; RULES.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,,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,,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, ; squad of random infantry Unit=40, ; vehicle Invulnerability=10,ARMOR,1.0 ; invulnerability (duration in minutes) Veteran=15,VETERAN,1 ; veteran upgrade (levels to upgrade) IonStorm=0, ; initiate ion storm Gas=18,,100 ; tiberium gas (damage for each gas cloud) Tiberium=35, ; tiberium patch Pod=0, ; 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 ; [Return] ; Stop moving and firing at the first available opportunity. [Stop] ; [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= 1= 2= 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 =Train Tr