Files
OpenRA/mods/ra/rules.ini

977 lines
21 KiB
INI

; RULES.INI
; If placed in game directory, it will 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.
[General]
; special weapons
GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval
BadgerBombCount=1 ; number of badgers used to drop parabombs
; Chrono side effects
QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use
QuakeDamage=33% ; percentage damage to inflict when time quake occurs
VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use
VortexDamage=200 ; damage inflicted by vortex discharge
VortexRange=10 ; scan for victims up to this distance away [in cells]
VortexSpeed=10 ; speed of vortex movement
; 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
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
; combat and damage
TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
C4Delay=.03 ; minutes to delay after placing C4 before building will explode
ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found
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
OreExplosive=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?
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
BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06 ; average minutes that building build-up animation runs
OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower]
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]
ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep]
SpeakDelay=2 ; minutes between EVA repeating advice to the player
TimerWarning=2 ; if mission timer is less than this many minutes, then display in red
FlashLowPower=yes ; Flash the power bar when power is low?
; computer and movement controls
CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)?
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
GameSpeeBias=1 ; multiplier to overall game object movement speed
LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied
MineAware=yes ; Are friendly units smart enough to avoid friendly mines?
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
; misc
FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
LowPowerSlowdown=3
; ******* Weapon Statistics *******
; The weapons specified here are attached to the various combat
; units and buildings.
; Burst = number of rapid succession shots from this weapon (def=1)
; 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
; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
; Tanya pistol
[Colt45]
Damage=50
ROF=5
Range=5.75
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=GUN5
; anti-aircraft multiple cannon
[ZSU-23]
Damage=25
ROF=10
Range=6
Projectile=Ack
Speed=100
Warhead=AP
Report=AACANON3
; rapid fire machine gun
[Vulcan]
Damage=40
ROF=40
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN13
; air-to-surface homing missile (launched from jet)
[Maverick]
Damage=50
ROF=3
Range=6
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE7
; fireball from flame turret
[FireballLauncher]
Damage=125
ROF=50
Range=4
Projectile=Fireball
Speed=12
Warhead=Fire
; hand-held flame thrower type
[Flamer]
Damage=70
ROF=50
Range=5
Projectile=Fireball
Speed=12
Warhead=Fire
; sniper rifle
[Sniper]
Damage=100
ROF=5
Range=3.75
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=SILENCER
; rapid fire aircraft gun
[ChainGun]
Damage=40
ROF=3
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN13
; civilian pistol
[Pistol]
Damage=1
ROF=7
Range=1.75
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN27
; rifle soldier weapons (multiple shots)
[M1Carbine]
Damage=15
ROF=20
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN11
; man-packed anti-tank missile (bazooka type)
[Dragon]
Damage=35
ROF=50
Range=5
Projectile=HeatSeeker
Speed=25
Warhead=AP
Report=MISSILE6
; air-to-surface homing missile (launched from helicopter)
[Hellfire]
Damage=40
ROF=60
Range=4
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE6
; hand grenade
[Grenade]
Damage=50
ROF=60
Range=4
Projectile=Lobbed
Speed=5
Warhead=HE
; small anti-armor cannon
[75mm]
Damage=25
ROF=40
Range=4
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON2
; light anti-armor cannon
[90mm]
Damage=30
ROF=50
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
; medium anti-armor cannon
[105mm]
Damage=30
ROF=70
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
; large anti-armor cannon
[120mm]
Damage=40
ROF=80
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Burst=2
; turret cannon
[TurretGun]
Damage=40
ROF=50
Range=6
Projectile=Cannon
Speed=40
Warhead=AP
Report=TURRET1
; Vehicle carried anti-tank missile
[MammothTusk]
Damage=75
ROF=80
Range=5
Projectile=HeatSeeker
Speed=30
Warhead=HE
Report=MISSILE6
Burst=2
; artillery cannon
[155mm]
Damage=150
ROF=65
Range=6
Projectile=Ballistic
Speed=12
Warhead=HE
Report=TANK5
; vehicle mounted machine gun
[M60mg]
Damage=15
ROF=20
Range=4
Projectile=Invisible
Speed=100
Warhead=SA
Report=PILLBOX1
; napalm bomblets (dropped from plane)
[Napalm]
Damage=100
ROF=20
Range=4.5
Projectile=Bomblet
Speed=5
Warhead=Fire
; Tesla coil zap
[TeslaZap]
Damage=100
ROF=120
Range=8.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=TESLA1
Charges=yes
; anti-aircraft missile (fired from SAM site)
[Nike]
Damage=50
ROF=20
Range=7.5
Projectile=AAMissile
Speed=50
Warhead=AP
Report=MISSILE1
; man-packed surface to air missile
[RedEye]
Damage=50
ROF=50
Range=7.5
Projectile=AAMissile
Speed=50
Warhead=AP
Report=MISSILE1
; 8 inch cruiser cannon
[8Inch]
Damage=500
ROF=160
Range=22
Projectile=Ballistic
Speed=6
Warhead=HE
Report=TURRET1
; gunboat mounted anti-aircraft rocket
[Stinger]
Damage=30
ROF=60
Range=9
Projectile=LaserGuided
Speed=20
Warhead=AP
Report=MISSILE6
Burst=2
TurboBoost=yes
; torpedo tube
[TorpTube]
Damage=90
ROF=60
Range=9
Projectile=Torpedo
Speed=15
Warhead=AP
Report=TORPEDO1
; destroyer mounted 2 inch cannon
[2Inch]
Damage=25
ROF=60
Range=5.5
Projectile=Cannon
Speed=25
Warhead=AP
Report=CANNON2
; anti-submarine weapon
[DepthCharge]
Damage=80
ROF=60
Range=5
Projectile=Catapult
Speed=5
Warhead=AP
; parachute bomb
[ParaBomb]
Damage=300
ROF=4
Range=4.5
Projectile=Parachute
Speed=5
Warhead=Nuke
Report=CHUTE1
; dog bite
[DogJaw]
Damage=100
ROF=10
Range=2.2
Projectile=LeapDog
Speed=20
Warhead=Organic
Report=DOGG5P
; medic healing
[Heal]
Damage=-50
ROF=80
Range=4 ;; 1.83
Projectile=Invisible
Speed=100
Warhead=Organic
Report=HEAL2
; SCUD launcher
[SCUD]
Damage=600
ROF=400
Range=10
Projectile=FROG
Speed=25
Warhead=HE
Report=MISSILE1
;Nuke (special case for Nuclear missile)
[Atomic]
Damage=1000
Projectile=NukeDown
Warhead=Nuke
; ******* 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)?
; AG = Can this weapon fire upon ground objects (def=yes)?
; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
; Arcing = Does it have a ballistic trajectory (def=no)?
; Arm = arming delay (def=0)
; Degenerates = Does the bullet strength weaken as it travels (def=no)?
; High = Can it fly over walls (def=no)?
; Image = image to use during flight
; Inaccurate = Is it inherently inaccurate (def=no)?
; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
; Proximity = Does it blow up when near its target (def=no)?
; ROT = Rate Of Turn [non zero implies homing] (def=0)
; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
; UnderWater = Does the projectile travel under water?
; Trail = image to use for smoke puffs etc (def=null)
; RangeLimit = maximum flight time (def=0=unlimited)
; invisible flight to target
[Invisible]
; special case for dog
[LeapDog]
Image=DOGBULLT
Proximity=yes
ROT=20
; straight high-speed ballistic shot
[Cannon]
Image=120MM
; anti aircraft artillery projectile
[Ack]
AA=true
AG=false
; Sub-surface projectile.
[Torpedo]
UnderWater=yes
Image=MISSILE
ASW=yes
; Free Rocket Over Ground
[FROG]
Arm=10
High=yes
Shadow=no
Proximity=yes
Trail=smokey
Inaccurate=yes
Image=V2
; small homing missile (targets vehicles best)
[HeatSeeker]
Arm=2
High=yes
Shadow=no
Proximity=yes
Trail=smokey
Inaccurate=yes
AA=yes
Image=DRAGON
ROT=5
RangeLimit=20
; small missile with deadly accuracy
[LaserGuided]
Arm=3
High=yes
Shadow=no
Proximity=yes
Trail=smokey
AA=yes
Image=DRAGON
ROT=20
RangeLimit=20
; anti aircraft missile
[AAMissile]
Arm=3
High=yes
Shadow=no
Proximity=yes
Trail=smokey
AA=yes
AG=no
Image=MISSILE
ROT=20
RangeLimit=30
; lobbed tumbling grenade
[Lobbed]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
; Depth charge catapult
[Catapult]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
ASW=yes
AG=no
; dropped from plane tumbling object
[Bomblet]
Arm=24
RangeLimit=24
High=yes
Image=BOMBLET
; arcing ballistic projectile
[Ballistic]
High=yes
Arcing=yes
Inaccurate=yes
Image=120MM
; parachute bomb
[Parachute]
Arm=24
RangeLimit=24
High=yes
;Image=PARABOMB
; Allied free radar (GPS satellite)
[GPSSatellite]
High=yes
Image=SPUTNIK
; Nuclear missile, flying up
[NukeUp]
High=yes
Image=ATOMICUP
; Nuclear missile, flying down
[NukeDown]
High=yes
Image=ATOMICDN
; wizard's fireball
[Fireball]
Trail=fb2
Image=FB1
; ******* 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)?
; Ore = Does this warhead destroy ore (def=no)?
; Verses = damage value verses various armor types (as percentage of full damage)...
; -vs- none, wood (buildings), light armor, heavy armor, concrete
; Explosion = which explosion set to use when warhead of this type impacts (def=0)
; 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke
; InfDeath = which infantry death animation to use (def=0)
; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
; general multiple small arms fire
[SA]
Spread=3
Verses=100%,50%,60%,25%,25%
Explosion=2
InfDeath=1
; high explosive (shrapnel)
[HE]
Spread=6
Wall=yes
Wood=yes
Verses=90%,75%,60%,25%,100%
Explosion=5
InfDeath=2
SmudgeType=Crater
; armor piercing (discarding sabot, narrow effect)
[AP]
Spread=3
Wall=yes
Wood=yes
Verses=30%,75%,75%,100%,50%
Explosion=4
InfDeath=3
SmudgeType=Crater
; napalm and fire in general
[Fire]
Spread=4
Wood=yes
Verses=90%,100%,60%,25%,50%
Explosion=3
InfDeath=4
SmudgeType=Scorch
; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint]
Spread=1
Verses=100%,5%,5%,5%,5%
Explosion=1
InfDeath=1
; special case damage effect (do not use for regular weapons)
[Super]
Spread=1
Verses=100%,100%,100%,100%,100%
InfDeath=5
; special case to only affect infantry (do not use for regular weapons)
[Organic]
Spread=5
Verses=100%,0%,0%,0%,0%
InfDeath=0
; Nuclear warhead (same as fire)
[Nuke]
Spread=6
Wall=yes
Wood=yes
Ore=yes
Verses=90%,100%,60%,25%,50%
Explosion=6
InfDeath=4
SmudgeType=Scorch
SmudgeSize=5,4
; ******* 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
; 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
[WeaponTypes]
Colt45
ZSU-23
Vulcan
Maverick
FireballLauncher
Flamer
Sniper
ChainGun
Pistol
M1Carbine
Dragon
Hellfire
Grenade
75mm
90mm
105mm
120mm
TurretGun
MammothTusk
155mm
M60mg
Napalm
TeslaZap
Nike
RedEye
8Inch
Stinger
TorpTube
2Inch
DepthCharge
ParaBomb
DogJaw
Heal
SCUD
UnitExplode
Atomic
[TeslaZap]
RenderAsTesla=true
[UnitExplode]
Damage=500
Speed=100
Projectile=Invisible
Warhead=UnitExplodeWarhead
[ProjectileTypes]
Invisible
LeapDog
Cannon
Ack
Torpedo
FROG
HeatSeeker
LaserGuided
AAMissile
Lobbed
Catapult
Bomblet
Ballistic
Parachute
GPSSatellite
NukeUp
NukeDown
Fireball
[WarheadTypes]
SA
HE
AP
Fire
HollowPoint
Super
Organic
Nuke
UnitExplodeWarhead
Crush
APMine
ATMine
DemolishWarhead
[HE]
ImpactSound=kaboom25
WaterImpactSound=splash9
[UnitExplodeWarhead]
Spread=10
Verses=90%,75%,60%,25%,100%
Explosion=8
InfDeath=3
ImpactSound=kaboom15
[Crush]
Verses=100%,100%,100%,100%,100%
ImpactSound=squishy2
[ATMine]
Verses=0%,0%,100%,100%,0%
ImpactSound=mineblo1
Explosion=5
[APMine]
Verses=100%,0%,0%,0%,0%
ImpactSound=mine1
InfDeath=2
Explosion=3
[DemolishWarhead]
Verses=100%,100%,100%,100%,100%
ImpactSound=kaboom25
Explosion=7
[VoiceTypes]
GenericVoice
VehicleVoice
EngineerVoice
MedicVoice
TanyaVoice
DogVoice
SpyVoice
ThiefVoice
CivilianMaleVoice
CivilianFemaleVoice
EinsteinVoice
;; 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
[MedicVoice]
Select=mrespon1,myessir1
Move=maffirm1,mmovout1
Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10
[TanyaVoice]
Select=yo1,yes1,yeah1
Move=rokroll1,onit1,cmon1
Attack=tuffguy1,bombit1,gotit1
Die=tandeth1
[DogVoice]
Select=
Move=dogy1
Attack=dogg5p,dogw3px
Die=dogw5,dogw6,dogw7
[SpyVoice]
Select=syessir1,scomnd1
Move=sonway1,sindeed1
Attack=sking1
Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10
[ThiefVoice]
Select=swhat1,syeah1
Move=saffirm1,smout1,sokay1
Die=dedman1,dedman2,dedman3,dedman4,dedman5,dedman6,dedman7,dedman8,dedman10
[CivilianMaleVoice]
Select=guyyeah1
Move=guyokay1
[CivilianFemaleVoice]
Select=girlyeah
Move=girlokay
[EinsteinVoice]
Select=einah1,einok1,einyes1
Move=einah1,einok1,einyes1