fb4: idle: Length: 4 fire: 1: fire1 Length: * Offset: 0,-3 ZOffset: 1023 2: fire2 Length: * Offset: 0,-3 ZOffset: 1023 120mm: idle: 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: * dragon: idle: Facings: 32 smokey: idle: Length: * bomb: idle: Length: * missile: idle: Facings: 32 patriot: idle: Facings: 32 explosion: nuke_explosion: atomsfx Length: * piff: piff Length: * piffs: piffpiff Length: * chemball: chemball #same size as small_napalm, but bright green. Length: * small_napalm: napalm1 #not used by much. currently used for flamethrower. Length: * med_napalm: napalm2 #explosion for bomblets Length: * big_napalm: napalm3 #huge; not used. (SSM used this explosion in C&C Gold?) Length: * small_frag: veh-hit3 #the most common weapon-hit explosion. For rockets, tank shells, etc. Length: * med_frag: frag1 #fragmentation-style; quite large. (MLRS used this explosion in C&C Gold?) Length: * big_frag: frag3 #Same as med_frag, except fire hangs around longer. Length: * small_poof: veh-hit2 #for Grenades; tower missiles; boat missiles; APC AA gun. Length: * poof: art-exp1 #For UnitExplode (artillery); artillery shell hit; GrenadierExplode, Length: * small_building: veh-hit1 #like "building' explosion, but much smaller. (Used for heli-explosion in C&C Gold?) Length: * building: fball1 #Large explosion, for when a building explodes. Length: * rank: rank: Length: * rallypoint: flag:flagfly Length: * Offset: 10,-5 circles:fpls Length: * beacon: arrow: mouse2 Start: 5 Offset: 1,-12 circles: fpls Length: * 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 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: airstrike: deviator Length: * nuke: missile2 Length: * dollar: dollar Length: * reveal-map: radarcrate Length: * hide-map: empulse Length: * heal: healcrate Length: * mine: mine Length: * redskull: rapid Length: * cloak: cloakcrate Length: * levelup: levelup Length: * Tick: 200 firepowerup: firepowercrate Length: * armorup: armorcrate Length: * speedup: speedcrate Length: * atomicup: idle: Length: * atomicdn: idle: Length: * atomic: up: atomicup Length: * down: atomicdn Length: * ionsfx: idle: Length: * Offset: 0, -78 ZOffset: 1 bomblet: idle: Length: * mpspawn: idle: Length: * waypoint: 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 groups: pdigits 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 poweroff: offline: Length: * Tick: 160 icon: airstrike: bombicnh.tem AddExtension: False ioncannon: ionicnh.tem AddExtension: False abomb: atomicnh.tem AddExtension: False moveflsh: idle: Length: * Tick: 80 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