977 lines
21 KiB
INI
977 lines
21 KiB
INI
; RULES.INI
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; If placed in game directory, it will override built in values. Values to be used as multipliers
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; or percentages can be specified as either a simple floating point number (embed ".") or as a
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; conventional percentage number (append "%"). Values used as cell distances or time delays
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; are specified as simple floating point number. Distance values are expressed in cells. Time
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; values are expressed in minutes.
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[General]
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; special weapons
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GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval
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BadgerBombCount=1 ; number of badgers used to drop parabombs
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; Chrono side effects
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QuakeChance=20% ; percentage chance time quake will occur with each chronoshift use
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QuakeDamage=33% ; percentage damage to inflict when time quake occurs
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VortexChance=20% ; percent chance that chronal vortex occurs with each chronoshift use
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VortexDamage=200 ; damage inflicted by vortex discharge
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VortexRange=10 ; scan for victims up to this distance away [in cells]
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VortexSpeed=10 ; speed of vortex movement
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; repair and refit
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RefundPercent=50% ; percent of original cost to refund when building/unit is sold
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ReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicopters
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RepairPercent=20% ; percent cost to fully repair as ratio of full cost
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RepairRate=.016 ; minutes between applying repair step
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RepairStep=7 ; hit points to heal per repair 'tick' for buildings
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URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost
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URepairStep=10 ; [units only] hit points to heal per repair 'tick' for units
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; combat and damage
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TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft
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BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
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C4Delay=.03 ; minutes to delay after placing C4 before building will explode
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ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
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FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found
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HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
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MaxDamage=1000 ; maximum damage (after adjustments) per shot
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MinDamage=1 ; minimum damage (after adjustments) per shot
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OreExplosive=no ; Does the harvester explode big time when destroyed?
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PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
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PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
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PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?
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TreeTargeting=no ; Automatically show target cursor when over trees?
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Incoming=10 ; If an incoming projectile is as slow or slower than this, then
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; object in the target location will try to run away. Grenades and
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; parachute bombs have this characteristic.
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; income and production
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BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
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BuildupTime=.06 ; average minutes that building build-up animation runs
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OreTruckRate=1 ; speed that harvester truck manages ore [larger means slower]
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SeparateAircraft=no ; Is first helicopter to be purchased separately from helipad?
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SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold
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; audio/visual map controls
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AllyReveal=yes ; Allies automatically reveal radar maps to each other?
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ConditionRed=25% ; when damaged to this percentage, health bar turns red
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ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
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DropZoneRadius=4 ; distance around drop zone flair that map reveals itself
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EnemyHealth=yes ; Show enemy health bar graph when selected?
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Gravity=3 ; gravity constant for ballistic projectiles
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IdleActionFrequency=.1 ; average minutes between infantry performing idle actions
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MessageDelay=.6 ; time duration of multiplayer messages displayed over map
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MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only)
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NamedCivilians=no ; Show true names over civilians and civilian buildings?
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SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short]
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ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep]
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SpeakDelay=2 ; minutes between EVA repeating advice to the player
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TimerWarning=2 ; if mission timer is less than this many minutes, then display in red
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FlashLowPower=yes ; Flash the power bar when power is low?
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; computer and movement controls
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CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)?
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BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base
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BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat
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CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked.
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DamageDelay=1 ; minutes between applying trivial structure damage when low on power
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GameSpeeBias=1 ; multiplier to overall game object movement speed
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LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied
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MineAware=yes ; Are friendly units smart enough to avoid friendly mines?
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Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
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SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
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SuspendDelay=2 ; minutes that suspended teams will remain suspended
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SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops
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TeamDelay=.6 ; interval between checking for and creating teams
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; misc
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FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
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LowPowerSlowdown=3
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; ******* Weapon Statistics *******
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; The weapons specified here are attached to the various combat
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; units and buildings.
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; Burst = number of rapid succession shots from this weapon (def=1)
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; Charges = Does it have charge-up-before-firing logic (def=no)?
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; Damage = the amount of damage (unattenuated) dealt with every bullet
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; Projectile = projectile characteristic to use
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; ROF = delay between shots [15 = 1 second at middle speed setting]
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; Range = maximum cell range
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; Report = sound to play when firing
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; Speed = speed of projectile to target (100 is maximum)
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; Warhead = warhead to attach to projectile
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; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
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; Tanya pistol
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[Colt45]
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Damage=50
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ROF=5
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Range=5.75
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Projectile=Invisible
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Speed=100
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Warhead=HollowPoint
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Report=GUN5
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; anti-aircraft multiple cannon
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[ZSU-23]
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Damage=25
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ROF=10
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Range=6
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Projectile=Ack
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Speed=100
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Warhead=AP
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Report=AACANON3
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; rapid fire machine gun
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[Vulcan]
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Damage=40
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ROF=40
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Range=5
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Projectile=Invisible
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Speed=100
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Warhead=SA
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Report=GUN13
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; air-to-surface homing missile (launched from jet)
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[Maverick]
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Damage=50
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ROF=3
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Range=6
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Projectile=HeatSeeker
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Speed=30
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Warhead=AP
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Report=MISSILE7
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; fireball from flame turret
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[FireballLauncher]
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Damage=125
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ROF=50
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Range=4
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Projectile=Fireball
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Speed=12
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Warhead=Fire
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; hand-held flame thrower type
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[Flamer]
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Damage=70
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ROF=50
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Range=5
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Projectile=Fireball
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Speed=12
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Warhead=Fire
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; sniper rifle
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[Sniper]
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Damage=100
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ROF=5
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Range=3.75
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Projectile=Invisible
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Speed=100
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Warhead=HollowPoint
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Report=SILENCER
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; rapid fire aircraft gun
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[ChainGun]
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Damage=40
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ROF=3
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Range=5
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Projectile=Invisible
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Speed=100
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Warhead=SA
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Report=GUN13
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; civilian pistol
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[Pistol]
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Damage=1
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ROF=7
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Range=1.75
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Projectile=Invisible
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Speed=100
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Warhead=SA
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Report=GUN27
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; rifle soldier weapons (multiple shots)
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[M1Carbine]
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Damage=15
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ROF=20
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Range=5
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Projectile=Invisible
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Speed=100
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Warhead=SA
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Report=GUN11
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; man-packed anti-tank missile (bazooka type)
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[Dragon]
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Damage=35
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ROF=50
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Range=5
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Projectile=HeatSeeker
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Speed=25
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Warhead=AP
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Report=MISSILE6
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; air-to-surface homing missile (launched from helicopter)
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[Hellfire]
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Damage=40
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ROF=60
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Range=4
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Projectile=HeatSeeker
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Speed=30
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Warhead=AP
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Report=MISSILE6
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; hand grenade
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[Grenade]
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Damage=50
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ROF=60
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Range=4
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Projectile=Lobbed
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Speed=5
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Warhead=HE
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; small anti-armor cannon
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[75mm]
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Damage=25
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ROF=40
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Range=4
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Projectile=Cannon
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Speed=40
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Warhead=AP
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Report=CANNON2
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; light anti-armor cannon
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[90mm]
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Damage=30
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ROF=50
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Range=4.75
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Projectile=Cannon
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Speed=40
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Warhead=AP
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Report=CANNON1
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; medium anti-armor cannon
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[105mm]
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Damage=30
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ROF=70
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Range=4.75
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Projectile=Cannon
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Speed=40
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Warhead=AP
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Report=CANNON1
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; large anti-armor cannon
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[120mm]
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Damage=40
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ROF=80
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Range=4.75
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Projectile=Cannon
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Speed=40
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Warhead=AP
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Report=CANNON1
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Burst=2
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; turret cannon
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[TurretGun]
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Damage=40
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ROF=50
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Range=6
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Projectile=Cannon
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Speed=40
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Warhead=AP
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Report=TURRET1
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; Vehicle carried anti-tank missile
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[MammothTusk]
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Damage=75
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ROF=80
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Range=5
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Projectile=HeatSeeker
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Speed=30
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Warhead=HE
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Report=MISSILE6
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Burst=2
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; artillery cannon
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[155mm]
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Damage=150
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ROF=65
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Range=6
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Projectile=Ballistic
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Speed=12
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Warhead=HE
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Report=TANK5
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; vehicle mounted machine gun
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[M60mg]
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Damage=15
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ROF=20
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Range=4
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Projectile=Invisible
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Speed=100
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Warhead=SA
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Report=PILLBOX1
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; napalm bomblets (dropped from plane)
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[Napalm]
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Damage=100
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ROF=20
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Range=4.5
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Projectile=Bomblet
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Speed=5
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Warhead=Fire
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; Tesla coil zap
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[TeslaZap]
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Damage=100
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ROF=120
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Range=8.5
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Projectile=Invisible
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Speed=100
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Warhead=Super
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Report=TESLA1
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Charges=yes
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; anti-aircraft missile (fired from SAM site)
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[Nike]
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Damage=50
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ROF=20
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Range=7.5
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Projectile=AAMissile
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Speed=50
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Warhead=AP
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Report=MISSILE1
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; man-packed surface to air missile
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[RedEye]
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Damage=50
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ROF=50
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Range=7.5
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Projectile=AAMissile
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Speed=50
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Warhead=AP
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Report=MISSILE1
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; 8 inch cruiser cannon
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[8Inch]
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Damage=500
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ROF=160
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Range=22
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Projectile=Ballistic
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Speed=6
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Warhead=HE
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Report=TURRET1
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; gunboat mounted anti-aircraft rocket
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[Stinger]
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Damage=30
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ROF=60
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Range=9
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Projectile=LaserGuided
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Speed=20
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Warhead=AP
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Report=MISSILE6
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Burst=2
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TurboBoost=yes
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; torpedo tube
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[TorpTube]
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Damage=90
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ROF=60
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Range=9
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Projectile=Torpedo
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Speed=15
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Warhead=AP
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Report=TORPEDO1
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; destroyer mounted 2 inch cannon
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[2Inch]
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Damage=25
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ROF=60
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Range=5.5
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Projectile=Cannon
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Speed=25
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Warhead=AP
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Report=CANNON2
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; anti-submarine weapon
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[DepthCharge]
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Damage=80
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ROF=60
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Range=5
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Projectile=Catapult
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Speed=5
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Warhead=AP
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; parachute bomb
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[ParaBomb]
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Damage=300
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ROF=4
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Range=4.5
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Projectile=Parachute
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Speed=5
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Warhead=Nuke
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Report=CHUTE1
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; dog bite
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[DogJaw]
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Damage=100
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ROF=10
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Range=2.2
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Projectile=LeapDog
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Speed=20
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Warhead=Organic
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Report=DOGG5P
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; medic healing
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[Heal]
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Damage=-50
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ROF=80
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Range=4 ;; 1.83
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Projectile=Invisible
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Speed=100
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Warhead=Organic
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Report=HEAL2
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; SCUD launcher
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[SCUD]
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Damage=600
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ROF=400
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Range=10
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Projectile=FROG
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Speed=25
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Warhead=HE
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Report=MISSILE1
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;Nuke (special case for Nuclear missile)
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[Atomic]
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Damage=1000
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Projectile=NukeDown
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Warhead=Nuke
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; ******* Projectile Statistics *******
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; Projectiles describe how and what image to use as the weapon flies
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; to its target. Think of the projectile as the "delivery method" used
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; to get the warhead to the desired target.
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; AA = Can this weapon fire upon flying aircraft (def=no)?
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; AG = Can this weapon fire upon ground objects (def=yes)?
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; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
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; Arcing = Does it have a ballistic trajectory (def=no)?
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; Arm = arming delay (def=0)
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; Degenerates = Does the bullet strength weaken as it travels (def=no)?
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; High = Can it fly over walls (def=no)?
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; Image = image to use during flight
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; Inaccurate = Is it inherently inaccurate (def=no)?
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; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
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; Proximity = Does it blow up when near its target (def=no)?
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; ROT = Rate Of Turn [non zero implies homing] (def=0)
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; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
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; UnderWater = Does the projectile travel under water?
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; Trail = image to use for smoke puffs etc (def=null)
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; RangeLimit = maximum flight time (def=0=unlimited)
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; invisible flight to target
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[Invisible]
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; special case for dog
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[LeapDog]
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Image=DOGBULLT
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Proximity=yes
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ROT=20
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; straight high-speed ballistic shot
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[Cannon]
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Image=120MM
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; anti aircraft artillery projectile
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[Ack]
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AA=true
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AG=false
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; Sub-surface projectile.
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[Torpedo]
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UnderWater=yes
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Image=MISSILE
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ASW=yes
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; Free Rocket Over Ground
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[FROG]
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Arm=10
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High=yes
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Shadow=no
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Proximity=yes
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Trail=smokey
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Inaccurate=yes
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Image=V2
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; small homing missile (targets vehicles best)
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[HeatSeeker]
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Arm=2
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High=yes
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Shadow=no
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Proximity=yes
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Trail=smokey
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Inaccurate=yes
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AA=yes
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Image=DRAGON
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ROT=5
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RangeLimit=20
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; small missile with deadly accuracy
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[LaserGuided]
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Arm=3
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High=yes
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Shadow=no
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Proximity=yes
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Trail=smokey
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AA=yes
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Image=DRAGON
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ROT=20
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RangeLimit=20
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; anti aircraft missile
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[AAMissile]
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Arm=3
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High=yes
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Shadow=no
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Proximity=yes
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Trail=smokey
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AA=yes
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AG=no
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Image=MISSILE
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ROT=20
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RangeLimit=30
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; lobbed tumbling grenade
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[Lobbed]
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High=yes
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Arcing=yes
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Inaccurate=yes
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Image=BOMB
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; Depth charge catapult
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[Catapult]
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High=yes
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Arcing=yes
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Inaccurate=yes
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Image=BOMB
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ASW=yes
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AG=no
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; dropped from plane tumbling object
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[Bomblet]
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Arm=24
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RangeLimit=24
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High=yes
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Image=BOMBLET
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; arcing ballistic projectile
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[Ballistic]
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High=yes
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Arcing=yes
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Inaccurate=yes
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Image=120MM
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; parachute bomb
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[Parachute]
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Arm=24
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RangeLimit=24
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High=yes
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;Image=PARABOMB
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|
|
; 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
|