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July 7, 2014 06:57
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Tiberian Dawn RULES.INI extracted from the binaries by @Nyerguds
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; Command & Conquer RULES.INI | |
; If placed in game directory, it will not override built in values. Values to be used as | |
; multipliers or percentages can be specified as either a simple floating point number (embed ".") | |
; or as a conventional percentage number (append "%"). Values used as cell distances or time delays | |
; are specified as simple floating point number. Distance values are expressed in cells. Time | |
; values are expressed in minutes. | |
; This is not the real file because there is none - the C&C rules were hard-coded into the game.dat | |
; file (C&C95.exe in Win95 Edition). This is what the file could have been like, based on what | |
; editors/testing tells us, as well as what the values were in Red Alert, which is VERY similar to | |
; C&C. Therefore most of the rules file has been taken directly from Red Alert, as well as the rules | |
; flags, if applicable. The unit names are the actual names also used in the game files for the .shp | |
; images. There is still a lot missing from what should be here. These are usually things that cannot | |
; be found, so it is unknown what their values are. | |
; C&C is different from Red Alert and its successors in a few ways. First of all, the Burst= flag is | |
; not tied to weapons here. Instead, units that have this flag set to yes will fire their weapons twice, | |
; but another unit with the same weapon may not. Another difference is that explosions from weapons are | |
; attached to the weapon, not the warhead. An example is that the chemical sprayer and the high-velocity | |
; chaingun both use the HE warhead, which is also used for the MLRS and hand grenade. When I was doing | |
; testing it was hard to say this is true, but one clue was that the percentages (verses=) were the same. | |
; Another clue was that both weapons can destroy walls. | |
; Note how the object speed is drastically higher than what Red Alert uses. To make it even more | |
; complicated, C&C treats the speeds for different types of unit differently. But to make it a bit easier | |
; to compare it to Red Alert: aircraft, ship and vehicle speeds should be divided by four, while infantry | |
; speeds should be divided by two. Projectile speeds are ok the way they are. A strange quirk is the | |
; speed of the cargo plane [C17], which is 5. I have the feeling that it should be either doubled or | |
; tripled but I'm not certain of this. | |
; Another thing to note is that the numeric data hard-coded in the C&C files has building | |
; hit-points that are only half of what it says here, and this is also what editors show. | |
; Don't be fooled by this - the game is wired to double the Strength= values for buildings - | |
; whatever is in this file is correct. | |
; | |
; -ImmoMan | |
[General] | |
; crates | |
CrateMinimum=1 ; crates are normally one per human player but never below this number | |
CrateMaximum=255 ; crates can never exceed this quantity | |
CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses | |
CrateRegen=3 ; average minutes between random powerup crate regeneration | |
UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly] | |
SoloCrateMoney=2000 ; money to give for money crate in solo play missions | |
SilverCrate=HealBase ; solo play silver crate bonus | |
WoodCrate=Money ; solo play wood crate bonus | |
; repair and refit | |
RefundPercent=50% ; percent of original cost to refund when building/unit is sold | |
ReloadRate=.04 ; 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=7 ; hit points to heal per repair 'tick' for buildings | |
; combat and damage | |
IonDamage=600 ; damage points for ion cannon strike | |
AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source) | |
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles | |
C4Delay=.02 ; minutes to delay after placing C4 before building will explode | |
Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only) | |
ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes] | |
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 | |
TiberiumExplosive=no ; Does the harvester explode big time when destroyed? | |
PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry? | |
PlayerReturnFire=no ; More aggressive return fire from player controlled objects? | |
PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage? | |
ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage | |
TreeTargeting=no ; Automatically show target cursor when over trees? | |
Incoming=10 ; If an incoming projectile is as slow or slower than this, then | |
; object in the target location will try to run away. Grenades and | |
; parachute bombs have this characteristic. | |
; income and production | |
BailCount=28 ; number of 'bails' carried by a harvester | |
BuildSpeed=1.0 ; general build speed [time (in minutes) to produce a 1000 credit cost item] | |
BuildupTime=.06 ; average minutes that building build-up animation runs | |
TiberiumValue=25 ; credits per 'bail' carried by a harvester | |
GrowthRate=2 ; minutes between Tiberium growth | |
SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad? | |
SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold | |
; audio/visual map controls | |
AllyReveal=yes ; Allies automatically reveal radar maps to each other? | |
ConditionRed=25% ; when damaged to this percentage, health bar turns red | |
ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow | |
DropZoneRadius=4 ; distance around drop zone flair that map reveals itself | |
EnemyHealth=yes ; Show enemy health bar graph when selected? | |
Gravity=3 ; gravity constant for ballistic projectiles | |
IdleActionFrequency=.1 ; average minutes between infantry performing idle actions | |
MessageDelay=.6 ; time duration of multiplayer messages displayed over map | |
MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only) | |
NamedCivilians=no ; Show true names over civilians and civilian buildings? | |
SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short] | |
SpeakDelay=2 ; minutes between EVA repeating advice to the player | |
; computer and movement controls | |
BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base | |
BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat | |
CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked. | |
DamageDelay=1 ; minutes between applying trivial structure damage when low on power | |
GameSpeedBias=1 ; multiplier to overall game object movement speed | |
LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied | |
Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action | |
SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge | |
SuspendDelay=2 ; minutes that suspended teams will remain suspended | |
SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops | |
TeamDelay=.6 ; interval between checking for and creating teams | |
; ******* Special weapon charge times ******* | |
; The time (minutes) for recharge of these special weapons. | |
[Recharge] | |
Nuke=13 ; nuclear missile | |
Airstrike=8 ; A-10 strike | |
IonCannon=10 ; ion cannon | |
; ******* Unit Statistics ******* | |
; Specifies the characteristics of the various game objects. | |
; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1) | |
; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none) | |
; Cloakable = Is it equipped with a cloaking device (def=no)? | |
; Cost = cost to build object (in credits) | |
; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)? | |
; GuardRange = distance to scan for enemies to attack (def=use weapon range) | |
; Invisible = Is completely and always invisible to enemy (def=no)? | |
; Owner = who can build this [GoodGuy, BadGuy, Neutral or Special] (def=none) | |
; Prerequisite = list of buildings needed before this can be manufactured*** (def=nothing) | |
; Primary = primary weapon equipped with (def=none) | |
; Secondary = secondary weapon equipped with (def=none) | |
; Burst = does it fire its weapon(s) twice in rapid succession (def=no)? | |
; RangeLimit = does this unit only attack units at this range even if the weapon range is different (def=same as weapon range)? | |
; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0) | |
; SelfHealing = Does the object heal automatically up to half strength (def=no)? | |
; Sight = sight range, in cells | |
; Strength = strength (hit points) of this object | |
; TechLevel = tech level required to build this [anything higher than 7 means can't build] | |
; BuildLevel = single player mission level required to build this [max for GDI is 15, 13 for Nod, higher means can't build] | |
; Buildable = can this object be built at all [if yes, TechLevel and BuildLevel are used] (def=no) | |
; Sensors = Has sensors to detect nearby cloaked objects (def=no)? | |
; Immune = Is it immune to all combat damage (def=no)? | |
; Selectable = Can this unit be selected (def=yes)? | |
; Attack = Will units automatically open fire upon it (units def=yes, buildings def=no)? | |
; <<< applies only to moving units (not buildings) >>> | |
; Speed = speed of this object (def=0) | |
; NoMovingFire = The unit must stop before it can fire (def=no)? | |
; TiberiumHeal = This unit regenerates hit points in a Tiberium field (def=no) | |
; <<< applies only to aircraft >>> | |
; Landable = Can it land on open ground (def=yes)? | |
; <<< applies only to infantry types >>> | |
; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)? | |
; Fraidycat = Is it inherently afraid and will panic easily (def=no)? | |
; Infiltrate = Can it enter a building to capture or C4 it (def=no)? | |
; TiberiumProof = Is it immune to damage from walking in Tiberium (def=no)? | |
; <<< applies only to terrestrial driving vehicle types >>> | |
; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)? | |
; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)? | |
; Passengers = number of passengers it may carry (def=0) | |
; <<< applies only to building types >>> | |
; Bib = Should the building have an attached bib (def=no)? | |
; Capturable = Can this building be infiltrated by a spy/engineer (def=no)? | |
; Crewed = Does it contain a crew that can escape (def=no)? | |
; PowerIn = power drain (def=0) | |
; PowerOut = power output | |
; Powered = Does it require power to function (def=no)? | |
; Repairable = Can it be repaired (def=yes)? | |
; Storage = the number of credits this building can store (def=0) | |
; Closable = can this building be "closed" when idle [this requires special art, if it has a weapon, it will close after every shot] (def=no)? | |
; ClosedMultiple = How many times stronger this building is when it is "closed" (def=1) | |
; *** TECH means EYE or TMPL, BAR means HAND or PYLE and WAR means WEAP or AFLD - the game is hard-wired to treat both prerequisites as equal, like Red Alert did with both tech centres | |
; ******* terrestrial driving vehicle types ******* | |
; visceroid | |
[VICE] | |
Primary=Chemspray | |
Strength=150 | |
Armor=wood | |
TechLevel=99 | |
BuildLevel=1 | |
Sight=4 | |
Speed=18 | |
Cost=800 | |
ROT=5 | |
Explodes=yes | |
TiberiumHeal=yes | |
; flame tank | |
[FTNK] | |
Prerequisite=WAR,HQ | |
Buildable=yes | |
Primary=FlameTongue | |
Burst=yes | |
Strength=300 | |
Armor=heavy | |
TechLevel=4 | |
BuildLevel=9 | |
Sight=4 | |
Speed=18 | |
Owner=BadGuy | |
Cost=800 | |
ROT=5 | |
Crewed=yes | |
Tracked=yes | |
; stealth tank | |
[STNK] | |
Prerequisite=WAR,HQ | |
Buildable=yes | |
Primary=Dragon | |
Burst=yes | |
Strength=110 | |
Armor=light | |
TechLevel=5 | |
BuildLevel=12 | |
Sight=4 | |
Speed=30 | |
Owner=BadGuy | |
Cost=900 | |
ROT=5 | |
Crewed=yes | |
Tracked=yes | |
Cloakable=yes | |
; light tank | |
[LTNK] | |
Prerequisite=WAR | |
Buildable=yes | |
Primary=75mm | |
Strength=300 | |
Armor=heavy | |
TechLevel=3 | |
BuildLevel=5 | |
Sight=3 | |
Speed=18 | |
Owner=BadGuy | |
Cost=600 | |
ROT=5 | |
Crewed=yes | |
Tracked=yes | |
; medium tank | |
[MTNK] | |
Prerequisite=WAR | |
Buildable=yes | |
Primary=105mm | |
Strength=400 | |
Armor=heavy | |
TechLevel=3 | |
BuildLevel=7 | |
Sight=3 | |
Speed=18 | |
Owner=GoodGuy | |
Cost=800 | |
ROT=5 | |
Crewed=yes | |
Tracked=yes | |
; mammoth tank | |
[HTNK] | |
Prerequisite=WAR,FIX | |
Buildable=yes | |
Primary=120mm | |
Secondary=MammothTusk | |
Burst=yes | |
Strength=600 | |
Armor=heavy | |
TechLevel=5 | |
BuildLevel=13 | |
Sight=4 | |
Speed=12 | |
Owner=GoodGuy | |
Cost=1500 | |
ROT=5 | |
Crewed=yes | |
Tracked=yes | |
SelfHealing=yes | |
; mobile headquarters | |
[MHQ] | |
Strength=110 | |
Armor=light | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=5 | |
Speed=18 | |
Owner=GoodGuy,BadGuy | |
Cost=600 | |
ROT=5 | |
; surface-to-surface missile launcher | |
[MLRS] | |
Prerequisite=WAR,OBLI | |
Buildable=yes | |
Primary=HonestJohn | |
Strength=120 | |
Armor=light | |
TechLevel=7 | |
BuildLevel=98 | |
Sight=4 | |
Speed=18 | |
Owner=BadGuy | |
Cost=750 | |
ROT=5 | |
Crewed=yes | |
Tracked=yes | |
; mobile artillery | |
[ARTY] | |
Prerequisite=WAR | |
Buildable=yes | |
Primary=155mm | |
Strength=75 | |
Armor=light | |
TechLevel=6 | |
BuildLevel=9 | |
Sight=4 | |
Speed=12 | |
Owner=BadGuy | |
Cost=450 | |
ROT=2 | |
Crewed=yes | |
; tiberium harvester | |
[HARV] | |
Prerequisite=WAR,PROC | |
Buildable=yes | |
Strength=600 | |
Armor=light | |
TechLevel=2 | |
BuildLevel=7 | |
Sight=2 | |
Speed=12 | |
Owner=GoodGuy,BadGuy | |
Cost=1400 | |
ROT=5 | |
Tracked=yes | |
Crewed=yes | |
; mobile construction yard | |
[MCV] | |
Prerequiste=WAR,TECH | |
Buildable=yes | |
Strength=600 | |
Armor=light | |
TechLevel=7 | |
BuildLevel=15 | |
Sight=2 | |
Speed=12 | |
Owner=GoodGuy,BadGuy | |
Cost=5000 | |
ROT=5 | |
Tracked=yes | |
Crewed=yes | |
; hum-vee | |
[JEEP] | |
Prerequisite=WAR | |
Buildable=yes | |
Primary=M60 | |
Strength=150 | |
Armor=light | |
TechLevel=2 | |
BuildLevel=5 | |
Sight=2 | |
Speed=30 | |
Owner=GoodGuy | |
Cost=400 | |
ROT=10 | |
Crewed=yes | |
; Nod buggy | |
[BGGY] | |
Prerequisite=WAR | |
Buildable=yes | |
Primary=M60 | |
Strength=140 | |
Armor=light | |
TechLevel=2 | |
BuildLevel=5 | |
Sight=2 | |
Speed=30 | |
Owner=BadGuy | |
Cost=300 | |
ROT=10 | |
Crewed=yes | |
; attack bike | |
[BIKE] | |
Prerequisite=WAR | |
Buildable=yes | |
Primary=Dragon | |
Strength=160 | |
Armor=wood | |
TechLevel=2 | |
BuildLevel=5 | |
Sight=2 | |
Speed=40 | |
Owner=BadGuy | |
Cost=500 | |
ROT=10 | |
Crushable=yes | |
; mobile rocket launcher | |
[MSAM] | |
Prerequiste=WAR,TECH | |
Buildable=yes | |
Primary=227mm | |
Burst=yes | |
Strength=100 | |
Armor=light | |
TechLevel=7 | |
BuildLevel=11 ; game disables this for Nod in any game classed as "single player" | |
Sight=4 | |
Speed=18 | |
Owner=GoodGuy,BadGuy | |
Cost=800 | |
ROT=5 | |
Crewed=yes | |
Tracked=yes | |
; armoured personnel carrier | |
[APC] | |
Prerequiste=WAR,PYLE | |
Buildable=yes | |
Primary=M60 | |
Strength=200 | |
Armor=heavy | |
TechLevel=4 | |
BuildLevel=5 | |
Sight=4 | |
Speed=35 | |
Owner=GoodGuy,BadGuy | |
Cost=700 | |
ROT=5 | |
Tracked=yes | |
; triceratops | |
[TRIC] | |
Primary=DinoBite1 | |
Strength=700 | |
Armor=heavy | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=5 | |
Speed=8 | |
Owner=GoodGuy,BadGuy | |
Cost=-1 | |
ROT=5 | |
; tyrannosaurus rex | |
[TREX] | |
Primary=DinoBite2 | |
Strength=750 | |
Armor=heavy | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=5 | |
Speed=18 | |
Owner=GoodGuy,BadGuy | |
Cost=-1 | |
ROT=5 | |
; velociraptor | |
[RAPT] | |
Primary=DinoBite2 | |
Strength=180 | |
Armor=heavy | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=5 | |
Speed=40 | |
Owner=GoodGuy,BadGuy | |
Cost=-1 | |
ROT=5 | |
; stegosaurus | |
[STEG] | |
Primary=DinoBite1 | |
Strength=600 | |
Armor=heavy | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=5 | |
Speed=8 | |
Owner=GoodGuy,BadGuy | |
Cost=-1 | |
ROT=5 | |
; ******* ship types ******* | |
; patrol boat | |
[BOAT] | |
Primary=BoatMissile | |
Burst=yes | |
Strength=700 | |
Armor=heavy | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=5 | |
Speed=8 | |
Owner=GoodGuy,BadGuy | |
Cost=300 | |
; landing craft | |
[LST] | |
Strength=400 | |
Armor=light | |
Immune=yes | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=3 | |
Speed=30 | |
Owner=GoodGuy,BadGuy | |
Cost=300 | |
; ******* infantry types ******* | |
; minigunner | |
[E1] | |
Prerequisite=BAR | |
Buildable=yes | |
Primary=M16 | |
Strength=50 | |
Armor=none | |
TechLevel=1 | |
BuildLevel=1 | |
Sight=1 | |
Speed=8 | |
Owner=GoodGuy,BadGuy | |
Cost=100 | |
; grenadier | |
[E2] | |
Prerequisite=BAR | |
Buildable=yes | |
Primary=Grenade | |
Strength=50 | |
Armor=none | |
TechLevel=1 | |
BuildLevel=3 | |
Sight=1 | |
Speed=10 | |
Owner=GoodGuy | |
Cost=160 | |
Explodes=yes | |
; bazooka | |
[E3] | |
Prerequisite=BAR | |
Buildable=yes | |
Primary=Dragon | |
Strength=25 | |
Armor=none | |
TechLevel=2 | |
BuildLevel=3 ; game makes it available to GDI at 9 | |
Sight=2 | |
Speed=6 | |
Owner=GoodGuy,BadGuy | |
Cost=300 | |
; flame infantry | |
[E4] | |
Prerequisite=BAR | |
Buildable=yes | |
Primary=Flamethrower | |
Strength=70 | |
Armor=none | |
TechLevel=1 | |
BuildLevel=5 | |
Sight=1 | |
Speed=10 | |
Owner=BadGuy | |
Cost=200 | |
Explodes=yes | |
; chem infantry | |
[E5] | |
Prerequisite=BAR,TMPL | |
Buildable=yes | |
Primary=Chemspray | |
Strength=70 | |
Armor=none | |
TechLevel=7 | |
BuildLevel=99 | |
Sight=1 | |
Speed=8 | |
Owner=BadGuy | |
Cost=300 | |
Explodes=yes | |
; engineer | |
[E6] | |
Prerequisite=BAR | |
Buildable=yes | |
Strength=25 | |
Armor=none | |
TechLevel=3 | |
BuildLevel=2 | |
Sight=2 | |
Speed=8 | |
Owner=GoodGuy,BadGuy | |
Cost=500 | |
Infiltrate=yes | |
; commando | |
[RMBO] | |
Prerequisite=BAR,TECH | |
Primary=Sniper | |
Strength=100 | |
Armor=none | |
TechLevel=7 | |
BuildLevel=99 | |
Sight=5 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=1000 | |
Infiltrate=yes | |
C4=yes | |
; Doctor Moebius | |
[MOEBIUS] | |
Strength=25 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=0 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
; special agent | |
[DELPHI] | |
Primary=Pistol | |
Strength=25 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=0 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Ammo=10 | |
; special agent | |
[CHAN] | |
Strength=25 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=0 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
; civilians | |
[C1] | |
Primary=Pistol | |
Strength=5 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Ammo=10 | |
Fraidycat=yes | |
[C2] | |
Strength=5 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Fraidycat=yes | |
[C3] | |
Strength=5 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Fraidycat=yes | |
[C4] | |
Strength=5 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Fraidycat=yes | |
[C5] | |
Strength=5 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Fraidycat=yes | |
[C6] | |
Strength=5 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Fraidycat=yes | |
[C7] | |
Primary=Pistol | |
Strength=5 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Ammo=10 | |
Fraidycat=yes | |
[C8] | |
Strength=5 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Fraidycat=yes | |
[C9] | |
Strength=5 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Fraidycat=yes | |
[C10] | |
Strength=5 | |
Armor=none | |
TechLevel=99 | |
BuildLevel=99 | |
Speed=10 | |
Owner=GoodGuy,BadGuy | |
Cost=10 | |
Fraidycat=yes | |
; ******* aircraft types ******* | |
; orca | |
[ORCA] | |
Prerequisite=HPAD | |
Buildable=yes | |
Primary=Dragon | |
Burst=yes | |
Strength=125 | |
Armor=heavy | |
TechLevel=6 | |
BuildLevel=10 | |
Sight=0 | |
Speed=40 | |
Owner=GoodGuy | |
Cost=1200 | |
ROT=4 | |
Ammo=6 | |
GuardRange=30 | |
; apache | |
[HELI] | |
Prerequisite=HPAD | |
Buildable=yes | |
Primary=Chaingun | |
Burst=yes | |
Strength=125 | |
Armor=heavy | |
TechLevel=6 | |
BuildLevel=10 | |
Sight=0 | |
Speed=40 | |
Owner=BadGuy | |
Cost=1200 | |
ROT=4 | |
Ammo=15 | |
GuardRange=30 | |
; chinook | |
[TRAN] | |
Prerequisite=HPAD | |
Buildable=yes | |
Strength=90 | |
Armor=light | |
TechLevel=6 | |
BuildLevel=98 | |
Sight=0 | |
Speed=30 | |
Owner=GoodGuy,BadGuy | |
Cost=1500 | |
ROT=5 | |
Passengers=5 | |
; cargo plane | |
[C17] | |
Strength=25 | |
Armor=light | |
TechLevel=0 | |
BuildLevel=0 | |
Sight=0 | |
Speed=50 | |
Owner=GoodGuy,BadGuy | |
Cost=800 | |
ROT=4 | |
Passengers=5 | |
Attack=no | |
Landable=no | |
Selectable=no | |
; A-10 warthog | |
[A10] | |
Strength=60 | |
Armor=light | |
TechLevel=0 | |
BuildLevel=0 | |
Sight=0 | |
Speed=40 | |
Owner=GoodGuy,BadGuy | |
Cost=800 | |
ROT=4 | |
Ammo=3 | |
Landable=no | |
Selectable=no | |
; ******* building types ******* | |
; temple of Nod | |
[TMPL] | |
Prerequisite=HQ | |
Buildable=yes | |
Strength=2000 | |
Armor=light | |
TechLevel=7 | |
BuildLevel=13 | |
Sight=4 | |
Owner=BadGuy | |
Cost=3000 | |
PowerIn=150 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; advanced comm centre | |
[EYE] | |
Prerequisite=HQ | |
Buildable=yes | |
Strength=1000 | |
Armor=wood | |
TechLevel=7 | |
BuildLevel=13 | |
Sight=10 | |
Owner=GoodGuy | |
Cost=2800 | |
PowerIn=200 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; weapons factory | |
[WEAP] | |
Prerequisite=PROC | |
Buildable=yes | |
Strength=400 | |
Armor=light | |
TechLevel=2 | |
BuildLevel=5 | |
Sight=3 | |
Owner=GoodGuy | |
Cost=2000 | |
PowerIn=30 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; guard tower | |
[GTWR] | |
Prerequisite=PYLE | |
Buildable=yes | |
Primary=Chaingun | |
Strength=400 | |
Armor=wood | |
TechLevel=2 | |
BuildLevel=7 | |
Sight=3 | |
Owner=GoodGuy | |
Cost=500 | |
PowerIn=10 | |
Crewed=yes | |
Sensors=yes | |
; advanced guard tower | |
[ATWR] | |
Prerequisite=HQ | |
Buildable=yes | |
Primary=Tomahawk | |
Burst=yes | |
Strength=600 | |
Armor=light | |
TechLevel=4 | |
BuildLevel=13 | |
Sight=4 | |
Owner=GoodGuy | |
Cost=1000 | |
PowerIn=20 | |
Powered=yes | |
Crewed=yes | |
Sensors=yes | |
; obelisk of light | |
[OBLI] | |
Prerequisite=HQ | |
Buildable=yes | |
Primary=Laser | |
Strength=400 | |
Armor=light | |
TechLevel=4 | |
BuildLevel=11 | |
Sight=5 | |
Owner=BadGuy | |
Cost=1500 | |
PowerIn=150 | |
Powered=yes | |
Crewed=yes | |
Sensors=yes | |
; gun turret | |
[GUN] | |
Prerequisite=HAND | |
Buildable=yes | |
Primary=TurretGun | |
Strength=400 | |
Armor=heavy | |
TechLevel=2 | |
BuildLevel=8 | |
Sight=5 | |
Owner=BadGuy | |
Cost=600 | |
PowerIn=20 | |
Sensors=yes | |
Crewed=yes | |
ROT=12 | |
; construction yard | |
[FACT] | |
Strength=800 | |
Armor=wood | |
TechLevel=99 | |
BuildLevel=1 | |
Sight=3 | |
Owner=GoodGuy,BadGuy | |
Cost=5000 | |
PowerIn=15 | |
PowerOut=30 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; tiberium refinery | |
[PROC] | |
Prerequisite=NUKE | |
Buildable=yes | |
Strength=900 | |
Armor=wood | |
TechLevel=1 | |
BuildLevel=2 | |
Sight=4 | |
Owner=GoodGuy,BadGuy | |
Cost=2000 | |
PowerIn=40 | |
PowerOut=10 | |
Storage=1000 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; tiberium silo | |
[SILO] | |
Prerequisite=PROC | |
Buildable=yes | |
Strength=300 | |
Armor=wood | |
TechLevel=1 | |
BuildLevel=2 | |
Sight=2 | |
Owner=GoodGuy,BadGuy | |
Cost=150 | |
PowerIn=10 | |
Storage=1500 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; helipad | |
[HPAD] | |
Prerequisite=BAR | |
Buildable=yes | |
Strength=800 | |
Armor=wood | |
TechLevel=6 | |
BuildLevel=10 ; game disables this for nod in any game classed as "single player" | |
Sight=3 | |
Owner=GoodGuy,BadGuy | |
Cost=1500 | |
PowerIn=10 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; communications centre | |
[HQ] | |
Prerequisite=PROC | |
Buildable=yes | |
Strength=1000 | |
Armor=wood | |
TechLevel=2 | |
BuildLevel=3 | |
Sight=10 | |
Owner=GoodGuy,BadGuy | |
Cost=1000 | |
PowerIn=40 | |
Capturable=yes | |
Crewed=yes | |
Powered=yes | |
Bib=yes | |
; SAM site | |
[SAM] | |
Prerequisite=HAND | |
Buildable=yes | |
Primary=Nike | |
Burst=yes | |
Strength=400 | |
Armor=heavy | |
TechLevel=6 | |
BuildLevel=5 | |
Sight=3 | |
Owner=BadGuy | |
Cost=750 | |
PowerIn=20 | |
Crewed=yes | |
Closable=yes | |
ClosedMultiple=3 | |
RangeLimit=10 | |
; airstrip | |
[AFLD] | |
Prerequisite=PROC | |
Buildable=yes | |
Strength=1000 | |
Armor=heavy | |
TechLevel=2 | |
BuildLevel=5 | |
Sight=5 | |
Owner=BadGuy | |
Cost=2000 | |
PowerIn=30 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; power plant | |
[NUKE] | |
Prerequisite=FACT | |
Buildable=yes | |
Strength=400 | |
Armor=wood | |
TechLevel=0 | |
BuildLevel=1 | |
Sight=2 | |
Owner=GoodGuy,BadGuy | |
Cost=300 | |
PowerOut=100 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; advanced power plant | |
[NUK2] | |
Prerequisite=NUKE | |
Buildable=yes | |
Strength=600 | |
Armor=wood | |
TechLevel=5 | |
BuildLevel=13 | |
Sight=2 | |
Owner=GoodGuy,BadGuy | |
Cost=700 | |
PowerOut=200 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; barracks | |
[PYLE] | |
Prerequisite=NUKE | |
Buildable=yes | |
Strength=800 | |
Armor=wood | |
TechLevel=0 | |
BuildLevel=1 | |
Sight=3 | |
Owner=GoodGuy | |
Cost=300 | |
PowerIn=20 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; hand of Nod | |
[HAND] | |
Prerequisite=NUKE | |
Buildable=yes | |
Strength=800 | |
Armor=wood | |
TechLevel=0 | |
BuildLevel=2 | |
Sight=3 | |
Owner=BadGuy | |
Cost=300 | |
PowerIn=20 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; repair facility | |
[FIX] | |
Prerequisite=NUKE | |
Buildable=yes | |
Strength=800 | |
Armor=wood | |
TechLevel=5 | |
BuildLevel=8 | |
Sight=3 | |
Owner=GoodGuy,BadGuy | |
Cost=1200 | |
PowerIn=30 | |
Capturable=yes | |
Crewed=yes | |
Bib=yes | |
; sandbag wall | |
[SBAG] | |
Prerequisite=FACT | |
Buildable=yes | |
Strength=1 | |
Armor=none | |
TechLevel=2 | |
BuildLevel=5 | |
Sight=0 | |
Owner=GoodGuy,BadGuy | |
Cost=50 | |
Repairable=no | |
; chain link fence | |
[CYCL] | |
Prerequisite=FACT | |
Buildable=yes | |
Strength=1 | |
Armor=none | |
TechLevel=5 | |
BuildLevel=9 | |
Cost=75 | |
Owner=GoodGuy,BadGuy | |
Sight=0 | |
Repariable=no | |
; concrete wall | |
[BRIK] | |
Prerequisite=FACT | |
Buildable=yes | |
Strength=1 | |
Armor=none | |
TechLevel=7 | |
BuildLevel=13 | |
Cost=100 | |
Owner=GoodGuy,BadGuy | |
Sight=0 | |
Repairable=no | |
; hospital | |
[HOSP] | |
Strength=400 | |
Armor=wood | |
TechLevel=99 | |
Buildlevel=99 | |
Sight=4 | |
Power=-20 | |
Bib=yes | |
Capturable=true | |
Crewed=yes | |
; bio-research laboratory | |
[BIO] | |
Strength=600 | |
Armor=wood | |
TechLevel=99 | |
BuildLevel=99 | |
Sight=4 | |
Power=-40 | |
Bib=yes | |
Crewed=yes | |
; auxiliary decorative building | |
[MISS] | |
Strength=400 | |
Armor=wood | |
Bib=yes | |
Capturable=true | |
; arcology | |
[ARCO] | |
Strength=400 | |
Armor=wood | |
; barb wire fence | |
[BARB] | |
Strength=1 | |
Armor=wood | |
Cost=50 | |
Repariable=no | |
Sight=0 | |
; wood fence | |
[WOOD] | |
Strength=1 | |
Repariable=no | |
Sight=0 | |
; civilian structures | |
[V01] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V02] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V03] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V04] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V05] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V06] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V07] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V08] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V09] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V10] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V11] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V12] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V13] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V14] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V15] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V16] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V17] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V18] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
[V19] | |
Strength=400 | |
Armor=wood | |
Repariable=no | |
; ******* 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 facing-dependant anims] | |
; Charges = Does it have charge-up-before-firing logic (def=no)? | |
; Damage = the amount of damage (unattenuated) dealt with every bullet | |
; Projectile = projectile characteristic to use | |
; ROF = delay between shots [15 = 1 second at middle speed setting] | |
; Range = maximum cell range | |
; Report = sound to play when firing | |
; Speed = speed of projectile to target (100 is maximum) | |
; Warhead = warhead to attach to projectile | |
; Explosion = which explosion set to use when weapon of this type impacts (def=0) | |
; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=fireball | |
; sniper rifle | |
[Sniper] | |
Damage=100 | |
ROF=40 | |
Range=5.5 | |
Projectile=Invisible | |
Speed=100 | |
Warhead=HollowPoint | |
Report=RAMGUN2 | |
Explosion=1 | |
; rapid fire machine gun | |
[Chaingun] | |
Damage=25 | |
ROF=50 | |
Range=4 | |
Projectile=Invisible | |
Speed=100 | |
Warhead=HE | |
Report=GUN8 | |
Explosion=2 | |
Anim=MINIGUN | |
; civilian pistol | |
[Pistol] | |
Damage=1 | |
ROF=7 | |
Range=1.75 | |
Projectile=Invisible | |
Speed=100 | |
Warhead=SA | |
Report=GUN18 | |
Explosion=2 | |
; rifle soldier weapons (multiple shots) | |
[M16] | |
Damage=15 | |
ROF=20 | |
Range=2 | |
Projectile=Invisible | |
Speed=100 | |
Warhead=SA | |
Report=MGUN2 | |
Explosion=2 | |
; man-packed anti-tank missile (bazooka type) | |
[Dragon] | |
Damage=30 | |
ROF=60 | |
Range=4 | |
Projectile=HeatSeeker | |
Speed=25 | |
Warhead=AP | |
Report=BAZOOK1 | |
Explosion=5 | |
; hand-held flame thrower type | |
[Flamethrower] | |
Damage=35 | |
ROF=50 | |
Range=2 | |
Projectile=Invisible | |
Speed=100 | |
Warhead=Fire | |
Report=FLAMER2 | |
Anim=FLAME-N,FLAME-NE,FLAME-E,FLAME-SE,FLAME-S,FLAME-SW,FLAME-W,FLAME-NW | |
; tank flame thrower | |
[FlameTongue] | |
Damage=50 | |
ROF=50 | |
Range=2 | |
Projectile=Invisible | |
Speed=100 | |
Warhead=Fire | |
Report=FLAMER2 | |
Anim=FLAME-N,FLAME-NE,FLAME-E,FLAME-SE,FLAME-S,FLAME-SW,FLAME-W,FLAME-NW | |
; hand-held chemical spray | |
[Chemspray] | |
Damage=80 | |
ROF=70 | |
Range=2 | |
Projectile=Invisible | |
Speed=100 | |
Warhead=HE | |
Report=FLAMER2 | |
Anim=CHEM-N,CHEM-NE,CHEM-E,CHEM-SE,CHEM-S,CHEM-SW,CHEM-W,CHEM-NW | |
; hand grenade | |
[Grenade] | |
Damage=50 | |
ROF=50 | |
Range=3.25 | |
Projectile=Lobbed | |
Speed=5 | |
Warhead=HE | |
Explosion=5 | |
; small anti-armor cannon | |
[75mm] | |
Damage=25 | |
ROF=60 | |
Range=4 | |
Projectile=Cannon | |
Speed=40 | |
Warhead=AP | |
Report=TNKFIRE3 | |
Explosion=4 | |
Anim=GUNFIRE | |
; medium anti-armor cannon | |
[105mm] | |
Damage=30 | |
ROF=50 | |
Range=4.75 | |
Projectile=Cannon | |
Speed=40 | |
Warhead=AP | |
Report=TNKFIRE4 | |
Explosion=4 | |
Anim=GUNFIRE | |
; large anti-armor cannon | |
[120mm] | |
Damage=40 | |
ROF=80 | |
Range=4.75 | |
Projectile=Cannon | |
Speed=40 | |
Warhead=AP | |
Report=TNKFIRE6 | |
Explosion=4 | |
Anim=GUNFIRE | |
; turret cannon | |
[TurretGun] | |
Damage=40 | |
ROF=60 | |
Range=6 | |
Projectile=Cannon | |
Speed=40 | |
Warhead=AP | |
Report=TNKFIRE6 | |
Explosion=4 | |
Anim=GUNFIRE | |
; Vehicle carried anti-tank missile | |
[MammothTusk] | |
Damage=75 | |
ROF=80 | |
Range=5 | |
Projectile=HeatSeeker | |
Speed=30 | |
Warhead=HE | |
Report=ROCKET1 | |
Explosion=4 | |
; long-range missile | |
[227mm] | |
Damage=75 | |
ROF=80 | |
Range=6 | |
Projectile=HeatSeeker | |
Speed=20 | |
Warhead=HE | |
Report=ROCKET1 | |
Explosion=4 | |
; artillery cannon | |
[155mm] | |
Damage=150 | |
ROF=65 | |
Range=6 | |
Projectile=Ballistic | |
Speed=12 | |
Warhead=HE | |
Report=TNKFIRE2 | |
Explosion=5 | |
Anim=GUNFIRE | |
; vehicle mounted machine gun | |
[M60] | |
Damage=15 | |
ROF=30 | |
Range=4 | |
Projectile=Invisible | |
Speed=100 | |
Warhead=SA | |
Report=MGUN11 | |
Explosion=2 | |
Anim=MINIGUN | |
; long range missile for gunboat | |
[BoatMissile] | |
Damage=60 | |
ROF=35 | |
Range=8 | |
Projectile=HeatSeeker | |
Speed=20 | |
Warhead=HE | |
Report=ROCKET2 | |
Explosion=4 | |
; long range missile for guard tower | |
[Tomahawk] | |
Damage=60 | |
ROF=40 | |
Range=6 | |
Projectile=HeatSeeker | |
Speed=25 | |
Warhead=HE | |
Report=ROCKET2 | |
Explosion=4 | |
Anim=GUNFIRE | |
; napalm bomblets (dropped from plane) | |
[Napalm] | |
Damage=100 | |
ROF=5 | |
Range=4.5 | |
Projectile=Bomblet | |
Speed=5 | |
Warhead=Fire | |
Explosion=3 | |
; obelisk laser | |
[Laser] | |
Damage=200 | |
ROF=90 | |
Range=7.5 | |
Projectile=Invisible | |
Speed=100 | |
Warhead=Super | |
Report=OBELRAY1 | |
Charges=yes | |
; anti-aircraft missile (fired from SAM site) | |
[Nike] | |
Damage=50 | |
ROF=50 | |
Range=15 | |
Projectile=AAMissile | |
Speed=40 | |
Warhead=AP | |
Report=ROCKET2 | |
Explosion=6 | |
Anim=SAMFIRE | |
; extreme-range napalm rocket | |
[HonestJohn] | |
Damage=100 | |
ROF=200 | |
Range=10 | |
Projectile=FROG | |
Speed=15 | |
Warhead=Fire | |
Report=ROCKET1 | |
Explosion=3 | |
; dinosaur bite 1 | |
[DinoBite1] | |
Damage= | |
ROF= | |
Range= | |
Projectile=Invisible | |
Speed=100 | |
Warhead=HE | |
Report= | |
; dinosaur bite 2 | |
[DinoBite2] | |
Damage= | |
ROF= | |
Range= | |
Projectile=Invisible | |
Speed=100 | |
Warhead=HE | |
Report= | |
; ******* 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)? | |
; Animates = Does it animate [this means smoke puffs] (def=no)? | |
; Arcing = Does it have a ballistic trajectory (def=no)? | |
; Arm = arming delay (def=0) | |
; Dropping = Does it fall from a starting height (def=no)? | |
; Frames = number of image frames for animation purposes (def=1) | |
; Gigundo = Is the projectile larger than normal (def=no)? | |
; High = Can it fly over walls (def=no)? | |
; Image = image to use during flight | |
; Inaccurate = Is it inherently inaccurate (def=no)? | |
; Inviso = Is the projectile invisible as it travels (def=no)? | |
; Proximity = Does it blow up when near its target (def=no)? | |
; ROT = Rate Of Turn [non zero implies homing] (def=0) | |
; Ranged = Can it run out of fuel (def=no)? | |
; Rotates = Does the projectile have rotation specific imagery (def=no)? | |
; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes) | |
; Translucent = Are translucent colors used in artwork (def=no)? | |
; invisible flight to target | |
[Invisible] | |
Inviso=yes | |
Image=none | |
; straight high-speed ballistic shot | |
[Cannon] | |
Image=120MM | |
; Free Rocket Over Ground | |
[FROG] | |
Arm=10 | |
High=yes | |
Shadow=no | |
Proximity=yes | |
Animates=yes | |
Ranged=yes | |
Inaccurate=yes | |
Image=MISSILE | |
Rotates=yes | |
; small homing missile (targets vehicles best) | |
[HeatSeeker] | |
Arm=2 | |
High=yes | |
Shadow=no | |
Proximity=yes | |
Animates=yes | |
Ranged=yes | |
Inaccurate=yes | |
AA=yes | |
Image=DRAGON | |
ROT=5 | |
Rotates=yes | |
Translucent=yes | |
; anti aircraft missile | |
[AAMissile] | |
Arm=3 | |
High=yes | |
Shadow=no | |
Proximity=yes | |
Animates=yes | |
Ranged=yes | |
AA=yes | |
Image=MISSILE | |
ROT=20 | |
Rotates=yes | |
Translucent=yes | |
; lobbed tumbling grenade | |
[Lobbed] | |
High=yes | |
Arcing=yes | |
Inaccurate=yes | |
Image=BOMB | |
Frames=8 | |
Translucent=yes | |
; dropped from plane tumbling object | |
[Bomblet] | |
Arm=24 | |
RangeLimit=24 | |
High=yes | |
Dropping=yes | |
Image=BOMBLET | |
Frames=7 | |
Translucent=yes | |
; arcing ballistic projectile | |
[Ballistic] | |
High=yes | |
Arcing=yes | |
Inaccurate=yes | |
Image=120MM | |
; Nuclear missile, flying up | |
[NukeUp] | |
Gigundo=yes | |
High=yes | |
Image=ATOMICUP | |
Frames=4 | |
; Nuclear missile, flying down | |
[NukeDown] | |
Gigundo=yes | |
High=yes | |
Image=ATOMICDN | |
; ******* 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)? | |
; Tiberium = Does this warhead destroy tiberium (def=no)? | |
; 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 | |
; general multiple small arms fire | |
[SA] | |
Spread=3 | |
Verses=100%,50%,50%,25%,25% | |
InfDeath=1 | |
; high explosive (shrapnel) | |
[HE] | |
Spread=6 | |
Wall=yes | |
Wood=yes | |
Verses=90%,75%,60%,25%,100% | |
InfDeath=2 | |
; armor piercing (discarding sabot, narrow effect) | |
[AP] | |
Spread=3 | |
Wall=yes | |
Wood=yes | |
Verses=30%,75%,75%,100%,50% | |
InfDeath=3 | |
; napalm and fire in general | |
[Fire] | |
Spread=8 | |
Wood=yes | |
Verses=90%,100%,60%,25%,50% | |
InfDeath=4 | |
; anti-infantry rifle bullet (single shot -- very effective verses infantry) | |
[HollowPoint] | |
Spread=1 | |
Verses=100%,5%,5%,5%,5% | |
InfDeath=1 | |
; special case damage effect (do not use for regular weapons) | |
[Super] | |
Spread=1 | |
Verses=100%,100%,100%,100%,100% | |
InfDeath=4 | |
; ******* Land Characteristics ******* | |
; This section specifies the characteristics of the various | |
; terrain types. The primary purpose is to differentiate the | |
; movement capabilities. | |
; Float = % of full speed for ships [0 means impassable] (def=100) | |
; Foot = % of full speed for foot soldiers [0 means impassable] (def=100) | |
; Track = % of full speed for tracked vehicles [0 means impassable] (def=100) | |
; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100) | |
; Buildable = Can buildings be built upon this terrain (def=no)? | |
; clear grassy terrain | |
[Clear] | |
Foot=90% | |
Track=80% | |
Wheel=60% | |
Float=0% | |
Buildable=yes | |
; rocky terrain | |
[Rough] | |
Foot=80% | |
Track=70% | |
Wheel=40% | |
Float=0% | |
Buildable=no | |
; roads | |
[Road] | |
Foot=100% | |
Track=100% | |
Wheel=100% | |
Float=0% | |
Buildable=yes | |
; open water | |
[Water] | |
Foot=0% | |
Track=0% | |
Wheel=0% | |
Float=100% | |
Buildable=no | |
; cliffs | |
[Rock] | |
Foot=0% | |
Track=0% | |
Wheel=0% | |
Float=0% | |
Buildable=no | |
; walls and other man made obstacles | |
[Wall] | |
Foot=0% | |
Track=0% | |
Wheel=0% | |
Float=0% | |
Buildable=no | |
; Tiberium | |
[Tiberium] | |
Foot=90% | |
Track=70% | |
Wheel=50% | |
Float=0% | |
Buildable=no | |
; sandy beach | |
[Beach] | |
Foot=80% | |
Track=70% | |
Wheel=40% | |
Float=0% | |
Buildable=no | |
; craggy riverbed | |
[River] | |
Foot=0% | |
Track=0% | |
Wheel=0% | |
Float=0% | |
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] | |
Airstrike=3,DEVIATOR ; air strike one time shot | |
Cloak=5,STEALTH2 ; enable cloaking on nearby objects | |
Darkness=1,EMPULSE ; cloak entire radar map | |
Explosion=5,NONE,500 ; high explosive baddie (damage per explosion) | |
HealBase=1,INVUN ; all buildings to full strength | |
ICBM=1,MISSILE2 ; nuke missile one time shot | |
IonCannon=1,EARTH ; ion cannon one time shot | |
Money=50,DOLLAR,2000 ; a chunk o' cash (maximum cash) | |
Napalm=5,NONE,600 ; fire explosion baddie (damage) | |
Nuke=1,NONE,1000 ; nuke explosion (damage) | |
Reveal=1,EMPULSE ; reveal entire radar map | |
Squad=20,NONE ; squad of random infantry | |
Unit=20,NONE ; vehicle | |
Visceroid=5,NONE ; visceroid | |
; ******* 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 | |
; 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=.050 | |
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 tiberium - unload at refinery loop. | |
[Harvest] | |
Retaliate=no | |
Recruitable=no | |
Scatter=no | |
Rate=.016 | |
; Guard the general area where the unit starts at. | |
[Area Guard] | |
Recruitable=no | |
Rate=.080 | |
AARate=.032 | |
; <unused> | |
[Return] | |
; Stop moving and firing at the first available opportunity. | |
[Stop] | |
; <unused> | |
[Ambush] | |
; Scan for and attack any enemies whereever they may be. | |
[Hunt] | |
Recruitable=no | |
Retaliate=no | |
Rate=.016 | |
; While dropping off cargo (e.g., APC unloading passengers). | |
[Unload] | |
Recruitable=no | |
Retaliate=no | |
Scatter=no | |
Rate=.016 | |
; Commando 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 | |
; Temple of Nod special launch missile mission. | |
[Missile] | |
Rate=.1 |
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I didn't write this... this seems like some abomination made by combining TibEd's ini comversion of the binaries combined with RA's rules.ini.
My rules dump are the files at http://nyerguds.arsaneus-design.com/cnc95upd/inirules/