diff --git a/mods/cnc/minimal.ini b/mods/cnc/minimal.ini
new file mode 100644
index 0000000000..562c3ea8c0
--- /dev/null
+++ b/mods/cnc/minimal.ini
@@ -0,0 +1,106 @@
+; The bare minimum rules required for the game to run
+; The linecount of this file should reduce to zero as we port things to traits
+
+[General]
+ConditionRed=25% ; when damaged to this percentage, health bar turns red
+ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
+RefundPercent=50% ; percent of original cost to refund when building/unit is sold
+RepairRate=.016 ; minutes between applying repair step
+URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost
+URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units
+BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
+
+OreGrows=yes ; Does ore grow denser over time?
+OreSpreads=yes ; Does ore spread into adjacent areas
+GemValue=50 ; gem credits per 'bail' carried by a harvester
+GoldValue=25 ; gold credits per 'bail' carried by a harvester
+GrowthRate=.3 ; minutes between ore (Tiberium) growth
+BailCount=28 ; number of 'bails' carried by a harvester
+;; OreChance is missing from rules.ini but referenced
+;; LowPowerSlowdown is missing from rules.ini but referenced
+
+GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval
+SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
+
+
+; ******* Land Characteristics *******
+
+; 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
+
+; ore (Tiberium)
+[Ore]
+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
+
+; special tile for bridge hacks
+[Special]
+Foot=100%
+Track=100%
+Wheel=100%
+Float=100%
+Buildable=no
\ No newline at end of file
diff --git a/mods/cnc/mod.yaml b/mods/cnc/mod.yaml
index 83c8a942d6..67ebaacd55 100644
--- a/mods/cnc/mod.yaml
+++ b/mods/cnc/mod.yaml
@@ -30,27 +30,27 @@ Packages:
LegacyRules:
- mods/ra/rules.ini: More or less original Red Alert rules file.
- mods/ra/units.ini: OpenRA patches
+ mods/cnc/minimal.ini: Dummy definitions to stop the game crashing
+ mods/cnc/weapons.ini: Weapons are still in the old format
Rules:
mods/ra/defaults.yaml: Basic stuff
mods/cnc/system.yaml: Player and world actors
- mods/cnc/structures.yaml: Structures
- mods/cnc/infantry.yaml: Infantry
- mods/cnc/vehicles.yaml: Vehicles
- mods/cnc/trees.yaml: Trees
+ mods/cnc/structures.yaml:
+ mods/cnc/infantry.yaml:
+ mods/cnc/vehicles.yaml:
+ mods/cnc/trees.yaml:
mods/cnc/civilian.yaml: Civilian structures and bridges
mods/cnc/compat.yaml: Compatability tweaks for real-ra maps
Sequences:
- mods/cnc/sequences-structures.xml: Structures
- mods/cnc/sequences-vehicles.xml: Vehicles
- mods/cnc/sequences-infantry.xml: Infantry
- mods/cnc/sequences.xml: Everything else
+ mods/cnc/sequences-structures.xml:
+ mods/cnc/sequences-vehicles.xml:
+ mods/cnc/sequences-infantry.xml:
+ mods/cnc/sequences.xml: Obsolete; will disappear once done converting
Assemblies:
- mods/ra/OpenRa.Mods.RA.dll: Traits used
+ mods/ra/OpenRa.Mods.RA.dll: Use the red alert traits
Maps:
diff --git a/mods/cnc/sequences-structures.xml b/mods/cnc/sequences-structures.xml
index de44708186..0fc354bcaa 100644
--- a/mods/cnc/sequences-structures.xml
+++ b/mods/cnc/sequences-structures.xml
@@ -71,7 +71,7 @@
-
+
diff --git a/mods/cnc/sequences-vehicles.xml b/mods/cnc/sequences-vehicles.xml
index c02c1a812c..1fca642c9f 100644
--- a/mods/cnc/sequences-vehicles.xml
+++ b/mods/cnc/sequences-vehicles.xml
@@ -15,4 +15,9 @@
+
+
+
+
+
diff --git a/mods/cnc/sequences.xml b/mods/cnc/sequences.xml
index df07e3342f..3c03474e30 100644
--- a/mods/cnc/sequences.xml
+++ b/mods/cnc/sequences.xml
@@ -156,11 +156,7 @@
-
-
-
-
-
+
diff --git a/mods/cnc/vehicles.yaml b/mods/cnc/vehicles.yaml
index a2a788990a..6cedad9f0c 100644
--- a/mods/cnc/vehicles.yaml
+++ b/mods/cnc/vehicles.yaml
@@ -40,4 +40,30 @@ HARV:
Speed: 12
Mobile:
MovementType: Track
- RenderUnit:
\ No newline at end of file
+ RenderUnit:
+
+BGGY:
+ Inherits: ^Vehicle
+ Buildable:
+ Icon: bggyicnh
+ TechLevel: 4
+ Prerequisites: afld
+ Owner: soviet
+ Cost: 600
+ Description: Nod Buggy
+ LongDesc: Fast scout & anti-infantry vehicle.\n Strong vs Infantry\n Weak vs Tanks, Aircraft
+ Unit:
+ HP: 140
+ Armor: light
+ Crewed: yes
+ ROT: 10
+ Sight: 2
+ Speed: 30
+ Turreted:
+ ROT: 10
+ AttackTurreted:
+ PrimaryWeapon: MachineGun
+ PrimaryOffset: 0,0,0,-2
+ MuzzleFlash: yes
+ RenderUnitTurreted:
+ AutoTarget:
diff --git a/mods/cnc/weapons.ini b/mods/cnc/weapons.ini
new file mode 100644
index 0000000000..993697f12f
--- /dev/null
+++ b/mods/cnc/weapons.ini
@@ -0,0 +1,73 @@
+
+[WeaponTypes]
+MachineGun
+
+; NOTE: WEAPON PROPERTIES ARE NOT EXPOSED BY TIBED; THESE ARE ALL MADE UP
+[MachineGun]
+Damage=40
+ROF=40
+Range=5
+Projectile=Invisible
+Speed=100
+Warhead=SA
+Report=GUN13
+Anim=MINIGUN
+
+
+
+[ProjectileTypes]
+Invisible
+
+[Invisible]
+Inviso=yes
+Image=none
+
+
+[WarheadTypes]
+SA
+
+[SA]
+Spread=3
+Verses=100%,50%,60%,25%,25%
+Explosion=2
+InfDeath=1
+
+[VoiceTypes]
+GenericVoice
+VehicleVoice
+EngineerVoice
+CivilianMaleVoice
+CivilianFemaleVoice
+CommandoVoice
+
+
+;; explicit extension on voice clips overrides the normal `variants` mechanism
+[GenericVoice]
+SovietVariants=.r01,.r03
+AlliedVariants=.v01,.v03
+Select=await1,ready,report1,yessir1
+Move=ackno,affirm1,noprob,overout,ritaway,roger,ugotit
+Die=dedman1.aud,dedman2.aud,dedman3.aud,dedman4.aud,dedman5.aud,dedman6.aud,dedman7.aud,dedman8.aud,dedman10.aud
+
+[VehicleVoice]
+SovietVariants=.r00,.r02
+AlliedVariants=.v00,.v02
+Select=vehic1,yessir1,report1,await1
+Move=ackno,affirm1
+
+[EngineerVoice]
+Select=eengin1,eyessir1
+Move=eaffirm1,emovout1
+Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10
+
+[CivilianMaleVoice]
+Select=guyyeah1
+Move=guyokay1
+
+[CivilianFemaleVoice]
+Select=girlyeah
+Move=girlokay
+
+[CommandoVoice]
+Select=girlyeah
+Move=girlokay
\ No newline at end of file