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ra2_rules.ini
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ra2_rules.ini
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; RULE*.INI
; *** Red Alert 2 Rules ***
; If placed in game directory, it will override built in values. Values to be used as multipliers
; or percentages can be specified as either a simple floating point number (embed ".") or as a
; conventional percentage number (append "%"). Values used as distances or time delays
; are specified as simple floating point number. Distance values are expressed in cells. Time
; values are expressed in minutes.
; If multiple rules files are present, the Name field is used to identify between them.
[General]
; dkeeton - additions needed for YR exe compatibility
; Most of these options were moved from AudioVisual in RA2 to General in YR
AIExtraRefineries=2,1,0
MoveFlash=RING
BarrelDebris=GASTANK,PIECE
BarrelExplode=EXPLOLRG
BarrelParticle=SmallGreySSys
Behind=BEHIND
BombParachute=PARABOMB
BridgeExplosions=TWLT026,TWLT036,TWLT050,TWLT070
ChronoBeam=CHRONOBM
ChronoBlast=CHRONOFD
ChronoBlastDest=CHRONOTG
ChronoPlacement=CHRONOAR
ChronoSparkle1=CHRONOSK
DamageFireTypes=FIRE01,FIRE02,FIRE03
DeadBodies=DEATH_A,DEATH_B,DEATH_C,DEATH_D,DEATH_E,DEATH_F
DropPod=DROPPOD,DROPPOD2
DropZoneAnim=BEACON
EMPulseSparkles=EMP_FX01
FlamingInfantry=FLAMEGUY
InfantryExplode=S_BANG34
InfantryHeadPop=YURIDIE
InfantryNuked=NUKEDIE
IonBeam=IONBEAM
IonBlast=RING1
IronCurtainInvokeAnim=IRONBLST
MetallicDebris=DBRIS1LG,DBRIS2LG,DBRIS3LG,DBRIS4LG,DBRIS5LG,DBRIS6LG,DBRIS7LG,DBRIS8LG,DBRIS9LG,DBRS10LG,DBRIS1SM,DBRIS2SM,DBRIS3SM,DBRIS4SM,DBRIS5SM,DBRIS6SM,DBRIS7SM,DBRIS8SM,DBRIS9SM,DBRS10SM
NukeTakeOff=NUKETO
OreTwinkle=TWNK1
Parachute=PARACH
Wake=WAKE1
WarpAway=WARPAWAY
WarpIn=WARPIN
WarpOut=WARPOUT
WeaponNullifyAnim=IRONFX
WeatherConBoltExplosion=EXPLOLB
WeatherConBolts=WCLBOLT1,WCLBOLT2,WCLBOLT3
WeatherConClouds=WCCLOUD1,WCCLOUD2,WCCLOUD3
UIName=Name:General
Name=Red Alert 2 -- Official Rules of Engagement
; veteran factors ;gs checked up on these since Armor was broken. Now they are all multipliers.
VeteranRatio=3.0 ; must destroy this multiple of self-value to become a veteran [per level]
VeteranCombat=1.1 ; multiplier to damage
VeteranSpeed=1.2 ; multiplier to max speed
VeteranSight=0.0 ; multiplier to sight !!!going past ten is a hard code Vegas crash!!!
VeteranArmor=1.5 ; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this
VeteranROF=0.6 ; ROF delay multiplier
VeteranCap=2 ; maximum veteran level that can be obtained
InitialVeteran=no ; Do initial forces start as veterans?
; repair and refit
RefundPercent=50% ; percent of original cost to refund when building/unit is sold
ReloadRate=.3 ; minutes to reload each ammo point for aircraft or helicopters
RepairPercent=15% ; percent cost to fully repair as ratio of full cost
RepairRate=.016 ; minutes between applying repair step
RepairStep=8 ; hit points to heal per repair 'tick'
URepairRate=.016 ; [units only] minutes between applying repair step
IRepairRate=.001 ; [infantry only] minutes between applying repair step
IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
; income and production
;BailCount=28 ; number of 'bails' carried by a harvester
BuildSpeed=.7 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
BuildupTime=.06 ; average minutes that building build-up animation runs
GrowthRate=5 ; minutes between ore (Tiberium) growth
TiberiumGrows=yes ; Does ore grow denser over time?
TiberiumSpreads=yes ; Does ore spread into adjacent areas?
SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad?
SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold ;gs This is no longer used, as the sell price of the building gives more control
AlliedSurvivorDivisor=500 ; gs divide the sell cost of a building by this to get number of survivors
SovietSurvivorDivisor=250 ; gs this split is needed since no longer have a common infantry
PlacementDelay=.05 ; delay before retrying produced object deploy if temporary blockage detected
WeedCapacity=56 ; Amount of weed that needs to be harvested by a house in order to build the chem missile
HarvestersPerRefinery=2 ; gs This used to be hard coded. If it is here then designers can override it in maps (It controls overriding the Teams in deciding what to build next from the Weapons factory)
; computer and movement controls
CurleyShuffle=yes ; Should helicopter shuffle position between shots [as in C&C]?
BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base
BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat
CloseEnough=2.25 ; If distance to destination less than this, then abort movement if otherwise blocked.
DamageDelay=1 ; minutes between applying trivial structure damage when low on power
GameSpeedBias=1.6 ; multiplier to overall game object movement speed
;was 1.2
Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action
RelaxedStray=3.0 ;gs Gather commands will use this number instead, allowing for bigger teams in AIT
CloakDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge
SuspendDelay=2 ; minutes that suspended teams will remain suspended
SuspendPriority=1 ; teams with less than this priority will suspend during base defense ops
FlightLevel=1500 ;gs from 600 ; typical flight level for aircraft [above ground level]
ParachuteMaxFallRate=-3
NoParachuteMaxFallRate=-100
GuardModeStray=2.0 ; BGC - how many cells away a unit can get from the unit it is guarding before it's told to move.
MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have
MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have
MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating.
;DB look here! -RTO
TeamDelays=2000,2500,3500 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard)
;TeamDelays=1200,1350,1600
AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level
AIAlternateProductionCreditCutoff=1000 ; When to start whimping out on spending money
NodAIBuildsWalls=no
AIBuildsWalls=no
; -RTO*
MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200
AIVirtualPurifiers=4,2,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2)
HealScanRadius=10 ; how far should medic-type units scan for targets? Used to override the range
; of these units, because they need to have very short ranges
FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest)
;DB changed below -RTO
MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest)
MaximumAIDefensiveTeams=2,2,2 ; " "
TotalAITeamCap=30,30,30 ; (by difficulty level, from hardest to easiest)
UseMinDefenseRule=yes
DissolveUnfilledTeamDelay=5000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only)
LargeVisceroid=VISC_LRG ; when two small visceroids combine they turn into this
SmallVisceroid=VISC_SML ; when infantry transmorgifies into a visceroid
; controls how the computer AI scores potential ion cannon targets
; the first value is for hard computer opponents, next for normal, and finally for easy
; right now, normal and hard are the same, because on hard, the computer will actually wait for
; production on an object to finish if that object is the best target; in this way all three
; difficulty levels are different.
;Also, note that these are not a weighted distribution. They are absolute ordering
;of targets. --gs
AIIonCannonConYardValue=10,10,10
AIIonCannonWarFactoryValue=100,100,100
AIIonCannonPowerValue=60,60,60
AIIonCannonEngineerValue=1,1,1
AIIonCannonThiefValue=1,1,1
AIIonCannonHarvesterValue=1,1,1
AIIonCannonMCVValue=1,1,1
AIIonCannonAPCValue=1,1,1
AIIonCannonBaseDefenseValue=35,35,35
AIIonCannonPlugValue=40,40,40
AIIonCannonHelipadValue=20,20,20
AIIonCannonTempleValue=40,40,40
;dkeeton - This is a new key that doesn't exist in ra2, I don't know how the values are significant. I just set them to 0.
AIIonCannonTechCenterValue=0,0,0
; Ion storm control ;gs Now, Weather Control, err... Control
LightningDeferment=250 ; PCG; Number of frames between announcement of strike and its commencement.
LightningDamage=250 ; Damage done by lightning strike. ;used to be 250
LightningStormDuration=180 ; Default ion storm duration in frames. This is overriden by the trigger control. ;used to be 420
LightningWarhead=IonWH ; Warhead used by ion storm strike.
LightningHitDelay=10 ; How often the direct target gets hit in frames ;used to be 150
LightningScatterDelay=5 ; Frame delay between random bolts -- DO NOT DECREASE -- PERFORMANCE HIT ;used to be 14
LightningCellSpread=10 ; and how far away random bolts can go ( n by n square ) ;used to be 10
LightningSeparation=3 ; SJM: city-block distance in cells between clouds/bolts
IonStorms=no ; Are random ion storms going to appear?
; Prism Cannon control ; SJM
PrismType=ATESLA ; In the Building code, I need to know when I have a Prism Cannon
PrismSupportModifier=150% ; Each Prism Cannon support beam adds this % to firing beam's damage
PrismSupportMax=8 ; Max number of support beams that may assist a Prism Cannon
PrismSupportDelay=60 ; Firing a support beam takes a Prism offline for this long
PrismSupportDuration=15 ; A support beam is visible for this long
PrismSupportHeight=420 ; Support beam is aimed this many leptons above target building
; V3 Rocket control ;SJM
V3RocketPauseFrames=0 ; How many frames the rocket pauses on the launcher before tilting
V3RocketTiltFrames=60 ; How many frames it takes for the V3 rocket to tilt to firing position
V3RocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical)
V3RocketPitchFinal=0.5 ; Ending pitch of the rocket after tilting up; now it fires
V3RocketTurnRate=0.05 ; Pitch maneuverability of rocket in air. Adjust by trial and error.
V3RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch
V3RocketAltitude=768 ; Cruising altitude in leptons: at this height rocket BEGINS leveling off
V3RocketDamage=200 ; Exploding V3 does this much damage (at center of explosion, presumably).
V3RocketEliteDamage=400 ; Exploding V3 does this much damage (at center of explosion, presumably).
V3RocketBodyLength=256 ; The body of the rocket is this many leptons long
V3RocketLazyCurve=yes ; The rocket's path is a big, lazy curve. V3 yes. DMisl no.
V3RocketType=V3ROCKET
; Dreadnought Missile control ;SJM
DMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting
DMislTiltFrames=60 ; How many frames it takes for the missile to tilt to firing position
DMislPitchInitial=0 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical)
DMislPitchFinal=0.5 ; Ending pitch of the missile after tilting up; now it fires
DMislTurnRate=0.08 ; Pitch maneuverability of missile in air. Adjust by trial and error.
DMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch
DMislAltitude=768 ; Cruising altitude in leptons: at this height missile BEGINS leveling off
DMislDamage=300 ; Exploding DMisl does this much damage (at center of explosion, presumably).
DMislEliteDamage=600 ; Exploding DMisl does this much damage (at center of explosion, presumably).
DMislBodyLength=128 ; The body of the rocket is this many leptons long
DMislLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no.
DMislType=DMISL
; Paratroop Drop control
ParadropRadius=1024 ; Drop paratroopers if plane is within this many leptons from drop site.
; misc
FogOfWar=no ; Is fog of war enabled?
Visceroids=no ; Are randomly appearing visceroids going to occur?
Meteorites=no ; Are tiberium meteorites going to occur?
CrewEscape=50% ; percent chance that crew will escape from destroyed vehicle
CameraRange=9 ; distance around spy camera to reveal map
FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings?
Pilot=E1 ; pilot type that parachutes out of aircraft
AlliedCrew=E1 ; soldier that emerges from destroyed unit or building
SovietCrew=E2 ; soldier that emerges from destroyed unit or building
Technician=CTECH ; civilian infantry type to serve as technician survivor [should be armed variety]
Engineer=ENGINEER ; special (limited supply) infantry survivor from construction yards [probably engineer type]
PParatrooper=E1 ; infantry that is dropped as a paratrooper
;*** Reinforcement/Chrono Stuff ***
ChronoDelay=60 ;delay after teleport for chrono sphere
ChronoReinfDelay=180 ;delay after teleport for chrono reinforcements
ChronoDistanceFactor=48 ;default = 32 amount to divide the distance to destination by to get the warped out delay
ChronoTrigger=yes ;defualt=yes, if yes, then delay varies by distance, if no, it's a constant
ChronoMinimumDelay=16 ;default=0;this is the minimum delay for teleporting, no matter how short the distance
;this value will also be used if the ChronoTrigger flag is turned off
ChronoRangeMinimum=0 ;this can be used to set a small range within which the delay is constant
;the range is measured in leptons (256 per cell) within this range the delay will be set to the minimum
;a value of 32 for ChronoDistanceFactor gives a delay of eight frames for every cell traveled.
;256 leptons per pixel, so to get frames delay per cell use 256/ChronoDistanceFactor
;this is an inverse function, so larger number means shorter delay
;minimum value can be one (not zero!) which would result in 256 frames of delay per cell traveled
;GEF
;************ American Paradrop Special Rules ***********
;These two lists _must_ have the same number of elements, otherwise bad crashiness will result
;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop
;AmerParaDropNum=6,6,6 ;How many of each of those infantry
AmerParaDropInf=E1 ;Types of infantry for the planes to drop
AmerParaDropNum=8 ;How many of each of those infantry
AllyParaDropInf=E1 ;Types of infantry for the planes to drop
AllyParaDropNum=6 ;How many of each of those infantry
SovParaDropInf=E2 ;Types of infantry for the planes to drop
SovParaDropNum=9 ;How many of each of those infantry
;*** Spy stuff ***
AlliedDisguise=E1
SovietDisguise=E2 ; these are the defaults for the spy if a MakeupKit hasn't been used
SpyPowerBlackout=1000 ; Frame time a spy shuts down power for (900 = 1 minute)
SpyMoneyStealPercent=.5 ; Percent of total money you take with a spy
AttackCursorOnDisguise=no ;gs If yes, the mouse will be an attack cursor on a disguised unit as if he is not disguised.
;If no, you will still get an attack cursor on a fake-blinking Mirage and a spy _always_
; SJM: Default disguise for the Mirage Tank (object type)
DefaultMirageDisguises=TREE01,TREE02,TREE03,TREE04 ; Must be a Terrain Type object (a tree or box; NOT a rock)
InfantryBlinkDisguiseTime=20 ;must be bigger than 8 to be reliable, can be 0 to prevent infantry from detecting mirages; this is a logic blink so others will join in the shooting
MaximumCheerRate=300 ;gs In frames, how often a team is allowed to cheer from the keyboard or ACB
;*** New AI type snippets ***
AISafeDistance=20 ;gs cell distance the AI will consider in Gathering outside enemy base (from center of enemy base)
AIMinorSuperReadyPercent=.7 ;gs When a Curtain or Sphere is this charged, the AI will consider it in its AITriggers
HarvesterTooFarDistance=5 ;gs If a harvester is farther than this from the refinery it wants, it will move next to it instead of reserving it and refigure things out when it stops. This should be small to approximate the wait time concern versus driving to the next refinery.
ChronoHarvTooFarDistance=50 ;gs Same as above, but for Chrono harvesters. Rather than have them teleport super far and then repick an ore patch (or teleport super far and drive super far back), they will stay on their side of the map (like for two bases)
AlliedBaseDefenseCounts=25,20,6 ;gs h,m,e This is the explicit number of base defenses that easy, normal, and hard level will plan on making
SovietBaseDefenseCounts=25,22,6 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1)
AIPickWallDefensePercent=50,25,10 ;gs h,m,e Each time the computer picks to build a base defense, this is the percent chance he will override picking a gun type with picking a wall (if there are buildings that still need walls)
AIRestrictReplaceTime=400 ;gs After a computer takes damage to a building, this is the number of frames to restrict the replacement of lost buildings to only walls and base defenses and power
ThreatPerOccupant=10 ;gs This is the threat value a Occupied building gains per occupant
ApproachTargetResetMultiplier=1.5 ;gs The ApproachTarget position should be recalculated if the target is now more than weapon range times this (My approach target picked a spot range 1x away, so if it gets beyond 1.5 I know it is moving and that I will need to refigure where he is.)
CampaignMoneyDeltaEasy=50 ; These are added to the normal level credits amount for all PlayerControl houses (At the time Houses are read, that is the only thing that is known so it can't be the Player's House house only)
CampaignMoneyDeltaHard=-50 ; tweak these to change the amount of money someone starts with in a map. The amount given in the editor will be for Normal
GuardAreaTargetingDelay=36
NormalTargetingDelay=27;gs These provide explicit control of targeting rates in frames. Guard Area is lower since it scans twice as far, but 27,36 are just the defaults from TS
AINavalYardAdjacency=20 ;gs distance in cells the Computer can place his Naval Yard from his Con Yard
DisabledDisguiseDetectionPercent=15,5,2 ;gs h,m,e Damn I love this section. This is the percent chance that an individual unit will detect a Mirage Tank who is fake-blinking (from Firing). This is per unit, so even a lowish number is near automatic when the computer has 10 guys nearby
AIAutoDeployFrameDelay=15,25,100 ;//gs h,m,e The number of frames that the AI will wait to deploy his GI's that are in Guard mode so that they don't bounce up and down
MaximumBuildingPlacementFailures=3 ;gs If the computer gets hung up on thinking it can place something but being unable to clear the space (too jammed with people) then bail after this many failures. The computer will try every 45 (PlacementDelay) frames, so that can tell you how long he'll try for it
PurifierBonus=.25 ; percent ore purifiers add to ore value
; droppod flight characteristics
DropPodWeapon=Vulcan2 ; weapon mounted on drop pod
DropPodHeight=2000 ; height above ground that drop pods appear at
DropPodSpeed=75 ; speed of drop pod's descent
DropPodAngle=0.79 ; angle of descent for drop pod [radians; .40=flat,1.18=steep]
; hover vehicle characteristics
HoverHeight=120 ; height of hovering vehicles
HoverDampen=40% ; dampening effect on hover vehicle bounciness
HoverBob=.04 ; time between hover 'bobs'
HoverBoost=150% ; hover speed when traveling on straight away
HoverAcceleration=.02 ; time to accelerate to full speed
HoverBrake=.03 ; time to decelerate to full stop
; balloon hover alternate characteristics
BalloonHoverHeight=1000 ; height of hovering vehicles
BalloonHoverDampen=20% ; dampening effect on hover vehicle bounciness
BalloonHoverBob=1.2 ; time between hover 'bobs'
BalloonHoverBoost=150% ; hover speed when traveling on straight away
BalloonHoverAcceleration=.04 ; time to accelerate to full speed
BalloonHoverBrake=.03 ; time to decelerate to full stop
; subterrainean vehicle characteristics
TunnelSpeed=1
; production & power effects
MultipleFactory=0.8 ; Ick. This is now a straight discount multiplier that is cumulative. ie at .8 you get 1, .8, .64, .512 instead of 1, 1, 1.25,etc ;gs factory bonus for multiples [1=full bonus, 0=no bonus] (def=1) <--their way at 1 you get 1, 1, .5, .33, .25, etc
MinLowPowerProductionSpeed=.5 ; minimum production speed as result of low power (def=.5) ;gs applies after modifer below
MaxLowPowerProductionSpeed=.8 ; and since most of the time you will be short by only 10 or 20, this is the maximum speed you can build if you have low power (so 99% power is treated as this %)
LowPowerPenaltyModifier=1 ;gs "double penalty" or "half penalty". multiply this by the power short to get the actual penalty ( def=1. 2 means 30% short = 60% penalty, .5 would mean 15% penalty.)
; hack section
GDIGateOne=GAGATE_A ; these buildings affect nearby walls, so I need to know what they are
GDIGateTwo=GAGATE_B
WallTower=GACTWR
Shipyard=GAYARD,NAYARD ;gs
NodGateOne=NAGATE_A
NodGateTwo=NAGATE_B
NodRegularPower=NAPOWR
NodAdvancedPower=NANRCT;gs NAAPWR
GDIPowerPlant=GAPOWR
GDIPowerTurbine=GAPOWRUP
GDIHunterSeeker=GHUNTER
NodHunterSeeker=NHUNTER
GDIFirestormGenerator=GAFIRE
RepairBay=GADEPT,NADEPT ; building to go to when in need of repairs
BaseUnit=AMCV,SMCV ; unit to consider "home" when no buildings are present
;HarvesterUnit=HARV,WRMW ; preferred unit(s) to build for harvesting purposes
;HarvesterUnit=HARV ; preferred unit(s) to build for harvesting purposes
HarvesterUnit=HARV,CMIN ; preferred unit(s) to build for harvesting purposes
;PadAircraft=ORCA,ORCAB ; aircraft that can be produced (and land at) a helipad (or ground)
PadAircraft=ORCA,BEAG ;gs these are the AirportBound aircraft ; aircraft that can be produced (and land at) a helipad (or ground)
; Bret's hack section
TreeStrength=200 ; 25
WindDirection=1 ; Direction of wind (gets converted to a FacingType, so 0 is north
; and increasing numbers rotate clockwise)
TrackedUphill=1.0 ; coefficient for tracked vehicle movement uphill
TrackedDownhill=1.2 ; coefficient for tracked vehicle movement downhill
WheeledUphill=1.0 ; coefficient for wheeled vehicle movement uphill
WheeledDownhill=1.2 ; coefficient for wheeled vehicle movement downhill
LeptonsPerSightIncrease=2000 ;how high does a unit have to go before it can see farther?
LeptonsPerFireIncrease=2000 ; how high does a unit have to go before it can fire farther?
AttackingAircraftSightRange=2 ; //gs 6 Makes the V3 ping the map. Hi, welcome to dumb ideas.
BlendedFog=yes ; should we blend the fog (as opposed to dither it)
CliffBackImpassability=2 ; how impassable is it behind cliffs? (0 = minimal, 2 = maximal)
IceCrackingWeight=50.0 ; objects weighing more than this will crack ice
IceBreakingWeight=50.0 ; objects weighing more than this well break through ice
ShipSinkingWeight=3.0 ; Surface ships of this or greater weight will sink, not explode, when destroyed.
CloakingStages=9
TiberiumTransmogrify=40
TreeFlammability=0.0
CraterLevel=1 ; controls how big the craters from meteorites are.
; 0 is no cratering, while 4 is the largest craters.
;StatisticTimeInterval=30; controls how many seconds pass between statistic calculations, for score screen graphs
BridgeVoxelMax=3 ; maximum debris from each destroyed bridge section (def=3)
WallBuildSpeedCoefficient=3.0 ;gs This is a multiplier to time, so it means SLOWER, duh, as in 5 times slower ; how much faster than normal objects do walls build?
WorstLowPowerBuildRateCoefficient=.1 ; what is the lowest the build rate can get for being low on power?
BestLowPowerBuildRateCoefficient=.2 ; what is the highest the build rate can be when in a low power condition?
AllowShroudedSubteranneanMoves=true
AircraftFogReveal=6
MaximumQueuedObjects=29
MaxWaypointPathLength=15
; firestorm defense controls
ChargeToDrainRatio=.333
DamageToFirestormDamageCoefficient=.1
; veinhole monster parameters
; VeinholeMonsterStrength=1000 ; no longer used. To modify veinhole monster strength, edit the [VEINTREE] entry
VeinholeGrowthRate=300 ; was 3000
VeinholeShrinkRate=100 ; was 500
MaxVeinholeGrowth=2000
VeinDamage=0
VeinholeTypeClass=VEINTREE
;DB you altered below -RTO
; AI trigger weighting parameters
AITriggerSuccessWeightDelta=20 ;5
AITriggerFailureWeightDelta=-50 ; -20
AITriggerTrackRecordCoefficient=1
; Some spotlight controls
SpotlightSpeed=.015 ; speed in radians
SpotlightMovementRadius=2000 ; offset of center of arc sweep
SpotlightLocationRadius=1000 ; offset from building
SpotlightAcceleration=.0025 ; acceleration in radians
SpotlightAngle=.5 ; maximum suggest angle of arc sweep
; Controls for radar events
; The events, in order, are:
; (1) Generic Combat Event,
; (2) Generic Noncombat Event,
; (3) Dropzone Event,
; (4) Base Under Attack Event,
; (5) Harvester Under Attack Event,
; (6) Enemy Object Sensed Event
; So, for example, to change the visibility duration of the Harvester Under Attack Event,
; you would change the fifth number in the list for RadarEventVisibilityDurations
;
RadarEventSuppressionDistances=8, 8, 8, 8, 8, 6 ; suppression distance in cells
RadarEventVisibilityDurations=200,200,200,200,200,200 ; event visibility in frames
RadarEventDurations=400,400,400,400,400,400 ; event duration in frames
FlashFrameTime=7
RadarCombatFlashTime=49 ; this should ALWAYS be an odd multiple of FlashFrameTime, ie RadarCombatFlashTime / FlashFrameTime should be an odd number
RadarEventMinRadius=8
RadarEventSpeed=1.2
RadarEventRotationSpeed=.05
RadarEventColorSpeed=.1
RevealTriggerRadius=9 ; the sight range of a "reveal around waypoint" trigger, 10 is maximum
; id holders for particle systems and voxel debris
ExplosiveVoxelDebris=GASTANK,PIECE ; name of explosive voxel debris
TireVoxelDebris=TIRE ; name of tire voxel debris
ScrapVoxelDebris=PIECE ; name of scrap metal voxel debris
OKBuildingSmokeSystem=SmokeStackSys
DamagedBuildingSmokeSystem=SmallSmokeSys
DamagedUnitSmokeSystem=VSSmokeSys
DebrisSmokeSystem=VSSmokeSys
; Building prerequisite categories are specified here.
PrerequisitePower=GAPOWR,NAPOWR,NANRCT;gs NAAPWR
PrerequisiteFactory=GAWEAP,NAWEAP
PrerequisiteBarracks=NAHAND,GAPILE
PrerequisiteRadar=GAAIRC,NARADR,AMRADR
PrerequisiteTech=GATECH,NATECH
PrerequisiteProc=GAREFN,NAREFN
; hunter seeker controls
HunterSeekerDetonateProximity=150
HunterSeekerDescendProximity=700
HunterSeekerAscentSpeed=40
HunterSeekerDescentSpeed=50
HunterSeekerEmergeSpeed=6
; default threat evaluation controls
MyEffectivenessCoefficientDefault=200
TargetEffectivenessCoefficientDefault=-200
TargetSpecialThreatCoefficientDefault=200
TargetStrengthCoefficientDefault=-200
TargetDistanceCoefficientDefault=-10
; defaults for dumb threat evaluation
DumbMyEffectivenessCoefficient=200
DumbTargetEffectivenessCoefficient=200
DumbTargetSpecialThreatCoefficient=200
DumbTargetStrengthCoefficient=200
DumbTargetDistanceCoefficient=-1
EnemyHouseThreatBonus=400
; ******* Jumpjet Flight rules *******
; Jumpjet movement controls
[JumpjetControls] ;gs These are now merely defaults and units can define their own
TurnRate=4
Speed=14
Climb=5
CruiseHeight=500 ; cruiseheight should be higher than a bridge, just to be safe
Acceleration=2
WobblesPerSecond=.15 ; was .25
WobbleDeviation=40 ; was 40
; ******* Special Weapon rules *******
; Special weapon rules are specified here.
[SpecialWeapons]
HSBuilding=GAPLUG,NATMPL ; list of buildings the hunter seeker tries to pop out of
NukeWarhead=Nuke ; warhead used by falling nuke missile
NukeDown=NukeDown ; nuclear missile as it descends
NukeProjectile=NukeUp ; nuclear missile (from silo) projectile to launch
EMPulseWarhead=EMPuls ; warhead used by falling nuke missile
EMPulseProjectile=PulsPr ; nuclear missile (from silo) projectile to launch
; ******* Audio / Visual rules *******
; General controls that deal with audio or visual appearance of
; the game or the units therein are specified here.
[AudioVisual]
DetailMinFrameRateNormal=15 ; If frame rate drops below this value, various visual effects switch off.
DetailMinFrameRateMovie=20 ; As above, but applies when a movie is playing.
DetailBufferZoneWidth=5 ; To restore effects, frame rate must equal or exceed MinFrameRate plus this.
LineTrailColorOverride=0,0,0 ; For use in maps only! Leave this at 0,0,0 in Rules.INI.
ChronoBeamColor=128,200,255 ; Chrono Legionnaire's zap ray color, in 24-bit RGB
DamageFireTypes=FIRE01,FIRE02,FIRE03 ; Fires that can spring up on damaged buildings
OreTwinkleChance=30 ; At map startup, there is 1 chance in N that a cell with ore will get a twinkle anim.
OreTwinkle=TWNK1 ; This is the anim to use for the Ore Twinkle.
CreateInfantrySound= ; default sound to use when a new infantry person is created
CreateUnitSound= ; default sound to use when a new unit is created
CreateAircraftSound= ; default sound to use when a new aircraft is created
;IFVTransformSound= IFVTransform ; sound to use when a IFV changes turret ; use EnterTransportSound instead
SpySatActivationSound= SpyUplinkOn ; sound to play when spysat comes online
SpySatDeactivationSound= SpyUplinkOff ; sound to play when spysat goes offline
;PsychicSensorDetectAttach= PsychicSensorDetects ;sound to play when sensor detects an attack (not hooked up yet)
UpgradeVeteranSound=UpgradeVeteran
UpgradeEliteSound=UpgradeElite
BaseUnderAttackSound=BaseUnderAttackSiren
BuildingGarrisonedSound=BuildingGarrisoned
BuildingRepairedSound=BuildingRepaired
CheerSound=Cheer
PlaceBeaconSound=BeaconPlaced
StartPlanningModeSound=PlanningModeStart
EndPlanningModeSound=PlanningModeEnd
AddPlanningModeCommandSound=PlanningModeAdd
ExecutePlanSound=
CratePromoteSound=CratePromoted
CrateMoneySound=CrateMoney
CrateRevealSound=CrateReveal
CrateFireSound=CrateFirePower
CrateArmourSound=CrateArmor
CrateSpeedSound=CrateSpeed
CrateUnitSound=CrateFreeUnit
GUIMainButtonSound=MenuClick
GUIBuildSound=MenuClick
GUITabSound=MenuTab
GUIOpenSound=MenuACBOpen
GUICloseSound=MenuACBClose
GUIMoveOutSound=MenuSlideOut
GUIMoveInSound=MenuSlideIn
GUIComboOpenSound=MenuACBOpen
GUIComboCloseSound=MenuACBClose
GUICheckboxSound=MenuClick
ScoreAnimSound=ScoreEmblemSoundLoop
SinkingSound=GenLargeWaterDie
ImpactWaterSound=ExplosionWaterLarge
ImpactLandSound=
BombTickingSound=CrazyIvanBombTick
ChronoInSound=ChronoMinerTeleport
ChronoOutSound=ChronoMinerTeleport
BombAttachSound=CrazyIvanAttack
YuriMindControlSound=YuriMindControl
UnloadingHarvester=HORV ; harvester image to use when unloading tiberium
PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc)
;GEFDropPodPuff=DROPEXP ; animation to play when drop pod hits the ground
WaypointAnimationSpeed=10 ; how fast do the waypoint markers animate?
BarrelExplode=EXPLOLRG ; exploding crates animation
BarrelDebris=GASTANK,PIECE ; exploding crate debris list
BarrelParticle=SmallGreySSys
NukeTakeOff=NUKETO ;gs
Wake=WAKE1 ; wake effect when traveling on/over water
;Wake=WAKE2 ; wake effect when traveling on/over water
VeinAttack=VEINATAC ; some cheesy animation
DropPod=DROPPOD,DROPPOD2 ; mark to leave after drop pod lands
DeadBodies=DEATH_A,DEATH_B,DEATH_C,DEATH_D,DEATH_E,DEATH_F ; choice of dead bodies to leave around
MetallicDebris=DBRIS1LG,DBRIS2LG,DBRIS3LG,DBRIS4LG,DBRIS5LG,DBRIS6LG,DBRIS7LG,DBRIS8LG,DBRIS9LG,DBRS10LG,DBRIS1SM,DBRIS2SM,DBRIS3SM,DBRIS4SM,DBRIS5SM,DBRIS6SM,DBRIS7SM,DBRIS8SM,DBRIS9SM,DBRS10SM
BridgeExplosions=TWLT026,TWLT036,TWLT050,TWLT070 ; the explosions to use for the bridge explosion effect
//DigSound=SUBDRIL1 ; SJM: HACK below; sound when digging into the ground
DigSound=NukeSiren ; HACK: Nuke siren here since I believe this is unused and we are cramming for the demo
;GEF Dig=DIG ; anim to play when unit digs into ground
IonBlast=RING1 ; initial anim when ion cannon hits
IonBeam=IONBEAM
WeatherConClouds=WCCLOUD1,WCCLOUD2,WCCLOUD3 ; PCG. The clouds used to show the weather controller effect.
WeatherConBolts=WCLBOLT1,WCLBOLT2,WCLBOLT3 ; PCG. The lightning bolts used to show the weather controller effect.
WeatherConBoltExplosion=EXPLOLB ; PCG. Special bolt explosion.
ChronoPlacement=CHRONOAR; SJM: User just designated site of Chrono transfer SOURCE
ChronoBeam=CHRONOBM ;GEF initial anim when chrono sphere strikes -- SJM: no longer used
ChronoBlast=CHRONOFD ; SJM: Chrono transfer SOURCE ACTIVATES
ChronoBlastDest=CHRONOTG; SJM: Chrono transfer DESTINATION ACTIVATES
WarpIn=WARPIN;WAKE2 ; animation when warping in
WarpOut=WARPOUT;WAKE2 ; animation when warping out
WarpAway=WARPAWAY;RING1 ; animation when warping something out of existance
IronCurtainInvokeAnim=IRONBLST; anim that plays upon invocation of the Iron Curtain
WeaponNullifyAnim=IRONFX ; animation to play when a weapon is neutralized by Invulnerability
ChronoSparkle1=CHRONOSK ;animation to play over something getting chronoed (teleported or out of time)
InfantryExplode=S_BANG34 ; animation when infantry just explodes
;GEFAtmosphereEntry=PODRING ; animation to use when drop pod enters atmosphere
GateUp=Dummy ; sound of gate rising
GateDown=Dummy ; sound of gate lowering
ShroudGrow=no ; Does the shroud grow back over time?
ScrollMultiplier=.07 ; multiplier to default scroll speed
ShakeScreen=400 ; divide object strength by this to determine if the screen shakes when destroyed
CloakSound=NavalUnitEmerge ; sound of cloaking or decloaking
SellSound=SellBuilding ; sound of selling objects (typically buildings)
GameClosed=GameClosed ; game closed sound
IncomingMessage=MessageText ; incoming message sound
MessageCharTyped=TextBleep ; a new character appeared on a text message with the "typing" effect
SystemError=GenericBeep ; system error sound
OptionsChanged=OptionsChanged ; options have changed sound
GameForming=NewGame ; game forming sound
;PlayerLeft=PlayerLeft ; player has left sound
PlayerJoined=PlayerJoined ; player has joined sound
Construction=Dummy ; sound of building construction
CreditTicks=CreditUp,CreditDown ; credit tick up and down sounds
BuildingDieSound=BuildingGenericDie ; building crumble sound when building is completely destroyed
BuildingSlam=PlaceBuilding ; placing building down sound
RadarOn=RadarOn ; radar activation sound
RadarOff=RadarOff ; radar deactivation sound
MovieOn=MovieOn ; movie activation sound
MovieOff=MovieOff ; movie deactivation sound
ScoldSound=MenuScold ; generic scold sound
TeslaCharge=TeslaCoilPowerUp ; tesla charge up sound
TeslaZap= ; tesla zap sound
BuildingDamageSound=BuildingDamaged ; sound when building is damaged to half strength
ChuteSound=ParachuteDrop ; parachute deploy sound
GenericClick=MenuClick ; generic click sound
GenericBeep=GenericBeep ; generic beep sound
BuildingDrop=PlaceBuilding ; sound of building being placed down
StopSound=CommandBar ;Sound when units are commanded to stop
GuardSound=CommandBar ;Sound when units are commanded to guard
ScatterSound=CommandBar ;Sound when units are commanded to scatter
DeploySound= ;Sound when units are commanded to deploy
StormSound=WeatherIntro ; PCG. Sound when weather controller storm starts.
LightningSounds=WeatherStrike ; PCG. Sounds for various lightning bolts.
ShellButtonSlideSound= ; PCG; Sound for the shell buttons sliding into position.
;GEF TreeFire=FIRE2,FIRE1 ; small and large fires to attach to burning trees
;GEF OnFire=FIRE3,FIRE2,FIRE1 ; list of flames to use when something catches fire [must be 3 in list]gui
FlamingInfantry=FLAMEGUY ; anim to use for special onfire infantry logic
InfantryHeadPop=YURIDIE;gs other generic death anims
InfantryNuked=NUKEDIE
Behind=BEHIND
Smoke=xxxx ; smoke that rises from the ground after a building explosion
FirestormActiveAnim=GAFSDF_A
;GEF FirestormIdleAnim=FSIDLE
;GEF FirestormGroundAnim=FSGRND
;GEF FirestormAirAnim=FSAIR
MoveFlash=RING ; movement destination click feedback animation
EliteFlashTimer=150 ;gs Frames that a newly Elite unit will flash for
Parachute=PARACH ; big parachute used for paratroopers
BombParachute=PARABOMB ; parachute used for parabombs and other parachuted ordinance
;GEF SmallFire=FIRE3 ; animation for small fire [used after napalm]
;GEF LargeFire=FIRE2 ; animation for large fire [used after napalm]
AllyReveal=yes ; Allies automatically reveal radar maps to each other?
ConditionRed=25% ; when damaged to this percentage, health bar turns red
ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow
DropZoneRadius=4 ; distance around drop zone flair that map reveals itself
DropZoneAnim=BEACON ; animation to use for the drop zone flair
EnemyHealth=yes ; Show enemy health bar graph when selected?
Gravity=6 ; gravity constant for ballistic projectiles
IdleActionFrequency=.15 ; average minutes between infantry performing idle actions
MessageDelay=.6 ; time duration of multiplayer messages displayed over map
MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only)
NamedCivilians=no ; Show true names over civilians and civilian buildings?
SavourDelay=.1 ; delay between scenario end and ending movie [keep the delay short]
ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep]
FogRate=.01
IceGrowthRate=1.5
IceSolidifyFrameTime=1000 ; how many frames between when ice is cracked and when it gets solidified
IceCrackSounds=
AmbientChangeRate=.2 ; how many minutes between ambient light recalculations
AmbientChangeStep=.2 ;GEF old value is below, changing this to speed up nuke blast, noit sure if it will affect anything else; step rate for gradually changing ambient lighting
;AmbientChangeStep=.1 ; step rate for gradually changing ambient lighting
SpeakDelay=2 ; minutes between EVA repeating advice to the player
TimerWarning=2 ; if mission timer is less than this many minutes, then display in red
ExtraUnitLight=.2 ; Extra light to make units glow.
ExtraInfantryLight=.2 ; Extra light to make infantry glow.
ExtraAircraftLight=.2 ; Extra light to make aircraft glow.
EMPulseSparkles=EMP_FX01 ; Anim to play over units disabled by an EM Pulse.
LocalRadarColor=0,255,0 ; PCG. This is the color that you show up as on the radar, no matter
; what your house color is. I.e. if you are blue in the game, and this
; color is green, then you show up as green on the radar.
; ******* Crate rules *******
; General crate rules and controls are specified here.
[CrateRules]
CrateMaximum=255 ; crates can never exceed this quantity
CrateMinimum=1 ; crates are normally one per human player but never below this number
CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses
CrateRegen=3 ; average minutes between random powerup crate regeneration
SilverCrate=HealBase ; solo play silver crate bonus
SoloCrateMoney=5000 ; money to give for money crate in solo play missions
UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly]
WoodCrate=Money ; solo play wood crate bonus
WaterCrate=Money ; solo play water crate bonus
HealCrateSound=HealCrate ; heal crate sound effect
WoodCrateImg=CRATE ; wood crate overlay image to use
CrateImg=CRATE ; normal crate overlay image to use
WaterCrateImg=WCRATE ; Water crate image
FreeMCV=yes ; Give free MCV from crate if no buildings but still has money [multiplay only]?
; ******* Combat and damage rules *******
; General rules that control combat, damage, or related items are listed here.
[CombatDamage]
AmmoCrateDamage=200 ; damage generated from exploding ammo crate overlay
IonCannonDamage=751
HarvesterImmune=no ; Are harvester immune to normal combat damage?
DestroyableBridges=yes ; Can bridges be destroyed?
TiberiumExplosive=no ; Is tiberium extra explosive?
Scorches=BURN01,BURN02,BURN03,BURN04 ; scorch mark smudge types
Scorches1=BURN05,BURN06,BURN07 ; scorch mark smudge types
Scorches2=BURN08,BURN09,BURN10 ; scorch mark smudge types
Scorches3=BURN11,BURN12,BURN13 ; scorch mark smudge types
Scorches4=BURN14,BURN15,BURN16 ; scorch mark smudge types
TiberiumExplosionDamage = 0 ; the amount of damage dealt out by explosion in a big tiberium chain reaction
TiberiumStrength = -1 ; the higher this value, the harder it is to get big tiberium to explode
Craters=CR1,CR2,CR3,CR4,CR5,CR6 ; crater smudge types
AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles (Note: Flak Cannon uses this)
BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed]
C4Delay=.03 ; minutes to delay after placing C4 before building will explode
C4Warhead=Super ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building. This warhead is used throughout the code to mean "Absolute damage" ; this is the warhead that C4 uses to damage buildings
V3Warhead=V3WH ; this is the warhead on a V3 Rocket
DMislWarhead=DMISLWH ; this is the warhead on a DredMissile
V3EliteWarhead=V3EWH ; this is the warhead on a V3 Rocket when the launcher is elite
DMislEliteWarhead=DMISLEWH ; this is the warhead on a DredMissile when the launcher is elite
***Crazy Ivan stuff***
IvanWarhead=IvanWH ;gs Since Ivan's weapon plants the bomb, exploding the bomb needs its own WH
IvanDamage=400 ;gs and since Weapons don't have own life damage is needed seperately ;was 400
IvanTimedDelay=450 ;gs frame delay of an Ivan Time Bomb
CanDetonateTimeBomb=no ;gs Turn this on to restore double click functionality on enemy bombs (actually easier than pulling out the Event)
CanDetonateDeathBomb=no ;gs and this one controls double clicking bombs on own guys; neither of these will give double click back to Ivan himself
IvanIconFlickerRate=8 ;gs this many frames and the icon goes back and forth within one of the 6 2 frame anims
DeathWeapon=DefaultDeathWeapon ;gs Can't use the unit's weapon anymore now that spread is fixed. Damage will be based on hitpoints
IronCurtainDuration=750 ;gs In frames 900 is a minute for 15fps
FirestormWarhead=FirestormWH ; the warhead that the firestorm defense uses when active
IonCannonWarhead=IonCannonWH ; the warhead that the ion cannon uses
VeinholeWarhead=VeinholeWH
;particle system defaults
DefaultFirestormExplosionSystem=FirestormSparkSys ; the particle system to use when the firestorm defense blows something up
DefaultLargeGreySmokeSystem=BigGreySmokeSys
DefaultSmallGreySmokeSystem=SmallGreySSys
DefaultSparkSystem=SparkSys
DefaultLargeRedSmokeSystem=BigGreySmokeSys
DefaultSmallRedSmokeSystem=SmallGreySSys
DefaultDebrisSmokeSystem=SmallGreySSys
DefaultFireStreamSystem=FireStreamSys
DefaultTestParticleSystem=TestSmokeSys
DefaultRepairParticleSystem=WeldingSys
Crush=1.8 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
ExpSpread=.7 ; cell damage spread per 100 damage points for exploding object types [if Explodes=yes]
FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found
FlameDamage=Fire ; damage (warhead type) to use when on object is in flames
FlameDamage2=Fire2
HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles
MaxDamage=10000 ;gs from 1000 Why have a maximum? Kept boats from dying to SEAL ; maximum damage (after adjustments) per shot
MinDamage=1 ;gs obsolete ; minimum damage (after adjustments) per shot
PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry?
PlayerReturnFire=no ; More aggressive return fire from player controlled objects?
PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage?
;ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage
SplashList=H2O_EXP3,H2O_EXP2,H2O_EXP1 ; water explosion set for conventional explosives
TreeTargeting=no ; Automatically show target cursor when over trees?
TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft
Incoming=10 ; If an incoming projectile is as slow or slower than this, then
; object in the target location will try to run away.
; Grenades have this characteristic.
CollapseChance=100 ; Percent chance that a cliff will collapse when hit.
BerzerkAllowed=no ; Allow Cyborgs to go berzerk when at half damage?
; dkeeton additions for YR exe ra2mode
;***MasterMind Overload***
ControlledAnimationType=MINDANIM
PermaControlledAnimationType=MINDANIMR
MindControlAttackLineFrames=20;gs how long to draw the act of mind controlling regardless of selection state
// PCG; Provides knobs to tweak for radiation used by desolater and friends.
[Radiation]
RadDurationMultiple=1 ; Number of frames site lasts per level of radiation.
; When rad level goes to zero, rad site deletes itself.
; --> Site lasts ( Level x RadDurationMultiple ) frames.
; For reference, the Nuke puts down 2000 units of radiation.
; A mult. of 3 frames means the rad site is active for 6000
; frames -- something over 3 minutes at 30 Hz.
RadApplicationDelay=16 ; Delay between times when radiation is applied to units.
RadLevelMax=500 ; Maximum radiation allowable in a cell. The cell can actually have more radiation
; but it will only damage as if it had the maximum level.
RadLevelDelay=90 ; Delay in frames between radiation level decrements.
; The level updates this often, but the rate is still as specified
; in RadDurationMultiple.
RadLightDelay=90 ; Delay in frames between radiation lighting intensity decrements.
; This should never be less than the RadLevelDelay, as it will
; produce no visual benefit and just waste processor cycles.
RadLevelFactor=0.2 ; Scales damage done by a given radiation level.
RadLightFactor=0.1 ; Scales the factor brightness plays in the radiation display.
RadTintFactor=1.0 ; Scales the factor tint plays in the radiation display.
RadColor=0,255,0 ; The color of the radiation.
RadSiteWarhead=RadSite ; Sets the warhead used by irradiated tiles.
// PCG; Enables customization of the effects elevation has on firing.
[ElevationModel]
ElevationIncrement=4 ; Number of levels between source and target for a range bonus to kick in.
ElevationIncrementBonus=2 ; Amount of range bonus to add for each elevation increment (NOT map level) between source and target.
; In other words, if the ElevationIncrement parameter is 4, this value will get applied for every
; four levels between and source target. Not once for each of the four map levels between the
; source and target.
ElevationBonusCap=2 ; Cap on range bonuses, to prevent increased average scanning cost for rare situations.
// PCG; Enables customization of the effects walls have on shots.
[WallModel]
AlliedWallTransparency=no ; If this is yes, allied walls have no effect on the shots of allied units.
WallPenetratorThreshold=50% ; The amount of damage a unit must inflict before it attempts to fire through walls between it and its target.
; *** House (players) List ***
; Each side has some basic controls on how they behave (when
; controlled by the computer. Here is the list of available
; house types.
;
; PCG; WARNING; Do not remove, override or reorder the major 9 houses for skirmish
; or LAN game maps. These need to go into the house types array first and without
; interruption by other types of houses, or we will get evil crashes.
[Countries]
0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name
1=Alliance
2=French
3=Germans
4=British
5=Africans
6=Arabs
7=Confederation
8=Russians
9=GDI
10=Nod
11=Neutral
12=Special
; ******* Side Type List *******
; The combantants can be grouped according to side. This
; lists the sides and their respective member houses.
[Sides]
;GDI=GDI
;Nod=Nod
GDI=British,French,Germans,Americans,Alliance ;keep this order as GDI first and Nod second
Nod=Russians,Africans,Confederation,Arabs ;and you have to keep the names unless we want to do a concerted all ini and hard coded string sweep (I kinda do, Dustin, so go ahead and tell Henry we need it.)
Civilian=Neutral
Mutant=Special
; ******* Infantry Type List *******
; This is the list of infantry types. Each infantry type listed
; here should also have a matching data section that specifies
; its data values. The purpose of this list is to identify infantry
; types that can't be implicitly determined by examining other
; entries in this rules file.
[InfantryTypes]
1=E1
2=E2
3=SHK
4=ENGINEER
5=JUMPJET
6=GHOST
7=YURI
8=IVAN
9=DESO
10=DOG
11=CIV1
12=CIV2
13=CIV3
14=CTECH
15=WEEDGUY
16=CLEG
17=SPY
18=CCOMAND
19=PTROOP
20=CIVAN
21=YURIPR
22=SNIPE
23=COW
24=ALL ; Herbert the Alligator
25=TANY
26=FLAKT
27=TERROR
28=SENGINEER
29=ADOG
30=VLADIMIR
31=PENTGEN
32=PRES
33=SSRV
34=CIVA
35=CIVB
36=CIVC
37=CIVBBP
38=CIVBFM
39=CIVBF
40=CIVBTM
41=CIVSFM
42=CIVSF
43=CIVSTM
44=POLARB
45=JOSH
;gs if you add something here, tell Dustin you just broke the SetTechLevel and FlashCameo triggers (and duck)
; ******* Vehicle Type List *******
; This lists all of the vehicles types in the game. Each vehicle
; type should have a matching section that specifies the data it
; requires.
[VehicleTypes]
1=AMCV;Allied MCV
2=HARV
3=APOC
4=HTNK
5=SAPC
6=CAR
7=BUS
8=WINI
9=PICK
10=MTNK
11=HORV
12=TRUCKA
13=TRUCKB
14=CARRIER
15=V3
16=ZEP
17=DRON
18=HTK
19=DEST
20=SUB
21=AEGIS
22=LCRF
23=DRED
24=SHAD
25=SQD
26=DLPH
27=SMCV; soviet MCV
28=TNKD
;29=CARRIERB
30=HOWI
;31=DREDB
32=TTNK
33=HIND
34=LTNK
35=CMON
36=CMIN
37=SREF
38=XCOMET ; Not real unit. Weapons have to belong to a unit to be used for things like airburst and Shrapnel. Not my hack.
39=HYD
40=MGTK
41=FV
42=DeathDummy ;dummy object used to work around INI parsing problem for DeathWeapon - TR ;gs needs to be unit since infantry hard code require art
43=VLAD
44=DTRUCK
45=PROPA
46=CONA
47=COP
48=EUROC
49=LIMO
50=STANG
51=SUVB
52=SUVW
53=TAXI
54=PTRUCK
55=CRUISE
56=TUG
57=CDEST
;gs if you add something here, tell Dustin you just broke the SetTechLevel and FlashCameo triggers (and duck)
; ******* Aircraft Type List *******
; This lists all of the aircraft types in the game. Each aircraft
; type should have a matching section that specifies the data it
; requires.
[AircraftTypes]
1=APACHE
2=ORCA
3=HORNET
4=V3ROCKET
5=ASW
6=DMISL
7=PDPLANE
8=BEAG
9=CARGOPLANE
;gs if you add something here, tell Dustin you just broke the SetTechLevel and FlashCameo triggers (and duck)
; ******* Building Type List *******
; This lists all the buildings types in the game. Each of these
; types will have a specific section in this file that gives the
; particulars about that building type.
[BuildingTypes]
1=GAPOWR
2=GAREFN
3=GACNST