepairDelay=.02
- BuildDelay=.03
- DestroyWalls=yes
- ContentScan=yes
- [Normal]
- Groundspeed=1.0
- Airspeed=1.0
- BuildTime=1
- Armor=1.0
- ROF=1.0
- Cost=1.0
- RepairDelay=.02
- BuildDelay=.03
- BuildSlowdown=yes
- DestroyWalls=yes
- ContentScan=yes
- [Difficult]
- Groundspeed=1.0
- Airspeed=1.0
- BuildTime=1.0
- Armor=.8
- ROF=1.2
- Cost=1.0
- RepairDelay=.05
- BuildDelay=.1
- BuildSlowdown=yes
- DestroyWalls=no
- ; ******* Unit Statistics *******
- ; Specifies the characteristics of the various game objects.
- ; AllowedToStartInMultiplayer = Can the unit be allocated to a player when starting a multiplayer game (def=yes)
- ; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
- ; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
- ; BuildLimit = arbitrary maximum allowed to build [per house] (def=-1 -- no restriction)
- ; Cloakable = Is it equipped with a cloaking device (def=no)?
- ; Cost = cost to build object (in credits)
- ; Category = category of object [used by AI systems -- "Soldier", "Civilian", "VIP", "Ship",
- ; "Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower", "AirLift"]
- ; CloakStop = Does the unit cloak when stopped moving (def=no)?
- ; Crewed = Does it contain a crew that can escape [never infantry] (def=no)?
- ; CrushSound = sound to play if this object type is crushed (def=none)
- ; DeployTime = time, in minutes, to deploy or undeploy [if this object can do so]
- ; Disableable = Can this object be disabled by special multiplay option (def=yes)?
- ; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
- ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
- ; Explosion = the explosion to use when it blows up [doesn't apply to infantry] (def=none)
- ; FireAngle = pitch of projectile launch [64 = horizontal, 0 = vertical] (def=50)
- ; Gate = Is this building a gate? (def=no)
- ; GateCloseDelay = time, in minutes, to delay before closing a gate after it has opened.
- ; GuardRange = distance to scan for enemies to attack (def=use weapon range)
- ; Image = name of graphic data to use for this object (def=same as object identifier)
- ; Immune = Is this object immune to damage
- ; ImmuneToVeins = Is it immune to vein creature attacks (def=no)?
- ; Invisible = Is completely and always invisible to enemy (def=no)?
- ; Insignificant = Will this object not be announed when destroyed (def=no)?
- ; LegalTarget = Is this allowed to be a combat target (def=yes)?
- ; Name = specifies the given name (displayed) for the object
- ; Nominal = Always use the given name rather than generic "enemy object" (def=no)?
- ; Owner = who can build this [GDI or Nod] (def=none)
- ; PipScale = what to base pip display on [Passengers, Tiberium, Ammo, Power] (def=none)
- ; Points = point value for scoring purposes (def=0)
- ; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
- ; Primary = primary weapon equipped with (def=none)
- ; Secondary = secondary weapon equipped with (def=none)
- ; Elite = new primary weapon when at elite veteran status (def=same as primary)
- ; RadarVisible = Is visible on radar even when under shroud (def=yes [infantry=no])?
- ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
- ; Reload = time delay between reloads (def=0)
- ; RadarInvisible = Is it invisible on radar maps (def=no)?
- ; SelfHealing = Does the object heal automatically up to half strength (def=no)?
- ; Selectable = Can this object be selected by the player (def=yes)?
- ; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
- ; Sight = sight range, in cells (def=1)
- ; Storage = the number of 'bails' this building or unit can store (def=0)
- ; Strength = strength (hit points) of this object
- ; TargetLaser = Does it have a targeting laser (def=no)?
- ; Trainable = Can this object become veteran by experience (def=yes, buildings def=no)?
- ; Turret = Is it equipped with a turret like superstructure [never infantry] (def=no)?
- ; TurretSpins = Does the turret just sit and spin [only if turret equipped] (def=no)?
- ; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
- ; ToProtect = Should friendly units come to rescue if under attack [computer only] (def=no)?
- ; TypeImmune = Immune to damage from same type objects if owned by same side?
- ; VoiceSelect = list of voices when selecting this object (def=none)
- ; VoiceMove = list of voices to use when giving object a movement order (def=none)
- ; VoiceAttack = list of voices to use when giving object an attack order (def=none)
- ; VoiceDie = list of voices to use when it dies (def=none)
- ; VoiceFeedback = list of voices that may give when taking damage (def=none)
- ; Locomotor = CLSID of the object handling movement for this object (def=statue)
- ; VeteranAbilities = list of veteran abilities to grant (def=none)
- ; EliteAbilities = list of elite abilities to grant cumulative with veteran abilities (def=none)
- ; [FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,
- ; CLOAK,TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,
- ; RADAR_INVISIBLE,SENSORS,FEARLESS,C4,TIBERIUM_HEAL,
- ; GUARD_AREA,CRUSHER]
- ; <<< applies only to infantry types >>>
- ; Agent = Does it have spy-like abilities (def=no)?
- ; Fearless = Is not prone to fear (def=no)?
- ; VoiceComment = list of idle voices (def=none)
- ; Pip = color of pip when inside a transport [green,yellow,white,red,blue] (def=green)
- ; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
- ; Cyborg = Does it require special cyborg death handling (def=no)?
- ; Fraidycat = Is it inherently afraid and will panic easily (def=no)?
- ; TiberiumProof = Is it immune to tiberium and tiberium gas damage (def=no)?
- ; Infiltrate = Can it enter a building like a spy or thief (def=no)?
- ; IsCanine = Should special case dog logic be applied to this?
- ; Civilian = Counts a civilian for evac and kill tracking (def=no)?
- ; FemaleVoice = Uses the civilian female voice (def=no)?
- ; Engineer = Does it behave like an engineer as far as repair and capture go (def=no)?
- ; Disguised = Is it disguised as enemy soldier when seen by enemy (def=no)?
- ; Agent = Does this infantry gather information if it enters an enemy building [like a spy] (def=no)?
- ; Thief = Does it steal money if it infiltrates an enemy building (def=no)?
- ; VehicleThief = Does it steal enemy vehicles when it gets close to one (def=no)?
- ; <<< applies only to moving units (not buildings) >>>
- ; MoveToShroud = Allowed to move into a shrouded cell (def=yes, aircraft def=no)?
- ; Dock = preferred docking building [e.g., harvester -> refinery, helicopter -> helipad] (def=none)
- ; TiberiumHeal = Does it heal slowly when in Tiberium field (def=no)?
- ; Passengers = number of passengers it may carry (def=0)
- ; Speed = speed of this object [n/a for buildings] (def=0)
- ; ManualReload = Must this object reload by coordinating with reloader building (def=no)?
- ; WalkRate = walking animation rate [larger means slower] (def=1)
- ; <<< applies only to terrestrial driving vehicle types >>>
- ; CrateGoodie = Can it appear out of a crate in multiplay (def=no)?
- ; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
- ; Crusher = Is this vehicle able to crush infantry (def=no)?
- ; NoMovingFire = The vehicle must stop before it can fire (def=no)?
- ; DeployToFire = The vehicle must deploy before it can fire (def=no)?
- ; Harvester = Does the special Tiberium harvesting rules apply (def=no)?
- ; Weeder = Does the special weed-harvesting rules apply (def=no)?
- ; Deployer = Does it deploy before being able to operate (def=no)? OBSOLETE
- ; IsTilter = Does this unit tilt on slopes (def=yes)?
- ; CarriesCrate = Might this unit drop a crate when it is destroyed (def=no)?
- ; <<< applies only to aircraft >>>
- ; Carryall = Can it tote vehicles around (def=no)?
- ; Landable = Can this aircraft land on the map (def=no)?
- ; PitchSpeed = Throttle setting at which aircraft pitch forward (def=.25);
- ; PitchAngle = Amount that non-FixedWing aircraft pitch forward in degrees (def=20.0);
- ; RollAngle = Amount that the aircraft rolls when turning (def=30.0)
- ; <<< applies only to building types >>>
- ; Adjacent = distance allowed to place from other buildings (def=1)
- ; BaseNormal = Considered for building adjacency checks (def=yes)?
- ; Barrel = Use barrel explosion logic when it is destroyed (def=no)?
- ; Bib = Does the building have a bib built in (def=no)?
- ; Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
- ; DockUnload = When a unit docks with this building should it unload (def=no)?
- ; Factory = type of object to build [InfantryType, AircraftType, UnitType, BuildingType, VesselType] (def=none)
- ; Fake = Is this a fake structure (def=no)?
- ; FreeUnit = free unit to give this building [typically harvester with refinery] (def=none)
- ; Power = power output [positive for output, negative for drain] (def=0)
- ; Powered = Does it require power to function (def=no)?
- ; Radar = Does this building give radar to owning player (def=no)?
- ; Repairable = Can it be repaired (def=yes)?
- ; UnitReload = Does this building reload units if they dock with it (def=no)?
- ; UnitRepair = Does this building repair units if they dock with it (def=no)?
- ; Unsellable = Cannot sell this building (even if it can be built)?
- ; Wall = Is this a wall type structure [special rules apply] (def=no)?
- ; WaterBound = Is this building placed on water only (def=no)?
- ; Upgrades = Is the number of power-ups/upgrades that can be applied to this building (def=0)
- ; ShipYard = This building is a ship yard or sub pen
- ; SAM = This building is a SAM launcher
- ; ConstructionYard = This building is a construction yard
- ; Refinery = This building is a tiberium/ore refinery
- ; WeaponsFactory = This building is a weapons factory
- ; CloakGenerator = Does this building cloak objects around it?
- ; LaserFencePost = This building is a laser fence post and obeys the rules for a building of this type.
- ; LightIntensity = This building radiates this amount of light (def = 0).
- ; LightVisibility= The distance (in leptons) that this light is visible from (def=5000).
- ; LightRedTint = The red tint of this buildings light (def=1.0)
- ; LightGreenTint = The green tint of this buildings light (def=1.0)
- ; LightBlueTint = The blue tint of this buildings light (def=1.0)
- ; InvisibleInGame= Building cannot be seen on selected in the game, only in the editor. (def=no)
- ; PowersUpBuilding = Building that can be upgraded by attaching this building to it
- ; PowersUpToLevel = Amount of upgrade provided by this attachment. -1=incremental upgrade. Positive number is specific upgrade.
- ; Hospital = Can this building heal infantry (def = no) ?
- ; Armory = Is this building an armory
- ; PlaceAnywhere = Can this building ignore normal placement rules? Only use this for non-player placed buildings (def = no).
- ; Weeder = Is this a weed collection facility (def=no)?
- ; TogglePower = [override] Can be turned on/off under player control or affected by low power (def=yes)?
- ;
- ; WST 6/23/99. Below are new zbuffer adjustment for units
- ; ZFudgeCliff // fudge for units behind cliffs showing through rocks
- ; ZFudgeColumn // fudge for units behind bridge overpass support columns
- ; ZFudgeTunnel // fudge for unit behind tunnel entrances
- ; ZFudgeBridge // fudge for tall units when they are under a bridge... eg mammoth mk2
- ;
- ; Hover MLRS (hover multi-launch rocket system)
- [HVR]
- Name=Hover MLRS
- Category=AFV
- TargetLaser=yes
- FireAngle=32
- Prerequisite=GAWEAP,GARADR
- Primary=HoverMissile
- TooBigToFitUnderBridge=true
- Strength=230
- Armor=wood
- TechLevel=7
- CrateGoodie=yes
- Sight=7
- Speed=7
- Owner=GDI
- Cost=900
- Turret=yes
- Points=30
- ROT=5
- Crusher=no
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=4
- SpeedType=Hover
- Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
- MovementZone=AmphibiousDestroyer
- ThreatPosed=25 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- EliteAbilities=SELF_HEAL
- ZFudgeColumn=12
- ZFudgeTunnel=15
- ; Mammoth tank
- [4TNK]
- Name=Mammoth Tank
- Category=AFV
- TargetLaser=yes
- Primary=120mmx
- Secondary=MammothTusk
- Strength=600
- CrateGoodie=yes
- Armor=heavy
- Turret=yes
- TechLevel=-1
- Sight=6
- Speed=4
- Owner=GDI
- Cost=1700
- Points=60
- ROT=5
- Crusher=yes
- SelfHealing=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.5
- MovementZone=Destroyer
- ThreatPosed=40 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- AllowedToStartInMultiplayer=no
- ZFudgeColumn=9
- ZFudgeTunnel=15
- [TRUCKA]
- Name=Truck
- Category=AFV
- Primary=none
- Secondary=none
- Strength=200
- Armor=light
- Turret=no
- TechLevel=-1
- Sight=5
- Speed=4
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- Cost=500
- Points=40
- ROT=5
- Crusher=no
- SelfHealing=no
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=2
- MovementZone=Normal
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- MaxDebris=2
- DebrisTypes=TIRE
- DebrisMaximums=4
- [TRUCKB]
- Name=Truck (loaded)
- Category=AFV
- Primary=none
- Secondary=none
- Strength=200
- Armor=light
- Turret=no
- TechLevel=-1
- Sight=5
- Speed=4
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- Cost=500
- Points=40
- ROT=5
- Crusher=no
- SelfHealing=no
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=2
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=2
- MovementZone=Normal
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- DebrisTypes=TIRE
- DebrisMaximums=4
- CarriesCrate=yes
- ; Deployable Sensor Array
- [LPST]
- Name=Mobile Sensor Array
- Category=Support
- Prerequisite=FACTORY,RADAR
- Strength=600
- ;CloakRadiusInCells=20
- RadarInvisible=yes
- Armor=wood
- TechLevel=6
- Sight=10
- Speed=6
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- Turret=no
- Cost=950
- Points=30
- ROT=5
- DeploysInto=GADPSA
- Crusher=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=3
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.5
- MovementZone=Crusher
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- ZFudgeColumn=8
- ZFudgeTunnel=15
- ; ICBM launcher
- [ICBM]
- Name=Missile Launcher
- Category=Support
- Prerequisite=GAWEAP,GARADR
- Strength=500
- Armor=light
- TechLevel=-1
- Sight=7
- Speed=6
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Turret=no
- Cost=1400
- Points=30
- ROT=5
- DeploysInto=GAICBM
- Crusher=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=6
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.5
- MovementZone=Crusher
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- DebrisTypes=TIRE
- DebrisMaximums=4
- ZFudgeColumn=18
- ZFudgeTunnel=18
- ; repair vehicle
- [REPAIR]
- Name=Mobile Repair Vehicle
- Category=Support
- Prerequisite=NAWEAP
- Primary=RepairBullet
- Strength=200
- Armor=light
- TechLevel=7
- Sight=5
- Speed=6 ; Dropped from 8
- Owner=Nod
- AllowedToStartInMultiplayer=no
- Turret=no
- Cost=1000
- Points=30
- ROT=5
- Crusher=yes
- Crewed=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=3
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.5
- MovementZone=Crusher
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SmallGreySSys ; The repair bot should not have a spark particle system in here!
- GuardRange=8
- SpecialThreatValue=1
- ZFudgeColumn=10
- ZFudgeTunnel=14
- ; advanced mobile artillery
- ; This unit needs a primary weapon type to allow targetting but it isn't actually
- ; allowed to fire unless deployed.
- [ART2]
- Name=Artillery
- FireAngle=42
- Prerequisite=NAWEAP,NARADR
- Primary=155mm
- Category=LRFS
- Strength=300
- ;DeployTime=1.0
- Turret=no
- DeploysInto=GAARTY
- Armor=light
- TechLevel=6
- Sight=9
- Speed=5
- Owner=Nod
- AllowedToStartInMultiplayer=no
- Cost=975
- Points=35
- CrateGoodie=yes
- ROT=2
- Crusher=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- NoMovingFire=yes
- DeployToFire=yes
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Crusher
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- Weight=3.5
- EliteAbilities=SELF_HEAL
- ZFudgeColumn=10
- ZFudgeTunnel=14
- ; Weed-eater vehicle
- [WEED]
- Name=Weed Eater
- Prerequisite=NAWEAP,NAWAST
- ToProtect=yes
- Category=Support
- Strength=600
- Armor=heavy
- Dock=NAWAST
- TechLevel=10
- Sight=4
- Weeder=yes
- Speed=5
- Owner=Nod
- AllowedToStartInMultiplayer=no
- PipScale=Tiberium
- Storage=7
- Cost=1400
- Points=55
- ROT=5
- Crusher=yes
- Crewed=yes
- SelfHealing=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=6
- DebrisTypes=TIRE
- DebrisMaximums=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.5
- MovementZone=Crusher
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ThreatAvoidanceCoefficient=.6
- DamageParticleSystems=SparkSys,SmallGreySSys
- ImmuneToVeins=yes
- ZFudgeColumn=7
- ZFudgeTunnel=12
- ; harvester
- [HARV]
- Name=Harvester
- Prerequisite=FACTORY,PROC
- Nominal=yes
- ToProtect=yes
- Category=Support
- Explodes=yes
- Strength=1000
- Armor=heavy
- Dock=PROC
- Harvester=yes
- TechLevel=1
- Sight=4
- Speed=5
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- PipScale=Tiberium
- CrateGoodie=yes
- Storage=28
- Cost=1400
- Points=55
- ROT=5
- Crusher=yes
- AutoCrush=yes
- Crewed=yes
- SelfHealing=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=6
- DebrisTypes=TIRE
- DebrisMaximums=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=1
- MovementZone=Crusher
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ThreatAvoidanceCoefficient=.65
- DamageParticleSystems=SparkSys,SmallGreySSys
- ImmuneToVeins=yes
- ZFudgeColumn=9
- ZFudgeTunnel=14
- ZFudgeBridge=7
- ; harvester without back
- [HORV]
- Name=Harvester
- Nominal=yes
- ToProtect=yes
- Category=Support
- Strength=1000
- Armor=heavy
- Dock=PROC
- Harvester=yes
- TechLevel=-1
- Sight=4
- Speed=8
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- Cost=1400
- Points=25
- ROT=5
- Crusher=yes
- Crewed=yes
- SelfHealing=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=4
- DebrisTypes=TIRE
- DebrisMaximums=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=1
- MovementZone=Crusher
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ThreatAvoidanceCoefficient=1
- DamageParticleSystems=SparkSys,SmallGreySSys
- ; Mobile Construction Vehicle
- [MCV]
- Name=Mobile Construction Vehicle
- Prerequisite=FACTORY,TECH
- Strength=1000
- Category=Support
- Armor=heavy
- DeploysInto=GACNST
- TechLevel=10
- Sight=6
- Speed=3
- Owner=GDI,Nod
- CrateGoodie=yes
- Cost=2500
- Points=60
- ROT=5
- Crewed=yes
- Crusher=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=6
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.5
- MovementZone=Normal
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- SpecialThreatValue=1
- ZFudgeColumn=12
- ZFudgeTunnel=15
- ; Amphibious APC
- [APC]
- Name= Amphibious APC
- Prerequisite=GAWEAP,GAPILE
- Strength=200
- Category=Transport
- Armor=heavy
- DeployTime=.022
- TechLevel=6
- Sight=5
- PipScale=Passengers
- Speed=8
- CrateGoodie=yes
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=800
- Points=25
- ROT=5
- Crusher=yes
- Passengers=5
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=4
- DebrisTypes=TIRE
- DebrisMaximums=6
- SpeedType=Amphibious
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- MovementZone=AmphibiousCrusher
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- SpecialThreatValue=1
- ZFudgeColumn=10
- ZFudgeTunnel=13
- ; School Bus
- [BUS]
- Name=School Bus
- Strength=100
- Nominal=yes
- Category=Transport
- DeployTime=.022
- Armor=light
- TechLevel=-1
- Sight=5
- PipScale=Passengers
- Speed=8
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=800
- Crusher=yes
- Points=25
- ROT=5
- Passengers=20
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=
- VoiceMove=
- VoiceAttack=
- VoiceFeedback=
- MaxDebris=4
- DebrisTypes=TIRE
- DebrisMaximums=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.9
- MovementZone=Normal
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- ; Train Locomotive
- [LOCOMOTIVE]
- Name=Locomotive
- Nominal=yes
- Image=MONOENG
- Strength=100
- Category=Transport
- DeployTime=.022
- Armor=light
- TechLevel=-1
- Sight=5
- PipScale=Passengers
- Speed=8
- Crusher=yes
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=800
- Points=25
- ROT=5
- Passengers=2
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=
- VoiceMove=
- VoiceAttack=
- VoiceFeedback=
- MaxDebris=5
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.9
- MovementRestrictedTo=Railroad
- SlowdownDistance=700
- DeaccelerationFactor=0.001
- AccelerationFactor=0.01
- IsTrain=yes
- MovementZone=Crusher
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- ; Train car
- [TRAINCAR]
- Name=Train Car
- Nominal=yes
- Image=MONOCAR
- Strength=100
- Category=Transport
- DeployTime=.022
- Armor=light
- TechLevel=-1
- Sight=5
- PipScale=Passengers
- Speed=8
- Crusher=yes
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=800
- Points=25
- ROT=5
- Passengers=10
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=
- VoiceMove=
- VoiceAttack=
- VoiceFeedback=
- MaxDebris=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.9
- MovementRestrictedTo=Railroad
- Passive=yes
- IsTrain=yes
- MovementZone=Crusher
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- ; Cargo car for train
- [CARGOCAR]
- Name=Cargo Car
- Nominal=yes
- Image=CARGOCAR
- Strength=100
- Crusher=yes
- Category=Transport
- DeployTime=.022
- Armor=light
- TechLevel=-1
- Sight=5
- PipScale=Passengers
- Speed=8
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=800
- Points=25
- ROT=5
- Passengers=10
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=
- VoiceMove=
- VoiceAttack=
- VoiceFeedback=
- MaxDebris=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.9
- MovementRestrictedTo=Railroad
- Passive=yes
- IsTrain=yes
- MovementZone=Crusher
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- CarriesCrate=yes
- ; pickup truck
- [PICK]
- Name=Pickup Truck
- Strength=100
- Nominal=yes
- Category=Transport
- Armor=light
- TechLevel=-1
- Sight=5
- PipScale=Passengers
- Speed=8
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=800
- Points=25
- ROT=5
- Passengers=2
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=
- VoiceMove=
- VoiceAttack=
- VoiceFeedback=
- MaxDebris=4
- DebrisTypes=TIRE
- DebrisMaximums=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Normal
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- ; Civilian automobile
- [CAR]
- Name=Automobile
- Strength=100
- Category=Transport
- Nominal=yes
- Armor=light
- TechLevel=-1
- Sight=5
- PipScale=Passengers
- Speed=8
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=800
- Points=25
- ROT=5
- Passengers=4
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=
- VoiceMove=
- VoiceAttack=
- VoiceFeedback=
- MaxDebris=4
- DebrisTypes=TIRE
- DebrisMaximums=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Normal
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- ; Small Visceroid
- [VISC_SML]
- Name=Baby Visceroid
- Nominal=yes
- Insignificant=yes
- Image=VISSML
- Strength=200
- Category=Civilian
- Armor=light
- TechLevel=-1
- Sight=0
- Speed=8
- Owner=Civilian
- AllowedToStartInMultiplayer=no
- Cost=1
- Points=50
- ROT=16
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- TiberiumHeal=yes
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Normal
- SmallVisceroid=yes
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- ; Large Visceroid
- [VISC_LRG]
- Name=Adult Visceroid
- Insignificant=yes
- Image=VISLRG
- Nominal=yes
- AltImage=VISLGATK
- Strength=500
- Category=Civilian
- Armor=heavy
- TechLevel=-1
- Sight=0
- Speed=8
- TiberiumHeal=yes
- Owner=Civilian
- AllowedToStartInMultiplayer=no
- Cost=1
- Points=50
- ROT=16
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Normal
- LargeVisceroid=yes
- ThreatPosed=20 ; This value MUST be 0 for all building addons
- Primary=SlimeAttack
- GuardRange=5
- ImmuneToVeins=yes
- ; Hunter-Seeker Droid
- [GHUNTER]
- Name=GDI Hunter-Seeker
- Image=GGHUNT
- Strength=500
- Insignificant=yes
- Category=AFV
- Primary=SuicideBomb
- Prerequisite=GAPLUG2
- Armor=light
- TechLevel=-1
- Sight=7
- Speed=25
- FlightLevel=400
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=1000
- Points=50
- ROT=16
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- GuardRange=5
- Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Fly
- HunterSeeker=yes
- AlternateSpeed=10 ; this value is just used when exiting the war factory
- AlternateFlightLevel=50 ; this value is just used when exiting the war factory
- Selectable=false
- IgnoresFirestorm=yes
- ; Hunter-Seeker Droid
- [NHUNTER]
- Name=Nod Hunter-Seeker
- Image=GGHUNT
- Strength=500
- Insignificant=yes
- Category=AFV
- Primary=SuicideBomb
- Prerequisite=NATMPL
- Armor=light
- TechLevel=-1
- Sight=7
- Speed=25
- FlightLevel=400
- Owner=Nod
- AllowedToStartInMultiplayer=no
- Cost=1000
- Points=50
- ROT=16
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- GuardRange=5
- Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Fly
- HunterSeeker=yes
- AlternateSpeed=10 ; this value is just used when exiting the war factory
- AlternateFlightLevel=50 ; this value is just used when exiting the war factory
- Selectable=false
- IgnoresFirestorm=yes
- ; Recreational Vehicle
- [WINI]
- Name=Recreational Vehicle
- Nominal=yes
- Strength=200
- Category=Transport
- Armor=light
- TechLevel=-1
- Sight=5
- PipScale=Passengers
- Speed=8
- CrateGoodie=yes
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=800
- Points=25
- ROT=5
- Passengers=5
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=4
- DebrisTypes=TIRE
- DebrisMaximums=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=4.0
- MovementZone=Normal
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- ImmuneToVeins=yes
- ; Medium Mech
- [MMCH]
- Name=Titan
- WalkRate=2
- Image=MMCH
- Prerequisite=GAWEAP
- Primary=120mm
- Strength=400
- Category=AFV
- Armor=heavy
- Turret=yes
- IsTilter=no
- TargetLaser=yes
- TooBigToFitUnderBridge=true
- TechLevel=3
- Sight=8
- Speed=4
- CrateGoodie=yes
- Crusher=yes
- Owner=GDI
- Cost=800
- Points=25
- ROT=5
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=4
- Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
- MovementZone=Destroyer
- ThreatPosed=40 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- DamageSmokeOffset=100, 100, 275
- Weight=3.5
- EliteAbilities=SENSORS
- Accelerates=false
- ZFudgeColumn=8
- ZFudgeTunnel=13
- ; Mammoth Mk. II
- [HMEC]
- Name=Mammoth Mk.II
- Prerequisite=GAWEAP,GATECH
- Primary=MammothTusk
- Secondary=MechRailgun
- Strength=800
- Category=AFV
- Armor=heavy
- TechLevel=10
- Sight=8
- Speed=3
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=3000
- Trainable=no
- SelfHealing=yes
- Points=25
- ROT=3
- Crusher=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=6
- Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
- MovementZone=Destroyer
- ThreatPosed=80 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- DamageSmokeOffset=300, 300, 425
- TiltsWhenCrushes=false
- BuildLimit=1
- Weight=3.5
- Accelerates=false
- ZFudgeColumn=12
- ZFudgeTunnel=15
- ZFudgeBridge=25
- ; Small Mech
- [SMECH]
- Name=Wolverine
- Prerequisite=GAWEAP
- Primary=AssaultCannon
- Strength=175
- Category=AFV
- Armor=light
- Turret=no
- IsTilter=no
- TooBigToFitUnderBridge=true
- TechLevel=2
- Sight=6
- Speed=7
- CrateGoodie=yes
- Owner=GDI
- Cost=500
- Points=25
- ROT=5
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=15-I000,15-I006,15-I040,15-I042
- VoiceMove=15-I024,15-I044
- VoiceAttack=15-I006,15-I046
- VoiceFeedback=
- MaxDebris=2
- Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
- MovementZone=Normal
- ThreatPosed=15 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- EliteAbilities=VEIN_PROOF
- Accelerates=false
- ImmuneToVeins=yes
- ; Attack Cycle
- [BIKE]
- Name=Attack Cycle
- Prerequisite=NAWEAP
- Primary=BikeMissile
- Category=Recon
- Strength=150
- Armor=wood
- Turret=no
- IsTilter=yes
- TechLevel=5
- Sight=5
- Speed=12
- CrateGoodie=yes
- Owner=Nod
- Cost=600
- Points=25
- ROT=8
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=2
- DebrisTypes=TIRE
- DebrisMaximums=2
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Destroyer
- ThreatPosed=20 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- Elite=HoverMissile
- EliteAbilities=VEIN_PROOF
- ; Attack Buggy
- [BGGY]
- Name=Attack Buggy
- Prerequisite=NAWEAP
- Primary=RaiderCannon
- Category=Recon
- Strength=220
- Armor=light
- Turret=no
- IsTilter=yes
- TechLevel=2
- Sight=6
- Speed=10
- CrateGoodie=yes
- Owner=Nod
- Cost=500
- Points=25
- ROT=8
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=3
- DebrisTypes=TIRE
- DebrisMaximums=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Normal
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- EliteAbilities=CRUSHER
- ImmuneToVeins=yes
- ; Subterranean APC
- [SAPC]
- Name=Subterranean APC
- Prerequisite=NAWEAP,NATECH
- Strength=175
- MoveToShroud=no
- Category=Transport
- DeployTime=.022
- Armor=heavy
- Turret=no
- IsTilter=yes
- TechLevel=6
- Sight=5
- PipScale=Passengers
- Speed=5
- CrateGoodie=yes
- Owner=Nod
- AllowedToStartInMultiplayer=no
- Cost=800
- Points=25
- ROT=5
- Crusher=yes
- Passengers=5
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=4
- Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Subterannean
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- Weight=3.5
- SpecialThreatValue=1
- ZFudgeColumn=7
- ZFudgeTunnel=13
- ; Subterranean Tank
- [SUBTANK]
- Name=Devil's Tongue
- Prerequisite=NAWEAP,NATECH
- Primary=FireballLauncher
- MoveToShroud=no
- Strength=300
- Category=AFV
- DeployTime=.022
- TypeImmune=yes
- Armor=light
- Turret=no
- IsTilter=yes
- TechLevel=7
- Sight=5
- Speed=5
- CrateGoodie=yes
- Owner=Nod
- AllowedToStartInMultiplayer=no
- Cost=750
- Points=25
- ROT=6
- Crusher=yes
- NoMovingFire=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=4
- Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Subterannean
- ThreatPosed=30 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- Weight=3.5
- EliteAbilities=SELF_HEAL
- AutoCrush=no
- Accelerates=false
- ZFudgeColumn=10
- ZFudgeTunnel=14
- ; Disruptor
- [SONIC]
- Name=Disruptor
- Prerequisite=GAWEAP,GATECH
- Primary=SonicZap
- Strength=500
- TypeImmune=yes
- Armor=heavy
- Category=AFV
- IsTilter=yes
- TechLevel=9
- Turret=yes
- Sight=7
- Speed=4
- CrateGoodie=yes
- Owner=GDI
- Cost=1300
- Points=25
- ROT=4
- Crusher=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- AllowedToStartInMultiplayer=no
- MaxDebris=5
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Weight=3.5
- MovementZone=Destroyer
- ThreatPosed=60 ; This value MUST be 0 for all building addons
- NoMovingFire=true ; This MUST be set to true for the sonic tank
- DamageParticleSystems=SparkSys,SmallGreySSys
- EliteAbilities=EXPLODES
- ZFudgeColumn=12
- ZFudgeTunnel=15
- ; Tick Tank
- [TTNK]
- Name=Tick Tank
- Category=AFV
- Prerequisite=NAWEAP
- Primary=90mm
- Strength=350
- Armor=light
- TechLevel=3
- CrateGoodie=yes
- Sight=5
- Speed=6
- Owner=Nod
- Cost=800
- Points=40
- ROT=5
- Crusher=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=4
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Destroyer
- DeploysInto=GATICK
- ThreatPosed=25 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- Weight=3.5
- EliteAbilities=SENSORS
- Elite=120mmx
- AccelerationFactor=0.01
- ZFudgeColumn=8
- ZFudgeTunnel=13
- ; Stealth tank
- [STNK]
- Name=Stealth Tank
- Prerequisite=NAWEAP,NATECH
- Primary=Dragon
- Strength=180 ; w250
- Armor=light
- Category=AFV
- Turret=no
- IsTilter=yes
- TechLevel=8
- Sight=5
- Speed=6
- CrateGoodie=yes
- Owner=Nod
- AllowedToStartInMultiplayer=no
- Cost=1100
- Points=25
- ROT=5
- Crusher=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- VoiceFeedback=
- MaxDebris=3
- Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
- Cloakable=yes
- CloakingSpeed=5
- MovementZone=Destroyer
- ThreatPosed=25 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- Weight=3.5
- EliteAbilities=EXPLODES
- ZFudgeColumn=8
- ZFudgeTunnel=13
- ; ******* infantry types *******
- [CYC2]
- Name=Cyborg Commando
- Category=Soldier
- Primary=CyCannon
- ;Secondary=FireballLauncher
- Prerequisite=NAHAND,NATMPL
- CrushSound=SQUISHY2
- Crushable=no
- TiberiumProof=yes
- TiberiumHeal=yes
- Strength=500
- Fearless=yes
- Armor=heavy
- TechLevel=10
- Sight=7
- Pip=white
- Speed=4
- Owner=Nod
- Cost=2000
- Trainable=no
- Cyborg=yes
- Points=5
- AllowedToStartInMultiplayer=no
- VoiceSelect=23-I000,23-I002,23-I004,23-I006
- VoiceMove=23-I008,23-I010,23-I012,23-I016
- VoiceAttack=23-I014,23-I018,23-I020,23-I022
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=50 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys
- BuildLimit=1
- ImmuneToVeins=yes
- ; Chameleon Spy
- [CHAMSPY]
- Name=Chameleon Spy
- Category=Soldier
- Prerequisite=NAHAND,NATECH
- CrushSound=SQUISH6
- Strength=120
- Armor=none
- TechLevel=-1
- Agent=yes
- Sight=9
- Speed=6
- Infiltrate=yes
- Owner=Nod
- AllowedToStartInMultiplayer=no
- Cost=700
- Pip=white
- Points=5
- VoiceSelect=21-I000,21-I002,21-I004
- VoiceMove=21-I010,21-I012,21-I016
- VoiceAttack=21-I010,21-I012,21-I022
- VoiceFeedback=21-I000,21-I002
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- Cloakable=yes
- CloakingSpeed=10
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- SpecialThreatValue=1
- ImmuneToVeins=yes
- ; rifle soldier
- [E1]
- Name=Light Infantry
- Category=Soldier
- Primary=Minigun
- Prerequisite=BARRACKS
- CrushSound=SQUISH6
- Strength=125
- Pip=green
- Armor=none
- TechLevel=1
- Sight=5
- Speed=5
- Owner=GDI,Nod
- Cost=120
- Points=5
- VoiceSelect=15-I000,15-I004,15-I012,15-I048
- VoiceMove=15-I018,15-I024,15-I044
- VoiceAttack=15-I044,15-I050,15-I044,15-I046
- VoiceFeedback=15-I058,15-I064
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- Elite=M1Carbine
- EliteAbilities=SCATTER
- ImmuneToVeins=yes
- [E2]
- Name=Disc Thrower
- Category=Soldier
- Primary=Grenade
- Prerequisite=GAPILE
- CrushSound=SQUISH6
- Strength=150
- Armor=none
- TechLevel=2
- Pip=green
- Sight=7
- Speed=4
- Owner=GDI
- Cost=200
- Points=5
- VoiceSelect=15-I000,15-I004,15-I012,15-I048
- VoiceMove=15-I018,15-I024,15-I044
- VoiceAttack=15-I044,15-I050,15-I044,15-I046
- VoiceFeedback=15-I058,15-I064
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=InfantryDestroyer
- ThreatPosed=15 ; This value MUST be 0 for all building addons
- EliteAbilities=SCATTER
- ImmuneToVeins=yes
- [E3]
- Name=Rocket Infantry
- Category=Soldier
- Primary=BAZOOKA
- Prerequisite=NAHAND
- CrushSound=SQUISH6
- Strength=100
- Armor=none
- TechLevel=2
- Pip=green
- Sight=7
- Speed=4
- Owner=Nod
- Cost=250
- Points=5
- VoiceSelect=15-I000,15-I032,15-I048
- VoiceMove=15-I008,15-I014,15-I026
- VoiceAttack=15-I008,15-I014,15-I026,15-I050,15-I060
- VoiceFeedback=15-I058,15-I064
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=InfantryDestroyer
- ThreatPosed=20 ; This value MUST be 0 for all building addons
- EliteAbilities=SCATTER
- ImmuneToVeins=yes
- ; Hack to make MultiMissile work! Don't change data!
- [WEEDGUY]
- Name=Chem Spray Infantry
- Category=Soldier
- Primary=MultiCluster
- Prerequisite=BARRACKS
- TiberiumProof=yes
- CrushSound=SQUISHY2
- Strength=130
- Storage=7
- Pip=green
- Fearless=yes
- Armor=none
- TechLevel=-1
- Sight=4
- Speed=3
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=300
- Points=5
- VoiceSelect=15-I000,15-I006,15-I040,15-I042
- VoiceMove=15-I024,15-I044
- VoiceAttack=15-I006,15-I046
- VoiceFeedback=15-I058,15-I064
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- [MEDIC]
- Name=Medic
- Category=Soldier
- Primary=Heal
- Prerequisite=GAPILE
- CrushSound=SQUISHY2
- Strength=125
- Armor=none
- TechLevel=4
- Sight=6
- Speed=4
- SelfHealing=yes
- Pip=red
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=600
- Points=5
- VoiceSelect=20-I000,20-I004,20-I006
- VoiceMove=20-I008,20-I010,20-I012
- VoiceAttack=20-I016,20-I018,20-I020
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- GuardRange=8
- SpecialThreatValue=1
- ImmuneToVeins=yes
- [UMAGON]
- Name=Umagon
- Category=Soldier
- Primary=Sniper
- CrushSound=SQUISH6
- TiberiumProof=yes
- TiberiumHeal=yes
- Strength=150
- Armor=light
- TechLevel=-1
- Sight=7
- Speed=5
- Owner=GDI
- Pip=white
- AllowedToStartInMultiplayer=no
- Cost=400
- Points=5
- Trainable=no
- VoiceSelect=10-I000,10-I002,10-I004,10-I006
- VoiceMove=10-I016,10-I020,10-I022
- VoiceAttack=10-I024,10-I026,10-I028,10-I030
- VoiceFeedback=
- VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=15 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- [GHOST]
- Name=Ghost Stalker
- Category=Soldier
- Prerequisite=GAPILE,GATECH
- Primary=LtRail
- C4=yes
- TiberiumHeal=yes
- CrushSound=SQUISHY2
- TiberiumProof=yes
- Strength=200
- Armor=light
- TechLevel=10
- Pip=white
- Sight=6
- Speed=4
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=1750
- Points=5
- Trainable=no
- VoiceSelect=14-I000,14-I002,14-I004
- VoiceMove=14-I008,14-I010,14-I012,14-I014
- VoiceAttack=14-I008,14-I010,14-I014,14-I016
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=25 ; This value MUST be 0 for all building addons
- SpecialThreatValue=1
- BuildLimit=1
- ImmuneToVeins=yes
- [CYBORG]
- Name=Cyborg
- Category=Soldier
- Prerequisite=NAHAND
- Primary=Vulcan3
- CrushSound=SQUISHY2
- Crushable=no
- TiberiumProof=yes
- TiberiumHeal=yes
- Fearless=yes
- Cyborg=yes
- Pip=white
- Strength=300 ; w350
- Armor=light
- TechLevel=4
- Sight=5
- Speed=4
- Owner=Nod
- Cost=650
- Points=5
- VoiceSelect=22-I000,22-I002,22-I006
- VoiceMove=22-I008,22-I010,22-I014,22-I016,22-I020
- VoiceAttack=22-I008,22-I010,22-I012,22-I018
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- DamageParticleSystems=SparkSys
- ThreatPosed=15 ; This value MUST be 0 for all building addons
- EliteAbilities=STRONGER
- ImmuneToVeins=yes
- [MUTANT]
- Name=Mutant
- Category=Soldier
- Primary=Vulcan
- CrushSound=SQUISH6
- TiberiumProof=yes
- TiberiumHeal=yes
- Strength=50
- Armor=none
- TechLevel=-1
- Sight=4
- Speed=4
- Owner=GDI,Nod
- Cost=100
- Pip=white
- Points=5
- AllowedToStartInMultiplayer=no
- VoiceSelect=15-I032,15-I048
- VoiceMove=15-I008,15-I014,15-I026
- VoiceAttack=15-I008,15-I014,15-I026,15-I050,15-I060
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- [MWMN]
- Name=Mutant Soldier
- Category=Soldier
- Primary=Vulcan
- CrushSound=SQUISH6
- TiberiumProof=yes
- TiberiumHeal=yes
- Strength=50
- Armor=none
- TechLevel=-1
- Sight=4
- Speed=4
- Pip=white
- Owner=GDI,Nod
- Cost=100
- Points=5
- AllowedToStartInMultiplayer=no
- VoiceSelect=
- VoiceMove=
- VoiceAttack=
- VoiceFeedback=
- VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- [MUTANT3]
- Name=Mutant Sergeant
- Category=Soldier
- Primary=Vulcan
- CrushSound=SQUISHY2
- TiberiumProof=yes
- TiberiumHeal=yes
- Strength=50
- Pip=white
- Armor=none
- TechLevel=-1
- Sight=4
- Speed=4
- Owner=GDI,Nod
- Cost=100
- Points=5
- AllowedToStartInMultiplayer=no
- VoiceSelect=15-I032,15-I048
- VoiceMove=15-I008,15-I014,15-I026
- VoiceAttack=15-I008,15-I014,15-I026,15-I050,15-I060
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- [TRATOS]
- Name=Tratos
- Category=Soldier
- Primary=none
- CrushSound=SQUISHY2
- TiberiumProof=yes
- TiberiumHeal=yes
- Strength=200
- Armor=none
- TechLevel=-1
- Sight=4
- Speed=5
- Owner=GDI,Nod
- Pip=white
- Cost=100
- Points=5
- AllowedToStartInMultiplayer=no
- VoiceSelect=13-I000,13-I002,13-I004,13-I006
- VoiceMove=13-I008,13-I010,13-I012,13-I014
- VoiceAttack=13-I016,13-I018,13-I020
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- [OXANNA]
- Name=Oxanna
- Category=Soldier
- Primary=Vulcan
- CrushSound=SQUISH6
- TiberiumProof=yes
- TiberiumHeal=yes
- Strength=50
- Armor=none
- TechLevel=-1
- Sight=4
- Speed=4
- AllowedToStartInMultiplayer=no
- Owner=GDI,Nod
- Cost=100
- Pip=white
- Points=5
- VoiceSelect=11-I000,11-I002,11-I004,11-I006
- VoiceMove=11-I008,11-I010,11-I012
- VoiceAttack=11-I014,11-I016,11-I018
- VoiceFeedback=
- VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- [DOGGIE]
- Name=Tiberian Fiend
- Nominal=yes
- Category=Soldier
- Doggie=yes
- Primary=FiendShard
- CrushSound=SQUISHY2
- Strength=250
- Armor=light
- Fearless=no
- TiberiumProof=yes
- TiberiumHeal=yes
- Trainable=no
- Pip=green
- TechLevel=-1
- Sight=4
- Speed=8
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- Cost=100
- Points=5
- VoiceSelect=
- VoiceMove=
- VoiceAttack=
- VoiceFeedback=
- VoiceDie=FIEND1
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=25 ; This value MUST be 0 for all building addons
- [ENGINEER]
- Name=Engineer
- Category=Soldier
- Primary=none
- Prerequisite=BARRACKS
- CrushSound=SQUISH6
- Strength=100
- Armor=none
- TechLevel=2
- Sight=4
- Speed=4
- Pip=yellow
- Engineer=yes
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- Cost=500
- Points=5
- VoiceSelect=19-I000,19-I002,19-I006
- VoiceMove=19-I010,19-I016
- VoiceAttack=19-I018,19-I016
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- SpecialThreatValue=1 ; this should be between 0 and 1
- ImmuneToVeins=yes
- GuardRange=9
- [JUMPJET]
- Name=Jumpjet Infantry
- Category=Soldier
- JumpJet=yes
- Primary=JumpCannon
- Prerequisite=GAPILE,GARADR
- Crushable=no
- Strength=120
- Fearless=yes
- Armor=light
- TechLevel=6
- Sight=6
- Pip=green
- Speed=5
- Owner=GDI
- AllowedToStartInMultiplayer=no
- Cost=600
- Points=5
- VoiceSelect=15-I000,15-I004,15-I012,15-I048
- VoiceMove=15-I018,15-I024,15-I044
- VoiceAttack=15-I044,15-I050,15-I044,15-I046
- VoiceFeedback=15-I058,15-I064
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
- PhysicalSize=1
- MovementZone=Fly ; This needs to be None, like aircraft
- ThreatPosed=15 ; This value MUST be 0 for all building addons
- EliteAbilities=RADAR_INVISIBLE
- [MHIJACK]
- Name=Mutant Hijacker
- Category=Soldier
- Prerequisite=NAHAND,NATMPL
- Primary=none
- Crushable=no
- ;CrushSound=SQUISHY2
- Strength=300
- Armor=none
- TiberiumProof=yes
- TiberiumHeal=yes
- TechLevel=10
- Sight=6
- Speed=7
- Pip=white
- Owner=Nod
- Cost=1850
- AllowedToStartInMultiplayer=no
- Points=5
- Trainable=no
- VoiceSelect=24-I000,24-I002,24-I004,24-I006
- VoiceMove=24-I008,24-I010,24-I012,24-I014
- VoiceAttack=24-I016,24-I018,24-I020,24-I022,24-I024
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- VehicleThief=yes
- MovementZone=Infantry
- ThreatPosed=20 ; This value MUST be 0 for all building addons
- SpecialThreatValue=1 ; this should be between 0 and 1
- GuardRange=6
- BuildLimit=1
- ImmuneToVeins=yes
- [SLAV]
- Name=Slavick
- Category=Soldier
- Primary=none
- CrushSound=SQUISH6
- Strength=300
- Armor=none
- Pip=white
- TechLevel=-1
- Sight=4
- Speed=4
- Owner=GDI,Nod
- Cost=100
- AllowedToStartInMultiplayer=no
- Points=5
- VoiceSelect=12-I000,12-I002,12-I004
- VoiceMove=12-I006,12-I008,12-I010
- VoiceAttack=12-I012,12-I014,12-I016
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- ; civilians
- [CIV1]
- Name=Civilian
- Category=Civilian
- Strength=50
- Armor=none
- TechLevel=-1
- CrushSound=SQUISH6
- Insignificant=yes
- Sight=2
- Speed=5
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- Cost=10
- Points=1
- ;Ammo=10
- Fraidycat=yes
- Civilian=yes
- Nominal=yes
- Pip=white
- VoiceSelect=Boop
- VoiceMove=Boop
- VoiceAttack=Boop
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- [CIV2]
- Name=Civilian
- Category=Civilian
- Strength=50
- Armor=none
- TechLevel=-1
- CrushSound=SQUISHY2
- Insignificant=yes
- Sight=2
- Speed=5
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- Cost=10
- Points=1
- ;Ammo=10
- Fraidycat=yes
- Civilian=yes
- Nominal=yes
- Pip=white
- VoiceSelect=Boop
- VoiceMove=Boop
- VoiceAttack=Boop
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- [CIV3]
- Name=Civilian
- Category=Civilian
- Strength=50
- Armor=none
- TechLevel=-1
- CrushSound=SQUISH6
- Insignificant=yes
- Sight=2
- Speed=5
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- Cost=10
- Points=1
- ;Ammo=10
- Fraidycat=yes
- Civilian=yes
- Nominal=yes
- Pip=white
- VoiceSelect=
- VoiceMove=
- VoiceAttack
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- [CTECH]
- Name=Technician
- Image=CIV3
- Category=Civilian
- Strength=50
- Primary=Pistola
- Armor=none
- TechLevel=-1
- CrushSound=SQUISH6
- Insignificant=yes
- Sight=2
- Speed=5
- Owner=GDI,Nod
- AllowedToStartInMultiplayer=no
- Cost=10
- Points=1
- Ammo=10
- Reload=80
- Fraidycat=no
- Civilian=yes
- Nominal=yes
- Pip=white
- VoiceSelect=
- VoiceMove=
- VoiceAttack=
- VoiceFeedback=
- VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
- Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
- PhysicalSize=1
- MovementZone=Infantry
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ImmuneToVeins=yes
- ; ******* aircraft types *******
- ; Drop Pod
- [DPOD]
- Name=Drop Pod
- Category=AirPower
- Prerequisite=afld
- Primary=Vulcan2
- Strength=60
- Selectable=no
- Armor=light
- TechLevel=-1
- Sight=0
- RadarInvisible=yes
- Speed=16
- Owner=GDI
- Cost=10
- Points=20
- ROT=5
- Ammo=5
- Passengers=5
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- VoiceSelect=30-I000,30-I002,30-I004,30-I006
- VoiceMove=30-I014,30-I016,30-I018,30-I022
- VoiceAttack=30-I022,30-I030,30-I034,30-I036
- Locomotor={4A582745-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Fly
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- ; Dropship
- [DSHP]
- Name=Dropship
- Prerequisite=GAWEAP
- Strength=200
- Category=AirLift
- Armor=heavy
- Landable=yes
- TechLevel=-1
- Sight=3
- PipScale=Passengers
- Speed=18
- PitchSpeed=.4
- RadarInvisible=yes
- Owner=GDI
- Cost=0
- Points=25
- ROT=5
- Selectable=yes
- Passengers=5
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=30-I000,30-I002,30-I004,30-I006
- VoiceMove=30-I014,30-I016,30-I018,30-I022
- VoiceAttack=30-I022,30-I034,30-I036
- IsDropship=yes
- FlightLevel=1600
- MaxDebris=9
- Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Fly
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ;Dock=GADROP
- SlowdownDistance=2000
- DamageParticleSystems=SparkSys,SmallGreySSys
- LegalTarget=no
- AuxSound1=DROPUP1 ;Taking off
- AuxSound2=DROPDWN1 ;Landing
- ; ORCA Fighter
- [ORCA]
- Name=Orca Fighter
- Prerequisite=GAHPAD
- Primary=Hellfire
- Strength=200
- Category=AirPower
- Armor=light
- TechLevel=5
- Sight=2
- RadarInvisible=no
- Landable=yes
- MoveToShroud=no
- Dock=GAHPAD,NAHPAD
- PipScale=Ammo
- Speed=20
- PitchSpeed=.16
- Owner=GDI
- Cost=1000
- Points=20
- ROT=5
- Ammo=5
- Crewed=yes
- GuardRange=30
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- VoiceSelect=30-I000,30-I002,30-I004,30-I006
- VoiceMove=30-I014,30-I016,30-I018,30-I022
- VoiceAttack=30-I022,30-I030,30-I034,30-I036
- Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Fly
- ThreatPosed=20 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- AuxSound1=ORCAUP1 ;Taking off
- AuxSound2=ORCADWN1 ;Landing
- ; ORCA Bomber
- [ORCAB]
- Name=Orca Bomber
- Prerequisite=GAHPAD,GATECH
- Primary=Bomb
- Strength=260
- Category=AirPower
- Armor=light
- TechLevel=8
- Sight=2
- RadarInvisible=no
- Landable=yes
- MoveToShroud=no
- Dock=GAHPAD,NAHPAD
- PipScale=Ammo
- Speed=12
- PitchSpeed=.16
- Owner=GDI
- Cost=1600
- Points=20
- ROT=5
- Ammo=2
- Crewed=yes
- GuardRange=30
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- VoiceSelect=30-I000,30-I002,30-I004,30-I006
- VoiceMove=30-I014,30-I016,30-I018,30-I022
- VoiceAttack=30-I022,30-I030,30-I034,30-I036
- Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Fly
- ThreatPosed=25 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- AuxSound1=ORCAUP1 ;Taking off
- AuxSound2=ORCADWN1 ;Landing
- EliteAbilities=RADAR_INVISIBLE
- ; Orca Transport
- [ORCATRAN]
- Name=Orca Transport
- Prerequisite=GAHPAD
- Strength=200
- Category=AirPower
- Armor=light
- TechLevel=-1
- Sight=2
- RadarInvisible=no
- Landable=yes
- PipScale=Passengers
- Passengers=5
- Speed=9
- PitchSpeed=1.1
- Owner=GDI
- Cost=1200
- Points=20
- ROT=5
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- VoiceSelect=30-I000,30-I002,30-I004,30-I006
- VoiceMove=30-I014,30-I016,30-I018,30-I022
- VoiceAttack=30-I022,30-I034,30-I036
- Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Fly
- DamageParticleSystems=SparkSys,SmallGreySSys
- AuxSound1=ORCAUP1 ;Taking off
- AuxSound2=ORCADWN1 ;Landing
- ThreatPosed=0
- SpecialThreatValue=1
- ; Carryall
- [TRNSPORT]
- Name=Carryall
- Prerequisite=GAHPAD,GADEPT
- Strength=175
- Category=AirPower
- Armor=light
- TechLevel=9
- Sight=2
- RadarInvisible=no
- Carryall=yes
- Landable=yes
- MoveToShroud=no
- Speed=16
- PitchSpeed=1.1
- Owner=GDI
- Cost=750
- Points=20
- ROT=5
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- VoiceSelect=30-I000,30-I002,30-I004,30-I006
- VoiceMove=30-I014,30-I016,30-I018,30-I022
- VoiceAttack=30-I022,30-I034,30-I036
- Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Fly
- DamageParticleSystems=SparkSys,SmallGreySSys
- AuxSound1=DROPUP1 ;Taking off
- AuxSound2=DROPDWN1 ;Landing
- ThreatPosed=0
- SpecialThreatValue=1
- ; Banshee Fighter
- [SCRIN]
- Name=Banshee
- Prerequisite=NAHPAD,NATECH
- Primary=Proton
- Strength=280
- Category=AirPower
- Armor=light
- TechLevel=9
- Sight=2
- RadarInvisible=no
- Landable=yes
- MoveToShroud=no
- Dock=NAHPAD,GAHPAD
- PipScale=Ammo
- Speed=18
- PitchSpeed=.9
- Owner=Nod
- Cost=1500
- Points=20
- ROT=3
- Ammo=3
- Crewed=yes
- GuardRange=30
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- VoiceSelect=32-I000
- VoiceMove=32-I004
- VoiceAttack=32-I002,32-I004,32-I006
- VoiceFeedback=32-I008
- VoiceDie=32-I008
- Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Fly
- ThreatPosed=30 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- AuxSound1=DROPUP1 ;Taking off
- AuxSound2=DROPDWN1 ;Landing
- EliteAbilities=RADAR_INVISIBLE
- ; Apache Chopper
- [APACHE]
- Name=Harpy
- Prerequisite=NAHPAD
- Primary=HarpyClaw
- Strength=225
- Category=AirPower
- Armor=light
- TechLevel=5
- Sight=2
- RadarInvisible=yes
- Landable=yes
- MoveToShroud=no
- Dock=NAHPAD,GAHPAD
- PipScale=Ammo
- Speed=14
- PitchSpeed=.16
- Owner=Nod
- Cost=1000
- Points=20
- ROT=5
- Ammo=12
- Crewed=yes
- GuardRange=30
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- VoiceSelect=30-I000,30-I002,30-I004,30-I006
- VoiceMove=30-I014,30-I016,30-I018,30-I022
- VoiceAttack=30-I022,30-I030,30-I034,30-I036
- Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
- MovementZone=Fly
- ThreatPosed=15 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- ; ******* building types *******
- ; advanced tech center
- [GATECH]
- Name=GDI Tech Center
- Prerequisite=GAWEAP,GARADR
- Strength=500
- Armor=wood
- TechLevel=6
- Adjacent=2
- Sight=6
- Owner=GDI
- Cost=1500
- Points=85
- Power=-200
- Capturable=true
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=5
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=1500, 1055, 815
- AIBuildThis=yes
- TogglePower=no
- ; GDI weapons factory
- [GAWEAP]
- Name=GDI War Factory
- Image=GAWEAP
- WeaponsFactory=yes
- Prerequisite=PROC,GAPILE
- Factory=UnitType
- DeployTime=.044
- Strength=1000
- Armor=heavy
- TechLevel=2
- Sight=4
- Adjacent=2
- Owner=GDI
- Cost=2000
- Points=80
- Power=-30
- Capturable=true
- Crewed=yes
- Bib=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=408, 880, 435
- AIBuildThis=yes
- ; NOD weapons factory
- [NAWEAP]
- Name=Nod War Factory
- WeaponsFactory=yes
- Prerequisite=PROC,NAHAND
- Factory=UnitType
- DeployTime=.044
- Strength=1000
- Adjacent=2
- Armor=heavy
- TechLevel=2
- Sight=4
- Owner=Nod
- Cost=2000
- Points=80
- Power=-30
- Capturable=true
- Crewed=yes
- Bib=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- NaturalSmokeLocation=-12,0,370
- MaxDebris=8
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=395, 750, 410
- AIBuildThis=yes
- ; construction yard
- [GACNST]
- Name=Construction Yard
- ConstructionYard=yes
- Strength=1000
- Armor=heavy
- TechLevel=-1
- Adjacent=2
- Factory=BuildingType
- UndeploysInto=MCV
- Sight=6
- Owner=GDI,Nod
- Cost=2500
- Points=80
- Power=0
- Capturable=true
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=10
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=1470, 1060, 1078
- AIBuildThis=yes
- TogglePower=no
- [GADPSA]
- Name=Deployed Sensor Array
- TechLevel=-1
- Strength=600
- Points=50
- Cost=950
- Sight=8
- Power=0
- Armor=wood
- SensorArray=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- VoiceSelect=25-I000
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- MaxDebris=2
- UndeploysInto=LPST
- BaseNormal=no
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=500, 500, 400
- HasRadialIndicator=true
- RadialColor=0,200,0
- CloakRadiusInCells=25
- TogglePower=no
- [GAICBM]
- Name=Deployed ICBM
- TechLevel=-1
- Strength=400
- Points=50
- Power=0
- Armor=wood
- ICBMLauncher=yes
- ;SuperWeapon=MultiSpecial
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- UndeploysInto=ICBM
- BaseNormal=no
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=500, 500, 400
- TogglePower=no
- [GATICK]
- Name=Deployed Tick Tank
- TechLevel=5
- Strength=350
- Points=50
- Cost=800
- Power=0
- Armor=concrete
- Sight=5
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- UndeploysInto=TTNK
- BaseNormal=no
- VoiceSelect=25-I000,25-I002,25-I004,25-I006
- VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
- VoiceAttack=25-I014,25-I022,25-I024,25-I026
- Crewed=yes
- Primary=90mm
- Elite=120mmx
- Turret=yes
- ROT=5
- TickTank=yes
- TurretAnim=TTNKTUR
- TurretAnimIsVoxel=true
- TurretAnimX=4
- TurretAnimY=10
- TurretAnimZAdjust=-20
- ThreatPosed=30 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys
- DamageSmokeOffset=500, 500, 400
- Trainable=yes
- TogglePower=no
- EliteAbilities=SENSORS
- HasStupidGuardMode=false
- [GAARTY]
- Name=Deployed Artillery
- TechLevel=8
- Strength=300
- Points=50
- Cost=975
- Power=0
- Armor=light
- Sight=9
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- UndeploysInto=ART2
- BaseNormal=no
- VoiceSelect=15-I004,15-I006,15-I008,15-I010,15-I012,15-I038,15-I040,15-I048
- VoiceMove=15-I014,15-I016,15-I018,15-I020,15-I022,15-I024,15-I060
- VoiceAttack=15-I026,15-I032,15-I044,15-I046,15-I050
- Crewed=yes
- Primary=155mm
- Turret=yes
- ROT=5
- Artillary=yes
- TurretAnim=ART2TUR
- TurretAnimIsVoxel=true
- TurretAnimX=-8
- TurretAnimY=15
- TurretAnimZAdjust=-20
- ThreatPosed=30 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=500, 500, 400
- EliteAbilities=SELF_HEAL
- Trainable=yes
- TogglePower=no
- HasStupidGuardMode=false
- ; Tiberium Refinery
- [PROC]
- Name=Tiberium Refinery
- Image=NAREFN
- Refinery=yes
- Bib=yes
- Prerequisite=POWER
- Strength=900
- Adjacent=2
- Armor=heavy
- TechLevel=1
- FreeUnit=HARV
- DockUnload=yes
- Sight=6
- Owner=GDI,Nod
- Cost=2000
- Points=80
- Power=-30
- Storage=80
- Capturable=true
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- HalfDamageSmokeLocation1=0,0,0
- MaxDebris=8
- PipScale=Tiberium
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=410, 100, 165
- AIBuildThis=yes
- TogglePower=no
- ; storage silo
- [GASILO]
- Name=Tiberium Silo
- Prerequisite=PROC
- Strength=300
- Armor=wood
- TechLevel=1
- Adjacent=2
- Sight=2
- Owner=GDI,Nod
- Cost=150
- Points=25
- Power=-10
- Storage=60
- Explodes=yes
- Capturable=true
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=2
- PipScale=Tiberium
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- DamageSmokeOffset=700, 700, 500
- TogglePower=no
- ; helipad
- [GAHPAD]
- Name=Helipad
- Prerequisite=GARADR
- Strength=600
- Armor=wood
- Adjacent=2
- TechLevel=5
- Sight=5
- UnitReload=yes
- Helipad=yes
- Owner=GDI
- Cost=500
- Points=70
- Power=-10
- Factory=AircraftType
- Capturable=true
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=75, 270, 140
- AIBuildThis=yes
- HasStupidGuardMode=false
- ; helipad
- [NAHPAD]
- Name=Helipad
- Prerequisite=NARADR
- Strength=600
- Armor=wood
- Adjacent=2
- TechLevel=5
- Sight=5
- UnitReload=yes
- Helipad=yes
- Owner=Nod
- Cost=500
- Points=70
- Power=-10
- Factory=AircraftType
- Capturable=true
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=275, 60, 140
- AIBuildThis=yes
- HasStupidGuardMode=false
- ; GDI Radar
- [GARADR]
- Name=Radar
- Prerequisite=PROC
- Strength=1000
- Radar=yes
- Armor=wood
- TechLevel=3
- Adjacent=2
- Sight=10
- Owner=GDI
- Cost=1000
- Points=60
- Power=-40
- Powered=true
- Capturable=true
- Sensors=yes
- Crewed=yes
- Upgrades=0
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=6
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=440, 200, 200
- AIBuildThis=yes
- ; GDI Communications tower
- [GAPLUG]
- Name=GDI Upgrade Center
- Prerequisite=PROC,GATECH
- Strength=1000
- Radar=no
- Armor=wood
- TechLevel=10
- Adjacent=2
- Sight=6
- Owner=GDI
- Cost=1000
- Points=60
- Power=-150
- Powered=true
- Capturable=true
- Sensors=yes
- Crewed=yes
- Upgrades=2
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=6
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=800, 550, 400
- AIBuildThis=yes
- SpecialThreatValue=1
- IsPlug=true
- ; NOD Stealth Generator
- [NASTLH]
- Name=Stealth Generator
- Prerequisite=PROC,NATECH
- CloakGenerator=yes
- CloakRadiusInCells=12
- HasRadialIndicator=true
- RadialColor=255,0,0
- Strength=600
- Armor=wood
- TechLevel=9
- Adjacent=2
- Sight=6
- Owner=Nod
- Cost=2500 ; w2000
- Points=60
- Power=-350
- Powered=true
- Capturable=true
- Sensors=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=5
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=450, 200, 150
- AIBuildThis=yes ; commented out so that it's easier to debug base building
- ; gdi power plant
- [GAPOWR]
- Name=GDI Power Plant
- Strength=750
- Armor=wood
- TechLevel=1
- Adjacent=2
- Sight=4
- Owner=GDI
- Cost=300
- Points=40
- Power=100
- Capturable=true
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- Upgrades=2
- MaxDebris=6
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=300, 300, 450
- TogglePower=no
- ; nod power plant
- [NAPOWR]
- Name=NOD Power Plant
- Strength=750
- Armor=wood
- TechLevel=1
- Sight=4
- Adjacent=2
- Owner=Nod
- Cost=300
- Points=40
- Power=100
- Capturable=true
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=6
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=450, 200, 300
- TogglePower=no
- ; Nod advanced power plant
- [NAAPWR]
- Name=Advanced Power Plant
- Prerequisite=NAWEAP
- Strength=750
- Armor=wood
- TechLevel=7
- Adjacent=2
- Sight=4
- Owner=Nod
- Cost=500
- Points=40
- Power=200
- Capturable=true
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=290, 570, 320
- TogglePower=no
- ; NOD Tech Center
- [NATECH]
- Name=NOD Tech Center
- Prerequisite=NAWEAP,NARADR
- Strength=500
- Armor=wood
- TechLevel=6
- Adjacent=2
- Sight=6
- Owner=Nod
- Cost=1500
- Points=85
- Power=-100
- Capturable=true
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=5
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=200, 325, 200
- AIBuildThis=yes
- TogglePower=no
- ; NOD Barracks
- [NAHAND]
- Name=Hand Of Nod
- Prerequisite=POWER
- Strength=800
- Armor=wood
- TechLevel=1
- Adjacent=2
- Sight=5
- Owner=Nod
- Cost=300
- Points=30
- Power=-20
- Factory=InfantryType
- Crewed=yes
- Capturable=true
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ExitCoord = 0,0,0
- NODBarracks=yes
- DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys
- DamageSmokeOffset=480, 96, 125
- AIBuildThis=yes
- ; GDI Barracks
- [GAPILE]
- Name=Barracks
- Prerequisite=POWER
- Strength=800
- Armor=wood
- Factory=InfantryType
- Adjacent=2
- TechLevel=1
- Sight=5
- Owner=GDI
- Cost=300
- Points=30
- Power=-20
- Crewed=yes
- Capturable=true
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ExitCoord = -64,64,0
- GDIBarracks=yes
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=215, 395, 200
- AIBuildThis=yes
- ; service depot
- [GADEPT]
- Name=Service Depot
- Prerequisite=FACTORY
- Strength=1100
- Armor=wood
- TechLevel=7
- Adjacent=2
- Sight=5
- UnitRepair=yes
- UnitReload=yes
- Owner=GDI ; removed from Nod side
- Cost=1200
- Points=80
- Power=-30
- Capturable=true
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=270, 580, 260
- AIBuildThis=yes
- HasStupidGuardMode=false
- ; Pavenent
- [GAPAVE]
- Name=Pavement
- Strength=150
- Prerequisite=BARRACKS
- High=yes
- Armor=concrete
- TechLevel=6
- Adjacent=3
- Sight=0
- Selectable=no
- Insignificant=yes
- Nominal=yes
- Owner=GDI,Nod
- Cost=75
- BaseNormal=no
- Points=5
- Repairable=false
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ToTile=pvclr01
- ; green lat (not used)
- [GAGREEN]
- Name=Green Building
- Image=null
- Strength=150
- Prerequisite=GAPILE
- High=yes
- Armor=concrete
- TechLevel=-1
- Adjacent=3
- Sight=0
- Selectable=no
- Insignificant=yes
- Nominal=yes
- Owner=GDI,Nod
- Cost=100
- BaseNormal=no
- Points=5
- Repairable=false
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ToTile=Green01
- ; sandbag wall
- [GASAND]
- Name=Sandbags
- Strength=250
- Prerequisite=BARRACKS
- Armor=light
- CrushSound=SANDBAG1
- Crushable=yes
- Wall=yes
- TechLevel=-1
- Adjacent=4
- Sight=0
- Nominal=yes
- Selectable=no
- Owner=GDI,NOD
- Cost=25
- BaseNormal=no
- Insignificant=yes
- Points=1
- Repairable=false
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- IsBase=no
- ; concrete wall
- [GAWALL]
- Name=Concrete Wall
- Strength=150
- Prerequisite=GAPILE
- High=yes
- Armor=concrete
- TechLevel=6
- Adjacent=4
- Wall=yes
- Sight=1
- Selectable=no
- Insignificant=yes
- Nominal=yes
- Owner=GDI
- Cost=50
- BaseNormal=no
- Points=5
- Repairable=false
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- IsBase=no
- GuardRange=5
- ; NOD wall
- [NAWALL]
- Name=Nod Wall
- Strength=150
- Prerequisite=NAHAND
- High=yes
- Armor=concrete
- TechLevel=6
- Adjacent=4
- Wall=yes
- Sight=1
- Selectable=no
- Insignificant=yes
- Nominal=yes
- Owner=Nod
- Cost=50
- BaseNormal=no
- Points=5
- Repairable=false
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- IsBase=no
- GuardRange=5
- ; Bridge repair hut
- [CABHUT]
- Name=Bridge repair hut
- Strength=2000
- Immune=yes
- LegalTarget=no
- Nominal=yes
- TechLevel=-1
- RadarInvisible=yes
- Repairable=true
- Selectable=no
- Insignificant=yes
- BridgeRepairHut=yes
- Adjacent=0
- BaseNormal=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ; Nod pulse cannon
- [NAPULS]
- Name=EMP Cannon
- Strength=500
- Armor=heavy
- Prerequisite=Radar
- TechLevel=6
- Sight=8
- Adjacent=2
- Owner=Nod,GDI
- Cost=1000
- Turret=yes
- Points=50
- Power=-150
- Sensors=yes
- Crewed=yes
- ROT=12
- EMPulseCannon=yes
- SuperWeapon=EMPulseSpecial
- Primary=EMPulseWeapon
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=5
- TurretAnim=PULSCAN
- TurretAnimIsVoxel=true
- TurretAnimY=7
- TurretAnimX=1
- TurretAnimZAdjust=-100
- ThreatPosed=30 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=350, 125, 100
- HasStupidGuardMode=false
- ; GDI Component Tower
- [GACTWR]
- Name=Component Tower
- Strength=500
- Armor=light
- Prerequisite=GAPILE
- TechLevel=2
- Sight=4
- Adjacent=3
- Owner=GDI
- Cost=200
- Turret=yes
- Points=50
- Power=-10
- Sensors=yes
- BaseNormal=no
- Crewed=no
- ROT=12
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- TurretAnimZAdjust=-45 ;WST 6/18/99 was 50 but cause z buffer problem: Component towers turret animation depends on what the player attaches :
- HasSpotlight=false;
- MaxDebris=2
- ThreatPosed=30 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- DamageSmokeOffset=500, 500, 400
- IsBase=no
- HasStupidGuardMode=false
- ; GDI gate in wall
- [GAGATE_A]
- Name=Gate
- Strength=350
- Prerequisite=GAPILE
- Armor=heavy
- TechLevel=6
- Selectable=yes
- Capturable=false
- Insignificant=yes
- Adjacent=4
- Owner=GDI
- Cost=250
- BaseNormal=no
- Points=50
- Repairable=true
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- Gate=yes
- DeployTime=.044
- GateCloseDelay=.2
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- IsBase=no
- ; GDI gate in wall
- [GAGATE_B]
- Name=Gate
- Strength=350
- Armor=heavy
- Prerequisite=GAPILE
- TechLevel=6
- Adjacent=4
- Selectable=yes
- Capturable=false
- Insignificant=yes
- Owner=GDI
- Cost=250
- BaseNormal=no
- Points=50
- Repairable=true
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- Gate=yes
- DeployTime=.044
- GateCloseDelay=.2
- MaxDebris=2
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- IsBase=no
- ; Nod gate in wall
- [NAGATE_A]
- Name=Gate
- Strength=350
- Armor=heavy
- Prerequisite=NAHAND
- TechLevel=6
- Adjacent=4
- Selectable=yes
- Capturable=false
- Insignificant=yes
- Owner=Nod
- Cost=250
- BaseNormal=no
- Points=50
- Repairable=true
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- Gate=yes
- DeployTime=.044
- GateCloseDelay=.2
- MaxDebris=2
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- IsBase=no
- ; Nod gate in wall
- [NAGATE_B]
- Name=Gate
- Strength=350
- Armor=heavy
- Prerequisite=NAHAND
- TechLevel=6
- Adjacent=4
- Selectable=yes
- Capturable=false
- Insignificant=yes
- Owner=Nod
- Cost=250
- BaseNormal=no
- Points=50
- Repairable=true
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- Gate=yes
- DeployTime=.044
- GateCloseDelay=.2
- MaxDebris=2
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- IsBase=no
- ; Light post
- [TSTLAMP]
- Name=AlphaLightPost
- Image=GALITE
- Strength=600
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=no ; why would we want guys to come out of the lightpost? BNA 7/15/99
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=1
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys
- Insignificant=yes
- AlphaImage=ALPHATST
- ; Light post
- [GALITE]
- Name=Light Post
- Image=GALITE
- Strength=600
- Armor=wood
- Owner=GDI,NOD
- Cost=200
- TechLevel=-1 ; changed from 12
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=NO
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=1
- LightVisibility=5000
- LightIntensity=0.2
- LightRedTint=0.05
- LightGreenTint=0.05
- LightBlueTint=0.01
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- AlphaImage=NONE
- Powered=true
- ; Black Light post
- [NEGLAMP]
- Name=Negative Light Post
- Image=GALITE
- Strength=1000
- Armor=wood
- TechLevel=-1
- InvisibleInGame=yes
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- LightVisibility=3500
- LightIntensity=-0.15
- LightRedTint=0.03
- LightGreenTint=0.04
- LightBlueTint=0.04
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- Insignificant=yes
- ; Light post
- [INGALITE]
- Name=Invisible Light Post
- Image=GALITE
- InvisibleInGame=yes
- Insignificant=yes
- Selectable=no
- Strength=6000
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=1
- LightVisibility=5000
- LightIntensity=0.2
- LightRedTint=0.05
- LightGreenTint=0.05
- LightBlueTint=0.01
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- Powered=true
- ; Light post
- [REDLAMP]
- Name=Red Light Post
- Image=GALITE
- Insignificant=yes
- Strength=600
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=1
- LightVisibility=4000
- LightIntensity=0.01
- LightRedTint=1.5
- LightGreenTint=0.01
- LightBlueTint=0.01
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- AlphaImage=NONE
- Powered=true
- ; Light post
- [NEGRED]
- Name=Negative Red Light
- Image=GALITE
- Insignificant=yes
- Strength=6000
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=1
- LightVisibility=4000
- LightIntensity=-0.05
- LightRedTint=-1.5
- LightGreenTint=0.01
- LightBlueTint=0.01
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- ; Light post
- [GRENLAMP]
- Name=Green Light Post
- Image=GALITE
- Strength=600
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=1
- LightVisibility=4000
- LightIntensity=0.01
- LightRedTint=0.01
- LightGreenTint=1.5
- LightBlueTint=0.01
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- AlphaImage=NONE
- Powered=true
- Insignificant=yes
- ; Light post
- [BLUELAMP]
- Name=Blue Light Post
- Image=GALITE
- Strength=600
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=1
- LightVisibility=4000
- LightIntensity=0.01
- LightRedTint=0.01
- LightGreenTint=0,01
- LightBlueTint=0.7
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- AlphaImage=NONE
- Powered=true
- Insignificant=yes
- ; Light post
- [YELWLAMP]
- Name=Yellow Light Post
- Image=GALITE
- Strength=600
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=1
- LightVisibility=4000
- LightIntensity=.01
- LightRedTint=1.5
- LightGreenTint=1.5
- LightBlueTint=0.01
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- Powered=true
- Insignificant=yes
- ; Light post
- [INYELWLAMP]
- Name=Invisible Yellow Light Post
- Image=GALITE
- Insignificant=yes
- Selectable=no
- InvisibleInGame=yes
- Strength=6000
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=1
- LightVisibility=4000
- LightIntensity=.01
- LightRedTint=1.5
- LightGreenTint=1.5
- LightBlueTint=0.01
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- Powered=true
- ; Light post
- [PURPLAMP]
- Name=Purple Light Post
- Image=GALITE
- Strength=600
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=1
- LightVisibility=3000
- LightIntensity=0.01
- LightRedTint=2.0
- LightGreenTint=0.01
- LightBlueTint=2.0
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- AlphaImage=NONE
- Powered=true
- Insignificant=yes
- ; Light post
- [INPURPLAMP]
- Name=Invisible Purple Light Post
- Image=GALITE
- Selectable=no
- Insignificant=yes
- InvisibleInGame=yes
- Strength=6000
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- LightVisibility=3000
- LightIntensity=0.01
- LightRedTint=2.0
- LightGreenTint=0.01
- LightBlueTint=2.0
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- Powered=true
- ; Light post
- [INORANLAMP]
- Name=Orange Light Post
- Image=GALITE
- Selectable=no
- InvisibleInGame=yes
- Strength=600
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- LightVisibility=3000
- LightIntensity=0.01
- LightRedTint=2.0
- LightGreenTint=1.4
- LightBlueTint=0.3
- DamageParticleSystems=SparkSys,LGSparkSys
- Powered=true
- Insignificant=yes
- ; Light post
- [INGRNLMP]
- Name=Invisible Green Light Post
- Image=GALITE
- Selectable=no
- InvisibleInGame=yes
- Insignificant=yes
- Strength=6000
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- LightVisibility=4000
- LightIntensity=0.01
- LightRedTint=0.01
- LightGreenTint=1.5
- LightBlueTint=0.01
- DamageParticleSystems=SparkSys,LGSparkSys
- Powered=true
- ; Light post
- [INREDLMP]
- Name=Invisible Red Light Post
- Image=GALITE
- Selectable=no
- Insignificant=yes
- InvisibleInGame=yes
- Strength=6000
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- LightVisibility=4000
- LightIntensity=0.01
- LightRedTint=1.5
- LightGreenTint=0.01
- LightBlueTint=0.01
- DamageParticleSystems=SparkSys,LGSparkSys
- Powered=true
- ; Invisible Light post
- [INBLULMP]
- Name=Invisible Blue Light Post
- Selectable=no
- InvisibleInGame=yes
- Insignificant=yes
- Image=GALITE
- Strength=6000
- Armor=wood
- TechLevel=-1
- Nominal=yes
- Sight=0
- Points=30
- Power=0
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- LightVisibility=4000
- LightIntensity=0.01
- LightRedTint=0.01
- LightGreenTint=0,01
- LightBlueTint=0.7
- DamageParticleSystems=SparkSys,LGSparkSys
- Powered=true
- ; Temple of NOD
- [NATMPL]
- Name=Temple of NOD
- Prerequisite=NATECH
- Strength=1000
- Armor=wood
- TechLevel=10
- Adjacent=3
- Sight=6
- Owner=Nod
- Cost=2000
- Points=60
- Power=-200
- Capturable=true
- Sensors=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=9
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- SuperWeapon=HuntSeekSpecial
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=1210, 680, 400
- AIBuildThis=yes
- IsTemple=yes
- ; pyramid of NOD
- [NTPYRA]
- Name=NOD Pyramid
- Strength=1500
- Armor=heavy
- TechLevel=-1
- Adjacent=2
- Sight=0
- Owner=Nod
- Cost=1000
- Points=60
- Power=-40
- Capturable=true
- Sensors=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=9
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=1150, 660, 475
- ;Kodiak
- [GAKODK]
- Name=GDI Kodiak
- Strength=1500
- Armor=heavy
- TechLevel=-1
- Adjacent=2
- Sight=10
- Owner=GDI
- Cost=1000
- Points=60
- Power=0
- Capturable=true
- Sensors=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=9
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=1200, 880, 635
- IsBase=no
- TogglePower=no
- ;Montauk
- [NAMNTK]
- Name=NOD Montauk
- Strength=1500
- Armor=heavy
- TechLevel=-1
- Adjacent=2
- Sight=0
- Owner=NOD
- Cost=1000
- Points=60
- Power=0
- Capturable=true
- Sensors=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=9
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=700, 1180, 800
- IsBase=no
- TogglePower=no
- ; Dropship bay (obsolete)
- ;[GADROP]
- ;Name=Dropship Bay
- ;Prerequisite=DOME,GATECH
- ;Strength=3000
- ;TechLevel=9
- ;Adjacent=2
- ;Sight=10
- ;Owner=GDI
- ;Cost=1000
- ;Points=60
- ;Power=-40
- ;Powered=true
- ;Capturable=true
- ;Sensors=yes
- ;Crewed=yes
- ;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- ;MaxDebris=8
- ;ThreatPosed=0 ; This value MUST be 0 for all building addons
- ;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- ;NOD Radar Facility
- [NARADR]
- Name=NOD Radar
- Prerequisite=PROC
- Strength=1000
- Radar=yes
- Armor=wood
- TechLevel=3
- Adjacent=2
- Sight=10
- Owner=NOD
- Cost=1000
- Points=60
- Power=-40
- Powered=true
- Capturable=true
- Sensors=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=220, 390, 150
- AIBuildThis=yes
- ; Nod tiberium waste facility
- [NAWAST]
- Name=Tiberium Waste Facility
- Prerequisite=NAMISL
- Strength=400
- Armor=wood
- TechLevel=10
- Adjacent=2
- Sight=5
- Owner=Nod
- Cost=1600
- Points=60
- Power=-40
- FreeUnit=WEED
- Capturable=true
- Sensors=yes
- Crewed=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=400, 625, 200
- Weeder=yes
- Bib=yes
- PipScale=Tiberium
- ;SuperWeapon=ChemicalSpecial
- AIBuildThis=yes
- TogglePower=no
- BuildLimit=1
- ; NOD Obelisk
- [NAOBEL]
- Name=Obelisk of Light
- Prerequisite=NATECH
- Strength=725
- Armor=wood
- TechLevel=9
- Adjacent=2
- Sight=8
- Owner=Nod
- Cost=1500
- Points=30
- Power=-150
- Crewed=yes
- Capturable=false
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- Primary=LaserFire
- Turret=no
- TurretAnim=NAOBEL_B
- TurretAnimZAdjust=-100
- MaxDebris=4
- ThreatPosed=40 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=355, 525, 225
- IsBaseDefense=yes
- BaseNormal=no
- Powered=yes
- HasStupidGuardMode=false
- ; Nod missile silo
- [NAMISL]
- Name=Missile Silo
- SuperWeapon=MultiSpecial
- SuperWeapon2=ChemicalSpecial
- Prerequisite=NATECH
- Strength=1000
- Armor=wood
- TechLevel=10
- Adjacent=2
- Sight=4
- Owner=Nod
- Cost=1300
- Points=30
- Power=-50
- Crewed=yes
- Capturable=true
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=6
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- AIBuildThis=yes
- SpecialThreatValue=1
- NukeSilo=yes
- HasStupidGuardMode=false
- ; Vulcan cannon add-on for component tower
- [GAVULC]
- Name=Vulcan Cannon
- Image=GAVULC
- Prerequisite=GACTWR,GAPILE
- TechLevel=2
- Armor=wood
- Sight=7
- Owner=GDI
- Cost=150
- Points=30
- Power=-20
- Crewed=no
- Capturable=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- PowersUpBuilding=gactwr
- PowersUpToLevel=1
- Primary=VulcanTower
- Secondary=VulcanTower
- Turret=yes
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- IsBaseDefense=yes
- ; Rocket launcher addon for component tower
- [GAROCK]
- Name=RPG Upgrade
- Image=GAROCK
- Prerequisite=GACTWR,GAPILE
- TechLevel=9
- Armor=wood
- Sight=8
- Owner=GDI
- Cost=600
- Points=30
- Power=-20
- Crewed=no
- Capturable=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- PowersUpBuilding=gactwr
- PowersUpToLevel=2
- Primary=RPGTower
- Turret=yes
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- IsBaseDefense=yes
- ; SAM addon for component tower
- [GACSAM]
- Name=SAM Upgrade
- Image=GACSAM
- Prerequisite=GACTWR,GARADR
- TechLevel=5
- Armor=wood
- Sight=10
- Owner=GDI
- Cost=300
- Points=30
- Power=-30
- Crewed=no
- Capturable=no
- Explosion=TWLT070
- PowersUpBuilding=gactwr
- PowersUpToLevel=3
- Primary=RedEye2
- Secondary=RedEye2
- Turret=yes
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- IsBaseDefense=yes
- Powered=yes
- ; GDI Power plant upgrade.
- [GAPOWRUP]
- Name=Power Turbine
- Prerequisite=GAPOWR
- Image=GAPOWR_B
- TechLevel=7
- Armor=wood
- Sight=1
- Owner=GDI
- Cost=100
- Points=30
- Power=50
- Crewed=no
- Capturable=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- PowersUpBuilding=gapowr
- PowersUpToLevel=-1
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- ; OBSOLETE Upgrade No. 1 for GDI radar
- [GAPLUG1]
- Name=Threat Rating Node
- Image=GAPLUG_D
- Prerequisite=GAPLUG
- TechLevel=-1
- Armor=wood
- Sight=1
- Owner=GDI
- Cost=500
- Points=30
- Power=-20
- Crewed=no
- Capturable=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- PowersUpBuilding=gaplug
- PowersUpToLevel=-1
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- IsThreatRatingNode=true
- ; Upgrade No. 2 for GDI radar
- [GAPLUG2]
- Name=Seeker Control
- Image=GAPLUG_E
- Prerequisite=GAPLUG,GATECH,GAWEAP
- TechLevel=10
- Armor=wood
- Sight=1
- Owner=GDI
- Cost=1000
- Points=30
- Power=-50
- Crewed=no
- Capturable=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- PowersUpBuilding=gaplug
- PowersUpToLevel=-1
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- SuperWeapon=HuntSeekSpecial
- AIBuildThis=yes
- ; Upgrade No. 3 for GDI radar
- [GAPLUG3]
- Name=Ion Cannon Uplink
- Image=GAPLUG_F
- Prerequisite=GAPLUG,GATECH
- TechLevel=10
- Armor=wood
- Sight=1
- Owner=GDI
- Cost=1500
- Points=30
- Power=-100
- Crewed=no
- Capturable=no
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- PowersUpBuilding=gaplug
- PowersUpToLevel=-1
- SuperWeapon=IonCannonSpecial
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- AIBuildThis=yes
- ; Firestorm defense
- [GAFIRE]
- Name=Fire Storm Generator
- Strength=800
- Armor=heavy
- TechLevel=9
- Prerequisite=GATECH
- Adjacent=2
- Sight=5
- Owner=GDI
- Cost=2000
- Points=30
- Power=-200
- Crewed=yes
- Capturable=true
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=9
- SuperWeapon=FirestormSpecial
- DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=410, 600, 290
- ; Laser fence post
- [NAPOST]
- Name=Laser Fence Post
- Prerequisite=NAAPWR
- Strength=300
- Armor=concrete
- TechLevel=8
- Adjacent=3
- Sight=4
- Owner=Nod
- Cost=200
- BaseNormal=no
- Points=30
- Power=-25
- Crewed=no
- Capturable=false
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- LaserFencePost=yes
- MaxDebris=2
- Powered=yes
- ThreatPosed=0 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- IsBase=no
- GuardRange=10 ; Used to set max. intra-post distance
- [NAFNCE]
- Name=Laser Fence Section
- Strength=800
- Armor=concrete
- TechLevel=-1
- Sight=1
- Owner=Nod
- Capturable=false
- Cost=0
- Points=00
- Power=0
- Selectable=no
- Crewed=no
- LaserFence=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- ThreatPosed=10 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- IsBase=no
- LegalTarget=false
- TogglePower=no
- ; Laser turret
- [NALASR]
- Name=Laser
- Strength=500
- Armor=wood
- Prerequisite=NAHAND
- TechLevel=2
- Adjacent=4
- ROT=10
- Sight=7
- Owner=Nod
- Cost=300
- BaseNormal=no
- Points=30
- Power=-40
- Crewed=no
- Capturable=false
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=2
- Primary=LaserFire2
- Turret=yes
- TurretAnim=LASER
- TurretAnimIsVoxel=true
- TurretAnimX=-8
- TurretAnimY=16
- TurretAnimZAdjust=-40
- ThreatPosed=30 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- IsBaseDefense=yes
- HasStupidGuardMode=false
- ; SAM
- [NASAM]
- Name=Sam
- Strength=600
- Armor=wood
- TechLevel=5
- Prerequisite=NARADR
- Adjacent=4
- Sight=10
- Owner=Nod
- Cost=500
- BaseNormal=no
- Points=30
- Power=-30
- Crewed=no
- Primary=RedEye2
- Capturable=false
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- ThreatPosed=0 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
- DamageParticleSystems=SparkSys,LGSparkSys
- IsBaseDefense=yes
- Powered=yes
- Turret=yes
- TurretAnim=NASAM_A
- TurretAnimIsVoxel=false
- TurretAnimX=-2
- TurretAnimY=10
- TurretAnimZAdjust=-20
- HasStupidGuardMode=false
- [GAFSDF]
- Name=Firestorm Wall Section
- Strength=200
- Armor=concrete
- Prerequisite=GAFIRE
- TechLevel=9
- Repairable=false
- Sight=2
- Owner=GDI
- Capturable=false
- Cost=50
- Points=00
- Power=-2
- Selectable=no
- Crewed=no
- FirestormWall=yes
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- ThreatPosed=20 ; This value MUST be 0 for all building addons
- DamageParticleSystems=SparkSys,LGSparkSys
- IsBase=no
- BaseNormal=no
- TogglePower=no
- Insignificant=yes
- GuardRange=5
- [ABAN01]
- Name=WS Logging Company
- TechLevel=-1
- Strength=600
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN02]
- Name=Panullo Hacienda
- TechLevel=-1
- Strength=600
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN03]
- Name=Abandoned Factory
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN04]
- Name=City Hall
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN05]
- Name=Hunting Lodge
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN06]
- Name=Local Inn & Lodging
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN07]
- Name=Church
- TechLevel=-1
- Strength=350
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN08]
- Name=Abandoned Wharehouse
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN09]
- Name=Tall's Residence
- TechLevel=-1
- Strength=350
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN10]
- Name=Denzil's Last Chance Motel
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN11]
- Name=Miele Manor
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN12]
- Name=Kettler's Place
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN13]
- Name=Long's Home
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN14]
- Name=Local Store
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN15]
- Name=Adam's House
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN16]
- Name=Gas Station
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=2
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN17]
- Name=Gas Pumps
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=2
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [ABAN18]
- Name=Gas Station Sign
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=2
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0001]
- Name=Rade's Roadhouse
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0002]
- Name=Sandberg and Son's
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0003]
- Name=Temp Housing
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0004]
- Name=Waystation
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0005]
- Name=Ferbie's 4 Sale
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0006]
- Name=Deluxe Accomodations
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0007]
- Name=Field Generator
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0008]
- Name=Subterranean Dwelling
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0009]
- Name=Subterranean Dwelling
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0010]
- Name=Leary Traveller Inn
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0011]
- Name=Water Tank
- TechLevel=-1
- Strength=200
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0012]
- Name=Greenhouse
- TechLevel=-1
- Strength=100
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0013]
- Name=Water Purifier
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0014]
- Name=Observation Tower
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0015]
- Name=Port-A-Shack
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0016]
- Name=Port-A-Shack Deluxe
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0017]
- Name=Energy Transformer
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0018]
- Name=Solar Panel
- TechLevel=-1
- Strength=200
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0019]
- Name=Solar Panel
- TechLevel=-1
- Strength=200
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0020]
- Name=Solar Panel
- TechLevel=-1
- Strength=200
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CA0021]
- Name=Solar Panel
- TechLevel=-1
- Strength=200
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=light
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [GAOLDCC1]
- Name=Old Construction Yard
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Capturable=false
- Repairable=false
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [GAOLDCC2]
- Name=Old Temple
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Capturable=false
- Repairable=false
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [GAOLDCC3]
- Name=Old Weapons Factory
- TechLevel=-1
- Strength=400
- Capturable=false
- Repairable=false
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [GAOLDCC4]
- Name=Old Refinery
- TechLevel=-1
- Strength=400
- Capturable=false
- Repairable=false
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [GAOLDCC5]
- Name=Old Advanced Power Plant
- TechLevel=-1
- Strength=400
- Capturable=false
- Repairable=false
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [GAOLDCC6]
- Name=Old Silos
- TechLevel=-1
- Strength=400
- Capturable=false
- Repairable=false
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- ; Use Ammo to specify the number of times to allow healing.
- [CAHOSP]
- Name=Civilian Hospital
- TechLevel=-1
- Strength=800
- LegalTarget=no
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Hospital=yes
- PipScale=Ammo
- Ammo=5
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- ; Use Ammo to specify number of time the building can be used to upgrade infantry
- [CAARMR]
- Name=Civilian Armory
- TechLevel=-1
- Strength=800
- Immune=no
- LegalTarget=no
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Armory=yes
- PipScale=Ammo
- Ammo=5
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CAPYR01]
- Name=Pyramid
- TechLevel=-1
- Strength=400
- Immune=yes
- LegalTarget=no
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- IsBase=no
- [CAPYR02]
- Name=Pyramid
- TechLevel=-1
- Strength=400
- Immune=yes
- LegalTarget=no
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- IsBase=no
- [CAPYR03]
- Name=Pyramid
- TechLevel=-1
- Strength=400
- Immune=yes
- LegalTarget=no
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- IsBase=no
- [CACRSH01]
- Name=Crash 1
- TechLevel=-1
- Strength=400
- Immune=yes
- LegalTarget=no
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- Selectable=no
- IsBase=no
- [CACRSH02]
- Name=Crash 2
- TechLevel=-1
- Strength=400
- Immune=yes
- LegalTarget=no
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- Selectable=no
- IsBase=no
- [CACRSH03]
- Name=Crash 3
- TechLevel=-1
- Strength=400
- Immune=yes
- LegalTarget=no
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- Selectable=no
- IsBase=no
- [CACRSH04]
- Name=Crash 4
- TechLevel=-1
- Strength=400
- Immune=yes
- LegalTarget=no
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- Selectable=no
- IsBase=no
- [CACRSH05]
- Name=Crash 5
- TechLevel=-1
- Strength=400
- Immune=yes
- LegalTarget=no
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- Selectable=no
- IsBase=no
- [CAARAY]
- Name=Civilian Array
- TechLevel=-1
- Strength=400
- LegalTarget=yes
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=3
- IsBase=no
- [GASPOT]
- Name=Light Tower
- TechLevel=-1
- Strength=400
- Points=50
- Power=-10
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- HasSpotlight=true
- MaxDebris=2
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- DamageSmokeOffset=450, 500, 710
- IsBase=no
- [CITY01]
- Name=Connelly Court Apts.
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY02]
- Name=Lightner's Luxury Suites
- TechLevel=-1
- Strength=700
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY03]
- Name=Office Building
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY04]
- Name=Westwood Stock Exchange
- TechLevel=-1
- Strength=600
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY05]
- Name=Daily Sun Times
- TechLevel=-1
- Strength=600
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY06]
- Name=YEO-CA Cola Corp.
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY07]
- Name=Urban Housing
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY08]
- Name=Yee's Discount Liquor
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY09]
- Name=Abandoned Warehouse
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY10]
- Name=Urban Storefront
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY11]
- Name=Ambrose Lounge
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY12]
- Name=Bostic Tower
- TechLevel=-1
- Strength=600
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY13]
- Name=Hewitt Hair Salon
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY14]
- Name=Business Offices
- TechLevel=-1
- Strength=600
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY15]
- Name=2nd National Bank
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY16]
- Name=Highrise Hotel
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY17]
- Name=The Projects
- TechLevel=-1
- Strength=300
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY18]
- Name=Archer Asylum
- TechLevel=-1
- Strength=600
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=concrete
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY19]
- Name=Fill'er Up-Pump'N'Go
- TechLevel=-1
- Strength=500
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY20]
- Name=Gas Pump
- TechLevel=-1
- Strength=250
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=wood
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=6
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY21]
- Name=Gas Station Sign
- TechLevel=-1
- Strength=100
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=none
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CITY22]
- Name=Church
- TechLevel=-1
- Strength=100
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=none
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [CTVEGA]
- Name=Vega's Pyramid
- TechLevel=-1
- Strength=100
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=none
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
- IsBase=no
- [BBOARD01]
- Name=Eat at Rade's Roadhouse
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD02]
- Name=Drink YEO-CA Cola!
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD03]
- Name=Hamburgers $.99
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD04]
- Name=Visit Scenic Las Vegas
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD05]
- Name=Rooms $29 a nite
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD06]
- Name=Kaspm's Tiberium Warhouse
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD07]
- Name=Alkaline's Battery Superstore
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD08]
- Name=Alex-gators petshop just ahead!
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD09]
- Name=TacticX games rock!
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD10]
- Name=WW Surf and Turf hits the spot!
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD11]
- Name=Only 11 miles to Zydeko's cafe!
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD12]
- Name=No escape from Archer's Asylum!
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD13]
- Name=Stop in at Hewitt's hair salon
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD14]
- Name=Billy Bob's Harvester school
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD15]
- Name=Pannullo's hacienda es bueno
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [BBOARD16]
- Name=Join GDI: We save lives.
- TechLevel=-1
- Strength=400
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=0
- Selectable=no
- IsBase=no
- [CTDAM]
- Name=Dam
- TechLevel=1
- Strength=1000
- Power=200
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- PlaceAnywhere=yes
- ;DamageParticleSystems=SparkSys,LGSparkSys WST 7/16 commented out cuz it looked like bad palette
- DamageSmokeOffset=500, 100, 500
- IsBase=no
- [UFO]
- Name=Scrin Ship
- TechLevel=1
- Strength=1000
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=heavy
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=8
- PlaceAnywhere=yes
- IsBase=no
- [AMMOCRAT]
- Name=Ammo Crates
- Image=AMMO01
- Selectable=no
- Explodes=yes
- TechLevel=-1
- Strength=1
- Insignificant=yes
- Nominal=yes
- RadarInvisible=yes
- Points=5
- Armor=none
- Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
- MaxDebris=4
- PlaceAnywhere=yes
- IsBase=no
- ThreatPosed=10
- SpecialThreatValue=1
- ; ******* Weapon Statistics *******
- ; The weapons specified here are attached to the various combat
- ; units and buildings.
- ; Anim = animation to display as a firing effect [use 8 for directional variation]
- ; Burst = number of rapid succession shots from this weapon (def=1)
- ; Camera = Reveals area around firer (def=no)?
- ; Charges = Does it have charge-up-before-firing logic (def=no)?
- ; Damage = the amount of damage (unattenuated) dealt with every bullet
- ; Floater = floats like a frizbee
- ; Lobber = does the projectile fly to target in a high arc (def=no)?
- ; Projectile = projectile characteristic to use
- ; ROF = delay between shots [15 = 1 second at middle speed setting]
- ; Range = maximum cell range
- ; MinimumRange = minimum range to target (def=0)
- ; Report = List of sounds to random play when firing
- ; Speed = speed of projectile to target (100 is maximum)
- ; Warhead = warhead to attach to projectile
- ; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
- ; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
- ; UseFireParticles = Should the weapon spawn a flame particle system? (def = no)
- ; Bright = Does this weapons bullet cause a lighting effect when it impacts (def=no)? If set, this will override the warheads 'Bright' flag.
- ; IonSensitive = Shuts down during an ion storm (def=no)?
- ;Light infantry Rifle
- [Minigun]
- Damage=8
- ROF=21
- Range=4
- Projectile=Invisible
- Speed=100
- Warhead=SA
- Report=INFGUN3,GOSTGUN1,SLVKGUN1
- ;Rocket Infantry
- [BAZOOKA]
- Damage=25
- ROF=60
- Range=6
- Projectile=AAHeatSeeker2
- Speed=25
- Warhead=AP
- Report=RKETINF1
- ;Jump Jet Cannon
- [JumpCannon]
- Damage=15 ; was 20
- Burst=2
- ROF=40
- Range=5 ; was 4
- Projectile=Invisible3
- Speed=100
- Warhead=SA
- Report=JUMPJET1
- ;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
- ;Assault Suit Cannon
- [AssaultCannon]
- Damage=40
- ROF=50
- Range=5
- Projectile=Invisible
- Speed=100
- Warhead=SA
- Report=TSGUN4
- ;Cyborg Commando Plasma Cannon
- [CyCannon]
- Damage=120
- ROF=50
- Range=7
- Projectile=ProtonBlast
- Speed=70
- Warhead=PlasmaWH
- Report=scrin5b
- ;Harpy Vulcan Cannon
- [HarpyClaw]
- Damage=60
- ROF=36
- Range=5
- Projectile=Invisible2
- Speed=100
- Warhead=SA
- Report=CYGUN1
- ;Assault Buggy Cannon
- [RaiderCannon]
- Damage=40
- ROF=55
- Range=4
- Projectile=Invisible
- Speed=100
- Warhead=SA
- Report=CHAINGN1
- Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
- ;Vulcan Tower Cannon
- [VulcanTower]
- Damage=18
- ROF=26
- Range=6
- Projectile=Invisible
- Speed=100
- Warhead=SA
- Report=CHAINGN1
- Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
- Bright=true
- ;Rocket Tower Grenade
- [RPGTower]
- Damage=110
- ROF=80
- Range=8
- Projectile=Lobbed2
- Speed=30 ; 5
- Warhead=RPG
- MinimumRange=2
- Report=GLNCH4
- ;Bike Missile
- [BikeMissile]
- Damage=40
- ROF=60
- Range=5
- Projectile=HeatSeeker
- Speed=30
- Report=MISL1
- Warhead=AP
- ;SAM missile
- [RedEye2]
- Damage=33
- ROF=55
- Range=15
- Projectile=AAHeatSeeker
- Speed=30
- Warhead=SAMWH
- Report=SAMSHOT1
- TurboBoost=yes
- ;Hover Missile
- [HoverMissile]
- Damage=30
- ROF=68
- Range=8
- Burst=2
- Projectile=AAHeatSeeker2
- Speed=30
- Warhead=AP
- Report=HOVRMIS1
- MinimumRange=2
- ;Ghost's Rail Gun
- [LtRail]
- Damage=0 ; this should be 0 for railgun shots
- AmbientDamage=150 ; use this for the railgun damage field. Leave damage = 0
- ROF=60 ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle
- Range=6
- Projectile=Invisible
- Speed=100
- Warhead=RailShot2
- Anim=GUNFIRE
- IsRailgun=true
- AttachedParticleSystem=SmallRailgunSys
- Report=BIGGGUN1
- ;Mammoth Rail Gun
- [MechRailgun]
- AmbientDamage=200 ; use this for the railgun damage field. Leave damage = 0
- Damage=0 ; this should be 0 for railgun shots
- ROF=60 ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle
- Range=8
- Projectile=Invisible
- Speed=100
- Warhead=RailShot
- Report=RAILUSE5
- Anim=GUNFIRE
- IsRailgun=true
- AttachedParticleSystem=LargeRailgunSys
- ; rapid fire machine gun
- [Vulcan]
- Damage=20
- ROF=60
- Range=4
- Projectile=Invisible
- Speed=100
- Warhead=SA
- Report=CHAINGN1
- Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
- ;Cyborg's Vulcan cannon
- [Vulcan3]
- Damage=10
- ROF=30
- Burst=3
- Range=4
- Projectile=Invisible
- Speed=100
- Warhead=SA
- Report=CYGUN1
- ;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
- ; fireball from flame tank
- [FireballLauncher]
- Damage=0
- AmbientDamage=2
- ROF=50
- Range=4.25
- Projectile=Invisible
- Speed=1
- Warhead=Fire
- Report=FLAMTNK1
- UseFireParticles=yes
- AttachedParticleSystem=FireStreamSys
- Burst=2
- ; sniper rifle
- [Sniper]
- Damage=150
- ROF=60
- Range=6.75
- Projectile=Invisible
- Speed=100
- Warhead=HollowPoint
- Report=SILENCER
- ; rifle soldier weapons (multiple shots)
- [M1Carbine]
- Damage=15
- ROF=20
- Range=4
- Projectile=Invisible
- Speed=100
- Warhead=SA
- Report=INFGUN3
- ; man-packed anti-tank missile (bazooka type)
- [Dragon]
- Damage=30
- ROF=50
- Burst=2
- Range=6
- Projectile=AAHeatSeeker2
- Speed=25
- Warhead=AP
- Report=MISL1
- ; air-to-surface homing missile (launched from helicopter)
- [Hellfire]
- Damage=30 ; 25
- ROF=50
- Range=6
- Projectile=AAHeatSeeker2 ; was HeatSeeker
- Speed=30
- Warhead=ORCAAP
- Report=ORCAMIS1
- Burst=2
- [Proton]
- Damage=20
- ROF=3
- Range=5
- Projectile=ProtonTorpedo
- Speed=30
- Warhead=AP
- Report=scrin5b
- ; hand grenade (discus)
- [Grenade]
- Damage=40
- ROF=60
- Range=4.5
- Projectile=Lobbed
- ;Floater=yes
- Speed=5
- Warhead=HE
- ;Lobber=yes
- Bright=yes
- ; small anti-armor cannon
- [75mm]
- Damage=35
- ROF=40
- Range=6
- Projectile=Cannon
- Speed=40
- Warhead=AP
- Anim=GUNFIRE
- Bright=yes
- ; light anti-armor cannon
- [90mm]
- Damage=36
- ROF=50
- Range=6.75
- Projectile=Cannon
- Speed=40
- Warhead=AP
- Report=120MMF
- Anim=GUNFIRE
- Bright=yes
- ; large anti-armor cannon (two shooter)
- [120mmx]
- Damage=50
- ROF=80
- Range=6.75
- Projectile=Cannon
- Speed=40
- Warhead=AP
- Report=120MMX9
- Anim=GUNFIRE
- Burst=2
- Bright=yes
- ; large anti-armor cannon (single shooter)
- [120mm]
- Damage=70
- ROF=80
- Range=6.75
- Projectile=Invisible
- Speed=90
- Warhead=AP
- Report=120MMF
- Anim=GUNFIRE
- Bright=yes
- [Bomb]
- Damage=160
- ROF=10 ; was 1
- Range=5
- Projectile=Cannon2
- Speed=0
- Warhead=ORCAHE
- Floater=yes
- [SuicideBomb]
- Damage=11000
- ROF=1
- Range=.5
- Projectile=Invisible
- Speed=0
- Warhead=SUPER
- Bright=yes
- Report=HUNTER2
- ; Vehicle carried anti-tank missile
- [MammothTusk]
- Damage=40
- ROF=80
- Range=6
- Projectile=AAHeatSeeker
- Speed=20
- Warhead=HE
- Burst=2
- Report=MISL1
- ; artillery cannon
- [155mm]
- Damage=150
- ROF=110
- Range=18
- MinimumRange=5
- Projectile=Ballistic
- Speed=10
- Warhead=ARTYHE
- Report=120MMF
- Anim=GUNFIRE
- Lobber=yes
- ; Sonic Zap
- [SonicZap]
- Damage=1
- AmbientDamage=3
- ROF=120
- Range=6
- Projectile=Null
- Speed=100
- Warhead=SonicWarhead
- Report=SONIC4
- IsSonic=Yes
- ; repair bot repairing
- [RepairBullet]
- Damage=-50
- ROF=80
- Range=1.8
- Projectile=Invisible
- Speed=100
- Warhead=Mechanical
- Report=REPAIR11
- UseSparkParticles=yes
- AttachedParticleSystem=WeldingSys
- ; medic healing
- [Heal]
- Damage=-50
- ROF=80
- Range=2.83
- Projectile=Invisible
- Speed=100
- Warhead=Organic
- Report=HEALER1
- ; rapid fire machine gun
- [Vulcan2]
- Damage=50
- ROF=50
- Range=6
- Projectile=Invisible
- Speed=100
- Warhead=SA
- Report=TSGUN4
- Anim=GUNFIRE
- ; Solid laser beam.
- [LaserFire]
- Damage=250
- ROF=120
- Range=10.5
- Speed=100
- Warhead=Super
- Report=OBELRAY1
- LaserInnerColor = 255,0,0
- LaserOuterColor = 0,0,0
- LaserOuterSpread= 20,40,40
- LaserDuration = 15
- Projectile=LLine
- IsBigLaser=true
- IsLaser=true ; this flag tells the game to use the special laser draw effect
- Charges=yes ; non-charging lasers should use LaserFire2 instead
- ; Laser Turret Beam
- [LaserFire2]
- Damage=30
- ROF=40
- Range=5.5
- Speed=100
- Warhead=Super
- Report=LASTUR1
- Charges=no
- LaserInnerColor = 255,0,0
- LaserOuterColor = 0,0,0
- LaserOuterSpread= 20,40,40
- LaserDuration = 15
- Projectile=LLine2
- IsLaser=true ; this flag tells the game to use the special laser draw effect
- [EMPulseWeapon]
- Damage=1200 ; Damage is duration for EM Pulse
- ROF=1
- Speed=25
- Warhead=EMPuls
- Projectile=PulsPr
- Range=40 ; was 30
- Lobber=yes
- Report=PLSECAN2
- ; Visceroid attack
- [SlimeAttack]
- Damage=100
- ROF=80
- Range=1.3 ;2.83
- Projectile=Invisible
- Speed=25 ;100
- Warhead=Slimer
- Report=VICER1
- ; Chemical missile launcher
- [ChemLauncher]
- Damage=100
- ROF=1 ; 0
- Range=6
- Projectile=ChemMissile
- Speed=30
- Warhead=Gas
- Report=ICBM1
- [FiendShard]
- Damage=35
- ROF=30
- Burst=3
- Range=5
- Projectile=DogShard
- Speed=25
- Warhead=Shard
- Report=FIEND2
- [MultiLauncher]
- Damage=130
- ROF=80
- Range=30
- Projectile=MultiMissile
- Speed=35 ; was 10
- Warhead=HE
- Report=SAMSHOT1
- [Pistola]
- Damage=2
- ROF=20
- Range=3
- Projectile=Invisible
- Speed=100
- Warhead=SA
- Report=GUN18
- ; MultiMissile Cluster Missiles
- [MultiCluster]
- Damage=65
- ROF=80
- Range=6
- Projectile=HeatSeeker
- Speed=20
- Warhead=HE
- Burst=2
- Report=MISL1
- ; ******* Projectile Statistics *******
- ; Projectiles describe how and what image to use as the weapon flies
- ; to its target. Think of the projectile as the "delivery method" used
- ; to get the warhead to the desired target.
- ; AA = Can this weapon fire upon flying aircraft (def=no)?
- ; AG = Can this weapon fire upon ground objects (def=yes)?
- ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
- ; Acceleration = amount to increase missile speed (def=3)
- ; Airburst = Does it try to fly over the target instead of hit it (def=no)?
- ; Arm = arming delay (def=0)
- ; Bouncy = Does it bounce a bit upon impact (def=no)?
- ; Degenerates = Does the bullet strength weaken as it travels (def=no)?
- ; Dropping = Does it fall from a starting height (def=no)?
- ; Elasticity = "bounciness" of the object [should be 0.0 through 1.0] (def=0.75)
- ; High = Can it fly over walls (def=no)?
- ; Image = image to use during flight
- ; Inaccurate = Is it inherently inaccurate (def=no)?
- ; Inviso = Is the projectile invisible as it travels (def=no)?
- ; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
- ; Proximity = Does it blow up when near its target (def=no)?
- ; ROT = Rate Of Turn [non zero implies homing] (def=0)
- ; Ranged = Can it run out of fuel (def=no)?
- ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
- ; Color = Color scheme to use for special remapping projectiles (def = none)
- ; VeryHigh = Does it fly at a very high cruise altitude (def=no)?
- ; Cluster = number of explosions attached to projectile [cluster-bomb] (def=1)
- ; invisible flight to target
- [Invisible]
- Inviso=yes
- Image=none
- ; Harpy Claw tracking projectile
- [Invisible2]
- Inviso=yes
- Image=none
- ROT=3
- AA=yes
- AG=yes
- ; Jump jet cannon
- [Invisible3]
- Inviso=yes
- Image=none
- AA=yes
- AG=yes
- [Null]
- Inviso=yes
- Arm=9999999
- Image=none
- ; straight high-speed ballistic shot
- [Cannon]
- Image=120MM
- Arcing=true
- ; orca bomber bomblets
- [Cannon2]
- Image=120MM
- AA=no
- ; chemical missile
- [ChemMissile]
- Arm=2
- High=yes
- VeryHigh=yes
- Cluster=8
- ;Shadow=no
- Proximity=yes
- Ranged=yes
- AA=no
- Image=MISLCHEM
- ROT=4
- Color=DarkGreen
- IgnoresFirestorm=yes
- [MultiMissile]
- Arm=2
- High=yes
- VeryHigh=yes
- ;Shadow=no
- Proximity=yes
- Cluster=10 ; number of small missiles to launch
- Ranged=yes
- AA=no
- Image=MISLMLTI
- ROT=4
- Color=DarkGreen
- Airburst=yes
- AirburstWeapon=MultiCluster
- IgnoresFirestorm=yes
- ; small homing missile (targets vehicles best)
- [HeatSeeker]
- Arm=2
- High=yes
- Shadow=no
- Proximity=yes
- Ranged=yes
- Image=DRAGON
- ROT=8
- [ProtonTorpedo]
- Arm=2
- High=yes
- Shadow=no
- Proximity=yes
- Ranged=yes
- Image=TORPEDO
- ROT=1
- IgnoresFirestorm=yes
- [ProtonBlast]
- High=yes
- Shadow=no
- Proximity=yes
- Ranged=yes
- Image=TORPEDO
- ROT=1
- IgnoresFirestorm=yes
- ; aircraft-only heatseeker
- [AAHeatSeeker]
- Arm=2
- High=yes
- Shadow=no
- Proximity=yes
- Ranged=yes
- AA=yes
- AG=no
- Image=DRAGON
- ROT=5
- ; aircraft and ground heatseeker
- [AAHeatSeeker2]
- Arm=2
- High=yes
- Shadow=no
- Proximity=yes
- Ranged=yes
- AA=yes
- AG=yes
- Image=DRAGON
- ROT=8
- [Lobbed]
- High=yes
- Image=DISCUS
- Bouncy=yes
- Arcing=yes
- Floater=yes
- [Lobbed2]
- High=yes
- Image=CANISTER
- Arcing=true
- ; arcing ballistic projectile
- [Ballistic]
- High=yes
- Image=120MM
- Arcing=true
- [PulsPr]
- High=yes
- Image=PULSBALL
- [LLine]
- Inviso=yes
- Image=none
- AA=no
- AG=yes
- [LLine2]
- Inviso=yes
- Image=none
- AA=no
- AG=yes
- [DogShard]
- Image=CRYSTAL4
- Arcing=true
- ; *** Particle Systems ***
- ;
- ; HoldsWhat = type of particle (see below) that this system manages (required)
- ; Spawns = does this system spawn particles by itself (def = no)
- ; SpawnFrames = number of frames to wait before spawning another particle
- ; ParticleCap = maximum number of particles that can be in this system
- [SmallRailgunSys]
- HoldsWhat=SmallRailgunPart
- BehavesLike=Railgun
- SpiralRadius=6
- ParticlesPerCoord=.1
- SpiralDeltaPerCoord=.035
- MovementPerturbationCoefficient=.3
- PositionPerturbationCoefficient=20
- VelocityPerturbationCoefficient=.6
- Laser=yes
- LaserColor=255,128,0
- [LargeRailgunSys]
- HoldsWhat=LargeRailgunPart
- BehavesLike=Railgun
- SpiralRadius=15
- ParticlesPerCoord=.15
- SpiralDeltaPerCoord=.03
- MovementPerturbationCoefficient=.4
- PositionPerturbationCoefficient=30
- VelocityPerturbationCoefficient=.6
- Laser=yes
- LaserColor=25,20,255
- ;R,G,B for laser color
- [WeldingSys]
- HoldsWhat=WeldingSpark
- BehavesLike=Spark
- ParticleCap=25
- SparkSpawnFrames=20
- LightSize=25
- OneFrameLight=true
- SpawnSparkPercentage=.4
- [SparkSys]
- HoldsWhat=Spark
- BehavesLike=Spark
- ParticleCap=12
- SparkSpawnFrames=1
- LightSize=21
- SpawnSparkPercentage=1
- [FirestormSparkSys]
- HoldsWhat=FirestormSpark
- BehavesLike=Spark
- ParticleCap=25
- SparkSpawnFrames=1
- LightSize=21
- SpawnSparkPercentage=1
- ; this is the global gas system
- [GasCloudSys]
- HoldsWhat=GasCloud1
- BehavesLike=Gas
- ; a system for large amounts of smoke (damaged buildings, destroyed things)
- [BigGreySmokeSys]
- HoldsWhat=LargeGreySmoke
- Spawns=yes
- SpawnFrames=10
- SpawnRadius=10
- Slowdown=.0025
- ParticleCap=30
- SpawnCutoff=15.0
- SpawnTranslucencyCutoff=13.0
- BehavesLike=Smoke
- ; a system for small amounts of smoke (damaged units)
- [SmallGreySSys]
- HoldsWhat=SmallGreySmoke
- Spawns=yes
- SpawnFrames=5
- SpawnRadius=5
- Slowdown=.0025
- ParticleCap=15
- SpawnCutoff=13.0
- SpawnTranslucencyCutoff=12.5
- BehavesLike=Smoke
- ; a system for small amounts of smoke (damaged units)
- [TestSmokeSys]
- HoldsWhat=TestSmoke
- Spawns=yes
- SpawnFrames=10
- SpawnRadius=5
- Slowdown=.0025
- ParticleCap=15
- SpawnCutoff=13.0
- SpawnTranslucencyCutoff=12.5
- BehavesLike=Smoke
- [DebrisSmokeSys]
- HoldsWhat=SmallGreySmoke
- Spawns=yes
- SpawnFrames=2
- SpawnRadius=3
- ParticleCap=15
- SpawnCutoff=13.0
- SpawnTranslucencyCutoff=13.0
- BehavesLike=Smoke
- [FireStreamSys]
- HoldsWhat=FireStream
- Spawns=yes
- SpawnFrames=4
- BehavesLike=Fire
- Image=TWLT036
- Lifetime=30 ; was 100
- [LGSparkSys]
- HoldsWhat=LargeSpark
- BehavesLike=Spark
- ParticleCap=15
- SparkSpawnFrames=5
- LightSize=25
- OneFrameLight=true
- SpawnSparkPercentage=.2
- ; *** Particles ***
- ;
- ; Image = Imagelist to use for particle
- ; Persistent = Does this particle stick around; should always be yes
- ; MaxDC = How many frames go by before this particle damages the things near it? (def = 0)
- ; MaxEC = How many frames does this object last (def = 0)
- ; Damage = How much damage does it do (def = 0)
- ; Warhead = What warhead to use for damage purposes (def = WARHEAD_NONE)
- ; StartFrame = what frame of image to start on? (def = 0)
- ; NumLoopFrames = how many frames form a single loop? (def = 1)
- ; WindEffect = to what degree does the wind affect his particle, 0 = not at all, 5 = a lot (def = 0)
- ; Velocity = speed at which particle travels (def = 0.0)
- ; Radius = how big is this particle? (used for attract/repel)
- ;
- ; BehavesLike, DeleteOnStateLimit, EndStateAI, StateAIAdvance are things that
- ; shouldn't be messed with
- ; the particle that makes up the fire stream of flamethrowers, and flame tanks
- [FireStream]
- Image=FLAMEALL
- Deacc=0.01
- Velocity=28.0
- BehavesLike=Fire
- MaxEC=500
- MaxDC=3
- Warhead=Fire
- Damage=2
- StartStateAI=1
- EndStateAI=19
- StateAIAdvance=6
- Translucent50State=15
- Translucent25State=10
- DeleteOnStateLimit=yes
- Normalized=yes
- FinalDamageState=14
- Report=FLAMTNK1
- [WeldingSpark]
- BehavesLike=Spark
- MaxEC=500
- XVelocity=16
- YVelocity=16
- MinZVelocity=40
- ZVelocityRange=15
- ColorList=(0,128,255),(255,255,255),(200,200,150),(80,80,80),(0,0,0)
- StartColor1=80,255,255
- StartColor2=255,255,100
- ColorSpeed=.13
- [Spark]
- BehavesLike=Spark
- MaxEC=500
- XVelocity=10
- YVelocity=10
- MinZVelocity=40
- ZVelocityRange=15
- ColorList=(255,255,255),(200,200,80),(200,10,10),(0,0,0)
- ColorSpeed=.13
- [FirestormSpark]
- BehavesLike=Spark
- MaxEC=500
- XVelocity=16
- YVelocity=16
- MinZVelocity=40
- ZVelocityRange=15
- ColorList=(0,0,255),(255,255,255),(200,200,80),(200,10,10),(0,0,0)
- ColorSpeed=.13
- ; Cloud of Poison Gas #1 Formation particle
- [GasCloudM1]
- Image=gaslrgmk
- MaxDC=60
- MaxEC=448
- Damage=0
- Warhead=Gas
- StartFrame=0
- EndStateAI=11
- Translucency=50
- WindEffect=0
- BehavesLike=Gas
- StateAIAdvance=3
- NextParticle=GasCloud1
- DeleteOnStateLimit=yes
- NextParticleOffset=0,0,150
- ; Cloud of Poison Gas #2 formation particle
- [GasCloudM2]
- Image=gaslrgmk
- MaxDC=60
- MaxEC=448
- Damage=0
- Warhead=Gas
- StartFrame=0
- EndStateAI=11
- Translucency=50
- WindEffect=0
- BehavesLike=Gas
- StateAIAdvance=3
- NextParticle=GasCloud2
- DeleteOnStateLimit=yes
- NextParticleOffset=0,0,150
- ; Cloud of Poison Gas #1
- [GasCloud1]
- Image=CLOUD1
- MaxDC=60
- MaxEC=1000
- Damage=50
- Warhead=Gas
- StartFrame=0
- EndStateAI=28
- Translucency=50
- WindEffect=0
- BehavesLike=Gas
- StateAIAdvance=4
- NextParticle=GasCloudD1
- ; Cloud of Poison Gas #2
- [GasCloud2]
- Image=CLOUD2
- MaxDC=60
- MaxEC=1000
- Damage=40
- Warhead=Gas
- StartFrame=0
- EndStateAI=28
- Translucency=50
- WindEffect=0
- BehavesLike=Gas
- StateAIAdvance=4
- NextParticle=GasCloudD2
- ; Cloud of Poison Gas #1 Dissipation particle
- [GasCloudD1]
- Image=CLOUD1D
- MaxDC=60
- MaxEC=50
- Damage=10
- Warhead=Gas
- StartFrame=0
- EndStateAI=12
- Translucency=50
- WindEffect=0
- BehavesLike=Gas
- StateAIAdvance=4
- DeleteOnStateLimit=yes
- ; Cloud of Poison Gas #2 dissipating
- [GasCloudD2]
- Image=CLOUD2D
- MaxDC=60
- MaxEC=50
- Damage=10
- Warhead=Gas
- StartFrame=0
- EndStateAI=12
- Translucency=50
- WindEffect=0
- BehavesLike=Gas
- StateAIAdvance=4
- DeleteOnStateLimit=yes
- [LargeGreySmoke]
- Image=LGRYSMK1
- MaxEC=80
- Translucency=25
- Velocity=8.0
- Deacc=.05
- WindEffect=0
- BehavesLike=Smoke
- DeleteOnStateLimit=yes
- EndStateAI=20
- StateAIAdvance=4
- [SmallGreySmoke]
- Image=SGRYSMK1
- MaxEC=80
- Translucency=25
- Velocity=9.0
- Deacc=.05
- WindEffect=0
- BehavesLike=Smoke
- DeleteOnStateLimit=yes
- EndStateAI=20
- StateAIAdvance=4
- [TestSmoke]
- Image=SGRYSMK1
- MaxEC=80
- Translucency=25
- Velocity=6.0
- Deacc=.05
- WindEffect=0
- BehavesLike=Smoke
- DeleteOnStateLimit=yes
- EndStateAI=20
- StateAIAdvance=3
- [SmallRailgunPart]
- BehavesLike=Railgun
- MaxEC=70
- ColorList=(200,200,200),(150,150,150)
- ColorSpeed=.03
- Velocity=.4
- [LargeRailgunPart]
- BehavesLike=Railgun
- MaxEC=70
- ColorList=(25,70,205),(150,150,150)
- ColorSpeed=.009
- Velocity=.3
- [LargeSpark]
- BehavesLike=Spark
- MaxEC=500
- XVelocity=13
- YVelocity=13
- MinZVelocity=40
- ZVelocityRange=15
- ColorList=(255,255,255),(200,200,80),(200,10,10),(0,0,0)
- ColorSpeed=.13
- ; ******* Warhead Characteristics *******
- ; This is what gives the "rock, paper, scissors" character to the game.
- ; It describes how the damage is to be applied to the target. The
- ; values should take into consideration the 'area of effect'.
- ; example: Although an armor piercing tank round would instantly
- ; kill a soldier IF it hit, the anti-infantry rating is still
- ; very low because the tank round has such a limited area of
- ; effect, lacks pinpoint accuracy, and acknowledges the fact that
- ; tanks pose little threat to infantry that take cover.
- ; Spread = damage spread factor [larger means greater spread] (def=1)
- ; [A value of 1 means the damage is halved every pixel distant from center point.
- ; a value of 2 means damage is halved every 2 pixels, etc.]
- ; Wall = Does this warhead damage concrete walls (def=no)?
- ; Wood = Does this warhead damage wood walls (def=no)?
- ; Fire = Does this produce great heat and thus will melt ice (def=no)?
- ; Tiberium = Does this warhead destroy tiberium (def=no)?
- ; Sparky = Does this warhead cause residual flames (def=no)?
- ; Conventional = Is explosive warhead big enough to cause a splash when it hits water [nukes are too big for this] (def=no)?
- ; Rocker = Can this warhead cause nearby units to rock upon impact (def=no)?
- ; AnimList = list of animations to play when warhead explodes [listed from lesser to greater damage]
- ; Verses = damage value verses various armor types (as percentage of full damage)...
- ; -vs- none, wood (buildings), light armor, heavy armor, concrete
- ; InfDeath = which infantry death animation to use (def=0)
- ; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
- ; Deform = % chance that this warhead will damage the ground when it hits. (def=0)
- ; DeformThreshhold = damage must exceed this amount before deformation can occur (def=0)
- ; Particle = Particle effect to use when explosion occurs (def=none)
- ; ProneDamage = Damage modifer for infantry when prone (def=1.0)
- ; Bright = Does this warhead normally cause a lighting effect when it goes off (def=no). This is overridden in the case of bullets by the weapon 'Bright' flag.
- ; EM Pulse cannon warhead.
- [EMPuls]
- Spread=11 ; Spread is radius of EM pulse effect.
- EMEffect=yes
- AnimList=PULSEFX1,PULSEFX2
- ; warhead for the sonic zap
- [SonicWarhead]
- Spread=2
- Wood=yes
- Verses=100%,100%,100%,80%,60% ; was 65, 50
- InfDeath=3
- Rocker=yes
- ProneDamage=50%
- ; warhead for the flying tank of gas
- [TankOGas]
- Spread=8
- Wall=yes
- Wood=yes
- Tiberium=yes
- Sparky=yes
- Rocker=no
- AnimList=TWLT026,TWLT036,TWLT050,TWLT070,TWLT100
- Verses=90%,100%,60%,25%,10%
- Fire=yes
- InfDeath=4
- ProneDamage=50%
- [RailShot]
- Spread=1
- Verses=200%,175%,160%,100%,25%
- Rocker=no
- ProneDamage=100%
- InfDeath=2
- ; Ghost's Railgun
- [RailShot2]
- Spread=1
- Verses=100%,130%,150%,110%,5%
- Rocker=no
- ProneDamage=100%
- InfDeath=2
- ; general multiple small arms fire
- [SA]
- Spread=3
- Verses=100%,60%,40%,25%,10%
- InfDeath=1
- AnimList=PIFFPIFF,PIFFPIFF
- Bright=yes
- ProneDamage=70%
- ; high explosive (shrapnel)
- [HE]
- Spread=4
- Wall=yes
- Wood=yes
- Verses=100%,85%,70%,35%,28% ; changed conc from 10%
- Conventional=yes
- Rocker=no
- InfDeath=2
- AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
- Deform=10%
- DeformThreshhold=300
- Tiberium=yes
- Sparky=yes
- Bright=yes
- ProneDamage=70% ; Presumes air burst
- ; Artillery shell
- [ARTYHE]
- Spread=6
- Wall=yes
- Wood=yes
- Verses=100%,85%,68%,35%,35%
- Conventional=yes
- Rocker=yes
- InfDeath=2
- AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG
- Deform=15%
- DeformThreshhold=120
- Tiberium=yes
- Bright=yes
- ProneDamage=150%
- ; Ion storm strike
- [IonWH]
- Spread=6
- Wall=yes
- Wood=yes
- Verses=90%,75%,60%,25%,100%
- Conventional=yes
- Rocker=yes
- InfDeath=5
- AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG
- Deform=10%
- DeformThreshhold=300
- Tiberium=yes
- Sparky=yes
- Bright=yes
- ProneDamage=75% ; Presumes air burst
- ; armor piercing (discarding sabot, narrow effect)
- [AP]
- Spread=3
- Wall=yes
- Wood=yes
- Verses=25%,65%,75%,100%,60%
- Conventional=yes
- InfDeath=3
- AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
- ProneDamage=50%
- ; RPG Warhead
- [RPG]
- Spread=3
- Wall=yes
- Wood=yes
- Rocker=yes
- Verses=30%,75%,90%,100%,70%
- Conventional=yes
- InfDeath=3
- AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
- ProneDamage=100%
- ; Poison Gas Cloud
- [Gas]
- Spread=512
- Verses=200%,150%,100%,20%,0%
- InfDeath=1
- Particle=GasCloudSys
- ProneDamage=300% ; Gas concentrates at gound level
- ; napalm and fire in general
- [Fire]
- Spread=8
- Wood=yes
- Verses=600%,148%,59%,6%,2%
- InfDeath=4
- Sparky=yes
- Fire=yes
- ProneDamage=600%
- ; napalm and fire in general, that doesn't set other things on fire (weird, but necessary)
- [Fire2]
- Spread=8
- Wood=yes
- Verses=600%,148%,59%,6%,2%
- InfDeath=4
- Sparky=no
- Fire=yes
- ProneDamage=600%
- ; anti-infantry rifle bullet (single shot -- very effective verses infantry)
- [HollowPoint]
- Spread=1
- Verses=100%,5%,5%,5%,5%
- InfDeath=1
- AnimList=PIFF
- ProneDamage=100%
- ; special case damage effect (do not use for regular weapons)
- [Super]
- Spread=0
- Verses=100%,100%,100%,100%,100%
- InfDeath=5
- Tiberium=yes
- ProneDamage=60%
- Sparky=yes
- ; special case to only affect mechanical units
- [Mechanical]
- Spread=0
- Verses=0%,100%,100%,100%,100%
- InfDeath=0
- ; special case to only affect infantry (do not use for regular weapons)
- [Organic]
- Spread=0
- Verses=100%,0%,0%,0%,0%
- InfDeath=0
- [Slimer]
- Spread=0
- Verses=100%,100%,60%,40%,20%
- InfDeath=0
- [Shard]
- Spread=0
- Verses=100%,100%,60%,40%,20%
- InfDeath=1
- [FirestormWH]
- Spread=0
- Verses=100%,100%,100%,100%,100%
- InfDeath=4
- [IonCannonWH]
- Spread=40
- Verses=100%,100%,100%,100%,100%
- InfDeath=5
- Wood=yes
- Wall=yes
- Fire=yes
- Deform=100%
- Sparky=yes
- [VeinholeWH]
- Spread=1
- Verses=100%,100%,100%,100%,100%
- InfDeath=0
- Veinhole=yes
- [PlasmaWH]
- Spread=0
- Verses=350%,260%,205%,150%,80%
- InfDeath=5
- Wall=yes
- Bright=yes
- Tiberium=yes
- ProneDamage=350%
- AnimList=EXPLOMED,EXPLOLRG
- Sparky=yes
- [SAMWH]
- Spread=3
- Verses=100%,100%,100%,100%,100%
- InfDeath=3
- AnimList=XGRYSML1,XGRYSML2,EXPLOSML
- ProneDamage=100%
- ; Special Orca AP missile
- [ORCAAP]
- Spread=2
- Wall=yes
- Wood=yes
- Verses=30%,65%,150%,100%,30%
- Conventional=yes
- InfDeath=3
- AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
- ProneDamage=50%
- ; Orca bomber HE bomb
- [ORCAHE]
- Spread=512
- Wall=yes
- Sparky=yes
- Wood=yes
- Bright=yes
- Fire=yes
- Verses=200%,90%,75%,32%,100% ; changed conc from 10%
- Conventional=yes
- Rocker=yes
- InfDeath=2
- AnimList=EXPLOMED,EXPLOLRG
- Deform=8%
- DeformThreshhold=160
- Tiberium=yes
- ProneDamage=150%
- ; ******* Terrain Objects *******
- ; This section lists all the terrain object types and
- ; specifies their characteristics.
- ; Immune = Is the terrain immune to combat damage (def=no)?
- ; WaterBound = Is the terrain only allowed on the water (def=no)?
- ; SpawnsTiberium = Does it spawn growth of Tiberium around it (def=no)?
- ; IsFlammable = Can "Forest Fires" spread to and damage this terrain type?
- [BOXES01]
- Name=Boxes
- Immune=yes
- [BOXES02]
- Name=Boxes
- Immune=yes
- [BOXES03]
- Name=Boxes
- Immune=yes
- [BOXES04]
- Name=Boxes
- Immune=yes
- [BOXES05]
- Name=Boxes
- Immune=yes
- [BOXES06]
- Name=Boxes
- Immune=yes
- [BOXES07]
- Name=Boxes
- Immune=yes
- [BOXES08]
- Name=Boxes
- Immune=yes
- [BOXES09]
- Name=Boxes
- Immune=yes
- [ICE01]
- Name=Ice Floe
- Immune=yes
- WaterBound=yes
- [ICE02]
- Name=Ice Floe
- Immune=yes
- WaterBound=yes
- [ICE03]
- Name=Ice Floe
- Immune=yes
- WaterBound=yes
- [ICE04]
- Name=Ice Floe
- Immune=yes
- WaterBound=yes
- [ICE05]
- Name=Ice Floe
- Immune=yes
- WaterBound=yes
- [TREE01]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=6
- [TREE02]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=7
- [TREE03]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=6
- [TREE04]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=7
- SnowOccupationBits=6
- [TREE05]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=5
- SnowOccupationBits=7
- [TREE06]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=7
- [TREE07]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=7
- [TREE08]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=7
- SnowOccupationBits=4
- [TREE09]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=4
- [TREE10]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=6
- SnowOccupationBits=3
- [TREE11]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=3
- [TREE12]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=7
- [TREE13]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=4
- [TREE14]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=4
- [TREE15]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=7
- [TREE16]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=7
- [TREE17]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=7
- [TREE18]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=7
- [TREE19]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=2
- [TREE20]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=3
- [TREE21]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=1
- [TREE22]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=3
- [TREE23]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=3
- [TREE24]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=6
- [TREE25]
- Name=Tree
- IsFlammable=yes
- RadarColor=0,192,0
- TemperateOccupationBits=4
- SnowOccupationBits=7
- [TIBTRE01]
- Name=Tiberium Tree
- SpawnsTiberium=yes
- RadarColor=192,192,0
- IsAnimated=yes
- LightVisibility=4000
- LightIntensity=0.01
- LightRedTint=0.01
- LightGreenTint=1.5
- LightBlueTint=0.01
- AnimationRate=3
- AnimationProbability=.003
- Immune=yes
- [TIBTRE02]
- Name=Tiberium Tree
- SpawnsTiberium=yes
- RadarColor=192,192,0
- IsAnimated=yes
- LightVisibility=4000
- LightIntensity=0.01
- LightRedTint=0.01
- LightGreenTint=1.5
- LightBlueTint=0.01
- AnimationRate=3
- AnimationProbability=.003
- Immune=yes
- [TIBTRE03]
- Name=Tiberium Tree
- SpawnsTiberium=yes
- RadarColor=192,192,0
- IsAnimated=yes
- LightVisibility=4000
- LightIntensity=0.01
- LightRedTint=0.01
- LightGreenTint=1.5
- LightBlueTint=0.01
- AnimationRate=3
- AnimationProbability=.003
- Immune=yes
- [VEINTREE]
- Name=Veinhole Tree
- Image=None
- Armor=None
- IsVeinhole=true
- Strength=1000
- ; ******* Overlay Objects *******
- ; These are graphic objects that can have an effect on the game.
- ; Tiberium = Is this tiberium [Tiberium grown and graphic logic applies] (def=no)?
- ; Crate = Is this overlay a crate (def=no)?
- ; CrateTrigger = Is crate to trigger game events (def=no)?
- ; RadarInvisible = Is this overlay not visible on the radar map (def=no)?
- ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
- ; LegalTarget = Can it be a legal target for attack (def=no)?
- ; ChainReaction = Does it explode and affect adjacent cells (def=no)?
- [TIB01]
- Name=Tiberium (Green)
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB02]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB03]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB04]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB05]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB06]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB07]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB08]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB09]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB10]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB11]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB12]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB13]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB14]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB15]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB16]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB17]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB18]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB19]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB20]
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- [TIB2_01]
- Image=TIB01
- Name=Tiberium (Blue)
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_02]
- Image=TIB02
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_03]
- Image=TIB03
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_04]
- Image=TIB04
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_05]
- Image=TIB05
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_06]
- Image=TIB06
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_07]
- Image=TIB07
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_08]
- Image=TIB08
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_09]
- Image=TIB09
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_10]
- Image=TIB10
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_11]
- Image=TIB11
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_12]
- Image=TIB12
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_13]
- Image=TIB13
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_14]
- Image=TIB14
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_15]
- Image=TIB15
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_16]
- Image=TIB16
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_17]
- Image=TIB17
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_18]
- Image=TIB18
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_19]
- Image=TIB19
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB2_20]
- Image=TIB20
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_01]
- Image=TIB01
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_02]
- Image=TIB02
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_03]
- Image=TIB03
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_04]
- Image=TIB04
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_05]
- Image=TIB05
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_06]
- Image=TIB06
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_07]
- Image=TIB07
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_08]
- Image=TIB08
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_09]
- Image=TIB09
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_10]
- Image=TIB10
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_11]
- Image=TIB11
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_12]
- Image=TIB12
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_13]
- Image=TIB13
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_14]
- Image=TIB14
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_15]
- Image=TIB15
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_16]
- Image=TIB16
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_17]
- Image=TIB17
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_18]
- Image=TIB18
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_19]
- Image=TIB19
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [TIB3_20]
- Image=TIB20
- Name=Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarInvisible=false
- ChainReaction=yes
- [VEINHOLE]
- Name=Veinhole Monster
- LegalTarget=yes
- RadarColor=92,92,0
- Land=Rock
- IsVeinholeMonster=true
- IsVeins=true
- NoUseTileLandType=true
- [VEINHOLEDUMMY]
- Name=Veinhole Monster Dummy
- Image=blahblahblah
- LegalTarget=no
- RadarColor=92,92,0
- IsVeins=true
- [SROCK01]
- LegalTarget=false
- Name=Sand Rock #1
- Land=Rock
- RadarColor=64,64,64
- NoUseTileLandType=true
- DrawFlat=false
- IsARock=true ;WST 6/21/99 all pesky rocks need to have this
- [SROCK02]
- LegalTarget=false
- Name=Sand Rock #2
- Land=Rock
- RadarColor=64,64,64
- NoUseTileLandType=true
- DrawFlat=false
- IsARock=true ;WST 6/21/99 all pesky rocks need to have this
- [SROCK03]
- LegalTarget=false
- Name=Sand Rock #3
- Land=Rock
- RadarColor=64,64,64
- NoUseTileLandType=true
- DrawFlat=false
- IsARock=true ;WST 6/21/99 all pesky rocks need to have this
- [SROCK04]
- LegalTarget=false
- Name=Sand Rock #4
- Land=Rock
- RadarColor=64,64,64
- NoUseTileLandType=true
- DrawFlat=false
- IsARock=true ;WST 6/21/99 all pesky rocks need to have this
- [SROCK05]
- LegalTarget=false
- Name=Sand Rock #5
- Land=Rock
- RadarColor=64,64,64
- NoUseTileLandType=true
- DrawFlat=false
- IsARock=true ;WST 6/21/99 all pesky rocks need to have this
- [TROCK01]
- LegalTarget=false
- Name=Clear Rock #1
- Land=Rock
- RadarColor=64,64,64
- NoUseTileLandType=true
- DrawFlat=false;
- IsARock=true ;WST 6/21/99 all pesky rocks need to have this
- [TROCK02]
- LegalTarget=false
- Name=Clear Rock #2
- Land=Rock
- RadarColor=64,64,64
- NoUseTileLandType=true
- DrawFlat=false
- IsARock=true ;WST 6/21/99 all pesky rocks need to have this
- [TROCK03]
- LegalTarget=false
- Name=Clear Rock #3
- Land=Rock
- RadarColor=64,64,64
- NoUseTileLandType=true
- DrawFlat=false
- IsARock=true ;WST 6/21/99 all pesky rocks need to have this
- [TROCK04]
- LegalTarget=false
- Name=Clear Rock #4
- Land=Rock
- RadarColor=64,64,64
- NoUseTileLandType=true
- DrawFlat=false
- IsARock=true ;WST 6/21/99 all pesky rocks need to have this
- [TROCK05]
- LegalTarget=false
- Name=Clear Rock #5
- Land=Rock
- RadarColor=64,64,64
- NoUseTileLandType=true
- DrawFlat=false
- IsARock=true ;WST 6/21/99 all pesky rocks need to have this
- [BTIB01]
- Name=Tiberium (Large)
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB02]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB03]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB04]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB05]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB06]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB07]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB08]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB09]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB10]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB11]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [BTIB12]
- Name=Large Tiberium
- Tiberium=yes
- LegalTarget=false
- RadarColor=80,0,0
- Land=Rock
- ChainReaction=yes
- CellAnim=BIGBLUE
- Image=None
- NoUseTileLandType=true
- DrawFlat=false
- [TRACKS01]
- Name=Track NwSe
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS02]
- Name=Track NeSw
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS03]
- Name=Track NS
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS04]
- Name=Track EW
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS05]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS06]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS07]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS08]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS09]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS10]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS11]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS12]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS13]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS14]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS15]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKS16]
- Name=Train Tracks
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- RadarInvisible = false
- [TRACKTUNNEL01]
- Name=Train Tracks
- Image=TRTUNN01
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- [TRACKTUNNEL02]
- Name=Train Tracks
- Image=TRTUNN02
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- [TRACKTUNNEL03]
- Name=Train Tracks
- Image=TRTUNN03
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- [TRACKTUNNEL04]
- Name=Train Tracks
- Image=TRTUNN04
- Land=Railroad
- LegalTarget=false
- RadarColor=92,92,92
- [LOBRDG01]
- Image=LOBRDG01
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG02]
- Image=LOBRDG02
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG03]
- Image=LOBRDG03
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG04]
- Image=LOBRDG04
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG05]
- Image=LOBRDG05
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG06]
- Image=LOBRDG06
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG07]
- Image=LOBRDG07
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG08]
- Image=LOBRDG08
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG09]
- Image=LOBRDG09
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG10]
- Image=LOBRDG10
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG11]
- Image=LOBRDG11
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG12]
- Image=LOBRDG12
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG13]
- Image=LOBRDG13
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG14]
- Image=LOBRDG14
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG15]
- Image=LOBRDG15
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG16]
- Image=LOBRDG16
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG17]
- Image=LOBRDG17
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG18]
- Image=LOBRDG18
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG19]
- Image=LOBRDG19
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG20]
- Image=LOBRDG20
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG21]
- Image=LOBRDG21
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG22]
- Image=LOBRDG22
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG23]
- Image=LOBRDG23
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG24]
- Image=LOBRDG24
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG25]
- Image=LOBRDG25
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG26]
- Image=LOBRDG26
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=true
- RadarInvisible = false
- [LOBRDG27]
- Image=LOBRDG27
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=false
- RadarInvisible = true
- [LOBRDG28]
- Image=LOBRDG28
- Name=Low Bridge
- Land=Road
- RadarColor=92,92,92
- NoUseTileLandType=false
- RadarInvisible = true
- [LOBRDGE1]
- Image=LOBRDGE1
- Name=Low Bridge End 1
- Land=Road
- NoUseTileLandType=true
- RadarColor=92,92,92
- [LOBRDGE2]
- Image=LOBRDGE2
- Name=Low Bridge End 2
- Land=Road
- NoUseTileLandType=true
- RadarColor=92,92,92
- [LOBRDGE3]
- Image=LOBRDGE3
- Name=Low Bridge End 3
- Land=Road
- NoUseTileLandType=true
- RadarColor=92,92,92
- [LOBRDGE4]
- Image=LOBRDGE4
- Name=Low Bridge End 4
- Land=Road
- NoUseTileLandType=true
- RadarColor=92,92,92
- [VEINS]
- Image=VEINS
- Name=Tiberium Veins
- RadarColor=0,0,92
- IsVeins=true
- Land=Weeds
- [RAILBRDG1]
- Image=RAILBRDG
- Name=Railroad Bridge 1
- LegalTarget=true
- RadarColor=92,92,92
- Overrides=yes
- NoUseTileLandType=false
- [RAILBRDG2]
- Image=RAILBRDG
- Name=Railroad Bridge 2
- LegalTarget=true
- RadarColor=92,92,92
- Overrides=yes
- NoUseTileLandType=false
- [BRIDGE1]
- Image=BRIDGE
- Name = Bridge 1
- LegalTarget=true
- RadarColor=92,92,92
- Overrides=yes
- NoUseTileLandType=false
- [BRIDGE2]
- Image=BRIDGE
- Name = Bridge 2
- LegalTarget=true
- RadarColor=92,92,92
- Overrides=yes
- NoUseTileLandType=false
- [CRATE]
- Name=Goodie Crate
- RadarColor=92,92,92
- Crate=yes
- CrateTrigger=yes
- RadarInvisible=yes
- Land=Clear
- DrawFlat=false
- [CRAT01]
- Name=Crate
- LegalTarget=true
- RadarColor=92,92,92
- ;Crate=yes
- ;CrateTrigger=yes
- ;RadarInvisible=yes
- Land=Rock
- [CRAT02]
- Name=Crate
- LegalTarget=true
- RadarColor=92,92,92
- ;Crate=yes
- ;RadarInvisible=yes
- Land=Rock
- [CRAT03]
- Name=Crate
- LegalTarget=true
- RadarColor=92,92,92
- ;Crate=yes
- ;RadarInvisible=yes
- Land=Rock
- [CRAT04]
- Name=Crate
- LegalTarget=true
- RadarColor=92,92,92
- Land=Rock
- [CRAT0A]
- Name=Crate
- LegalTarget=true
- RadarColor=92,92,92
- Land=Rock
- [CRAT0B]
- Name=Crate
- LegalTarget=true
- RadarColor=92,92,92
- Land=Rock
- [CRAT0C]
- Name=Crate
- LegalTarget=true
- RadarColor=92,92,92
- Land=Rock
- [DRUM01]
- Name=Drum
- LegalTarget=true
- RadarColor=92,92,92
- Land=Rock
- [DRUM02]
- Name=Drum
- LegalTarget=true
- RadarColor=92,92,92
- Land=Rock
- [PALET01]
- Name=Palette
- LegalTarget=true
- RadarColor=92,92,92
- Land=Rock
- [PALET02]
- Name=Palette
- LegalTarget=true
- RadarColor=92,92,92
- Land=Rock
- [PALET03]
- Name=Palette
- LegalTarget=true
- RadarColor=92,92,92
- Land=Rock
- [PALET04]
- Name=Palette
- LegalTarget=true
- RadarColor=92,92,92
- Land=Rock
- ; ******* Smudge Objects *******
- ; These specify the objects (actually more of an artwork
- ; element than a game object) called smudges. These typically
- ; are used to mark the effects of battle.
- ; Crater = Is this a crater smudge [special growth logic] (def=no)?
- [CRATER01]
- Crater=yes
- [CRATER02]
- Crater=yes
- [CRATER03]
- Crater=yes
- [CRATER04]
- Crater=yes
- [CRATER05]
- Crater=yes
- [CRATER06]
- Crater=yes
- [CRATER07]
- Crater=yes
- [CRATER08]
- Crater=yes
- [CRATER09]
- Crater=yes
- [CRATER10]
- Crater=yes
- [CRATER11]
- Crater=yes
- Width=2
- Height=2
- [CRATER12]
- Crater=yes
- Width=2
- Height=2
- [BURNT01]
- Burn=yes
- [BURNT02]
- Burn=yes
- [BURNT03]
- Burn=yes
- [BURNT04]
- Burn=yes
- [BURNT05]
- Burn=yes
- [BURNT06]
- Burn=yes
- [BURNT07]
- Burn=yes
- Width=2
- [BURNT08]
- Burn=yes
- Width=2
- [BURNT09]
- Burn=yes
- Height=2
- [BURNT10]
- Burn=yes
- Height=2
- [BURNT11]
- Burn=yes
- Width=2
- Height=2
- [BURNT12]
- Burn=yes
- Width=2
- Height=2
- [CR1]
- [CR2]
- [CR3]
- [CR4]
- [CR5]
- [CR6]
- [BURN01]
- [BURN02]
- [BURN03]
- [BURN04]
- [BURN05]
- [BURN06]
- [BURN07]
- [BURN08]
- [BURN09]
- [BURN10]
- [BURN11]
- [BURN12]
- [BURN13]
- [BURN14]
- [BURN15]
- [BURN16]
- ; ******* Land Characteristics *******
- ; This section specifies the characteristics of the various
- ; terrain types. The primary purpose is to differentiate the
- ; movement capabilities.
- ; Float = % of full speed for ships [0 means impassable] (def=100)
- ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
- ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
- ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
- ; Hover = % of full speed for hovering vehicles [0 means impassable] (def=100)
- ; Amphibious = % of full speed for amphibious vehicles [0 impassable] (def=100)
- ; Buildable = Can buildings be built upon this terrain (def=no)?
- ; clear grassy terrain
- [Clear]
- Foot=90%
- Track=70%
- Wheel=70%
- Float=0%
- Hover=100%
- Amphibious=80%
- Buildable=yes
- ; rocky terrain
- [Rough]
- Foot=80%
- Track=60%
- Wheel=40%
- Float=0%
- Hover=100%
- Amphibious=40%
- Buildable=yes
- ; roads
- [Road]
- Foot=100%
- Track=100%
- Wheel=100%
- Hover=100%
- Float=0%
- Amphibious=100%
- Buildable=yes
- ; open water
- [Water]
- Foot=0%
- Track=0%
- Wheel=0%
- Hover=100%
- Float=100%
- Amphibious=80%
- Buildable=no
- ; cliffs
- [Rock]
- Foot=0%
- Track=0%
- Wheel=0%
- Float=0%
- Hover=0%
- Amphibious=0%
- Buildable=no
- ; walls and other man made obstacles
- [Wall]
- Foot=0%
- Track=0%
- Wheel=0%
- Float=0%
- Hover=0%
- Amphibious=0%
- Buildable=no
- ; Tiberium
- [Tiberium]
- Foot=90%
- Track=70%
- Wheel=50%
- Float=0%
- Hover=100%
- Amphibious=50%
- Buildable=no
- ; Vein hole creater weeds
- [Weeds]
- Foot=50%
- Track=70%
- Wheel=50%
- Float=0%
- Hover=100%
- Amphibious=50%
- Buildable=no
- ; sandy beach
- [Beach]
- Foot=0%
- Track=0%
- Wheel=0%
- Float=0%
- Hover=100%
- Amphibious=60%
- Buildable=no
- ; ice
- [Ice]
- Foot=50%
- Track=80%
- Wheel=50%
- Float=0%
- Hover=100%
- Amphibious=50%
- Buildable=no
- ; train tracks
- [Railroad]
- Foot=90%
- Track=100%
- Wheel=50%
- Float=0%
- Hover=100%
- Amphibious=50%
- Buildable=no
- ; tunnels
- [Tunnel]
- Foot=100%
- Track=100%
- Wheel=100%
- Float=0%
- Hover=100%
- Amphibious=100%
- Buildable=no
- ; ******* Random Crate Powerups *******
- ; This specifies the chance for the specified crate powerup to appear
- ; in a 'random' crate. The chance is expressed in the form of 'shares'
- ; out of the total shares specified. The second parameter is the animation
- ; to use when this crate is picked up. The third parameter, if present, specifies
- ; the data value needed for that crate powerup. They mean different things
- ; for the different powerups.
- [Powerups]
- Armor=33,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)
- Cloak=20,CLOAK ; enable cloaking on nearby objects
- Darkness=5,SHROUDX ; cloak entire radar map
- Explosion=38,<none>,500 ; high explosive baddie (damage per explosion)
- Firepower=28,FIREPOWR,2.0 ; firepower of nearby objects increased (firepower multiplier)
- HealBase=23,HEALALL ; all buildings to full strength
- ICBM=13,CHEMISLE ; nuke missile one time shot
- Money=55,MONEY,2000 ; a chunk o' cash (maximum cash)
- Napalm=25,<none>,600 ; fire explosion baddie (damage)
- Reveal=8,REVEAL ; reveal entire radar map
- Speed=30,ARMOR,1.7 ; speed of nearby objects increased (speed multiplier)
- Squad=45,<none> ; squad of random infantry
- Unit=40,<none> ; vehicle
- Invulnerability=10,ARMOR,1.0 ; invulnerability (duration in minutes)
- Veteran=15,VETERAN,1 ; veteran upgrade (levels to upgrade)
- IonStorm=0,<none> ; initiate ion storm
- Gas=18,<none>,100 ; tiberium gas (damage for each gas cloud)
- Tiberium=35,<none> ; tiberium patch
- Pod=0,<none> ; drop pod special
- ; ******* Tiberium Varieties *******
- ; There are various kinds of tiberium. This lists their number and
- ; particulars.
- [Tiberiums]
- 0=Riparius
- 1=Cruentus
- 2=Vinifera
- 3=Aboreus
- ; Name = display name
- ; Image = image to use [1=small, 2=large, 3=vine]
- ; Value = credit value per 'bail'
- ; Growth = growth rate
- ; Spread = spread rate
- ; Power = explosive power per 'bail' (def=0)
- ; Color = display color of the Tiberium
- ; Shard = crystal to fly off when chain reacting (def=none)
- ; This is green tiberium. It grows and spreads quickly and is not explosive
- [Riparius]
- Name=Tiberium Riparius
- Image=1
- Power=4
- Value=25
- Growth=2200
- GrowthPercentage=.09
- Spread=2200
- SpreadPercentage=.09
- Color=NeonGreen ; **WARNING**: If you change this color, notify Bret_a
- ; This is the big tiberium crystal. It does not grow or spread, is impassable and is explosive
- ; Not currently in use in TS (AI)
- [Cruentus]
- Name=Tiberium Cruentus
- Image=2
- Value=70
- Growth=10000
- GrowthPercentage=0
- Spread=10000
- SpreadPercentage=0
- Power=10
- Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a
- Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4
- ; This is blue tiberium. It grows and spreads slowly and is explosive.
- [Vinifera]
- Name=Tiberium Vinifera
- Image=3
- Value=40
- Growth=10000
- GrowthPercentage=.05
- Spread=10000
- SpreadPercentage=.05
- Power=100 ; 10
- Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a
- Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4
- ; This is blue tiberium. It grows and spreads slowly and is explosive. This entry should be
- ; the same as [vinifera] except for Name and Image
- [Aboreus]
- Name=Tiberium Aboreus
- Image=4
- Value=30
- Growth=10000
- GrowthPercentage=.05
- Spread=10000
- SpreadPercentage=.05
- Power=10
- Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a
- Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4
- ; ******* Mission Control *******
- ; This specifies the various general behavior characteristics of
- ; the missions that objects can be assigned. Each of the game objects must
- ; be in a mission. The mission behavior is generally hard coded into
- ; the program, but there are some behavior characteristics that can
- ; be overridden. Don't modify these.
- ; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
- ; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?
- ; Recruitable = Can it be recruited into a team or base defense (def=yes)?
- ; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
- ; Retaliate = Is allowed to retaliate while on this mission (def=yes)?
- ; Scatter = Is allowed to scatter from threats (def=yes)?
- ; Rate = delay between normal processing (larger = faster game, less responsiveness)
- ; AARate = anti-aircraft delay rate (if not specifed it uses regular rate).
- ; Unit sits still and plays dead.
- [Sleep]
- Recruitable=no
- Zombie=yes
- Retaliate=no
- Scatter=no
- Rate=1
- ; Unit doesn't fire and is not considered a threat.
- [Harmless]
- Recruitable=no
- NoThreat=yes
- Retaliate=no
- Rate=.5
- ; Just like guard mode, but cannot move.
- [Sticky]
- Recruitable=no
- Paralyzed=yes
- Scatter=no
- Rate=.016
- ; Special attack mission used by team logic.
- [Attack]
- Rate=.016
- AARate=.016
- ; Move to destination.
- [Move]
- Rate=.016
- ; Patrol a series of waypoints
- [Patrol]
- Rate=.016
- ; Special move to destination after all other queued moves occur.
- [QMove]
- Rate=.016
- ; Run away (possibly leave the map).
- [Retreat]
- Recruitable=no
- Retaliate=no
- Rate=.1
- ; Sit around and engage any enemy that wanders within weapon range.
- [Guard]
- Rate=.030
- AARate=.016
- ; Enter building or transport for loading purposes.
- [Enter]
- Retaliate=no
- Recruitable=no
- Rate=.016
- ; Engineer entry logic.
- [Capture]
- Retaliate=no
- Recruitable=no
- Scatter=no
- Rate=.016
- ; Handle harvest ore - dump at refinery loop.
- [Harvest]
- Retaliate=no
- Recruitable=no
- Scatter=no
- Rate=.016
- ; Guard the general area where the unit starts at.
- [Area Guard]
- Recruitable=yes
- Rate=.040
- AARate=.032
- ; <unused>
- [Return]
- ; Stop moving and firing at the first available opportunity.
- [Stop]
- ; <unused>
- [Ambush]
- ; Scan for and attack any enemies whereever they may be.
- [Hunt]
- Recruitable=no
- Retaliate=no
- Rate=.016
- ; While dropping off cargo (e.g., APC unloading passengers).
- [Unload]
- Recruitable=no
- Retaliate=no
- Scatter=no
- Rate=.016
- ; Tanya running to place bomb in building.
- [Sabotage]
- Recruitable=no
- Rate=.016
- ; Buildings use this when building up after initial placement.
- [Construction]
- Recruitable=no
- Retaliate=no
- Scatter=no
- ; Buildings use this when deconstruction after being sold.
- [Selling]
- Recruitable=no
- NoThreat=yes
- Retaliate=no
- Scatter=no
- ; Service depot uses this mission to repair attached object.
- [Repair]
- Rate=.08
- ; Special team override mission.
- [Rescue]
- Rate=.016
- ; Missile silo special launch missile mission.
- [Missile]
- Rate=.1
- ; While opening or closing a gate to allow passage.
- [Open]
- Rate=.016
- ; ******* Voxel Debris types *******
- ; Translucent = is the debris to be drawn with translucency (def=no)?
- ; Elasticity = "bounciness" of the object [should be 0.0 through 1.0] (def=0.75)
- ; MinAngularVelocity = minimum rate at which the debris is to spin in degrees (def=0.0)
- ; MaxAngularVelocity = maximum rate at which the debris is to spin in degrees (def=10.0)
- ; Duration = max number of frames to let the debris exist (def=30)
- ; MinZVel = minimum starting Z velocity (def=3.5)
- ; MaxZVel = maximum starting Z velocity (def=5.0)
- ; MaxXYVel = maximim starting lateral velocity (def=15.0)
- ; ShareBodyData = Get the voxel data from another Type's body voxel data (def = no)?
- ; ShareTurretData = Get the voxel data from another Type's turret voxel data (def = no)?
- ; ShareBarrelData = Get the voxel data from another Type's barrel voxel data (def = no)?
- ; ShareSource = name of the object to share voxel data from (def = none)
- ; VoxelIndex = voxel piece within the voxel data to use (def = 0)
- ; StartSound = sound to play when the voxel anim is created (def = VOC_NONE).
- ; BounceSound = sound to play when the voxel anim bounces (def = VOC_NONE).
- ; ExpireSound = sound to play when the voxel anim expires (def = VOC_NONE).
- ; BounceAnim = animation to launch when the voxel anim bounces (def = ANIM_NONE).
- ; ExpireAnim = animation to launch when the voxel anim expires (def = ANIM_NONE).
- ; TrailerAnim = animation to trail behind the object (usually smoke or flame)
- ; DamageRadius = the debris damages objects that it hits if they're closer than this distance
- ; Damage = amount of damage to apply to objects that are hit
- ; Warhead = warhead to use for damage purposes
- ; AttachedSystem = particle system to attach to the voxel anim
- ; Spawns = the particle spawned when this voxel debris explodes (def = none)
- ; SpawnCount = number of particles spawned [on average] (def = 0)
- [PIECE]
- Name=Scrap Metal Debris
- Elasticity=0
- MinAngularVelocity=5.0
- MaxAngularVelocity=9.0
- MinZVel=24.0
- MaxZVel=28.0
- MaxXYVel=15.0
- Duration=75
- Damage=5
- ExpireAnim=TWLT036
- DamageRadius=100
- Warhead=TankOGas
- [TIRE]
- Name=Flying Tire
- Elasticity=0.8
- MinAngularVelocity=12.0
- MaxAngularVelocity=24.0
- MinZVel=28.0
- MaxZVel=32.0
- MaxXYVel=10.0
- Duration=150
- [GASTANK]
- Name=Flying Gas Tank
- Elasticity=0.0
- MinAngularVelocity=9.0
- MaxAngularVelocity=15.0
- MinZVel=30.0
- MaxZVel=35.0
- MaxXYVel=8.0
- Duration=100
- ExpireAnim=TWLT036
- Damage=20
- DamageRadius=100
- Warhead=TankOGas
- [SONICTURRET]
- Name=Disruptor Turret
- ShareTurretData=yes
- ShareSource=SONIC
- Elasticity=0.0
- MinAngularVelocity=10.0
- MaxAngularVelocity=14.0
- MinZVel=30.0
- MaxZVel=38.0
- MaxXYVel=8.0
- Duration=100
- ExpireAnim=TWLT026
- Damage=90
- DamageRadius=100
- Warhead=TankOGas
- [4TNKTURRET]
- Name=Mammoth Tank Turret
- ShareTurretData=yes
- ShareSource=4TNK
- Elasticity=0.0
- MinAngularVelocity=10.0
- MaxAngularVelocity=14.0
- MinZVel=30.0
- MaxZVel=38.0
- MaxXYVel=8.0
- Duration=100
- ExpireAnim=TWLT036
- Damage=30
- DamageRadius=50
- Warhead=TankOGas
- [CRYSTAL01]
- Name=TiberiumCrystal01
- ShareTurretData=yes
- ShareSource=SONIC
- Elasticity=0.0
- MinAngularVelocity=12.0
- MaxAngularVelocity=24.0
- MinZVel=28.0
- MaxZVel=32.0
- MaxXYVel=10.0
- Duration=150
- ExpireAnim=TWLT050
- Damage=40
- DamageRadius=100
- Warhead=TankOGas
- IsTiberium=true
- [CRYSTAL02]
- Name=TiberiumCrystal02
- Image=GASTANK
- Elasticity=0.0
- MinAngularVelocity=12.0
- MaxAngularVelocity=24.0
- MinZVel=40.0
- MaxZVel=45.0
- MaxXYVel=18.0
- Duration=150
- ExpireAnim=TWLT050
- Damage=40
- DamageRadius=100
- Warhead=TankOGas
- IsTiberium=true
- [METEOR01]
- Name=Meteorite01
- Image=MTRS
- Elasticity=0.0
- MinAngularVelocity=12.0
- MaxAngularVelocity=30.0
- MinZVel=-100.0
- MaxZVel=-100.0
- MaxXYVel=100.0
- Duration=70
- ExpireAnim=TWLT070
- Damage=500
- DamageRadius=300
- Warhead=Meteorite
- IsMeteor=true
- Spawns=PEBBLE
- SpawnCount=5
- [METEOR02]
- Name=Meteorite02
- Image=MTRB
- Elasticity=0.0
- MinAngularVelocity=12.0
- MaxAngularVelocity=30.0
- MinZVel=-100.0
- MaxZVel=-100.0
- MaxXYVel=100.0
- Duration=70
- ExpireAnim=TWLT100
- Damage=500
- DamageRadius=300
- Warhead=Meteorite
- IsMeteor=true
- IsTiberium=true
- Spawns=PEBBLE
- SpawnCount=7
- [PEBBLE]
- Name=TiberiumShard
- Image=MTRB
- Elasticity=0.0
- MinAngularVelocity=12.0
- MaxAngularVelocity=24.0
- MinZVel=40.0
- MaxZVel=45.0
- MaxXYVel=18.0
- Duration=150
- ExpireAnim=TWLT036
- Damage=20
- DamageRadius=100
- Warhead=TankOGas
- IsTiberium=true
- ; ******* Special Weapon types *******
- ; IsPowered -- does this super weapon become inoperative in a low power situation?
- ; RechargeVoice -- Voice to use when weapon is fully recharged and ready.
- ; ChargingVoice -- Voice to use when weapon begins charging.
- ; ImpatientVoice -- Voice to use when user clicks on weapon that isn't finished charging.
- ; SuspendVoice -- Voice to use when special weapon charging is suspended.
- ; RechargeTime -- time in minutes to recharge this special
- ; Chem weapon. The logic will fail if this weapon is 'powered'
- [ChemicalSpecial]
- Name=Chemical Missile
- IsPowered=false
- RechargeVoice=00-I152
- ChargingVoice=
- ImpatientVoice=
- SuspendVoice=
- RechargeTime=.3
- Type=ChemMissile
- SidebarImage=ChemIcon
- Action=ChemBomb
- ManualControl=yes
- WeaponType=ChemLauncher
- AuxBuilding=NAWAST
- [MultiSpecial]
- Name=Multi-Missile
- IsPowered=true
- RechargeVoice=00-I154
- ChargingVoice=
- ImpatientVoice=
- SuspendVoice=
- RechargeTime=10
- Type=MultiMissile
- SidebarImage=MltiIcon
- Action=Nuke
- WeaponType=MultiLauncher
- [EMPulseSpecial]
- Name=E.M. Pulse
- IsPowered=true
- RechargeVoice=00-I158
- ChargingVoice=
- ImpatientVoice=
- SuspendVoice=
- RechargeTime=4.5
- Type=EMPulse
- SidebarImage=PulsIcon
- Action=EMPulse
- [FirestormSpecial]
- Name=Firestorm Defense
- IsPowered=true
- RechargeVoice=00-I162
- ChargingVoice=
- ImpatientVoice=
- SuspendVoice=
- RechargeTime=3
- Type=Firestorm
- SidebarImage=FSTDICON
- UseChargeDrain=true
- [IonCannonSpecial]
- Name=Ion Cannon
- IsPowered=true
- RechargeVoice=00-I156
- ChargingVoice=
- ImpatientVoice=
- SuspendVoice=
- RechargeTime=8.5
- Type=IonCannon
- Action=IonCannon
- SidebarImage=IONCICON
- [HuntSeekSpecial]
- Name=Hunter Seeker
- IsPowered=true
- RechargeVoice=
- ChargingVoice=
- ImpatientVoice=
- SuspendVoice=
- RechargeTime=12
- Type=HunterSeeker
- SidebarImage=DETNICON
- ; ******* Globals Variable Names *******
- ; These must be constant throughout all scenarios based on these
- ; rules. These are numbered starting from zero. Do not change the
- ; number values or else all preexisting triggers using them will
- ; break.
- [VariableNames]
- 0=<Alternate Start Location>
- 1=<Alternate Next Scenario>
- 2=<reserved2>
- 3=Sensor Array Down
- 4=Toxin Trucks Found
- 5=Dam Destroyed
- 6=Ion Cannon Codes Found
- 7=C4 Placed
- 8=Completed 3B
- 9=Prisoners Freed
- 10=Train Stolen
- 11=Completed 9B