; 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 ; [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 ; 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