fb4: idle: Length: 4 ZOffset: 1023 fire: 1: fire1 Length: * Offset: 0,-3 ZOffset: 1023 2: fire2 Length: * Offset: 0,-3 ZOffset: 1023 120mm: idle: ZOffset: 1023 smoke_m: idle: Length: * Offset: 2, -5 ZOffset: 512 loop: Start: 49 Length: 42 Offset: 2, -5 ZOffset: 512 end: Length: 26 Offset: 2, -5 ZOffset: 512 laserfire: idle:veh-hit3 Length: * ZOffset: 511 dragon: idle: Facings: 32 ZOffset: 1023 smokey: idle: Length: * ZOffset: 1023 bomb: idle: Length: * ZOffset: 1023 missile: idle: Facings: 32 ZOffset: 1023 patriot: idle: Facings: 32 ZOffset: 1023 explosion: Defaults: Length: * ZOffset: 511 nuke_explosion: atomsfx piff: piff piffs: piffpiff chemball: chemball # Same size as small_napalm, but bright green. small_napalm: napalm1 # Not used by much. Currently used for flamethrower. med_napalm: napalm2 # Explosion for bomblets big_napalm: napalm3 # Huge; not used. (SSM used this explosion in C&C Gold?) small_frag: veh-hit3 # The most common weapon-hit explosion. For rockets, tank shells, etc. med_frag: frag1 # Fragmentation-style; quite large. (MLRS used this explosion in C&C Gold?) big_frag: frag3 # Same as med_frag, except fire hangs around longer. small_poof: veh-hit2 # For Grenades, tower missiles, boat missiles and APC AA gun. poof: art-exp1 # For UnitExplode (artillery), artillery shell hit, building explosion and GrenadierExplode small_building: veh-hit1 # Used for heli-explosion in C&C Gold? building: fball1 building_napalm: napalm2 FlipX: true rank: rank: Length: * rallypoint: flag: flagfly Length: * Offset: 10,-5 ZOffset: 2535 circles: fpls Length: * ZOffset: 2047 beacon: Defaults: ZOffset: 2535 arrow: mouse2 Start: 5 Offset: 1,-12 circles: fpls Length: * ZOffset: 2047 airstrike: bombicon Offset: 0,-42 atomic: atomicon Offset: 0,-42 clock: beaconclock Length: * Offset: 0,-42 select: repair: Start: 2 allyrepair: repair: Length: * Tick: 160 ZOffset: 2047 crate: idle: ZOffset: -511 xcratea: idle: xcrate ZOffset: -511 xcrateb: idle: xcrate Start: 1 ZOffset: -511 xcratec: idle: xcrate Start: 2 ZOffset: -511 xcrated: idle: xcrate Start: 3 ZOffset: -511 crate-effects: Defaults: Length: * ZOffset: 2047 airstrike: deviator nuke: missile2 dollar: dollar reveal-map: radarcrate hide-map: empulse heal: healcrate mine: mine redskull: rapid cloak: cloakcrate levelup: levelup Tick: 200 firepowerup: firepowercrate armorup: armorcrate speedup: speedcrate atomic: Defaults: Length: * ZOffset: 1023 up: atomicup down: atomicdn ionsfx: idle: Length: * Offset: 0, -78 ZOffset: 1023 bomblet: idle: Length: * ZOffset: 1023 mpspawn: idle: Length: * waypoint: idle: Length: * camera: idle: Length: * clock: idle: hclock Length: * pips: pip-empty: pip-green: Start: 1 pip-yellow: Start: 2 pip-gray: Start: 3 pip-red: Start: 4 pip-blue: Start: 5 pip-heal: pip-heal Length: * groups: pdigits Length: * pip-hazmat: pip-hazmat Length: * overlay: build-valid-desert: build-valid-snow: Start: 2 build-valid-temperat: build-valid-winter: build-valid-jungle: build-invalid: Start: 1 target-select: Start: 3 target-valid-desert: target-valid-snow: Start: 2 target-valid-temperat: target-valid-winter: target-valid-jungle: target-invalid: Start: 1 editor-overlay: copy: overlay Start: 0 paste: overlay Start: 1 poweroff: offline: Length: * Tick: 160 ZOffset: 2047 icon: Defaults: AddExtension: False airstrike: bombicnh.tem ioncannon: ionicnh.tem abomb: atomicnh.tem moveflsh: idle: Length: * Tick: 80 ZOffset: 2047 resources: Defaults: UseTilesetExtension: true Length: * ti1: ti1 ti2: ti2 ti3: ti3 ti4: ti4 ti5: ti5 ti6: ti6 ti7: ti7 ti8: ti8 ti9: ti9 ti10: ti10 ti11: ti11 ti12: ti12 bti1: rtib1 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti2: rtib2 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti3: rtib3 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti4: rtib4 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti5: rtib5 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti6: rtib6 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti7: rtib7 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti8: rtib8 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti9: rtib9 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti10: rtib10 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti11: rtib11 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT bti12: rtib12 TilesetOverrides: WINTER: TEMPERAT JUNGLE: TEMPERAT SNOW: TEMPERAT shroud: Defaults: Length: 12 typea: shadow typeb: shadow Start: 12 typec: shadow Start: 24 typed: shadow Start: 36 full: fullshroud Length: 1 # Note: The order of smudges and craters determines # the index that is mapped to them in maps scorches: Defaults: UseTilesetExtension: true Length: * sc1: sc1 sc2: sc2 sc3: sc3 sc4: sc4 sc5: sc5 sc6: sc6 craters: Defaults: UseTilesetExtension: true Length: * cr1: cr1 cr2: cr2 cr3: cr3 cr4: cr4 cr5: cr5 cr6: cr6 smokland: open: Length: 60 Tick: 120 ZOffset: 1023 idle: Start: 60 Length: 32 Tick: 120 ZOffset: 1023