2065 lines
40 KiB
INI
2065 lines
40 KiB
INI
; Command & Conquer RULES.INI
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; If placed in game directory, it will not override built in values. Values to be used as
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; multipliers or percentages can be specified as either a simple floating point number (embed ".")
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; or as a 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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; This is not the real file because there is none - the C&C rules were hard-coded into the game.dat
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; file (C&C95.exe in Win95 Edition). This is what the file could have been like, based on what
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; editors/testing tells us, as well as what the values were in Red Alert, which is VERY similar to
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; C&C. Therefore most of the rules file has been taken directly from Red Alert, as well as the rules
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; flags, if applicable. The unit names are the actual names also used in the game files for the .shp
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; images. There is still a lot missing from what should be here. These are usually things that cannot
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; be found, so it is unknown what their values are.
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; C&C is different from Red Alert and its successors in a few ways. First of all, the Burst= flag is
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; not tied to weapons here. Instead, units that have this flag set to yes will fire their weapons twice,
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; but another unit with the same weapon may not. Another difference is that explosions from weapons are
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; attached to the weapon, not the warhead. An example is that the chemical sprayer and the high-velocity
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; chaingun both use the HE warhead, which is also used for the MLRS and hand grenade. When I was doing
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; testing it was hard to say this is true, but one clue was that the percentages (verses=) were the same.
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; Another clue was that both weapons can destroy walls.
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; Note how the object speed is drastically higher than what Red Alert uses. To make it even more
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; complicated, C&C treats the speeds for different types of unit differently. But to make it a bit easier
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; to compare it to Red Alert: aircraft, ship and vehicle speeds should be divided by four, while infantry
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; speeds should be divided by two. Projectile speeds are ok the way they are. A strange quirk is the
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; speed of the cargo plane [C17], which is 5. I have the feeling that it should be either doubled or
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; tripled but I'm not certain of this.
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; Another thing to note is that the numeric data hard-coded in the C&C files has building
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; hit-points that are only half of what it says here, and this is also what editors show.
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; Don't be fooled by this - the game is wired to double the Strength= values for buildings -
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; whatever is in this file is correct.
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;
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; -ImmoMan
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[General]
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; crates
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CrateMinimum=1 ; crates are normally one per human player but never below this number
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CrateMaximum=255 ; crates can never exceed this quantity
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CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses
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CrateRegen=3 ; average minutes between random powerup crate regeneration
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UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly]
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SoloCrateMoney=2000 ; money to give for money crate in solo play missions
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SilverCrate=HealBase ; solo play silver crate bonus
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WoodCrate=Money ; solo play wood crate bonus
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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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; combat and damage
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IonDamage=600 ; damage points for ion cannon strike
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AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
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BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles
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C4Delay=.02 ; minutes to delay after placing C4 before building will explode
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Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
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ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
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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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TiberiumExplosive=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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ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage
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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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BailCount=28 ; number of 'bails' carried by a harvester
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BuildSpeed=1.0 ; 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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TiberiumValue=25 ; credits per 'bail' carried by a harvester
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GrowthRate=2 ; minutes between Tiberium growth
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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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SpeakDelay=2 ; minutes between EVA repeating advice to the player
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; computer and movement controls
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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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GameSpeedBias=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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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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; ******* Special weapon charge times *******
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; The time (minutes) for recharge of these special weapons.
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[Recharge]
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Nuke=13 ; nuclear missile
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Airstrike=8 ; A-10 strike
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IonCannon=10 ; ion cannon
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; ******* Unit Statistics *******
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; Specifies the characteristics of the various game objects.
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; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
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; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
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; Cloakable = Is it equipped with a cloaking device (def=no)?
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; Cost = cost to build object (in credits)
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; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
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; GuardRange = distance to scan for enemies to attack (def=use weapon range)
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; Invisible = Is completely and always invisible to enemy (def=no)?
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; Owner = who can build this [GoodGuy, BadGuy, Neutral or Special] (def=none)
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; Prerequisite = list of buildings needed before this can be manufactured*** (def=nothing)
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; Primary = primary weapon equipped with (def=none)
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; Secondary = secondary weapon equipped with (def=none)
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; Burst = does it fire its weapon(s) twice in rapid succession (def=no)?
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; RangeLimit = does this unit only attack units at this range even if the weapon range is different (def=same as weapon range)?
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; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
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; SelfHealing = Does the object heal automatically up to half strength (def=no)?
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; Sight = sight range, in cells
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; Strength = strength (hit points) of this object
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; TechLevel = tech level required to build this [anything higher than 7 means can't build]
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; BuildLevel = single player mission level required to build this [max for GDI is 15, 13 for Nod, higher means can't build]
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; Buildable = can this object be built at all [if yes, TechLevel and BuildLevel are used] (def=no)
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; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
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; Immune = Is it immune to all combat damage (def=no)?
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; Selectable = Can this unit be selected (def=yes)?
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; Attack = Will units automatically open fire upon it (units def=yes, buildings def=no)?
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; <<< applies only to moving units (not buildings) >>>
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; Speed = speed of this object (def=0)
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; NoMovingFire = The unit must stop before it can fire (def=no)?
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; TiberiumHeal = This unit regenerates hit points in a Tiberium field (def=no)
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; <<< applies only to aircraft >>>
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; Landable = Can it land on open ground (def=yes)?
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; <<< applies only to infantry types >>>
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; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
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; Fraidycat = Is it inherently afraid and will panic easily (def=no)?
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; Infiltrate = Can it enter a building to capture or C4 it (def=no)?
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; TiberiumProof = Is it immune to damage from walking in Tiberium (def=no)?
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; <<< applies only to terrestrial driving vehicle types >>>
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; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
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; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?
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; Passengers = number of passengers it may carry (def=0)
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; <<< applies only to building types >>>
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; Bib = Should the building have an attached bib (def=no)?
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; Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
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; Crewed = Does it contain a crew that can escape (def=no)?
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; PowerIn = power drain (def=0)
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; PowerOut = power output
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; Powered = Does it require power to function (def=no)?
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; Repairable = Can it be repaired (def=yes)?
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; Storage = the number of credits this building can store (def=0)
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; 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)?
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; ClosedMultiple = How many times stronger this building is when it is "closed" (def=1)
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; *** 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
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; ******* terrestrial driving vehicle types *******
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; visceroid
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[VICE]
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Primary=Chemspray
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Strength=150
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Armor=wood
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TechLevel=99
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BuildLevel=1
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Sight=4
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Speed=18
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Cost=800
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ROT=5
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Explodes=yes
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TiberiumHeal=yes
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; flame tank
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[FTNK]
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Prerequisite=WAR,HQ
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Buildable=yes
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Primary=FlameTongue
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Burst=yes
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Strength=300
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Armor=heavy
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TechLevel=4
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BuildLevel=9
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Sight=4
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Speed=18
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Owner=BadGuy
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Cost=800
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ROT=5
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Crewed=yes
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Tracked=yes
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; stealth tank
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[STNK]
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Prerequisite=WAR,HQ
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Buildable=yes
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Primary=Dragon
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Burst=yes
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Strength=110
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Armor=light
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TechLevel=5
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BuildLevel=12
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Sight=4
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Speed=30
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Owner=BadGuy
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Cost=900
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ROT=5
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Crewed=yes
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Tracked=yes
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Cloakable=yes
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; light tank
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[LTNK]
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Prerequisite=WAR
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Buildable=yes
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Primary=75mm
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Strength=300
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Armor=heavy
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TechLevel=3
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BuildLevel=5
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Sight=3
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Speed=18
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Owner=BadGuy
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Cost=600
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ROT=5
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Crewed=yes
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Tracked=yes
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; medium tank
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[MTNK]
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Prerequisite=WAR
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Buildable=yes
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Primary=105mm
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Strength=400
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Armor=heavy
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TechLevel=3
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BuildLevel=7
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Sight=3
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Speed=18
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Owner=GoodGuy
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Cost=800
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ROT=5
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Crewed=yes
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Tracked=yes
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; mammoth tank
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[HTNK]
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Prerequisite=WAR,FIX
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Buildable=yes
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Primary=120mm
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Secondary=MammothTusk
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Burst=yes
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Strength=600
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Armor=heavy
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TechLevel=5
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BuildLevel=13
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Sight=4
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Speed=12
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Owner=GoodGuy
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Cost=1500
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ROT=5
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Crewed=yes
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Tracked=yes
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SelfHealing=yes
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; mobile headquarters
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[MHQ]
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Strength=110
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Armor=light
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TechLevel=99
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BuildLevel=99
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Sight=5
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Speed=18
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Owner=GoodGuy,BadGuy
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Cost=600
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ROT=5
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; surface-to-surface missile launcher
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[MLRS]
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Prerequisite=WAR,OBLI
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Buildable=yes
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Primary=HonestJohn
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Strength=120
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Armor=light
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TechLevel=7
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BuildLevel=98
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Sight=4
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Speed=18
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Owner=BadGuy
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Cost=750
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ROT=5
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Crewed=yes
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Tracked=yes
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; mobile artillery
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[ARTY]
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Prerequisite=WAR
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Buildable=yes
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Primary=155mm
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Strength=75
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Armor=light
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TechLevel=6
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BuildLevel=9
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Sight=4
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Speed=12
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Owner=BadGuy
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Cost=450
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ROT=2
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Crewed=yes
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; tiberium harvester
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[HARV]
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Prerequisite=WAR,PROC
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Buildable=yes
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Strength=600
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Armor=light
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TechLevel=2
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BuildLevel=7
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Sight=2
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Speed=12
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Owner=GoodGuy,BadGuy
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Cost=1400
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ROT=5
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Tracked=yes
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Crewed=yes
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; mobile construction yard
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[MCV]
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Prerequiste=WAR,TECH
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Buildable=yes
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Strength=600
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Armor=light
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TechLevel=7
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BuildLevel=15
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Sight=2
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Speed=12
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Owner=GoodGuy,BadGuy
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Cost=5000
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ROT=5
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Tracked=yes
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Crewed=yes
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; hum-vee
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[JEEP]
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Prerequisite=WAR
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Buildable=yes
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Primary=M60
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Strength=150
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Armor=light
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TechLevel=2
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BuildLevel=5
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Sight=2
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Speed=30
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Owner=GoodGuy
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Cost=400
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ROT=10
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Crewed=yes
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; Nod buggy
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[BGGY]
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Prerequisite=WAR
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Buildable=yes
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Primary=M60
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Strength=140
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Armor=light
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TechLevel=2
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BuildLevel=5
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Sight=2
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Speed=30
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Owner=BadGuy
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Cost=300
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ROT=10
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Crewed=yes
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; attack bike
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[BIKE]
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Prerequisite=WAR
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Buildable=yes
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Primary=Dragon
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Strength=160
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Armor=wood
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TechLevel=2
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BuildLevel=5
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Sight=2
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Speed=40
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Owner=BadGuy
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Cost=500
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ROT=10
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Crushable=yes
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; mobile rocket launcher
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[MSAM]
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Prerequiste=WAR,TECH
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Buildable=yes
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Primary=227mm
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Burst=yes
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Strength=100
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Armor=light
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TechLevel=7
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BuildLevel=11 ; game disables this for Nod in any game classed as "single player"
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Sight=4
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Speed=18
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Owner=GoodGuy,BadGuy
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Cost=800
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ROT=5
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Crewed=yes
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Tracked=yes
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; armoured personnel carrier
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[APC]
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Prerequiste=WAR,PYLE
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Buildable=yes
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Primary=M60
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Strength=200
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Armor=heavy
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TechLevel=4
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BuildLevel=5
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Sight=4
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Speed=35
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Owner=GoodGuy,BadGuy
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Cost=700
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ROT=5
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Tracked=yes
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; triceratops
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[TRIC]
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Primary=DinoBite1
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Strength=700
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Armor=heavy
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TechLevel=99
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BuildLevel=99
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Sight=5
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Speed=8
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Owner=GoodGuy,BadGuy
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Cost=-1
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ROT=5
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; tyrannosaurus rex
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[TREX]
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Primary=DinoBite2
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Strength=750
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Armor=heavy
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TechLevel=99
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BuildLevel=99
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Sight=5
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Speed=18
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Owner=GoodGuy,BadGuy
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Cost=-1
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ROT=5
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; velociraptor
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[RAPT]
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Primary=DinoBite2
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Strength=180
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Armor=heavy
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TechLevel=99
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BuildLevel=99
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Sight=5
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Speed=40
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Owner=GoodGuy,BadGuy
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Cost=-1
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ROT=5
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; stegosaurus
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[STEG]
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Primary=DinoBite1
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Strength=600
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Armor=heavy
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TechLevel=99
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BuildLevel=99
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Sight=5
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Speed=8
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Owner=GoodGuy,BadGuy
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Cost=-1
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ROT=5
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; ******* ship types *******
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; patrol boat
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[BOAT]
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Primary=BoatMissile
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Burst=yes
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Strength=700
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Armor=heavy
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TechLevel=99
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BuildLevel=99
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Sight=5
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Speed=8
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Owner=GoodGuy,BadGuy
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Cost=300
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; landing craft
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[LST]
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Strength=400
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Armor=light
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Immune=yes
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TechLevel=99
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BuildLevel=99
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Sight=3
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Speed=30
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Owner=GoodGuy,BadGuy
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Cost=300
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|
|
|
; ******* 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
|
|
|
|
; <unused>
|
|
[Return]
|
|
|
|
; Stop moving and firing at the first available opportunity.
|
|
[Stop]
|
|
|
|
; <unused>
|
|
[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
|
|
|