[General] UIName=Name:General Name=Red Alert 2 Yuri's Revenge =====|VS INI version 8|===== -- 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=1.5 ; multiplier to damage VeteranSpeed=1.25 ; multiplier to max speed VeteranSight=1.5 ; multiplier to sight !!!going past ten is a hard code Vegas crash!!! VeteranArmor=1.34 ; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this VeteranROF=.75 ; 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=.2 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=35% ; percent cost to fully repair as ratio of full cost RepairRate=.011 ; minutes between applying repair step RepairStep=2 ; hit points to heal per repair 'tick' URepairRate=.001 ; [units only] minutes between applying repair step IRepairRate=.001 ; [infantry only] minutes between applying repair step IRepairStep=50 ; [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] SelfHealInfantryFrames=15 SelfHealInfantryAmount=1 SelfHealUnitFrames=15 SelfHealUnitAmount=1 ;gs Tech Machine Shop and Tech Hospital ; income and production ;BailCount=28 ; number of 'bails' carried by a harvester BuildSpeed=.80 ; general build speed [time (in minutes) to produce a 1000 credit cost item] BuildupTime=.09 ; 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=no ; 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=725 ; gs divide the sell cost of a building by this to get number of survivors SovietSurvivorDivisor=600 ; gs this split is needed since no longer have a common infantry ThirdSurvivorDivisor=900 PlacementDelay=0.05 ; delay before retrying produced object deploy if temporary blockage detected WeedCapacity=0 ; Amount of weed that needs to be harvested by a house in order to build the chem missile HarvesterDumpRate=0 HarvesterLoadRate=15 ; computer and movement controls CurleyShuffle=yes ; Should helicopter shuffle position between shots [as in C&C]? BaseBias=100 ; multiplier to threat target value when enemy is close to friendly base BaseDefenseDelay=.01 ; minutes delay between sending response teams to deal with base threat CloseEnough=8 ; 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=2 ; multiplier to overall game object movement speed ;was 1.2 Stray=5.0 ; radius distance (cells) that team members may stray without causing regroup action RelaxedStray=8.0 ;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=.5 ; minutes that suspended teams will remain suspended SuspendPriority=1 ; teams with less than this priority will suspend during base defense ops FlightLevel=1200 ;gs from 600 ; typical flight level for aircraft [above ground level] ParachuteMaxFallRate=-8 NoParachuteMaxFallRate=-36 GuardModeStray=1.0 ; BGC - how many cells away a unit can get from the unit it is guarding before it's told to move. TeamRetaliate=yes MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have MissileSafetyAltitude=100 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating. ;-RTO TeamDelays=50,500,800 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard) ;TeamDelays=1200,1350,1600 AIHateDelays=20,20,20 ; delay in frames before the computer chooses an enemy, by difficulty level AIAlternateProductionCreditCutoff=4000 ; When to start whimping out on spending money NodAIBuildsWalls=no AIBuildsWalls=no ; -RTO* MultiplayerAICM=1000,1000,1000 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200 AIVirtualPurifiers=50,25,10 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) AISlaveMinerNumber=2,2,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd) HarvestersPerRefinery=2,2,2;gs this used to hard coded. If it is here then design has control AIExtraRefineries=1,1,1;gs Again, formerly hardcoded. Does not apply to SlaveMiner HealScanRadius=4.75 ; 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) ;-RTO MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest) MaximumAIDefensiveTeams=12,12,12 ; " " TotalAITeamCap=150,150,150 ; (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=100,100,100 AIIonCannonWarFactoryValue=100,100,100 AIIonCannonPowerValue=60,100,100 AIIonCannonTechCenterValue=100,100,100 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 ; Ion storm control ;gs Now, Weather Control, err... Control LightningDeferment=150 ; PCG; Number of frames between announcement of strike and its commencement. LightningDamage=250 ; Damage done by lightning strike. ;used to be 250 LightningStormDuration=540 ; 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=60 ; 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=15 ; 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? ;*** ForceShield Control *** ForceShieldRadius=6 ;6;10 ;in cells ForceShieldDuration=500 ;300 ;in frames, force field duration ForceShieldBlackoutDuration=500 ;600 ; the fact that this is bigger than the one above is the coolest idea ever ForceShieldPlayFadeSoundTime=75 ; when there are this many frames left in the force shield effect, play the ForceShieldFadingSound (must be smaller than ForceShieldDuration) MutateExplosion=yes ; Should the Genetic Mutator use the MutateExplosionWarhead instead of just affecting a 3x3 cell area? ; Prism Cannon control ; SJM PrismType=ATESLA ; In the Building code, I need to know when I have a Prism Cannon PrismSupportModifier=125% ; 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;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=6 ; 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=.45 ; Ending pitch of the rocket after tilting up; now it fires V3RocketTurnRate=1 ; Pitch maneuverability of rocket in air. Adjust by trial and error. V3RocketRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) V3RocketAcceleration=1.2 ; This much is added to the rocket's velocity each frame during launch V3RocketAltitude=948 ; 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=300 ; Exploding V3 does this much damage (at center of explosion, presumably). V3RocketBodyLength=396 ; 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=0 ; How many frames the rocket pauses on the launcher before tilting DMislTiltFrames=10 ; 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=0.63;1 ; Ending pitch of the missile after tilting up; now it fires DMislTurnRate=1;0.15 ; Pitch maneuverability of missile in air. Adjust by trial and error. DMislRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) DMislAcceleration=18.95;1.2 ; This much is added to the missile's velocity each frame during launch DMislAltitude=800;2000 ; Cruising altitude in leptons: at this height missile BEGINS leveling off DMislDamage=150 ; Exploding DMisl does this much damage (at center of explosion, presumably). DMislEliteDamage=225 ; Exploding DMisl does this much damage (at center of explosion, presumably). DMislBodyLength=426 ; The body of the rocket is this many leptons long DMislLazyCurve=yes;no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. DMislType=DMISL ; Cruise Missile control ;GEF CMislPauseFrames=30 ; How many frames the rocket pauses on the launcher before tilting CMislTiltFrames=30 ; How many frames it takes for the missile to tilt (or lift) to firing position CMislPitchInitial=1 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical) CMislPitchFinal=1.0 ; Ending pitch of the missile after tilting up; now it fires CMislTurnRate=0.10 ; Pitch maneuverability of missile in air. Adjust by trial and error. CMislRaiseRate=7 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) CMislAcceleration=7 ; This much is added to the missile's velocity each frame during launch CMislAltitude=1600 ; Cruising altitude in leptons: at this height missile BEGINS leveling off CMislDamage=100 ; Exploding CMisl does this much damage (at center of explosion, presumably). CMislEliteDamage=150 ; Exploding CMisl does this much damage (at center of explosion, presumably). CMislBodyLength=228 ; The body of the rocket is this many leptons long CMislLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. CMisl no. CMislType=CMISL ; Paratroop Drop control ParadropRadius=1024 ; Drop paratroopers if plane is within this many leptons from drop site. ; misc FogOfWar=yes ; Is fog of war enabled? Visceroids=no ; Are randomly appearing visceroids going to occur? Meteorites=no ; Are tiberium meteorites going to occur? CrewEscape=100% ; 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=DTECH,E1,E2,INIT ; pilot type that parachutes out of aircraft AlliedCrew=E1CR ; soldier that emerges from destroyed unit or building SovietCrew=E2CR ; for soviet ThirdCrew=INITCR ; and for the third side Technician=ECG ; 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=ABE,GGI,ABE ;Types of infantry for the planes to drop AmerParaDropNum=4,3,4 ;How many of each of those infantry AllyParaDropInf=E1,E1 ;Types of infantry for the planes to drop AllyParaDropNum=5,5 ;How many of each of those infantry SovParaDropInf=E2,E2 ;Types of infantry for the planes to drop SovParaDropNum=6,6 ;How many of each of those infantry YuriParaDropInf=INIT,INIT ;Types of infantry for the planes to drop YuriParaDropNum=4,4 ;How many of each of those infantry ;GEF ;************ Anim to Infantry conversion *********** ;This list is the list referenced by the MakeInfantry index in Art.ini AnimToInfantry=BRUTE ;GEF ;************ Secret Lab Section ************ SecretInfantry=SNIPE,TERROR,DESO,YURI SecretUnits=TNKD,TTNK,DTRUCK SecretBuildings=GTGCAN ;AMRADR ;BEAG ;*** Spy stuff *** AlliedDisguise=E1 SovietDisguise=E2 ; these are the defaults for the spy if a MakeupKit hasn't been used ThirdDisguise=INIT SpyPowerBlackout=1000 ; Frame time a spy shuts down power for (900 = 1 minute) SpyMoneyStealPercent=.5 ; Percent of total money you take with a spy ;DB Changed on 7/21/01 as part of the add-on. What a silly person DB is. 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=30,20,15 ;gs h,m,e This is the explicit number of base defenses that easy, normal, and hard level will plan on making SovietBaseDefenseCounts=30,20,15 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1) ThirdBaseDefenseCounts=25,20,15 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1) AIPickWallDefensePercent=100,50,50 ;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=300 ;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=1.1 ;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=0 ; 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=0 ; 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=30 ;gs distance in cells the Computer can place his Naval Yard from his Con Yard DisabledDisguiseDetectionPercent=50,25,15 ;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=0,0,0 ;//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=10 ;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 TiberiumShortScan=4;//gs revert 3; sgc was 6 ; cell radius to scan when harvesting a single patch of Tiberium TiberiumLongScan=48 ; cells radius to scan when looking for a new Tiberium patch to harvest SlaveMinerShortScan=298;gs the Slave Miner looks this far to decide if it needs to move closer, but the new spot needs to be SlaveMinerScanCorrection cells better to warrent moving SlaveMinerSlaveScan=48;gs slaves scan longer than the miner since they trust if things could get better, the miner would move SlaveMinerLongScan=48;gs the Slave Miner looks the far when Searching for Ore SlaveMinerScanCorrection=3;gs when a deployed slave miner decides it needs to scoot forward to get closer to the ore, there needs to be a spot that is this much better in cells to bother getting up SlaveMinerKickFrameDelay=150;gs If the SlaveMiner is in Guard for this long, he'll try to look for ore again at SlaveMinerShortScan range to find ore and wake up AISuperDefenseProbability=100,100,100; When a super is targeted AISDDistance cells away, this is the percent chance to use ForceShield AISuperDefenseFrames=300;this is how long the alert lasts, in case Force Shield is not quite ready AISuperDefenseDistance=16;number of cells from 'Center" of base will trigger my considering Force Shield ;This is what the AI will do with units it Mind controls. These can be overridden if a Team has something in particular ;in mind. If not, these numbers are the % chance the AI will... ;Add to Capturer's Team, Send to a Grinder, Send to a BioReactor, or just Put in Hunt AICaptureNormal=35,15,15,35 AICaptureWounded=15,35,35,15 AICaptureLowPower=15,5,75,5 AICaptureLowMoney=15,75,5,5 ;In order of priority, Low Money, Low Power, Wounded, Nothing AICaptureLowMoneyMark=5000;How low is 'low' for above consideration AICaptureWoundedMark=.25;And how wounded is 'wounded' ;If something fails, like picking Grinder but not having a grinder, it will go to Hunt 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=90 ; 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=.01 ; time to accelerate to full speed HoverBrake=.01 ; 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=.02 ; time to accelerate to full speed BalloonHoverBrake=.015 ; time to decelerate to full stop ; subterrainean vehicle characteristics TunnelSpeed=1 ; production & power effects MultipleFactory=0.67 ; 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=GADUMY ;GEF GAGATE_A ; these buildings affect nearby walls, so I need to know what they are GDIGateTwo=GADUMY ;GEF GAGATE_B WallTower=GADUMY ;GEF GACTWR Shipyard=GAYARD,NAYARD,YAYARD,GAYARDB,GAYARDC,NAYARDB,NAYARDC,YAYARDB,YAYARDC ;gs NodGateOne=GADUMY ;GEF NAGATE_A NodGateTwo=GADUMY ;GEF NAGATE_B NodRegularPower=NAPOWR NodAdvancedPower=NANRCT;gs NAAPWR GDIPowerPlant=GAPOWR ThirdPowerPlant=YAPOWR ;GDIPowerTurbine=GAPOWRUP ;GDIHunterSeeker=GHUNTER ;NodHunterSeeker=NHUNTER ;GDIFirestormGenerator=GAFIRE RepairBay=GADEPT,NADEPT,CAOUTP;,YADEPT ; building to go to when in need of repairs BaseUnit=AMCV,SMCV,PCV ; 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;gs ,SMIN ; 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=100 ; 25 WindDirection=2 ; 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=2 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? AllowShroudedSubteranneanMoves=true AircraftFogReveal=6 MaximumQueuedObjects=49 MaxWaypointPathLength=20 ; 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 ;-RTO ; AI trigger weighting parameters AITriggerSuccessWeightDelta=50 ;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=2, 2, 2, 2, 2, 2 ; 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=9 RadarCombatFlashTime=81 ; this should ALWAYS be an odd multiple of FlashFrameTime, ie RadarCombatFlashTime / FlashFrameTime should be an odd number RadarEventMinRadius=8 RadarEventSpeed=5;2.2 RadarEventRotationSpeed=.3;.15 RadarEventColorSpeed=.3 ;(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,YAPOWR;gs NAAPWR PrerequisiteFactory=GAWEAP,NAWEAP,YAWEAP,GAWEAPB,NAWEAPB,YAWEAPB,GAWEAPC,GAWEAPD,NAWEAPC,YAWEAPC,NAWEAPD PrerequisiteBarracks=NAHAND,GAPILE,YABRCK,NAHANDB,GAPILEB,YABRCKB,NAHANDC,GAPILEC,YABRCKC PrerequisiteRadar=GAAIRC,AMRADR,GAAIRCB,GAAIRCC,GAAIRCD,AMRADRB,AMRADRC,AMRADRD,NAPSISB,NARADRB,NARADR,NAPSIS PrerequisiteTech=GATECH,NATECH,YATECH PrerequisiteProc=GAREFN,NAREFN,YAREFN PrerequisiteProcAlternate=SMIN;gs still counts under a PROC listing ; hunter seeker controls HunterSeekerDetonateProximity=150 HunterSeekerDescendProximity=700 HunterSeekerAscentSpeed=40 HunterSeekerDescentSpeed=50 HunterSeekerEmergeSpeed=6 ; default threat evaluation controls MyEffectivenessCoefficientDefault=2.00 TargetEffectivenessCoefficientDefault=-2.00 TargetSpecialThreatCoefficientDefault=2.00 TargetStrengthCoefficientDefault=-2.00 TargetDistanceCoefficientDefault=-0.10 ; defaults for dumb threat evaluation DumbMyEffectivenessCoefficient=2.00 DumbTargetEffectivenessCoefficient=2.00 DumbTargetSpecialThreatCoefficient=2.00 DumbTargetStrengthCoefficient=2.00 DumbTargetDistanceCoefficient=-0.1 EnemyHouseThreatBonus=4.00 ;gs Do not put new Animations in AudioVisual. That section is ;loaded/inited/created on launch and then all animations are immediately ;deleted. Keep animations in General ;*** Animation labels *** DamageFireTypes=FIRE01,FIRE02,FIRE03 ; Fires that can spring up on damaged buildings OreTwinkle=TWNKORE ; This is the anim to use for the Ore Twinkle. 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 DropPod=DROPPOD2 ; mark to leave after drop pod lands DeadBodies=DEATH_A,DEATH_B,DEATH_C,DEATH_D,DEATH_E,DEATH_F,REDMELT,REDMELTB ; 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,TWLT100 ; the explosions to use for the bridge explosion effect 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. ;Psychic Dominator control DominatorWarhead=DominatorWH ; warhead used for the damage part DominatorDamage=1000;250 DominatorCaptureRange=4;4;now that warhead is actually needed to do damage, here is the capture range DominatorFirstAnim=PDFXCLD;gs this is the whole giant heeead DominatorSecondAnim=WARPBEAM;PDFXLOC;gs this is the ring on the ground DominatorFireAtPercentage=97; ;50; gs at this percent into the FirstAnim, the actual effect will fire 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=CHRONOARB;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=CHRONOSB;IRONBLST; anim that plays upon invocation of the Iron Curtain ForceShieldInvokeAnim=FORCSHLD WeaponNullifyAnim=IRONFXB ; 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=INFEXPLODE ; animation when infantry just explodes FlamingInfantry=FLAMEGUY ; anim to use for special onfire infantry logic InfantryHeadPop=YURIDIE;gs other generic death anims InfantryNuked=NUKEDIE InfantryVirus=VIRUSD InfantryBrute=BRUTDIE InfantryMutate=GENDEATH Behind=BEHIND MoveFlash=RING ; movement destination click feedback animation Parachute=PARACH ; big parachute used for paratroopers BombParachute=PARABOMB ; parachute used for parabombs and other parachuted ordinance DropZoneAnim=BEACON ; animation to use for the drop zone flair EMPulseSparkles=EMP_FX01 ; Anim to play over units disabled by an EM Pulse. ; ******* Jumpjet Flight rules ******* ; Jumpjet movement controls [JumpjetControls] ;gs These are now merely defaults and units can define their own TurnRate=10 Speed=14 Climb=10 CruiseHeight=550 ; cruiseheight should be higher than a bridge, just to be safe Acceleration=0.1 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 MutateWarhead=Mutate MutateExplosionWarhead=MutateExplosion ; ******* Audio / Visual rules ******* ; General controls that deal with audio or visual appearance of ; the game or the units therein are specified here. [AudioVisual] DetailMinFrameRateNormal=10 ; If frame rate drops below this value, various visual effects switch off. DetailMinFrameRateMovie=5 ; 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 MagnaBeamColor=50,150,250;255,200,255 ; Magnetron's zap ray color, in 24-bit RGB OreTwinkleChance=1 ; At map startup, there is 1 chance in N that a cell with ore will get a twinkle anim. 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 ;WarningAlarm ;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 ;GEF Used to make the damage from the brute rock the target more than it normally would. DirectRockingCoefficient=1.5 FallBackCoefficient=0.1 ;GEF Used to reduce the amount the tank falls back between pushes. Smaller number = less fallback ;GEF which color should buildings get colored when they are targeted by a laser designator? ;Look at the ColorAdd section for references LaserTargetColor=4;9;1 IronCurtainColor=0;4 BerserkColor=11;0 ForceShieldColor=6 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 ;gs Obsolete UnloadingHarvester=HORV ; harvester image to use when unloading tiberium ;GEF PoseDir, despite the comments, is actually ranged from 0 to 255. I fixed DeployDir, and it actually works as described. PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc) DeployDir=2 ; Units that SimpleDeploy (Siege Chopper) will face this direction before doing so (0=N, 1=NE, 2=E, etc) ;GEFDropPodPuff=DROPEXP ; animation to play when drop pod hits the ground WaypointAnimationSpeed=60 ; how fast do the waypoint markers animate? ;gs makes assertVeinAttack=VEINATAC ; some cheesy animation DigSound= NukeSiren ; HACK: Nuke siren here since I believe this is unused and we are cramming for the demo ;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. OnFire=FIREEXPAS,FIREEXPBS,FIREEXPCS ; New Sound hooks for Mission disk - TR VoiceIFVRepair= IFVMove ; Reponse to repair command SlavesFreeSound= ;SlaveWorkerLiberated ; sound made when miner slaves are freed SlaveMinerDeploySound= SlaveMinerDeploy SlaveMinerUndeploySound= SlaveMinerDeploy BunkerWallsUpSound= TankBunkerUp BunkerWallsDownSound= TankBunkerDown RepairBridgeSound= BridgeRepaired PsychicDominatorActivateSound=PsychicDominatorActivate GeneticMutatorActivateSound=GeneticMutatorActivate PsychicRevealActivateSound=PsychicRevealActivate MasterMindOverloadDeathSound= MasterMindOverloadVoice MindClearedSound= MindCleared;default sound to play for units that are released from mind control EnterGrinderSound= GrinderGrinding ; default sound to play when a unit enters the grinder building LeaveGrinderSound= ; default sound to play when a unit leaves the grinder building EnterBioReactorSound= BioReactorEnter ; default sound to play when a unit enters the bio reactor building LeaveBioReactorSound= BioReactorEnter ; default sound to play when a unit leaves the bio reactor building ActivateSound= ; default sound to play for units that are activated DeactivateSound= ;default soudn to play when units are deactivated AirstrikeAbortSound=MIGMissionAborted AirstrikeAttackVoice=;MIGMove SpyPlaneCamera=SpyPlaneSnapshot;gs this is played each time the plane looks, which is every spycameraframes below SpyPlaneCameraFrames=16;gs while in the process of taking pictures, how often to play the sound DiskLaserChargeUp= FloatingDiscChargeUp ;gs the Report on DiskLaser will sound at the end of the ring, this will play at the beginning LetsDoTheTimeWarpOutAgain = ChronoScreenSound; sound for time shift out sequence (can be looping) LetsDoTheTimeWarpInAgain = ChronoScreenSoundAgain; sound for time shift in sequence (can be looping) Smoke=xxxx ; smoke that rises from the ground after a building explosion ;GEF FirestormActiveAnim=GAFSDF_A ;GEF FirestormIdleAnim=FSIDLE ;GEF FirestormGroundAnim=FSGRND ;GEF FirestormAirAnim=FSAIR EliteFlashTimer=150 ;gs Frames that a newly Elite unit will flash for ;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 EnemyHealth=no;yes ; Show enemy health bar graph when selected? Gravity=12 ; gravity constant for ballistic projectiles IdleActionFrequency=.05 ; average minutes between infantry performing idle actions MessageDelay=1.5 ; time duration of multiplayer messages displayed over map MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only) NamedCivilians=yes ; Show true names over civilians and civilian buildings? SavourDelay=.1 ; delay between scenario end and ending movie [keep the delay short] ShroudRate=0 ; minutes between each shroud creep process [0 means no shadow creep] FogRate=0 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=0.08 ; minutes between EVA repeating advice to the player TimerWarning=2 ; if mission timer is less than this many minutes, then display in red ExtraUnitLight=.03 ; Extra light to make units glow. ExtraInfantryLight=.05 ; Extra light to make infantry glow. ExtraAircraftLight=.08 ; Extra light to make aircraft glow. 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] BerserkROFMultiplier=1.0 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=0.25 ; maximum scatter distance (cells) for inaccurate ballistic projectiles (Note: Flak Cannon uses this) BridgeStrength=5000 ; 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 CMislWarhead=CMISLWH ; this is the warhead on a DredMissile CMislEliteWarhead=CMISLEWH ; this is the warhead on a DredMissile when the launcher is elite CrushWarhead=Crush ;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 ;***Crazy Ivan stuff*** IvanWarhead=IvanWH ;gs Since Ivan's weapon plants the bomb, exploding the bomb needs its own WH IvanDamage=450 ;400 ;gs and since Weapons don't have own life damage is needed seperately ;was 400 IvanTimedDelay=500 ;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 // obsolete now that deathbombs cut IvanIconFlickerRate=8 ;gs this many frames and the icon goes back and forth within one of the 6 2 frame anims ;***Urban Combat (UC) ver 2.0*** OccupyDamageMultiplier=1.25;gs since weapon is now tied to actual occupant, these restore the control lost OccupyROFMultiplier=1.0; OccupyWeaponRange=6.75;gs range bonus from being in a large footprint building is automatically ;added. Can't get the range from the wepon since if two different guys are inside, once the short range ;guy gets his turn then he'll make the building stop shooting. ;***Tank Bunker*** BunkerDamageMultiplier=1.2;1.5 BunkerROFMultiplier=1.0;1.5 BunkerWeaponRangeBonus=1;unlike the UC range entry, this is an actual bonus since there are no other shooters to worry about ;***MasterMind Overload*** OverloadCount=3,4,5,6 ;You fall into the biggest category you are equal or less than (last number arbitrary since past it will be last category anyway) OverloadDamage=0,20,20,20 ;You take this much damage OverloadFrames=30,30,15,5 ;This often ControlledAnimationType=MINDANIMS PermaControlledAnimationType=MINDANIMRS MindControlAttackLineFrames=0;gs how long to draw the act of mind controlling regardless of selection state ;***Floating Disk Draining*** DrainMoneyFrameDelay=50 DrainMoneyAmount=50 ;20 DrainAnimationType=DISKRAY; code wants a looping animation, might get confused otherwise ;***Magnetron*** ;GEF if CurrentStrengthDamage then the damage a dropped unit does will be based off of it's current strength, rather than it's maximum strength ;FallingDamageMultiplier determines what this base damage will be multiplied by in order to figure out the final damage FallingDamageMultiplier=.5 CurrentStrengthDamage=no ;***Battle Fortress*** OpenToppedRangeBonus=0;bonuses for troops shooting from open topped transport OpenToppedDamageMultiplier=1.2 OpenToppedWarpDistance=7.75;Chrono legionairre has to let go if BF moves this far away from target (CL not moving, but is being moved so link won't break on move like normal) DeathWeapon=DefaultDeathWeapon ;gs Can't use the unit's weapon anymore now that spread is fixed. Damage will be based on hitpoints IronCurtainDuration=900 ;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 PsychicRevealRadius=15 ;GEF radius in cells that the PsychicReveal Super should clear ;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=3.75 ; 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=0.5 ; 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=75%;50% ; when infantry is prone, damage is reduced to this percentage SplashList=WAKE0,H2O_EXP3,H2O_EXP2,H2O_EXP1 ; water explosion set for conventional explosives TreeTargeting=no ; Automatically show target cursor when over trees? TurboBoost=2.0 ; speed multiplier for turbo-boosted weapons when firing upon aircraft Incoming=-200 ; 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? // 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=5000 ; 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=30 ; Delay in frames between radiation level decrements. ; The level updates this often, but the rate is still as specified ; in RadDurationMultiple. RadLightDelay=30 ; 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=.8 ; Scales the factor tint plays in the radiation display. RadColor=70,255,0 ; 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=0 ; 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=YuriCountry 10=GDI 11=Nod 12=Neutral 13=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.) ThirdSide=YuriCountry 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 46=YENGINEER 47=GGI 48=INIT 49=BORIS 50=BRUTE 51=VIRUS 52=CLNT 53=ARND 54=STLN 55=CAML 56=EINS 57=MUMY 58=RMNV 59=LUNR 60=DNOA 61=DNOB 62=SLAV 63=WWLF 64=YDOG 65=YADOG 66=BORISP 67=JUMPJETP 68=VIRUSP 69=CLEGP 70=YURIK 72=LUNRK 73=YURIP 74=LUNRY 75=YURIPRP 76=PTROOPK 77=SLAVP 78=SLAVA 79=DTECH 80=ABE 81=DOGP 82=ADOGP 83=E2P 84=TANYP 85=ECG 86=E2CR 87=E1CR 88=INITCR ; ******* 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=SHADP 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 58=YHVR 59=PCV 60=SMIN 61=SMON 62=YCAB 63=YTNK 64=BFRT 65=TELE 66=CAOS 67=DDBX 68=BCAB 69=BSUB 70=SCHP 71=ECGSP ;72=DNOB 73=JEEP 74=MIND 75=DISK 76=UTNK 77=ROBO 78=YDUM 79=SCHD 80=DOLY 81=CBLC 82=FTRK 83=AMBU 84=CIVP 85=SCHPP 86=DISKP 87=CAOSP 88=LCRFK 89=SAPCK 90=YHVRK 91=PTNK 92=YSQD 93=PHAL 94=FLATA 95=RTNK 96=CAHEAD 97=MEP 98=DRONP ; ******* 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 10=BPLN 11=SPYP 12=CMISL 13=PROBE 14=APLN 15=APLNE 16=BPLNE 17=SATP 18=PROBES 19=PROBESE ; ******* 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 4=GAPILE 5=GASAND 6=GAROBO ;GADEPT 7=GATECH 8=GAWEAP ;9=GAHPAD 9=CALAB 10=NAPOWR 11=NATECH 12=NAHAND 13=GAWALL 14=NARADR 15=NAWEAP 16=NAREFN 17=NAWALL ;18=NATMPL 18=CAHSE07 19=NAPSIS 20=CASYDN01; NAWAST 21=NALASR 22=NASAM 23=CASYDN02; GARADR 24=GAYARD 25=NAIRON 26=NACNST 27=NANRCTB;NADEPT ; GEF Moving the soviet repair depot here to make up for the gap left by french wall being taken out ;;27=GAFWLL ; French wall ;;-Taken out 7/3 by DB 28=GACSPH 29=GADUMY 30=GAWEAT 31=CABHUT 32=GALITE 33=REDLAMP 34=GRENLAMP 35=BLUELAMP 36=YELWLAMP 37=PURPLAMP 38=INORANLAMP 39=INGRNLMP 40=INREDLMP 41=INBLULMP ;;These might be RA2 buildings, not sure. 42=CITY01 43=CITY02 44=CITY03 45=CITY04 46=CITY05 47=CITY06 ;;This is an old hospitol, not sure if it is used. 48=CAHOSP 49=INGALITE 50=INYELWLAMP 51=INPURPLAMP 52=NEGLAMP 53=NEGRED 54=TESLA 55=NAMISL 56=ATESLA 57=CAMACH 58=TSTLAMP 59=CASYDN03; NAHPAD 60=AMMOCRAT 61=GAGREEN 62=NAYARD 63=GASPYSAT 64=GAGAP 65=GTGCAN ; Grand Cannon 66=NANRCT ; Soviet Nuclear Reactor 67=GAPILL 68=NAFLAK ; Flak Cannon 69=CAOUTP ; Outpost 70=CATHOSP ; Tech Hospital 71=CAAIRP ; Civilian Airport 72=CAOILD ; Tech Oil Derrick 73=NACLON ; Soviet Cloning Vats 74=GAOREP ; Allied Ore Processor ;NEW RA2 BUILDINGS 75=CACITY01 76=CACITY02 77=CACITY03 78=CACITY04 79=CANEWY01 80=CANEWY04 81=CANEWY05 82=CASWST01 83=CATECH01 84=CATEXS01 85=CATEXS02 86=CAWASH01 87=CAFARM01 88=CAFARM02 89=CALIT01E 90=CALIT01N 91=CALIT01S 92=CALIT01W 93=CAMISC01 94=CAMISC02 95=CAMISC03 96=CAMISC04 97=CAPOL01E 98=CAPOL01N 99=CAPOL01S 100=CAPOL01W 101=CASIN01E 102=CASIN01N 103=CASIN01S 104=CASIN01W 105=CAPARS01 106=GAAIRC 107=CAFRMA 108=CAFRMB 109=CAWASH05 110=CAWASH04 111=CAWASH03 112=CAWASH07 113=CAWASH11 114=CAWSH12 115=CAWASH14 116=CAWASH09 117=CAWASH10 118=CAWASH13 119=CAARMY01 120=CAUSFGL 121=CAWASH08 122=CALIT03E 123=CALIT03N 124=CALIT03S 125=CALIT03W 126=CALIT02L 127=CALIT02R 128=CAHSE01 129=CAWT01 130=CATS01 131=CABARN02 132=CAWA2A 133=CAWA2B 134=CAWA2C 135=CAWA2D 136=AMRADR 137=CAPRS03 138=CAGARD01 139=CARUS01 140=CAMIAM01 141=CATRAN01; CAEURO01 142=CAMIAM02 143=CANWY05 144=MAYAN 145=CAEUR1 146=CAEUR2 147=CAEUR04 148=CAMEX01 149=CARUS02A 150=CARUS02B 151=CARUS02C 152=CARUS02D 153=CARUS02E 154=CARUS02F 155=CANEWY06 156=CANEWY07 157=CANEWY08 158=CAPARS02 159=CAPARS08 160=CAPARS09 161=CARUS03 162=CANEWY10 163=CANEWY11 164=CANEWY12 165=CANEWY13 166=CANEWY14 167=CANEWY15 168=CANEWY16 169=CANEWY17 170=CANEWY18 171=CAPARS04 172=CAPARS05 173=CAPARS06 174=CAPARS07 175=CAWASH15 176=CAPARS10 177=CAPARS13 178=CAPARS14 179=CAGAS01 180=CAPARS11 181=CAPARS12 182=CAFARM06 183=CAMIAM04 184=NAPSYB 185=NAPSYA 186=CAIND01 187=CACOLO01 188=CANWY09 189=CANWY22 190=CANWY23 191=CANWY24 192=CANWY25 193=CANWY26 194=CATEXS03 195=CATEXS04 196=CATEXS05 197=CARUS02G 198=CACHIG04 199=CAMIAM03 200=CARUS07 201=CATEXS06 202=CATEXS07 203=CATEXS08 204=CACHIG01 205=CACHIG02 206=CACHIG03 207=CAWASH16 208=CAWASH17 209=CACHIG05 210=CAWASH19 211=CARUS08 212=CARUS09 213=CARUS10 214=CARUS11 215=CANEWY20 216=CANEWY21 217=CARUS04 218=CARUS05 219=CARUS06 220=CAMSC01 221=CAMSC02 222=CAMSC03 223=CAMSC04 224=CAMSC05 225=CAMSC06 226=CAMSC07 227=CAWASH18 228=CAEURO05 229=CAPARK01 230=CAPARK02 231=CAPARK03 232=CAHSE02 233=CAHSE03 234=CAHSE04 235=CASTRT01 236=CASTRT02 237=CASTL01 238=CASTL02 239=CASTL03 240=CASTL04 241=NAPSYA 242=CAHSE05 243=CAHSE06 244=CAMIAM05 245=CAMIAM06 246=CAMIAM07 247=CAFNCB 248=CAFNCW 249=CAMEX02 250=CAMEX03 251=CAMEX04 252=CAMEX05 ;253=NADEPT 254=CACHIG06 255=CAMSC08 256=CAMSC09 257=CAARMY02 258=CAARMY03 259=CAARMY04 260=TEMMORLAMP 261=TEMDAYLAMP 262=TEMDUSLAMP 263=TEMNITLAMP 264=SNOMORLAMP 265=SNODAYLAMP 266=SNODUSLAMP 267=SNONITLAMP 268=CAKRMW 269=CARUFGL 270=CAFRFGL 271=CATRAN02; CAIRSFGL 272=CACUFGL 273=GASPYSATB 274=CASKFGL 275=CALBFGL 276=CAMIAM08 277=CAMISC05 278=CAMISC06 279=CASTL05A 280=CASTL05B 281=CASTL05C 282=CASTL05D 283=CASTL05E 284=CASTL05F 285=CASTL05G 286=CASTL05H 287=CAMSC10 288=CAGEFGL 289=CAUKFGL 290=CAWASH06 291=CAMSC11 292=CAMSC12 293=CAMSC13 294=CAPOFGL 295=CAMSC12A 296=CAMOV01 297=CAMOV02 298=CABUNK01 299=CABUNK02 300=CAFNCP 301=CASTRT03 302=CASTRT04 303=CASTRT05 305=YACNST 306=YAPOWR 307=YABRCK 308=YAWEAP 309=YAYARD 310=YAGRND 311=YATECH 312=GAFWLL;temp wall for yuri YAWALL 313=YAGGUN 314=YAPSYT 315=NAINDP 316=YADEPT 317=YAGNTC 318=CASLAB 319=CATIME 320=YAPPET 321=CALOND04 322=CALOND05 323=CALOND06 324=CAMOON01 325=CATRAN03 326=CAEAST01 327=CAEGYP01 328=CAEGYP02 329=CAEGYP03 330=CALA01 331=CALA02 332=CALA03 333=CALA04 334=CALA05 335=CALOND01 336=CALOND02 337=CALOND03 338=CAMORR01 339=CAMORR02 340=CAMORR03 341=CASANF01 342=CASANF02 343=CASANF03 344=CASANF04 345=CASANF05 346=CASEAT01 347=NATBNK 348=GAGATE_A ;gs This is a building. Not an Overlay!!! 349=CASANF09 350=CASANF10 351=CASANF11 352=CASANF12 353=CASANF13 354=CASANF14 355=CASANF06 356=CASANF07 357=CASANF08 358=CASEAT02 359=YACOMD 360=YAPPPT 361=GADEPT ;GAROBO;this is the robot control center. 362=YAREFN;gs Mobile refinery is a building transformer 363=YAROCK 364=NABNKR 365=CASANF15 366=CASANF16 367=CASANF17 368=CASANF18 369=CASIN03E 370=CASIN03S 371=CAURB01 372=CAURB02 373=CAURB03 374=CAPOWR 375=CALA07 376=CAEGYP06 377=CALA08 378=CAEAST02 379=CABARR01 380=CABARR02 381=CAMORR04 382=CAMORR05 383=CALA09 384=CAEGYP04 385=CAEGYP05 386=CALA06 387=CAMORR06 388=CAMORR07 389=CAMORR08 390=CAMORR09 391=CAMORR10 392=CATIME01 393=CATIME02 394=CALA10 395=CALA11 396=CALA12 397=CALA13 398=CAPARK04 399=CAPARK05 400=CAPARK06 401=CALA14 402=CALA15 403=CABUNK03 404=CABUNK04 405=CALUNR01 406=CALUNR02 407=GAWEAPB 408=GAWEAPC 409=NAWEAPB 410=NAWEAPC 411=YAWEAPB 412=YAWEAPC 413=NAHANDB 414=GAPILEB 415=YABRCKB 416=NAHANDC 417=GAPILEC 418=YABRCKC 419=GTGCANB 420=GTGCANC 421=AMRADRB 422=GAAIRCB 423=AMRADRC 424=GAAIRCC 425=AMRADRD 426=GAAIRCD 427=AILOCK 428=GAYARDB 429=NAYARDB 430=YAYARDB 431=YAYARDC 432=NAWEAPD 433=GAOREPB 434=NAINDPB 435=GAWEATB 436=GACSPHB 437=NAMISLB 438=NAIRONB 439=NACLONB 440=YAPPETB 441=YAGNTCB 442=GAGAPB 443=GAYARDC 444=NAYARDC 445=NADEPT;NANRCTB 446=GTGCAND 447=GTGCANE 448=NAPSISB 449=NARADRB 450=NADRON 451=GAWEAPD 452=YAPSYTP 453=YAGRNDB 454=NANRCTC ; *** Terrain Object List *** ; This is the list of terrain objects. Typically, these include ; trees and rocks. [TerrainTypes] ;1=MINE 2=BOXES01 3=BOXES02 4=BOXES03 5=BOXES04 6=BOXES05 7=BOXES06 8=BOXES07 9=BOXES08 10=BOXES09 11=ICE01 12=ICE02 13=ICE03 14=ICE04 15=ICE05 16=TREE01 17=TREE02 18=TREE03 19=TREE04 20=TREE05 21=TREE06 22=TREE07 23=TREE08 24=TREE09 25=TREE10 26=TREE11 27=TREE12 28=TREE13 29=TREE14 30=TREE15 31=TREE16 32=TREE17 33=TREE18 34=TREE19 35=TREE20 36=TREE21 37=TREE22 38=TREE23 39=TREE24 40=TREE25 41=TREE26 42=TREE27 43=TREE28 44=TREE29 45=TREE30 46=TIBTRE01 47=TIBTRE02 48=TIBTRE03 49=VEINTREE 50=HDSTN01 51=LT_GEN01 52=LT_GEN02 53=LT_GEN03 54=LT_GEN04 55=LT_SGN01 56=LT_SGN02 57=LT_SGN03 58=LT_SGN04 59=LT_EUR01 60=LT_EUR02 61=POLE01 62=POLE02 63=SIGN01 64=TRFF01 65=TRFF02 66=TRFF03 67=TRFF04 68=SIGN02 69=SIGN03 70=SIGN04 71=SIGN05 72=SIGN06 73=SPKR01 74=TREE31 75=TREE32 76=TREE33 77=TREE34 78=TREE35 79=TREE36 ; *** Smudge Object List *** ; This is the list of smudge objects. Typically, these include ; craters and scorch marks. [SmudgeTypes] 1=CR1 2=CR2 3=CR3 4=CR4 5=CR5 6=CR6 7=BURN01 8=BURN02 9=BURN03 10=BURN04 11=BURN05 12=BURN06 13=BURN07 14=BURN08 15=BURN09 16=BURN10 17=BURN11 18=BURN12 19=BURN13 20=BURN14 21=BURN15 22=BURN16 23=BURNT01 24=BURNT02 25=BURNT03 26=BURNT04 27=BURNT05 28=BURNT06 29=BURNT07 30=BURNT08 31=BURNT09 32=BURNT10 33=BURNT11 34=BURNT12 35=CRATER01 36=CRATER02 37=CRATER03 38=CRATER04 39=CRATER05 40=CRATER06 41=CRATER07 42=CRATER08 43=CRATER09 44=CRATER10 45=CRATER11 46=CRATER12 ; *** Overlay Object List *** ; These specify the various overlay types. Overlays can affect the ; game state (unlike smudges). ;GEF in case it wasn't intuitively obvious from the above, this list mirrors an object enumeration ;in overlay.hh. If you want to add something to this list, make sure you add to the enumeration ;or get a programmer to do it for you [OverlayTypes] 1=GASAND 2=CYCL 3=GAWALL 4=BARB 5=WOOD 6=DUMMY 7=DUMMY2 8=DUMMY3 9=DUMMY4 10=DUMMY5 11=DUMMY6 12=DUMMY7 13=DUMMY8 14=DUMMY9 15=DUMMY10 16=DUMMY11 17=DUMMY12 18=V16 19=V17 20=V18 21=DUMMY13 22=DUMMY14 23=FENC 24=DUMMY15 25=BRIDGE1 ;26 & 26=BRIDGE2 ;27 are the same art. 27=NAWALL 28=GEM01 29=GEM02 30=GEM03 31=GEM04 32=GEM05 33=GEM06 34=GEM07 35=GEM08 36=GEM09 37=GEM10 38=GEM11 39=GEM12 42=TRACKS01 43=TRACKS02 44=TRACKS03 45=TRACKS04 46=TRACKS05 47=TRACKS06 48=TRACKS07 49=TRACKS08 50=TRACKS09 51=TRACKS10 52=TRACKS11 53=TRACKS12 54=TRACKS13 55=TRACKS14 56=TRACKS15 57=TRACKS16 58=TRACKTUNNEL01 59=TRACKTUNNEL02 60=TRACKTUNNEL03 61=TRACKTUNNEL04 62=RAILBRDG1 63=RAILBRDG2 64=CRAT01 65=CRAT02 66=CRAT03 67=CRAT04 68=CRAT0A 69=CRAT0B 70=CRAT0C 71=DRUM01 72=DRUM02 73=PALET01 74=PALET02 75=PALET03 76=PALET04 77=LOBRDG01 78=LOBRDG02 79=LOBRDG03 80=LOBRDG04 81=LOBRDG05 82=LOBRDG06 83=LOBRDG07 84=LOBRDG08 85=LOBRDG09 86=LOBRDG10 87=LOBRDG11 88=LOBRDG12 89=LOBRDG13 90=LOBRDG14 91=LOBRDG15 92=LOBRDG16 93=LOBRDG17 94=LOBRDG18 95=LOBRDG19 96=LOBRDG20 97=LOBRDG21 98=LOBRDG22 99=LOBRDG23 100=LOBRDG24 101=LOBRDG25 102=LOBRDG26 103=LOBRDG27 104=LOBRDG28 105=TIB01 106=TIB02 107=TIB03 108=TIB04 109=TIB05 110=TIB06 111=TIB07 112=TIB08 113=TIB09 114=TIB10 115=TIB11 116=TIB12 117=TIB13 118=TIB14 119=TIB15 120=TIB16 121=TIB17 122=TIB18 123=TIB19 124=TIB20 125=LOBRDGE1 126=LOBRDGE2 127=LOBRDGE3 128=LOBRDGE4 129=DUMMYOLD;gs another thing that is big and useless and getting loaded. VEINS 130=TIB2_01 131=TIB2_02 132=TIB2_03 133=TIB2_04 134=TIB2_05 135=TIB2_06 136=TIB2_07 137=TIB2_08 138=TIB2_09 139=TIB2_10 140=TIB2_11 141=TIB2_12 142=TIB2_13 143=TIB2_14 144=TIB2_15 145=TIB2_16 146=TIB2_17 147=TIB2_18 148=TIB2_19 149=TIB2_20 150=TIB3_01 151=TIB3_02 152=TIB3_03 153=TIB3_04 154=TIB3_05 155=TIB3_06 156=TIB3_07 157=TIB3_08 158=TIB3_09 159=TIB3_10 160=TIB3_11 161=TIB3_12 162=TIB3_13 163=TIB3_14 164=TIB3_15 165=TIB3_16 166=TIB3_17 167=TIB3_18 168=TIB3_19 169=TIB3_20 170=USELESS; gs Veinhole is 100K, since not .shp it is loaded (.tem, etc) VEINHOLE 171=SROCK01 172=SROCK02 173=SROCK03 174=SROCK04 175=SROCK05 176=TROCK01 177=TROCK02 178=TROCK03 179=TROCK04 180=TROCK05 181=VEINHOLEDUMMY 182=CRATE ;GEF french wall being taken out 183=GAFWLL ;gs Needs own art since an Image= will negate the different stats 184=FENCE01 185=FENCE02 186=FENCE03 187=FENCE04 188=FENCE05 189=FENCE06 190=FENCE07 191=FENCE08 192=FENCE09 193=FENCE10 194=FENCE11 195=FENCE12 196=FENCE13 197=FENCE14 198=FENCE15 199=FENCE16 200=FENCE17 201=FENCE18 202=FENCE19 203=FENCE20 204=FENCE21 205=FENCE22 ;206=GAGATE_A ;gs WHAT!?!?!? This was moved from building to Overlay _MAY_ of last year! How have the gates worked!?! Who put it here!?! This is so purely wrong!!! Argh!!!!! 206=GAWRONG ;gs can't delete without busting everything, so just putting dummy 207=CAFNCB 208=CAFNCW ;GEF from here on out, add stuff to overlay.hh as new overlays are added 209=LOBRDB01 210=LOBRDB02 211=LOBRDB03 212=LOBRDB04 213=LOBRDB05 214=LOBRDB06 215=LOBRDB07 216=LOBRDB08 217=LOBRDB09 218=LOBRDB10 219=LOBRDB11 220=LOBRDB12 221=LOBRDB13 222=LOBRDB14 223=LOBRDB15 224=LOBRDB16 225=LOBRDB17 226=LOBRDB18 227=LOBRDB19 228=LOBRDB20 229=LOBRDB21 230=LOBRDB22 231=LOBRDB23 232=LOBRDB24 233=LOBRDB25 234=LOBRDB26 235=LOBRDB27 236=LOBRDB28 237=LOBRDGB1 238=LOBRDGB2 239=LOBRDGB3 240=LOBRDGB4 241=BRIDGEB1 ;26 & 242=BRIDGEB2 ;27 are the same art. 243=RUBBLE_OVERLAY 244=CAKRMW 245=CAFNCP 246=WCRATE 247=GAFWLL 248=LUNRK1 249=LUNRK2 250=LUNRK3 251=LUNRK4 252=LUNRK5 253=LUNRK6 ;GEF from here on out, add stuff to overlay.hh as new overlays are added ; *** Animation List *** ; This is the complete list of animations available. There are ; internal tables that rely on this exact order. Additional ; animations should be appended to the end. [Animations] 1=TWLT100 3=ELECTRO ; The following can occur in any order. 12=SMOKEY 13=BURN-S 14=BURN-M 15=BURN-L 22=H2O_EXP1 23=H2O_EXP2 24=H2O_EXP3 25=PARACH 26=PARABOMB 28=RING 29=OLD_001;BAZAPPA;gs 30=PIFF 31=PIFFPIFF GEF 32=FIRE3 GEF 33=FIRE2 GEF 34=FIRE1 GEF 35=FIRE4 42=GUNFIRE 43=TWINKLE1 44=TWINKLE2 45=TWINKLE3 47=MONEY 48=MLTIMISL 49=HEALONE 50=HEALALL 51=ARMOR 52=CHEMISLE 53=CLOAK 54=FIREPOWR 63=MGUN-N 64=MGUN-NE 65=MGUN-E 66=MGUN-SE 67=MGUN-S 68=MGUN-SW 69=MGUN-W 70=MGUN-NW 71=SMOKLAND 72=VETERAN 73=REVEAL 74=SHROUDX 82=GAPOWR_A 83=GAPOWR_AD 84=NARADR_A 85=NARADR_AD 90=GAWEAP_1 91=GAWEAP_2 92=GAWEAP_A 93=GAWEAP_B 94=OLD_002;GAWEAP_C 95=OLD_003;GAWEAP_D 96=GAPILE_A 97=OLD_004;GAPILE_B 98=NAPULS_A 99=GACTWR_A 100=GACTWR_B 101=GACTWR_C 102=GACTWR_D 103=OLD_005;GAPILE_C 104=GAWEAP_1 105=GAWEAP_2 106=GAWEAP_A 107=GAWEAP_BD ;108=GACOMM_A ;109=GACOMM_B ;110=GACOMM_C ;111=GACOMM_D ;112=GACOMM_AD 113=NASTLH_A 114=NASTLH_AD 115=OLD_006;GACNSTMK 116=GACNST_A 117=GACNST_AD 118=GACNST_B 119=GACNST_C 120=GACNST_CD 121=NAHAND_C;GACNST_D 122=NAHAND_A 123=NAHAND_B 124=GATECH_C;NAHAND_BD 125=OLD_013;GAPILE_CD 126=NATMPL_A 127=OLD_014;NATMPLMK 128=OLD_015;NAREFN_A 129=OLD_016;NAREFN_B 130=OLD_017;NAREFN_C 131=GAHPAD_A 132=GAHPAD_AD 133=GAPOWR_B 134=GADEPT_A 135=GADEPT_AD 136=GADEPT_B 137=GATECH_A 138=GATECH_AD 139=OLD_018;NATECH_A 143=OLD_019;NAWAST_A 144=OLD_020;NAWAST_AD 145=OLD_021;NAWAST_B 146=OLD_022;NAWAST_BD 147=OLD_023;NAOBEL_A 148=OLD_024;NAMISL_A 149=OLD_025;NAMISL_AD 150=OLD_026;NAMISL_B 151=OLD_027;NAMISL_BD 152=OLD_028;GAFIRE_A 153=OLD_029;GAFIRE_B 154=OLD_030;GAFIRE_C 155=OLD_031;NAREFN_AR 156=NAPOST_A 157=NAPOST_AD 158=NAPOST_B 159=WA01X 160=WA02X 161=WA03X 162=WA04X 163=WB01X 164=WB02X 165=WB03X 166=WB04X 167=WC01X 168=WC02X 169=WC03X 170=WC04X 171=WD01X 172=WD02X 173=WD03X 174=WD04X 175=TREESPRD 176=OLD_032;NAOBEL_B ;177=GADEPT_C1 ;178=GADEPT_C2 ;179=GADEPT_C3 180=GADEPT_D 181=GADEPT_DD 182=GASILO_A 183=GASILO_AD 184=GASILO_B 185=GASILO_BD 186=NAPOWR_A 187=NAPOWR_AD 188=CAHOSP_A 189=NAAPWR_A 190=NAAPWR_AD 191=GASPOT_A 192=GASPOT_AD 193=CTDAM_A 194=CTDAM_AD 195=TUNTOP01 196=TUNTOP02 197=TUNTOP03 198=TUNTOP04 199=NTPYRA_A 200=NTPYRA_AD 201=PULSEFX1 202=OLD_033;GADPSAMK ;GEF 203=METLARGE ;GEF 204=METSMALL ;GEF 205=METDEBRI ;GEF 206=METSTRAL ;GEF 207=METLTRAL 208=PULSBALL 209=GAFSDF_A ;GEF 210=FSIDLE ;GEF 211=FSAIR ;GEF 212=FSGRND 213=OLD_034;CAMACH_A 214=GADPSA_A 215=OLD_035;GATICK_A 216=OLD_036;GATICKMK ;217=UFO 218=CAARAY_A 219=CAARAY_B 220=CAARAY_C 221=CAARAY_CD 222=CAARAY_D 223=CAARAY_DD 224=GAICBM_A 225=OLD_037;GAICBMMK 226=NAHPAD_A 227=NAHPAD_AD ;;;;228=GAKODK_A ;;;;229=GAKODK_AD ;;;;230=GAKODK_B ;;;;231=GAKODK_C ;;;;232=GAKODK_CD ;;;;233=NAMNTK_A ;;;;234=CTDAM_B ;;;;235=CTDAM_BD 236=CARYLAND 237=DROPLAND 240=TWLT026 241=TWLT036 242=TWLT050 243=TWLT070 244=TWLT100 245=TWLT070T 246=TWLT100I 250=S_BANG16 251=S_BANG24 252=S_BANG34 253=S_BANG48 260=S_BRNL20 261=S_BRNL30 262=S_BRNL40 263=S_BRNL58 270=S_CLSN16 271=S_CLSN22 272=S_CLSN30 273=S_CLSN42 274=S_CLSN58 280=S_TUMU22 281=S_TUMU30 282=S_TUMU42 283=S_TUMU60 290=RING1 291=IONBEAM 292=SQDG_N 293=SQDG_NE 294=SQDG_E 295=SQDG_SE 296=SQDG_S 297=SQDG_SW 298=SQDG_W 299=SQDG_NW 300=SQDG ; SJM: squid grapple 301=FIRE01 ; SJM: damage fire for buildings 302=FIRE02 ; SJM: damage fire for buildings 303=FIRE03 ; SJM: damage fire for buildings ;;;;300=GAPLUG_A ;;;;301=GAPLUG_B ;;;;302=GAPLUG_BD ;;;;303=GAPLUG_C ;;;;304=GAPLUG_D ;;;;305=GAPLUG_E ;;;;306=GAPLUG_F 307=GARADR_A 308=GARADR_AD 309=NASAM_A 310=EMP_FX01 311=SMKPUFF ;SJM: Flak AA warhead explosion 312=V3TRAIL ;SJM 313=V3TAKOFF ;SJM 314=NUKEANIM ;gs The contact point explosion 315=NUKEBALL ;GEF first step of nuke explosions (NUKEANIM is second) 316=HTRKPUFF ;SJM: explosion for Half-(Flak)-Track anti-surface warhead 317=IRONFX ;SJM: weapon neutralized by Invulnerability 318=IRONBLST ;SJM: played upon invocation of Iron Curtain ;GEF 320=DIG 321=WARPIN ;GEF 322=WARPOUT ;GEF 323=WARPAWAY ;GEF 324=GAREFNBB 325=GAREFNL1 326=GAREFNL2 327=GAREFNL3 328=GAREFNOR 329=CAGRD1_A 330=GAREFNL4 331=YAPOWR_A 332=YAPOWR_AD 333=GAROBO_A 334=YACNST_C ;gs Can't add animations to the middle of the list335=YACNST_CD 400=VEINATAC 500=INFDIE 501=DIRTEXPL 502=PULSEFX2 510=DBRIS1LG 511=DBRIS1SM 512=DBRIS2LG 513=DBRIS2SM 514=DBRIS3LG 515=DBRIS3SM 516=DBRIS4LG 517=DBRIS4SM 518=DBRIS5LG 519=DBRIS5SM 520=DBRIS6LG 521=DBRIS6SM 522=DBRIS7LG 523=DBRIS7SM 524=DBRIS8LG 525=DBRIS8SM 526=DBRIS9LG 527=DBRIS9SM 528=DBRS10LG 529=DBRS10SM 550=DEATH_A 551=DEATH_B 552=DEATH_C 553=DEATH_D 554=DEATH_E 555=DEATH_F 556=DROPPOD 557=DROPPOD2 558=FLAMEGUY 559=YURIDIE 560=NUKEDIE 600=EXPLOSML 601=EXPLOMED 602=EXPLOLRG 603=XGRYMED1 604=XGRYMED2 605=XGRYSML1 606=XGRYSML2 ;GEF 610=STEAMPUF ;GEF 611=SMOKEY2 612=OLD_038;PULSE 613=WAKE1 614=WAKE2 618=BEACON 619=PODRING ;GEF not used, taking out for now ;620=CLDRNGL1 ;621=CLDRNGL2 ;622=CLDRNGMD ;623=CLDRNGSM 667=CHRONOFD ; SJM 668=CHRONOTG ; SJM 669=NUKETO 670=NUKEPUFF 700=CRYSTAL1 701=CRYSTAL2 702=CRYSTAL3 703=CRYSTAL4 704=BIGBLUE 705=SGRYSMK1 ;GEF 706=DROPEXP 707=INVISO 708=NAPSIS_A 709=NAPSIS_AD 710=PSIWARN 711=GACNST_BD 712=GAYARD_A 713=OLD_039;GAYARD_B 714=OLD_040;NAFLAKMK ;715=GACNSTDM 720=UCFLASH 721=UCELEC 722=UCBLOOD 723=OLD_041;CAAIRPMK 724=GAWEAP_3 725=GAWEAP_4 726=NAWEAP_3 727=NAWEAP_4 728=OLD_042;GAAIRCMK 729=CAOILD_A 730=NAREFNL1 731=NAREFNL2 732=NAREFNL3 733=NAREFNL4 734=NACNST_A 735=NACNST_B 736=NACNST_C 737=NAREFNOR 738=NACLON_A 739=NANRCT_A 740=NATSLA_A 741=CHRONOBM 742=CHRONOAR 743=OLD_043;GACSPH_A 744=GACSPH_E 745=GACSPH_F 746=GACSPH_FD 747=GACSPH_G 748=GACSPH_H 749=GACSPH_HD 750=CAWSH12A 751=CAWSH12D 752=OLD_044;NACNSTD 753=DBRI-WM1 754=DBRI-WM2 755=DBRI-WM3 756=NAMISL_E 757=NAMISL_F 758=NAMISL_G 759=NAMISL_H 763=CAAIRP_A 764=WCCLOUD1 765=WCCLOUD2 766=WCCLOUD3 767=WCLBOLT1 768=WCLBOLT3 769=OLD_045;WCLBOLT4 770=EXPLOLB ; PCG; Necessary for lightning bolt explosions, so their sounds don't overwhelm the bolt explosions. 771=CAUSFGL_A 772=DBRI-WM4 773=DBRI-WM5 774=DBRI-WM6 780=GAWETH_E 781=GAWETH_F 782=GAWETH_FD 783=GAWETH_G 784=GAWETH_H 785=GAWETH_HD 786=NAIRON_A 787=TWNK1 790=NAYARD_A 791=NAYARD_B 792=NAYARD_C 793=NAYARD_D 794=CAWS01DM ;795=NATSLADM 796=NATSLA_B ; SJM: Tesla Coil Firing Anim 797=NATSLA_BD ; SJM: Tesla Coil Damaged Firing Anim 798=GAPRIS_A ; SJM: Prism Cannon Firing Anim 799=GAPRIS_AD ; SJM: Prism Cannon Damaged Firing Anim 800=CHRONOSK 801=CAWA14DM ;802=GAPILEDM 803=OLD_046;GAPRISDM 804=NACNST_BD 805=GAWEAP_AD 806=GAWEAP_1D 807=GAWEAP_2D 808=GAWEAP_3D 809=GAWEAP_4D 810=GACSPH_GD 811=GAAIRC_A 812=GAAIRC_AD 813=GAAIRC_B 814=GAAIRC_BD 815=GAAIRC_C 816=GAAIRC_CD 817=NAYARD_AD 818=NAYARD_BD 819=NAYARD_CD 820=NAYARD_DD 821=NATSLA_AD 822=CARUS01D 823=GACSPH_ED 824=NAREFNL1D 825=NAREFNL2D 826=NAREFNL3D 827=NAREFNL4D 828=NAWEAP_1 829=NAWEAP_2 830=NAWEAP_1D 831=NAWEAP_2D 832=NAWEAP_3D 833=NAWEAP_4D 834=NAWEAP_A 835=OLD_047;NAWEAP_AD 836=GAOREP_A 837=GAOREP_AD ;840=CAPARS11D 841=CAPARS12D 842-GAWETH_ED 843-GAWETH_GD 844=CACHIG04D 845=OLD_048;CACHIG05D 846=NANRCT_AD 847=GASPST_A 848=GASPST_AD 849=NACLON_AD 850=CAWSH18A 851=NAIRON_AD 852=GAPILE_AD 853=GAYARD_C 854=GAYARD_CD 855=GAYARD_D 856=GAYARD_DD 857=GAYARD_AD 858=NAPSYA_A 859=NAPSYA_AD 860=NAPSYB_A 861=NAPSYB_AD 862=GADEPT_BD 863=GADEPT_C 864=GADEPT_CD 865=CAOUTP_A 866=CAOUTP_AD 867=CAOUTP_B 868=CAOUTP_BD 869=CAOUTP_C 870=CAOUTP_CD 871=CAOUTP_D 872=CAOUTP_DD 873=NADEPT_B 874=NADEPT_BD 875=NADEPT_C1 876=NADEPTBB 877=NADEPT_C2 878=NADEPT_C3 879=NADEPT_C4 880=NADEPT_C5 881=NADEPT_C6 882=CAMSC06A 883=CARUFGL_A 884=CAFRFGL_A 885=CAIRFGL_A 886=CACUFGL_A ;887=CANFGL_A 888=CASKFGL_A 889=CALBFGL_A 890=CAWA19_A 891=CAWA19_AD 892=CASTL04DM 893=CAHOSP_AD 894=NACNST_CD 895=GAPRIS_B ; SJM: Prism Cannon Active Anim 896=GAPRIS_BD ; SJM: Prism Cannon Damaged Active Anim 897=GAGAP_A 898=GAGAP_AD 899=OLD_049;GAGAPMK 900=BEHIND 901=NACNST_AD 902=CAGEFGL_A 903=CAUKFGL_A 904=CAPOFGL_A 905=NAIRON_F 906=NAIRON_FD 907=NAIRON_H 908=NAIRON_HD 909=NAIRON_G 910=NAIRON_GD 911=NAIRON_E 912=NAIRON_ED 913=CANY04DM 914=KTSTLEXP 915=DEMTEXP 916=GCMUZZLE 917=VTEXPLOD 918=VTMUZZLE 919=CRIVEXP 920=CRIVEXP2 921=TSTIMPCT 922=BRRLEXP1 923=BRRLEXP2 924=GAYARD_S1 925=GAYARD_S2 926=GAYARD_S3 927=MININUKE 928=CAPR01DM 929=NAYARD_S1 930=ARRWSE 931=NAYARD_S3 932=NAMISL_ED 933=NAMISL_FD 934=NAMISL_GD 935=NAMISL_HD 936=GAAIRCBB 937=CAWA19_AG 938=CAPR11DM 939=ARRWDEST; Boot camp arrows 940=ARRWN 941=ARRWS 942=ARRWE 943=ARRWW 944=ARRWNW 945=ARRWNE 946=ARRWSW 947=NAYARD_S2 948=CAMOV01_A 949=CAMOV01_AD 950=CAMOV02_A 951=CAMOV02_AD 952=CAOILD_F 953=CAOILD_AD 954=CAOUTP_F 955=CAHOSP_F 956=CAAIRP_F 957=SPEED 958=NAYARD_S1D 959=NAYARD_S2D 960=NAYARD_S3D 961=GAYARD_S1D 962=GAYARD_S2D 963=GAYARD_S3D 964=CAEAST01DM 965=YAPPET_E 966=YAPPET_ED 967=YAPPET_F 968=YAPPET_FD 969=YAPPET_G 970=YAPPET_GD 971=YAPPET_H 972=YAPPET_HD 973=OLD_050;YAPPETMK 975=VIRUSD ;GEF 976=NAINDP_A 977=NAINDP_AD 978=NAINDP_B 979=NAINDP_BD 980=YAGRND_A 981=YAGRND_AD 982=YAGRND_B 983=YAGRND_BD 984=YAGRND_C 985=YAGRND_CD 986=YAWEAP_1 987=YAWEAP_2 988=YAWEAP_3 989=YAWEAP_4 990=YAWEAP_A 991=YAWEAP_AD 992=NATBNK_A 993=NATBNK_B 994=NATBNK_A2;these two are the first two backwards 995=NATBNK_B2 996=NATBNK_AD 997=NATBNK_BD 998=NATBNK_A2D 999=NATBNK_B2D 1000=GENDEATH 1001=YAROCK_A 1002=YABRCK_A 1003=YAYARD_C 1004=YAYARD_CD 1005=YAYARD_A 1006=YAYARD_AD 1007=YAYARD_D 1008=YAYARD_DD 1009=YAYARD_S 1010=YAYARD_SD 1011=YAYARD_S2 1012=YAYARD_S2D 1013=YAYARD_S3 1014=YAYARD_S3D 1015=YAPSYT_A 1016=YAPSYT_AD 1017=YATECH_A 1018=YATECH_AD 1019=YAREFN_A 1020=SCHPDEPL ;GEF Seige Chopper Deploy 1021=YAGNTC_E 1022=YAGNTC_ED 1023=YAGNTC_F 1024=YAGNTC_FD 1025=YAGNTC_G 1026=YAGNTC_GD 1027=YAGNTC_H 1028=YAGNTC_HD 1029=YACNST_A 1030=YACNST_AD 1031=YACNST_B 1032=YACNST_BD 1033=CALND6_A 1034=CALND6_AD 1035=CATR03DM 1036=UCCONS 1037=UCINIT 1038=CASEAT02_A 1039=CASEAT02_AD 1040=MINDANIM 1041=DISKRAY 1042=PDFXCLD;psychic dominator 1043=PDFXLOC 1044=OLD_053;CAPSYT_B 1045=OLD_054;CAPSYT_BD 1046=CAPOWR_A 1047=CAPOWR_AD 1048=CALA10_A 1049=CALA10_AD 1050=CAMACH_F 1051=OLD_055;CAMACH_FD 1052=YAGRND_D 1053=YAGRND_DD 1054=YACNST_CD ;gs moved from middle of list. New stuff must be added to end. 1055=FORCSHLD 1056=CATIME_A 1057=INITFIRE 1058=CDGAS 1059=CASLAB_A 1060=YAPOWR_B 1061=YAPOWR_C 1062=CASLAB_F 1063=YAPPET_A 1064=YAPPET_AD 1065=BRUTDIE 1066=YAGNTC_P 1067=YAGNTC_PD 1068=NANRCT_P 1069=NANRCT_PD 1070=YAPOWR_BD 1071=YAPOWR_CD 1072=YAPSYT_BD 1073=YAPSYT_B 1074=GUNFIRES 1075=VTMUZZLEK 1076=SONICSPLASH 1077=MIRAGEFX 1078=PLASMAT 1079=PLASMAX 1080=ROBOFX 1081=MIRAGEAM 1082=TDFRAG 1083=APMUZZLE 1084=APMUZZLET 1085=SCHPFRAG 1086=EXPLOLBP 1087=DEMTEXPS 1088=XGRYSML1B 1089=GUNFIREA 1090=gtpowexp 1091=TSTLEXP 1092=REDNEXP 1093=MININUKED 1094=XGRYSML2B 1095=PULSEFX3 1096=GUYPUFF 1097=GUYPUFFF 1098=BIGPUFF 1099=BIGPUFFF 1100=HTRKNPUFF 1101=TWLT070V 1102=VFRAG 1103=MININUKEE 1104=JETFIRE 1105=DURASMOKEG 1106=SAMB 1107=TSLFIRE 1108=TWLT100IG 1109=INITMUZZLE 1110=GGIMUZZ 1111=SMOKEYC 1112=ADURA 1113=TUSKEXP 1114=DURASMOKEO 1115=XGRYMED2W 1116=H2O_EXP2W 1117=DLPHLIMP 1118=HORNETEXP 1119=ASWB 1120=TSTLEXPT 1121=BEAGEXP 1122=FIREB 1123=FIREC 1124=PMGUN-N 1125=PMGUN-NE 1126=PMGUN-E 1127=PMGUN-SE 1128=PMGUN-S 1129=PMGUN-SW 1130=PMGUN-W 1131=PMGUN-NW 1132=BRUTDIEX 1133=FIREEXPA 1134=FIREEXPB 1135=FIREEXPC 1136=FIREEXPAF 1137=FIREEXPBF 1138=FIREEXPCF 1139=CTRLP 1140=CTRLSP 1141=CTRLST 1142=DLPHLIMP2 1143=DLPHLIMP3 1144=DLPHLIMP4 1145=DLPHLIMP5 1146=DLPHLIMP6 1147=DLPHLIMP7 1148=DLPHLIMP8 1149=DLPHLIMP9 1150=DLPHLIMP10 1151=DLPHLIMP11 1152=DLPHLIMP12 1153=RING2 1154=RING3 1155=RING4 1156=RING5 1157=RING6 1158=RING7 1159=RING8 1160=RING9 1161=RING10 1162=RINGEXP 1163=RINGEXP2 1164=BORISSP 1165=NUKEANIM2 1166=NUKEANIM3 1167=SCFX 1168=MININUKEEXP 1169=NUKEANIMB 1170=WCEXP 1171=WCEXP2 1172=PDFX1 1173=PDFX2 1174=PDFX3 1175=PDFX4 1176=PDFX5 1177=PDFX6 1178=PDFX7 1179=PDFX8 1180=PDFX9 1181=PDFX10 1182=RINGEXPALT 1183=RINGEXPALT2 1184=BRRLEXP 1185=BORISEXP 1186=TANYAEXP 1187=PIFFT 1188=EXPLOLBEXP 1189=MCTEXP 1190=MCTPRE 1191=TWLT100D 1192=MMTPRE 1193=MMTEXP 1194=S_CLSN42D 1195=BRRLEXPO 1196=REVEALSAT 1197=NATECH_A 1198=NATECH_AD 1199=NATECH_B 1200=NATECH_BD 1201=NAHAND_IA 1202=NAHAND_IB 1203=NAHAND_IC 1204=CHRONOFS 1205=REVEALGAP 1206=NATECH_A2 1207=NAWEAP_B 1208=NAWEAP_C 1209=NAHAND_IAD 1210=NARUFGL_A 1211=NARUFGL_B 1212=YAPOWR_D 1213=YAPOWR_DD 1214=DETECTORRING 1215=DETECT 1216=DETECTB 1217=DETECTORRINGA 1218=NARADR_B 1219=NARADR_BD 1220=NARADR_C 1221=NARADR_CD 1222=NARADR_D 1223=NARADR_DD 1224=NAINDPL 1225=NAINDPLB 1226=NAINDPLC 1227=NAINDPLD 1228=NAINDPLE 1229=NAINDPLF 1230=NAINDPLG 1231=NAINDPLH 1232=NAINDPLI 1233=NAINDPLJ 1234=NAINDPLK 1235=NAINDPLL 1236=NAINDPLM 1237=NAINDPLN 1238=NAINDPLO 1239=NAINDPLP 1240=NAINDPLQ 1241=NAINDPLR 1242=NAINDP_BT 1243=NAINDP_BTD 1244=NAINDPNO 1245=SHIPBANG 1246=SHIPBANGB 1247=SHIPBING 1248=SHIPBENG 1249=SUNK 1250=SUNKS 1251=LUNREXP 1252=NUKESTM 1253=INVISOSTM 1254=INVISOSTMB 1255=INVISOSTMC 1256=INVISOSTMD 1257=INVISOSTME 1258=NUKEPUFFD 1259=SQDSPLASH 1260=LASERMUZZLE 1261=EXPLOS16 1262=GATECH_B 1263=GATECH_BD 1264=SHIPBONG 1265=CHRONOSKP 1266=SQDWAKEB 1267=SUBBONG 1268=BSUBBONG 1269=ARRWSE 1270=ARRWDEST 1271=NAYARD_S1 1272=NAYARD_S2 1273=NAYARD_S3 1274=NAYARD_S1D 1275=NAYARD_S2D 1276=NAYARD_S3D 1277=GUNFIREH 1278=SPRISMP 1279=SGRYSMK1B 1280=SGRYSMK1C 1281=SGRYSMK1D 1282=SGRYSMK1E 1283=SGRYSMK1F 1284=SGRYSMK1G 1285=SMK1B 1286=SMK1C 1287=SMK1D 1288=SMK1E 1299=TANKFIRE 1300=SMK1F 1301=TSLFIRES 1302=VTEXPLODB 1303=DISKRAYB 1304=DISKRAYC 1305=DISKRAYD 1306=DISKRAYE 1307=DISKRAYF 1308=GAROBO_B 1309=GAROBO_BB 1310=GAROBO_BC 1311=GAROBO_BD 1312=GAROBO_BE 1313=GAROBO_BF 1314=GAROBO_BG 1315=GAROBO_BH 1316=GAROBO_BI 1317=GAROBO_BJ 1318=GAROBO_AB 1319=GAROBO_AC 1320=GAROBO_AK 1321=GATECH_C 1322=GATECH_CD 1323=NAPOWR_B 1324=NAPOWR_BD 1325=NAPOWR_BX 1326=NAPOWR_BY 1327=NAPOWR_BZ 1328=NATSLA_C 1329=NATSLA_CD 1330=GUNFIREG 1331=RADMELT 1332=RADMUZZ 1333=MINDFS 1334=SEALASS 1335=SEALASSB 1336=IVANASS 1337=IVANASSB 1338=UCFLASHB 1339=CHRONOSB 1340=SMOKEYL 1341=WETHB 1342=RINGA 1343=LOCEXP 1344=LOCEXPB 1345=LOCEXPC 1346=LOCEXPD 1347=LOCEXPE 1348=LOCEXPF 1349=LOCEXPG 1350=LOCEXPH 1351=LOCEXPI 1352=LOCEXPJ 1353=LOCEXPK 1354=BRUTEEXP 1355=NABNKR_B 1356=NAHANDDM 1357=NAHANDDMB 1358=NAHANDDMC 1359=NAWEAPDM 1360=NAWEAPDMB 1361=NAWEAPDMC 1362=NAREFNDM 1363=NAREFNDMB 1364=NAREFNDMC 1365=NAPOWRDM 1366=NAPOWRDMB 1367=NAPOWRDMC 1368=NACNSTDM 1369=NACNSTDMB 1370=NACNSTDMC 1371=NARADRDM 1372=NARADRDMB 1373=NARADRDMC 1374=NADEPTDM 1375=NADEPTDMB 1376=NADEPTDMC 1377=NAYARDDM 1378=NAYARDDMB 1379=NAYARDDMC 1380=NATECHDM 1381=NATECHDMB 1382=NATECHDMC 1383=NANRCTDM 1384=NANRCTDMB 1385=NANRCTDMC 1386=NAINDPDM 1387=NAINDPDMB 1388=NAINDPDMC 1389=NAIRONDM 1390=NAIRONDMB 1391=NAIRONDMC 1392=NAMISLDM 1393=NAMISLDMB 1394=NAMISLDMC 1395=NABNKRDM 1396=NABNKRDMB 1397=NABNKRDMC 1398=NATSLADM 1399=NATSLADMB 1400=NATSLADMC 1401=GACNSTDM 1402=GACNSTDMB 1403=GACNSTDMC 1404=GAPOWRDM 1405=GAPOWRDMB 1406=GAPOWRDMC 1407=GAPILEDM 1408=GAPILEDMB 1409=GAPILEDMC 1410=GAREFNDM 1411=GAREFNDMB 1412=GAREFNDMC 1413=GAWEAPDM 1414=GAWEAPDMB 1415=GAWEAPDMC 1416=GAAIRCDM 1417=GAAIRCDMB 1418=GAAIRCDMC 1419=GADEPTDM 1420=GADEPTDMB 1421=GADEPTDMC 1422=GAYARDDM 1423=GAYARDDMB 1424=GAYARDDMC 1425=GAROBODM 1426=GAROBODMB 1427=GAROBODMC 1428=GATECHDM 1429=GATECHDMB 1430=GATECHDMC 1431=GAOREPDM 1432=GAOREPDMB 1433=GAOREPDMC 1434=GAPRISDM 1435=GAPRISDMB 1436=GAPRISDMC 1437=GAGAPDM 1438=GAGAPDMB 1439=GAGAPDMC 1440=GASPSTDM 1441=GASPSTDMB 1442=GASPSTDMC 1443=GACSPHDM 1444=GACSPHDMB 1445=GACSPHDMC 1446=GAWETHDM 1447=GAWETHDMB 1448=GAWETHDMC 1449=GTGCANDM 1450=GTGCANDMB 1451=GTGCANDMC 1452=YACNSTDM 1453=YACNSTDMB 1454=YAPOWRDM 1455=YAPOWRDMB 1456=YAPOWRDMC 1457=YABRCKDM 1458=YABRCKDMB 1459=YABRCKDMC 1460=YAREFNDM 1461=YAREFNDMB 1462=YAREFNDMC 1463=YAWEAPDM 1464=YAWEAPDMB 1465=YAWEAPDMC 1466=NAPSISDM 1467=NAPSISDMB 1468=NAPSISDMC 1469=YAGRNDDM 1470=YAGRNDDMB 1471=YAGRNDDMC 1472=YAYARDDM 1473=YAYARDDMB 1474=YAYARDDMC 1475=YATECHDM 1476=YATECHDMB 1477=YATECHDMC 1478=YAPSYTDM 1479=YAPSYTDMB 1480=YAPSYTDMC 1481=NATBNKDM 1482=NATBNKDMB 1483=NATBNKDMC 1484=NACLONDM 1485=NACLONDMB 1486=NACLONDMC 1487=YAGNTCDM 1488=YAGNTCDMB 1489=YAGNTCDMC 1490=YAPPETDM 1491=YAPPETDMB 1492=YAPPETDMC 1493=GUNFIRESB 1494=GUNFIREFLASHS 1495=WCLBOLT1B 1496=WCLBOLT2B 1497=WCLBOLT3B 1498=WCLBOLT1C 1499=WCLBOLT2C 1500=WCLBOLT3C 1501=WCLBOLT1D 1502=WCLBOLT2D 1503=WCLBOLT3D 1504=GASAM_A 1505=FLAKTRAIL 1506=FLAK 1507=MIRAGEMUZ 1508=MIRAGEMUZB 1509=MIRAGEMUZC 1510=MASTERFX 1511=VIRUSMUZ 1512=VIRUSMUZB 1513=VIRUSMUZC 1514=VIRUSMUZD 1515=GASB 1516=GASBT 1517=TWLT070AV 1518=TWLT070AT 1519=BVIRUSMUZ 1520=BVIRUSMUZB 1521=BVIRUSMUZC 1522=BVIRUSMUZD 1523=MAGMUZ 1524=SEALBOMBMUZ 1525=AWPMUZ 1526=PTTWNK 1527=PTTWNKB 1528=TANYABOMBMUZ 1529=CHARGEMUZ 1530=LUNRVEXP 1531=REPAIRMUZ 1532=MAKEUPMUZ 1533=MONEYANIM 1534=MAKEUPMUZB 1535=ERUPMUZ 1536=BORISEXPB 1537=DAPMUZZLET 1538=GGUNFIREG 1539=RGUNFIREA 1540=LTANKFIRE 1541=RBGUNFIRE 1542=TTSLFIRE 1543=MSAMB 1544=CTSLFIRE 1545=OTSLFIRE 1546=V3TAKEOFFB 1547=SSQDSPLASH 1548=V3EXPL 1549=V3EXPLB 1550=APOCEXPL 1551=APOCEXPLB 1552=MBTFRAG 1553=BSUBTRAIL 1554=BSUBRING 1555=BSUBRINGP 1556=BSUBRINGPE 1557=BSUBRINGB 1558=BRUTESWING 1559=BRUTESWINGB 1560=XGRYMEDD 1561=sredsmk1 1562=t4_ib 1563=t4_ibS 1564=CANISTER 1565=DISCUS 1566=DRONSWING 1567=BORISFIRE 1568=boris_ib 1569=MRING 1570=MISSILE 1571=PATRIOT 1572=CELLSEL 1573=CELLSELB 1574=CELLSELC 1575=CELLSELD 1576=CELLSELE 1577=CELLSELF 1578=CELLSELG 1579=CELLSELH 1580=CELLSEL_B 1581=CELLSELB_B 1582=CELLSELC_B 1583=CELLSELD_B 1584=CELLSELE_B 1585=CELLSELF_B 1586=CELLSELG_B 1587=CELLSELH_B 1588=CELLSEL_C 1589=CELLSELAP 1590=CELLSELAPB 1591=CELLSELAPC 1592=CELLSELAPD 1593=CELLSELAPE 1594=CELLSELAPF 1595=CELLSELAPG 1596=CELLSELAPH 1597=CELLSELAP_B 1598=CELLSELAPB_B 1599=CELLSELAPC_B 1600=CELLSELAPD_B 1601=CELLSELAPE_B 1602=CELLSELAPF_B 1603=CELLSELAPG_B 1604=CELLSELAPH_B 1605=FLAMEGUYX 1606=CORPSDM 1607=TWLT070X 1608=S_BANG48X 1609=SENTRYEXP 1610=S_CLSN58X 1611=S_TUMU60X 1612=TWLT070XB 1613=S_BANG48XB 1614=SENTRY_A 1615=S_CLSN58XB 1616=S_TUMU60XB 1617=SENTRY_B 1618=SENTRY_C 1619=SAOEXP 1620=SAOFIRE 1621=HOWIEXP 1622=HOWIEXPB 1623=YAPOWRDM 1624=DISKFS 1625=YAGATT_A 1626=YAGATT_B 1627=YAGRND_L 1628=YAGRND_LB 1629=GAGC_L 1630=ROCKDIE 1631=LUNRDIE 1632=LUNRYDIE 1633=ROCKDEATH 1634=LUNRDEATH 1635=LUNRYDEATH 1636=DOGWAVE 1637=DOGWAVEB 1638=DOGWAVEC 1639=OREGATH 1640=OREGATHDIE 1641=OREGATHDIES 1642=WARPDIE 1643=BBBSMOKE 1644=IVANTIMER 1645=IVANFIREEXP 1646=SHAKEEXP 1647=SLAVSWING 1648=SLAVSWINGB 1649=RNGUNFIREA 1650=NGUNFIREA 1651=DURASMOKEP 1652=MAGMUZB 1653=MADURA 1654=WARPINB 1655=CHARGEMUZB 1656=XGRYMED2B 1657=GAREFNL2B 1658=NAREFNL3B 1659=NAREFNL3DB 1660=GAREFNL2C 1661=WRENCH 1662=SMOKEYD 1663=SMOKEYH 1664=BEAGEXPB 1665=NACNST_E 1666=NACNST_ED 1667=YACNST_D 1668=YACNST_DD 1669=TRKPUFFF 1670=VirusSpark 1671=T_CLSN30 1672=TDSpark 1673=T_CLSN30B 1674=HarrierSpark 1675=H_CLSN58 1676=H_CLSN58B 1677=XGRYMEDDB 1678=MirageSpark 1679=MIRAGEFXB 1680=DreadSpark 1681=EXPLOLRGD 1682=EXPLOLRGDB 1683=APLNEXP 1684=UCSpark 1685=SEALASSS 1686=MSAMP 1687=SAMP 1688=APMUZZLEP 1689=NONEANIM 1690=V3TRAILP 1691=cons_ib 1692=MZINIT 1693=INITFIREB 1694=INITFIREC 1695=TUSKEXPB 1696=TUSKEXPC 1697=TUSKCMUZ 1698=DiskSpark 1699=INFEXPLODE 1700=INFEXPLODEB 1701=S_BRNLGZL 1702=DiskrayEXP 1703=WARPEXP 1704=ChronoSpark 1705=CHRONOEXPR 1706=CHRONOEXPRB 1707=CHRONOEXPRC 1708=CHRONOEXPRD 1709=CHRONOEXPRE 1710=FMGUN-N 1711=FMGUN-NE 1712=FMGUN-E 1713=FMGUN-SE 1714=FMGUN-S 1715=FMGUN-SW 1716=FMGUN-W 1717=FMGUN-NW 1718=DETECTAA 1719=DETECTAAB 1720=CHRONOSKPB 1721=FMGUN-N 1722=RMGUN-NE 1723=RMGUN-E 1724=RMGUN-SE 1725=RMGUN-S 1726=RMGUN-SW 1727=RMGUN-W 1728=RMGUN-NW 1729=HSAMB 1730=CHRONOARB 1731=YURICNTL 1732=APOCEXP 1733=WCLBOLT2 1734=BOMB 1735=BORISEXC 1736=HAWKEXP 1737=NATSLA_BB 1738=GUARDEXP 1739=PIPS2 1740=FLAMEGUYF 1741=DBRS10SMF 1742=CORPSDMF 1743=S_BRNLGZLN 1744=TWLT070F 1745=S_BANG48F 1746=S_BRNL58F 1747=S_CLSN58F 1748=S_TUMU60F 1749=S_BRNLGZLB 1750=S_BRNLGZLNB 1751=MONEYMUZ 1752=TWLT070O 1753=S_BANG48O 1754=S_BRNL58O 1755=S_CLSN58O 1756=S_TUMU60O 1757=DBRS10SMO 1758=IRONFXB 1759=TWNKORE 1760=BFEXP 1761=YATECH_B 1762=YATECH_C 1763=YATECH_D 1764=RINGB 1765=RINGC 1766=YACNSTDMC 1767=SUBWAVEEXP 1768=SubSpark 1769=DesoSpark 1770=SQDWPT 1771=SqdSpark 1772=SQDMARK 1773=YurixSpark 1774=PULSEFX1B 1775=PDSpark 1776=PDFXLOCB 1777=MCSpark 1778=MINDANIMRS 1779=MINDANIMS 1780=PMCSpark 1781=TORPEDOEXP 1782=ICSpark 1783=CLEGDIE 1784=TREESPRDS 1785=REDMELT 1786=RedSpark 1787=REDMELTB 1789=ASWSpark 1790=ASWWAKE 1791=NATBNK_C 1792=NATBNK_D 1793=NATBNK_E 1794=GUNFIRESX 1795=GUNFIREFLASHC 1796=GUNFIREFLASHX 1797=SHAKEEXPB 1798=SHAKEEXPC 1799=MAGMUZS 1800=ECGSPA 1801=MAAIRC_C 1802=MAAIRC_CD 1803=MAAIRC_B 1804=MAAIRC_BD 1805=MAAIRC_A 1806=MAAIRC_AD 1807=MAUSFGL_A 1808=MAHOLO 1809=GAAIRC_D 1810=GAAIRC_DD 1811=NABNKR_IA 1812=NARUFGL_F 1813=SAMEXP 1814=OILLEAK 1815=UCINITX 1816=PLASMATB 1817=SMOKEYJ 1818=GAWETH_GB 1819=GAWETH_GC 1820=GAWETH_GE 1821=WeatherSpark 1822=GAWETH_S 1823=GAWETH_SD 1824=CloudSpark 1825=WCCLD 1826=WARPBEAM 1827=OrepSpark 1828=OREPSMOKEB 1829=OREPSMOKEJ 1830=OREPSMOKEK 1831=OREPSMOKEL 1832=OREPSMOKEM 1833=OREPSMOKEN 1834=OREPSMOKEO 1835=OREPSMOKEP 1836=OREPSMOKEQ 1837=OREPSMOKER 1838=GAOREP_B 1839=GAOREP_BD 1840=NrctSpark 1841=NRCTSMOKE 1842=NRCTSMOKEB 1843=NRCTSMOKEC 1844=NRCTSMOKED 1845=NRCTSMOKEE 1846=NRCTSMOKEF 1847=NRCTSMOKEG 1848=NRCTSMOKEH 1849=NRCTSMOKEI 1850=NRCTSMOKEJ 1851=NRCTSMOKEK 1852=NRCTSMOKEL 1853=NRCTSMOKEM 1854=NRCTSMOKEN 1855=NRCTSMOKEO 1856=NRCTSMOKEP 1857=NRCTSMOKEQ 1858=NRCTSMOKER 1859=NAINDP_K 1860=NAINDP_KD 1861=ShellSpark 1862=REDMELTC 1863=IBSPARK 1864=IBSPARKB 1865=GUNFIREY 1866=ForceSpark 1867=GADEATHNOR 1868=NADEATHNOR 1869=S_BRNLMNR 1870=YATECH_K 1871=GAROBO_C 1872=NAHAND_AD 1873=INFEXPLODEC 1874=CorpseSpark 1875=CORPSDMFB 1876=FGSpark 1877=FGSMOKE 1878=FGSMOKEB 1879=FGSMOKEC 1880=FGSMOKED 1881=FGSMOKEE 1882=FGSMOKEF 1883=FGSMOKEG 1884=FGSMOKEH 1885=FGSMOKEI 1886=FGSMOKEJ 1887=FGSMOKEK 1888=FGSMOKEL 1889=FGSMOKEM 1890=FGSMOKEN 1891=FGSMOKEO 1892=FGSMOKEP 1893=FGSMOKEQ 1894=FGSMOKER 1895=YURICNTLS 1896=MCXSpark 1897=MCHEAD 1898=DBRS10SML 1899=INFEXPLODED 1900=GShell 1901=GSSMOKE 1902=BRASS 1903=BrassSpark 1904=ROCKMUZ 1905=FAGUN-N 1906=FAGUN-NE 1907=FAGUN-E 1908=FAGUN-SE 1909=FAGUN-S 1910=FAGUN-SW 1911=FAGUN-W 1912=FAGUN-NW 1913=MOVESMOKE 1914=MOVESMOKEB 1915=MOVESMOKEC 1916=MOVESMOKED 1917=MOVESMOKEE 1918=MOVESMOKEF 1919=MOVESMOKEG 1920=MOVESMOKEH 1921=MOVESMOKEI 1922=MOVESMOKEJ 1923=MOVESMOKEK 1924=MOVESMOKEL 1925=MOVESMOKEM 1926=MOVESMOKEN 1927=MOVESMOKEO 1928=MOVESMOKEP 1929=MOVESMOKEQ 1930=MOVESMOKER 1931=BARKRING 1932=OREPSMOKE 1933=OREPSMOKEC 1934=OREPSMOKED 1935=OREPSMOKEE 1936=OREPSMOKEF 1937=OREPSMOKEG 1938=OREPSMOKEH 1939=OREPSMOKEI 1940=CRDOGWAVE 1941=DRON_A 1942=PlasmaSpark 1943=SUBWAVEEXPB 1944=SUBPREEXP 1945=CoilSpark 1946=COILPREEXP 1947=NATSLA_BB 1948=NATSLA_BDB 1949=DRON_B 1950=MONEYMUZB 1951=MONEYMUZC 1952=MONEYMUZD 1953=MONEYMUZE 1954=MONEYMUZF 1955=MONEYMUZG 1956=MONEYMUZH 1957=MONEYMUZI 1958=MONEYMUZJ 1959=MONEYMUZK 1960=MONEYMUZL 1961=MONEYMUZM 1962=S_BRNL40E 1963=S_BRNL20E 1964=XGRYSML2E 1965=MIRAGEFXE 1966=T_CLSN30E 1967=EXPLOLBPE 1968=S_CLSN16E 1969=ROBOFXE 1970=BFEXPE 1971=HAWKEXPE 1972=H_CLSN58E 1973=H_CLSN58EB 1974=HarrierSparkE 1975=BEAGEXPE 1976=BEAGEXPBE 1977=APOCEXPE 1978=TUSKEXPE 1979=HTRKNPUFFE 1980=BIGPUFFE 1981=S_TUMU42E 1982=EXPLOSMLE 1983=XGRYMED2WE 1984=H2O_EXP2WE 1985=HORNETEXPE 1986=APLNEXPE 1987=SONICSPLASHE 1988=SONICSPLASHEB 1989=TUSKEXPBE 1990=PIFFE 1991=REDNEXPE 1992=VTEXPLODE 1993=KTSTLEXPE 1994=TORPEDOEXPE 1995=XGRYMED2E 1996=XGRYSML2BE 1997=SHAKEEXPE 1998=SHAKEEXPBE 1999=SHAKEEXPCE 2000=SHAKEEXPDE 2001=SHAKEEXPEE 2002=SHAKEEXPFE 2003=INITFIREE 2004=GUARDEXPE 2005=TWLT070E 2006=TANYAEXPE 2007=WARPEXPE 2008=S_CLSN58E 2009=EXPLOS16E 2010=GUYPUFFE 2011=RADMELTE 2012=LUNREXPE 2013=TWLT100E 2014=CRIVEXPE 2015=BRUTEEXPE 2016=TREESPRDE 2017=TWLT070VE 2018=TWLT070AVE 2019=PLASMAXE 2020=XGRYSML1BE 2021=MCHEADE 2022=PULSEFX1E 2023=PULSEFX1BE 2024=TREESPRDSE 2025=XGRYMED2BE 2026=PIPS 2027=SMOKEYMM 2028=V3TRAILPP 2029=DAMAGEP 2030=FGTRAIL 2031=S_BRNL20EB 2032=FIREEXPAS 2033=FIREEXPBS 2034=FIREEXPCS 2035=WAKE0 2036=MagSpark 2037=DiskMSpark 2038=DiskM2Spark 2039=DiskM3Spark 2040=DiskM4Spark 2041=GeneticSpark 2042=HARVESTR 2043=NUKEDIEB 2044=NADEPT_E 2045=NADEPT_ED 2046= 2047= ; *** Animation List *** ; This is the complete list of voxel animations available. ; VoxelAnims are meant to be flying debris. Thieeengs like ; turrets and tires make good voxel anims. [VoxelAnims] 1=PIECE 2=TIRE 3=GASTANK 4=SONICTURRET 5=4TNKTURRET 6=CRYSTAL01 7=CRYSTAL02 8=METEOR01 9=METEOR02 10=PEBBLE 11=MTNK 12=YURIDIEA 13=MTNKTUR 14=DISKTUR ; *** Particle List *** ; This is a list of the various particle types in the game ; These are usually objects of gassy nature: poison gas, smoke, fire, etc... [Particles] ; These first three must be in this order! 1=GasCloud1 2=GasCloud2 3=FireStream 4=Spark 5=FirestormSpark 6=LargeGreySmoke 7=SmallGreySmoke 8=TestSmoke 9=GasCloudD1 10=GasCloudD2 11=SmallRailgunPart 12=LargeRailgunPart 13=GasCloudM1 14=GasCloudM2 15=WeldingSpark 16=LargeSpark 17=VirusCloud1 18=VirusCloud2 19=VirusCloudD1 20=VirusCloudD2 21=PsychCloud 22=PsychCloudD 23=CannonBullet 24=Bullet 25=FlakBullet 26=MindPlast 27=ApocBullet 28=BorisBullet 29=TDBullet 30=NoSpark 31=LightSpark 32=PrismPart 33=SmallGreyWHSmoke 34=MedGreyWHSmoke 35=MLGreyWHSmoke 36=LargeGreyWHSmoke 37=DiskGreyWHSmoke 38=MirageRailgunPart 39=RoboRailgunSys 40=LargeBGreyWHSmoke 41=SmallBGreyWHSmoke 42=GreenSmoke 43=ChronoSpark 44=ASWBullet 45=PlasmaBullet 46=RadarRailgunPart 47=RadBullet 48=V3Spark 49=HEGreyWHSmoke 50=SmallHEGreyWHSmoke 51=TeslaHEGreyWHSmoke 52=TinyHEGreyWHSmoke 53=OPBullet 54=BSUBGreyWHSmoke 55=IVANCloudPart 56=AutoCannonBullet 57=SabotBullet 58=SentryBullet 59=DiskSmoke 60=CellSmoke 61=CellSpark 62=PIFFSmoke 63=WaveForcePart 64=TeslaSmallPart 65=PrismForcePart 66=AutoBullet 67=GreenRingPart 68=DroneRingPart 69=RepairPart 70=AutoBulletShort 71=SubWaveWHSmoke 72=FlameSmokeSmoke 73=Flame2SmokeSmoke 74=Flame3SmokeSmoke 75=Flame4SmokeSmoke 76=Flame5SmokeSmoke 77=ICSpark 78=BuildSmoke 79=ABuildSmoke 80=YBuildSmoke 81=BuildSSmoke 82=ABuildSSmoke 83=YBuildSSmoke 84=BuildBSmoke 85=ABuildBSmoke 86=YBuildBSmoke 87=PulsSpark 88=RefnSmoke 89=SRefnSmoke 90=YRefnSmoke 91=RadRailgunPart 92=UCSmoke 93=MagWHSmoke 94=DominatorSmoke 95=PIFFHSmoke 96=GGIWHSmoke 97=SAMWHSmoke 98=NukeSmoke 99=DiskDrainSmoke 100=ForceSmoke 101=ForceSmokeB 102=PXSmoke 103=PIFFsSmoke 104=BarkBullet 105=EHRailgunPart 106=FlakWHSmoke 107=FlakBWHSmoke 108=OPRailgunPart 109=PIFFHESmoke 110=PIFFESmoke 111=DiskESmoke 112=RadRailgunEPart 113=PXESmoke 114=GuyBullet 115=BarkForcePart 116=RadESmoke 117=MoveSpark 118=V3MoveSpark 119=BMMoveSpark 120=V3MoveSparkB 121=BMMoveSparkB 122=DamageSpark 123=DamageSparkB 124=MigSpark 125=MirageRailgunEPart 126=BFSmoke 127=BFESmoke 128=NukeMoveSpark 129=NukeMoveSparkD 130=NukeMoveSparkDB ; *** Particle System List ** ; This is a list of the various types of particles systems available in the game [ParticleSystems] 1=GasCloudSys 2=FireStreamSys 3=BigGreySmokeSys 4=SmallGreySSys 5=DebrisSmokeSys 6=SparkSys 7=FirestormSparkSys 8=TestSmokeSys 9=SmallRailgunSys 10=LargeRailgunSys 11=WeldingSys 12=LGSparkSys 13=PsychCloudSys 14=CannonBulletSys 15=BulletSys 16=FlakBulletSys 17=MindBlastSys 18=ApocBulletSys 19=BorisBulletSys 20=TDBulletSys 21=TTNKSys 22=GenericFireSys 23=PrismSys 24=SmallGreySWHSys 25=MedGreySWHSys 26=MLGreySWHSys 27=LargeGreySWHSys 28=DiskGreySWHSys 29=MirageRailgunSys 30=RoboRailgunSys 31=LargeBGreySWHSys 32=SmallBGreySWHSys 33=GreenSmokeSys 34=ASWSys 35=PlasmaSys 36=RadarRailgunSys 37=RadBulletSys 38=HEGreySWHSys 39=SmallHEGreySWHSys 40=TeslaHEGreySWHSys 41=TinyHEGreySWHSys 42=OPBulletSys 43=BSUBGreySWHSys 44=IVANCloudSys 45=AutoCannonBulletSys 46=SabotBulletSys 47=SentryBulletSys 48=DiskSmokeSys 49=CellSmokeSys 50=CellSparkSys 51=PIFFSys 52=WaveForceSys 53=TeslaSmallSys 54=PrismForceSys 55=AutoBulletSys 56=GreenRingSys 57=DroneRingSys 58=RepairSys 59=AutoBulletShortSys 60=SubWaveWHSys 61=FlameSmokeSys 62=Flame2SmokeSys 63=Flame3SmokeSys 64=Flame4SmokeSys 65=Flame5SmokeSys 66=BuildSmokeSys 67=ABuildSmokeSys 68=YBuildSmokeSys 69=BuildSSmokeSys 70=ABuildSSmokeSys 71=YBuildSSmokeSys 72=BuildBSmokeSys 73=ABuildBSmokeSys 74=YBuildBSmokeSys 75=RefnSys 76=SRefnSys 77=YRefnSys 78=RadRailgunSys 79=MagWHSys 80=DominatorSys 81=PIFFHSys 82=GGIWHSys 83=SAMWHSys 84=NukeSmokeSys 85=DiskDrainSys 86=ForceSmokeSys 87=PXSys 88=PIFFsSys 89=BarkBulletSys 90=EHRailgunSys 91=FlakWHSys 92=FlakBWHSys 93=OPRailgunSys 94=PIFFHESys 95=Tiny2HEGreySWHSys 96=PIFFESys 97=DiskESmokeSys 98=RadRailgunESys 99=PXESys 100=GuyBulletSys 101=BarkForceSys 102=RadESys 103=MirageRailgunESys 104=BFSys 105=BFESys 106= ; *** Super Weapon List ** ; This is a list of the various types of super weapons available in the game [SuperWeaponTypes] ;1=MultiSpecial ;2=EMPulseSpecial ;3=FirestormSpecial ;4=IonCannonSpecial ;5=HuntSeekSpecial ;6=ChemicalSpecial ;7=IronCurtainSpecial ;8=LightningStormSpecial ;9=ChronoSphereSpecial ;10=ChronoWarpSpecial ;11=ParaDropSpecial 1=NukeSpecial 2=IronCurtainSpecial 3=LightningStormSpecial 4=ChronoSphereSpecial 5=ChronoWarpSpecial 6=ParaDropSpecial 7=AmericanParaDropSpecial 8=PsychicDominatorSpecial 9=SpyPlaneSpecial 10=GeneticConverterSpecial 11=ForceShieldSpecial 12=PsychicRevealSpecial 13=ChemicalSpecial ; *** Warhead List ** ; This is a list of the various types of warheads available in the game [Warheads] 1=EMPuls 2=SonicWarhead 3=TankOGas 4=SA 5=HE 6=AP 7=Gas 8=Fire 9=HollowPoint 10=Super 11=Organic 12=Slimer 13=FirestormWH 14=IonCannonWH 15=RailShot 16=Mechanical 17=VeinholeWH 18=IonWH 19=ARTYHE 20=PlasmaWH 21=SAMWH 22=ORCAAP 23=RailShot2 24=ORCAHE 25=Controller 26=PsiPulse 27=IvanBomb ; Placing of the bomb through attack 28=IvanWH ; Actual exploding of the bomb 29=Electric 30=ElectricAssault ; Trooper's short range grab 31=V3HE ; Variation of HE that has a one cell spread 32=Parasite ; Terror Drone thing 33=NUKE ; new multimissile 34=BlimpHE 35=ParasitePlus ; Parasite warhead that paralyzes 36=DeathWH ; unit death collateral damage, all use this on death if Explodes==yes 37=ParasiteDog ; Infantry only affecting version of Parasite 38=BombDisarm ; Takes off Ivan Bombs 39=Snapshot ; takes picture for disguise making 40=RadBeamWarhead 41=RadEruptionWarhead 42=RadSite 43=GrandCannonWH 44=UltraAP 45=HowitzerWH 46=CometWH 47=MaverickHE 48=FlakWH ; Flak Weapon warhead 49=OilExplosionWH ; for Oil derrick's deathweapon 50=TankSnapshot 51=CRNUKEWH 52=ChronoBeam 53=HollowPoint2 54=NukeMaker ; virtual WH that spawns the down nuke on explosion 55=FakeC4WH ; Chrono Commando's fake C4 56=HollowPointNoBuilding ; has 0% on building instead of 1% 57=V3WH ; SJM V3's warhead 58=FlakTWH ; Flak Track anti-surface gun warhead 59=APSplash ; AP with extra fudge factor for missiles that have trouble hitting 60=DMISLWH ; SJM DredMissile's warhead 61=DemobombWH ;Warhead for the Demolition Truck's Demobomb weapon - DB 62=MirageWH ; SJM: Heat-ray warhead for Mirage Tank. 63=SSA 64=SSAB ;For buildings so they can shoot air 65=ApocAP ;for Apocalypse so he can be better at killing base defenses. 66=HARVWH ;Harv Warhead 67=V3EWH ; V3 elite 68=DMISLEWH ; Dred's elite 69=TerrorBombWH ;The terrorists warhead 70=FlakGuyWH ;for the AA weapon of the Flak Trooper 71=CRTerrorBombWH ;the terroists warhead when in an IFV 72=HollowPoint3 73=ControllerBuilding ;Yuri Prime version that can capture buildings 74=SuperPsiPulse 75=DominatorWH 76=AirstrikeFlare 77=VirusGas 78=Virus 79=PsychGasCreate 80=PsychGas 81=Battering 82=GattWH 83=Mutate 84=CMISLWH ; GEF Cruise Missile's warhead 85=CMISLEWH ; Cruise Missile's elite 86=Smashing ; Brute's secondary tank smashing attack 87=LocomotorBeam ; Warhead for the Magnetron 88=MIGWH ; Warhead for the MIGs called in by Boris. 89=LUNARWH ;Warhead for the Lunar Infantry Laser 90=GUARDWH ;Guardian GI warhead 91=AntiB ;Anti-Building warhead 92=AntiPerson ; anti-person warhead for floating disk 93=PJABWH 94=APSplash2 95=SAFlame 96=SSABFlame 97=DiskWH 98=NukeB 99=BORISWH 100=SCHOPWH 101=TRexWH 102=MutateExplosion 103=TRexInfWH 104=Crush 105=BlimpHEEffect 106=FTGUYWH 107=MBTAP 108=FVHE 109=SAS 110=MEDUSAWH 111=MEDUSAIWH 112=NONEWH 113=ORCAMAP 114=AirstrikeFlareP 115=ASWSplashWH 116=ASWStrikeWH 117=HORNETAP 118=MechanicalSap 119=SQDHE 120=VirusAA 121=SSAS 122=MindBallWH 123=MindBallBWH 124=LUNARKWH 125=LUNARKAAWH 126=ControllerP 127=LUNARPWH 128=LUNARPBWH 129=SSAC 130=MSA 131=PsychGasWH 132=ControllerBuildingP 133=FlakSWH 134=ORCAAPN 135=PCBomb 136=SLAVNONE 137=ALLNULL 138=UltraAPS 139=ROBOAP 140=ROBOAI 141=Parabite 142=ElectricB 143=CRMSA 144=CometWHB 145=YSQDHE 146=GattWHF 147=GattWHM 148=FlakGuySmokeWH 149=ORCAMAPG 150=APOCHE 151=NONETESLAWH 152=TeslaDeathWH 153=ControllerTank 154=NONEAPPWH 155=NONEMINIWH 156=NUKENONE 157=NONEWCWH 158=NONEPDWH 159=NONEBIOWH 160=NONEPTWH 161=NONEMCTWH 162=KTSTLDIE 163=PrismDeathWH 164=MindDeathWH 165=ChaosDeathWH 166=SATNONE 167=MechanicalSapJ 168=CometWHF 169=DETECTWH 170=DETECTAAWH 171=ShipDeathWH 172=ShipSDeathWH 173=ShipBDeathWH 174=ShipCDeathWH 175=SubDeathWH 176=BSubDeathWH 177=NONESINGLEWH 178=HollowPoint2B 179=ORCAMAPI 180=ORCAMAPGI 181=MBTGAS 182=SpyBomb 183=SAT 184=OPHE 185=APOCDeathWH 186=V3DeathWH 187=GRIZAPI 188=RHINAPI 189=NONECVWH 190=SSAT 191=SAOP 192=Barking 193=WorkerzWH 194=WorkerzSWH 195=ClegDeathWH 196=IvanBombSelf 197=FireWH 198=Shoveling 199=SMINA 200=MindBallTWH 201=MindAssault 202=SAP 203=SAMAGWH 204=AirstrikeFlareA 205=IvanBombS 206=FlakCannonWH 207=SubwaveWH 208=BallLightningWH 209=SADeathWH 210=OrepSmokeWH 211=ForceSparkWH 212=ParasitePlusE 213=ORCAMAPIE 214=ORCAMAPE ; ******* Multiplayer Dialog Settings ******* ; These are the multiplayer dialog settings. Does not apply to Westwood chat, ; only to the in-game dialogs. Gads what a mess this was! ; PCG; 05/02/2K; Added a bunch of stuff to this to try to get everything ; controllable from one place. ; ; MinMoney = minimum amount of money selectable in the slider. (def=2500) ; Money = default amount of money that shows up on the slider. (def=10000) ; MaxMoney = maximum amount of money selectable in the slider. (def=10000) ; MoneyIncrement = the amount of money that changes when the slider position ; changes its minimum amount. (def=100) ; MinUnitCount = minumum number of starting units in a game. (def=1) ; UnitCount = the default starting units. (def=10) ; MaxUnitCount = maximum number of starting units. (def=20) ; TechLevel = maximum tech level achievable in a game. (def=10) ; GameSpeed = starting game speed. For some wacky reason, 0=fastest, 6=slowest. (def=0) ; AIDifficulty = starting AI difficulty. (def=1) (0=easy, 1=normal, 2=hard) ; AIPlayers = starting number of AI players. Always at least 1 for skirmish. (def=0) ; BridgeDestruction = can bridges be destroyed? (def=true) ; ShadowGrow = deos the shroud regrow? (def=no) DESUPPORTED. ; Shroud = is there a shroud on the map? (def=yes) NOT YET SUPPORTED. ; Bases = can you build buildings or is this just a unit-to-unit slugfest. (def=yes) DESUPPORTED. ; TiberiumGrows = does ore/tiberium/whatever regenerate? (def=yes) ; Crates = do crates appear in the game? (def=yes) ; CaptureTheFlag = is this a CTF game? (def=no) DESUPPORTED. ; HarvesterTruce = are harvesters immune to enemy fire? (def=no) DESUPPORTED. ; MultiEngineer = do you need more than one engineer to take over a building? (def=no) DESUPPORTED. ; AlliesAllowed = are allies allowed in this game? (def=no) ; ShortGame = is a player eliminated when his last building is destroyed? (def=yes) ; FogOfWar = is there fog of war in this game? (def=no) ; MCVRedploys = can the player redeploy the MCV? (def=yes) ; AllyChangeAllowed = can alliances be changed mid-game? (def=yes) [MultiplayerDialogSettings] MinMoney=10000 Money=10000 MaxMoney=50000 MoneyIncrement=10000 MinUnitCount=0 UnitCount=10 MaxUnitCount=10 TechLevel=10 GameSpeed=1 AIDifficulty=0 AIPlayers=0 BridgeDestruction=yes ShadowGrow=no Shroud=yes Bases=yes TiberiumGrows=yes Crates=yes CaptureTheFlag=no HarvesterTruce=no MultiEngineer=no AlliesAllowed=no ShortGame=yes FogOfWar=no MCVRedeploys=yes AllyChangeAllowed=yes ; ******* Special weapon charge times ******* ; The time (minutes) for recharge of these special weapons. ;[Recharge] ;=13 ; nuclear missile ;EMPulse=5 ; nuclear missile ;IonCannon=11 ;FirestormDefense=4 ; ******* Object Heap Maximums ******* ; These are the absolute maximum number of these object types ; allowed in the game (at any one time). [Maximums] Players=8 ; ipx layer limits this to 8 maximum ; ******* AI Controls ******* ; Computer Skirmish-Mode behavior controls. The ratio values are based on the ; number of buildings in the computer base that should be of the type specified. ; The ratio total should exceed 100% so that the base will always try to grow as ; it vainly attempts to achieve the specified percentage composition. [AI] BuildConst=GACNST,NACNST,YACNST BuildPower=NAPOWR,GAPOWR,YAPOWR ;DB NANRCT;gsNAAPWR ; buildings to build to generate power BuildRefinery=NAREFN,GAREFN,YAREFN;gs ; refinery ratio based on these buildings BuildBarracks=NAHAND,GAPILE,YABRCK,NAHANDB,GAPILEB,YABRCKB,NAHANDC,GAPILEC,YABRCKC ; barracks ratio based on these buildings BuildTech=NATECH,GATECH,YATECH ; should build on each of these BuildWeapons=GAWEAP,NAWEAP,YAWEAP,GAWEAPB,NAWEAPB,YAWEAPB,GAWEAPC,NAWEAPC,YAWEAPC,NAWEAPD,GAWEAPD ; war factory ration based on these buildings ;BuildDefense=TESLA,ATESLA,YAGGUN ;gs these 4 do nothing ; base defenses are based on these buildings ;BuildPDefense=TESLA,ATESLA,YAGGUN ; excess power base defense ;BuildAA=NASAM,NAFLAK,YAGGUN ; air defenses based on these buildings ;BuildHelipad=GAAIRC,AMRADR ; air helicopter offense based on these buildings BuildRadar=GAAIRC,NARADR,AMRADR,NAPSIS,GAAIRCB,GAAIRCC,GAAIRCD,AMRADRB,AMRADRC,AMRADRD,NARADRB,NAPSISB ConcreteWalls=GAWALL,NAWALL,GAFWLL; temp wall for yuriYAWALL NSGates=GADUMY ;GEF NAGATE_B,GAGATE_B EWGates=GADUMY ;GEF NAGATE_A,GAGATE_A BuildNavalYard=NAYARD,NAYARDB,NAYARDC,GAYARD,GAYARDB,GAYARDC,YAYARD,YAYARDB,YAYARDC BuildDummy=GAPILL,NALASR,YAGGUN NeutralTechBuildings=CAAIRP,CATHOSP,CAOILD,CAOUTP,CAMACH,CAPOWR AlliedBaseDefenses=GAPILL,ATESLA,NASAM SovietBaseDefenses=NALASR,NABNKR,TESLA,NAFLAK ThirdBaseDefenses=YAGGUN,YAPSYT,NATBNK,YAPSYTP AIForcePredictionFudge=75,50,25 ;gs To decide what base defense to use, since all of our new ones do not ;do conventional damage, the AI will analyze the Enemy's force (in money terms) ;and pick Air Armor or Infantry. This analysis will be fudged by difficulty level by ;the above percent (+/- n%). Once the pick is made, all currently buildable base ;defenses will be made into a weighted distribution based on their AntiXXXValue numbers. ;PS, It knows to consider Rocketeer as Air, as well as Blimps and V3s GDIWallDefense=6 GDIWallDefenseCoefficient=3 NodBaseDefenseCoefficient=1.2 ;gs Obsolete. Use explicit SovietBaseDefenseCounts GDIBaseDefenseCoefficient=1.5 ;gs Obsolete. Use explicit AlliedBaseDefenseCounts MaximumBaseDefenseValue=100 ;gs Obsolete, see AI Force Prediction Fudge above ComputerBaseDefenseResponse=4 ; how much does the computer overrespond to attacks on its base? AttackInterval=0.2 ; average delay between computer attacks ; gs obsolete (since forever) use TeamDelays instead AttackDelay=0.2 ; average delay time before computer begins first attack PatrolScan=.016 ; minute interval between scanning for enemys while patrolling. CreditReserve=100 ; Structure repair will not begin if available cash falls below this amount. PathDelay=.01 ; Delay (minutes) between retrying when path is blocked. BlockagePathDelay=10 ; delay (frames) before unit paths around all blockage AutocreateTime=1 ; average minutes between creating an 'autocreate' team InfantryReserve=50000 ; always build infantry if cash reserve is greater than this InfantryBaseMult=1 ; build infantry if building count times this number is less than current infantry quantity PowerSurplus=50 ; build power plants until power surplus is at least this amount BaseSizeAdd=3 ; computer base size can be no larger than the largest human opponent, plus this quantity RefineryRatio=.16 ; ratio of base that should be composed of refineries RefineryLimit=4 ; never build more than this many refineries BarracksRatio=.16 ; ratio of base that should be composed of barracks BarracksLimit=2 ; never build more than this many barracks WarRatio=.2 ; ratio of base that should be composed of war factories WarLimit=3 ; never build more than this many war factories DefenseRatio=.4 ; ratio of base that should be defensive structures DefenseLimit=40 ; maximum number of defensive buildings to build AARatio=.14 ; ratio of base that should be anti-aircraft defense AALimit=10 ; maximum number of anti-aircraft buildings to build TeslaRatio=.16 ; ratio of base that should be telsa coils TeslaLimit=10 ; maximum number of tesla coils to build HelipadRatio=.1 ; ratio of base that should be composed of helipads HelipadLimit=2 ; maximum number of helipads to build AirstripRatio=.12 ; ratio of base that should be composed of airstrips AirstripLimit=0 ; maximum number of airstrips to build CompEasyBonus=no ; When more than one human in game, computer player goes to "easy" mode? Paranoid=yes ; Will computer players ally with each other if the situation looks bleak? PowerEmergency=75% ; sell buildings to raise power level if it falls below this percentage AIBaseSpacing=1 ; spacing between buildings when AI is building a base ; ******* Lists the AI general COM objects ******* ; These are COM objects that support the IAIHouse interface. [AIGenerals] ;1={F706E6E0-86DA-11D1-B706-00A024DDAFD1} ;2={9E0F6120-87C1-11D1-B707-00A024DDAFD1} ;3={C6004D80-87D1-11d1-B707-00A024DDAFD1} ;4={FBE6D4A0-87D1-11d1-B707-00A024DDAFD1} ;5={FBE6D4A1-87D1-11d1-B707-00A024DDAFD1} ; ******* IQ setting for computer activity ******* ; Each player (computer controlled or otherwise) is given an IQ rating that is used ; to control what the computer is allowed to automatically control. This is ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous ; and intelligent the side will behave. Each ability is given a rating that ; indicates the IQ level (or above) that the ability will be granted. Because such ; abilities are automatically performed by the computer, giving a human controlled ; country a high IQ is not recommended. Otherwise the player's units will start to ; automatically "do their own thing"! A human controlled country is presumed to have ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher. ; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to ; the maximum. [IQ] MaxIQLevels=5 ; the maximum number of discrete IQ levels SuperWeapons=4 ; super weapons are automatically fired by computer Production=5 ; building/unit production is automatically controlled by computer GuardArea=2 ; newly produced units start in guard area mode RepairSell=5 ; allowed to choose repair or sell of damaged buildings AutoCrush=2 ; automatically try to crush antogonists if possible Scatter=5 ; will scatter from incoming threats [grenades and such] ContentScan=3 ; will consider contents of transport when picking good target Aircraft=3 ; automatically replace aircraft Harvester=2 ; automatically replace lost harvesters SellBack=20 ; allowed to sell buildings ; ******* Country Statistics ******* ; Certain countries have special adjustments to their unit and building ; values. These are global values that affect ALL units and buildings owned ; by that country. This applies only to multiplayer games and skirmish mode. In ; normal game play, all values are "1.0". ; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0) ; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0) ; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0) ; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0) ; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0) ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0) ; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0) ; Color = color to use when displaying objects owned by this country [see color schemes] ; Multiplay = This house used as placeholder for multiplay house (def=no)? ; WallOwner = Will this house own walls that are placed near its buildings (def=yes)? ; SmartAI = Does it presume to have the smart AI logic already enabled (def=no)? ;Enough of theirs. Here's the real stuff. VeteranXXX can be used to make all units ;of that type start as veterans. Please stay clear on the meaning of Infantry, Unit, and Aircraft. ;For % bonuses, the unit ones are made up up two words: the category and the type it applies to. ;Column A: Armor, Cost, Speed(units), BuildTime ;Column B: Aircraft, Units, Infantry, Buildings, Defenses ;Column C: Mult (to remind you that this is a straight multiplier instead of the formulas they used.) ;Exception is IncomeMult, which is applied when gaining money from refining ore only, but, well, it doesn't actually work. Umm...sorry. 3/22 Maybe it does now...lemme check...yeah! it works now! ;For armor, think of max strength being multiplied by the number (in reality, damage is divided by this since you can't change the max in Type) [GDI] UIName=Name:GDI Name=GDI Suffix=Allied Prefix=G Color=Gold MultiplayPassive=true Side=GDI SmartAI=yes [Nod] UIName=Name:Nod Name=Nod Suffix=Allied Prefix=G Color=Gold MultiplayPassive=true Side=GDI SmartAI=yes [British] UIName=Name:British Name=Great Britain Suffix=Allied Prefix=G Color=Gold Multiplay=yes Side=GDI SmartAI=yes VeteranInfantry=E1CR,ECG ;VeteranInfantry=GHOST,SNIPE BuildTimeInfantryMult=1.25 SpeedInfantryMult=1 VeteranAircraft=BPLNE,APLNE,PROBESE [French] UIName=Name:French Name=France Suffix=Allied Prefix=G Color=Gold Multiplay=yes Side=GDI SmartAI=yes VeteranInfantry=E1CR,ECG BuildTimeInfantryMult=1.25 SpeedInfantryMult=1 VeteranAircraft=BPLNE,APLNE,PROBESE [Germans] UIName=Name:Germans Name=Germany Suffix=Allied Prefix=G Color=Gold Multiplay=yes Side=GDI SmartAI=yes VeteranInfantry=E1CR,ECG BuildTimeInfantryMult=1.25 SpeedInfantryMult=1 VeteranAircraft=BPLNE,APLNE,PROBESE [Americans] UIName=Name:Americans Name=America Suffix=Allied Prefix=G Color=Gold Multiplay=yes Side=GDI SmartAI=yes VeteranInfantry=E1CR,ECG ;CostUnitsMult=.85 BuildTimeInfantryMult=1.25 SpeedInfantryMult=1 VeteranAircraft=BPLNE,APLNE,PROBESE [Alliance] UIName=Name:Alliance Name=Asian Alliance Suffix=Allied Prefix=G Color=Gold Multiplay=yes Side=GDI SmartAI=yes VeteranInfantry=E1CR,ECG ;CostInfantryMult=.8 BuildTimeInfantryMult=1.25 SpeedInfantryMult=1 VeteranAircraft=BPLNE,APLNE,PROBESE [Russians] UIName=Name:Russians Name=Russia Suffix=Soviet Prefix=B Color=DarkRed Multiplay=yes Side=Nod SmartAI=yes VeteranInfantry=E2CR,ECG ;CostUnitsMult=.85 BuildTimeInfantryMult=1.25 SpeedInfantryMult=1 VeteranAircraft=BPLNE,APLNE,PROBESE [Confederation] UIName=Name:Confederation Name=Latin Confederation Suffix=Soviet Prefix=B Color=DarkRed Multiplay=yes Side=Nod SmartAI=yes VeteranInfantry=E2CR,ECG ;SpeedUnitsMult=1.15 BuildTimeInfantryMult=1.25 SpeedInfantryMult=1 VeteranAircraft=BPLNE,APLNE,PROBESE [Africans] UIName=Name:Africans Name=African Empire Suffix=Soviet Prefix=B Color=DarkRed Multiplay=yes Side=Nod SmartAI=yes VeteranInfantry=E2CR,ECG BuildTimeInfantryMult=1.25 SpeedInfantryMult=1 VeteranAircraft=BPLNE,APLNE,PROBESE [Arabs] UIName=Name:Arabs Name=Arab Union Suffix=Soviet Prefix=B Color=DarkRed Multiplay=yes Side=Nod SmartAI=yes VeteranInfantry=E2CR,ECG ;IncomeMult=1.2 BuildTimeInfantryMult=1.25 SpeedInfantryMult=1 VeteranAircraft=BPLNE,APLNE,PROBESE [YuriCountry] UIName=Name:YuriCountry Name=YuriCountry Suffix=Soviet Prefix=B Color=DarkRed Multiplay=yes Side=ThirdSide SmartAI=yes VeteranInfantry=INITCR,ECG BuildTimeInfantryMult=1.25 SpeedInfantryMult=1 VeteranAircraft=BPLNE,APLNE,PROBESE [Special] UIName=Name:Special Name=JP Suffix=JP Prefix=J Color=Grey Side=Mutant SmartAI=yes MultiplayPassive=true VeteranAircraft=BPLNE,APLNE,PROBESE [Neutral] UIName=Name:Neutral Name=Civilian Suffix=CIV Prefix=C Color=Grey MultiplayPassive=true SmartAI=yes Side=Civilian VeteranAircraft=BPLNE,APLNE,PROBESE ; ******* Color Schemes ******* ; Each country must be assigned a color. This lists the various ; colors available. The values represent the 'hue', 'saturation', ; and 'value'. The 'value' component specifies the maximum brightness ; allowed for the color as the color spread is generated. The 'hue' ; component remains constant. The 'saturation' curves through color ; space as the 'value' component changes such that darker colors ; become more saturated. ; PCG; Added the REAL colors these labels map onto over to the right. ; To anyone who might modify this -- please keep it up to date! [Colors] LightGold=25,255,255 ; 00 [--] Orange Gold=140,100,31 ; 01 [MP] Brown LightGrey=0,0,121 ; 02 [--] Metal Grey=0,0,181 ; 03 [--] Grey Red=0,0,255 ; 04 [--] White DarkRed=0,230,140 ; 05 [MP] Blood Orange=55,55,55 ; 06 [MP] Black Magenta=255,255,255 ; 07 [MP] White Purple=213,255,89 ; 08 [MP] Purple LightBlue=119,143,255 ; 09 [--] Cyan DarkBlue=174,255,100 ; 10 [MP] Navy NeonBlue=185,156,238 ; 11 [--] Magenta DarkSky=117,245,252 ; 12 [MP] Aqua Green=104,241,195 ; 13 [--] Olive DarkGreen=0,0,129 ; 14 [MP] Grey NeonGreen=54,54,54 ; 15 [--] Black Yellow=38,159,255 ; 16 [--] Lemon Purple2=211,201,189 ; 17 [--] Violet Purple3=191,201,189 ; 18 [--] Orchid ;gs note to coders, these entries are all doubled, so ColorSchemes[5] is White, not 2. ; PCG; 09/10/2K; Added these to de-link the load screen text colors ; from random artist fiddling. AlliedLoad=164,255,255 ; 17 SovietLoad=0,235,255 ; 18 ;This is the ColorAdd section ;These are the colors used to tint buildings, such as when they are designated for an Airstrike ;In order to prevent slowdown in the low level blitting routines, this functionality was implemented ;by doing a composite bitwise or. This means that the color value is not being shifted, instead the ;value of color specified below is being added. If part of the object being tinted already has as much ;value of the color specified, then no change will be seen. ;At the level that the blitters opperate, colors are 16 bit numbers, using the 5,6,5 RGB scheme. This ;means that values of red range from 0 to 31, values of green from 0 to 63, and values of blue from 0 ;to 31. ;If you change these colors, or add new ones, please keep the commented bit version up to date, if you ;don't know how, let me know and I'll fix it. ;Geoff [ColorAdd] ;Name RGB values bit vales color# None=6,0,0 ;00000,000000,00000 0 StrongRed=31,0,0 ;11111,000000,00000 1 StrongGreen=0,63,0 ;00000,111111,00000 2 StrongBlue=0,0,31 ;00000,000000,11111 3 HighRed=4,0,0 ;11000,000000,00000 4 HighGreen=0,56,0 ;00000,111000,00000 5 HighBlue=0,0,12;1,1,26 ;00000,000000,11000 6 BrightWhite=31,63,31;11111,111111,11111 7 LowWhite=7,7,7 ;00111,000111,00111 8 HighWhite=24,56,24 ;11000,111000,11000 9 MidWhite=14,28,14 ;01110,011100,01110 10 Purple=8,0,8 ;01111,000000,01111 11 HighYellow=24,56,0 ;11000,111000,00000 12 TopYellow=16,32,0;10000,100000,00000 13 ; ******* Difficulty Settings ******* ; Game difficulty is controlled by these factors. Some of these factors will ; only affect a computer player. The computer and the player are handicapped by ; individual settings. Thus the computer may be playing at 'difficult' level while the ; player may be playing at 'easy' level. ; Airspeed = multiplier to speed for all air units (def=1.0) ; Armor = multiplier to armor strength for all units and buildings (def=1.0) ; Cost = multiplier to cost for all units and buildings (def=1.0) ; Firepower = multiplier to firepower for all weapons (def=1.0) ; Groundspeed = multiplier to speed for all ground units (def=1.0) ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0) ; BuildSlowdown = Should the computer build slower than the player (def=no)? ; <<< affects the computer player, not the human player >>> ; ContentScan = Should the contents of a transport be considered when picking best target (def=no)? ; RepairDelay = average delay (minutes) between initiating building repair ; BuildDelay = average delay (minutes) between initiating construction ; DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)? [Easy] Groundspeed=1.0 Airspeed=1.0 BuildTime=0.75 Armor=1.0 ROF=1.0 Cost=1.0 RepairDelay=0.01 BuildDelay=0.01 DestroyWalls=no ContentScan=yes BuildSlowdown=no [Normal] Groundspeed=1.0 Airspeed=1.0 BuildTime=0.75 Armor=1.0 ROF=1.0 Cost=1.0 RepairDelay=0.02 BuildDelay=0.02 BuildSlowdown=no DestroyWalls=no ContentScan=yes [Difficult] Groundspeed=1.0 Airspeed=1.0 BuildTime=0.75 Armor=1.0 ROF=1.0 Cost=1.0 RepairDelay=0.01 BuildDelay=0.01 BuildSlowdown=no DestroyWalls=no ContentScan=yes ; ******* Unit Statistics ******* ; Specifies the characteristics of the various game objects. ; AllowedToStartInMultiplayer = Can the unit be allocated to a player when starting a multiplayer game (def=yes) ; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1) ; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none);more types added in RA2 ; BuildLimit = arbitrary maximum allowed to build [per house] (def=-1 -- no restriction) ; Cloakable = Is it equipped with a cloaking device (def=no)? ; Cost = cost to build object (in credits) ; Category = category of object [used by AI systems -- "Soldier", "Civilian", "VIP", "Ship", ; "Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower", "AirLift"] ; CloakStop = Does the unit cloak when stopped moving (def=no)? ; Crewed = Does it contain a crew that can escape [never infantry] (def=no)? ; Gunner = Does it change capabilites based on a gunner that has been added. (def=no) ; CrushSound = sound to play if this object type is crushed (def=none) ; DeployFire = This unit can fire when deployed. (def=no) ; DeployFireWeapon = Index of weapon to fire while deployed. 0 or 1. (def=1) ; DeployTime = time, in minutes, to deploy or undeploy [if this object can do so] ; DamageReducesReadiness = Yes if damage to the unit reduces its ammo (because the ammo explodes or becomes detargeted, or whatever) (def=no) ; Disableable = Can this object be disabled by special multiplay option (def=yes)? ; DistributedFire = whether the unit continually retargets nearby units and fires at all of them (def=no) ; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)? ; EmptyReload = Frames before first reload occurs when unit is empty. -1 means use standard reload time. (def=-1) ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)? ; Explosion = the explosion to use when it blows up [doesn't apply to infantry] (def=none) ; FireAngle = pitch of projectile launch and barrel [0 = horizontal, 64 = vertical] (def=50) ; Gate = Is this building a gate? (def=no) ; GateCloseDelay = time, in minutes, to delay before closing a gate after it has opened. ; GuardRange = distance to scan for enemies to attack (def=use weapon range) ; Image = name of graphic data to use for this object (def=same as object identifier) ; Immune = Is this object immune to damage ; ImmuneToPsionics = Is the unit immune to psionics (def=yes for buildings, no for others)? ; ImmuneToRadiation = Is the unit immune to radiation (def=no)? ; ImmuneToVeins = Is it immune to vein creature attacks (def=no)? ; InitialAmmo = number of rounds the unit starts with. -1 means it starts full. (def=-1) ; Invisible = Is completely and always invisible to enemy (def=no)? ; Insignificant = Will this object not be announed when destroyed (def=no)? ; LegalTarget = Is this allowed to be a combat target (def=yes)? ; Name = specifies the given name (displayed) for the object ; Nominal = Always use the given name rather than generic "enemy object" (def=no)? ; OmniFire = Doesn't ever have to rotate to fire. (def=no) ; OpportunityFire = Can fire at targets while performing other actions, like moving. (def=no). ; Owner = who can build this [GDI or Nod] (def=none) ; PipScale = what to base pip display on [Passengers, Tiberium, Ammo, Power] (def=none) ; PipWrap = how many pips to draw before wrapping (def=none) ; Points = point value for scoring purposes (def=0) ; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement) ; PreventAttackMove = Does this unit know how to do attack-move? (def=) ; Can be used to override attack move on units that shouldn't for various reasons. ; PreventAutoDeploy = Does this unit know how to do auto-deploy? (def=) ; Can be used to override auto deploy on units that deploy. ; Primary = primary weapon equipped with (def=none) ; Secondary = secondary weapon equipped with (def=none) ; ElitePrimary = new primary weapon when at elite veteran status (def=same as primary) ; EliteSecondary = new secondary weapon when at elite veteran status (def=same as secondary) ; RadarVisible = Is visible on radar even if insignificant and unowned --gs rewrote to be useful for something ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0) ; ReadinessReductionMultiplier = Used to tweak the amount by which damage reduces readiness. 0 cancels the readiness reduction. (def=0) ; Reload = time delay between reloads (def=0) ; ReloadIncrement = amount to add at every ((MaxAmmo / PipWrap) %0) increment. Used to slow reload rate increasingly. (def=0) ; RadarInvisible = Is it invisible on radar maps (def=no)? ; RadialFireSegments = If this unit has a radial firing pattern, this determines the number ; of segments. This starts at the unit's left and goes right over 180 degrees. (def=0) ; SelfHealing = Does the object heal automatically up to half strength (def=no)? ; Selectable = Can this object be selected by the player (def=yes)? ; Sensors = Has sensors to detect nearby cloaked objects (def=no)? ; Sight = sight range, in cells (def=1) ; Size = amount of space unit takes up in cargo hold (def=1) ; SizeLimit = Max size of unit a transport can carry (def=0) (Size is inclusive. Limit 3 holds 3) ; Storage = the number of 'bails' this building or unit can store (def=0) ; Strength = strength (hit points) of this object ; TargetLaser = Does it have a targeting laser (def=no)? ; Trainable = Can this object become veteran by experience (def=yes, buildings def=no)? ; Turret = Is it equipped with a turret like superstructure [never infantry] (def=no)? ; TurretSpins = Does the turret just sit and spin [only if turret equipped] (def=no)? ; TechLevel = tech level required to build this [-1 means can't build] (def=-1) ; ToProtect = Should friendly units come to rescue if under attack [computer only] (def=no)? ; TypeImmune = Immune to damage from same type objects if owned by same side? ; UndeployDelay = The time it takes before a unit automatically undeploys. (def=-1) ; VoiceSelect = list of voices when selecting this object (def=none) ; VoiceMove = list of voices to use when giving object a movement order (def=none) ; VoiceAttack = list of voices to use when giving object an attack order (def=none) ; DieSound = list of voices to use when it dies (def=none) ; VoiceFeedback = list of voices that may give when taking damage (def=none) ; Locomotor = CLSID of the object handling movement for this object (def=statue) ; VeteranAbilities = list of veteran abilities to grant (def=none) ; EliteAbilities = list of elite abilities to grant cumulative with veteran abilities (def=none) ; [FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT, ; CLOAK,TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES, ; RADAR_INVISIBLE,SENSORS,FEARLESS,C4,TIBERIUM_HEAL, ; GUARD_AREA,CRUSHER] ; LeadershipRating = When the AI needs a representative from a team to make a pathfinding or targeting decision it will pick the one with the highest score (def = 5) ; <<< applies only to infantry types >>> ; Agent = Does it have spy-like abilities (def=no)? ; Fearless = Is not prone to fear (def=no)? ; VoiceComment = list of idle voices (def=none) ; Pip = color of pip when inside a transport [green,yellow,white,red,blue] (def=green) ; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)? ; Cyborg = Does it require special cyborg death handling (def=no)? ; Fraidycat = Is it inherently afraid and will panic easily (def=no)? ; TiberiumProof = Is it immune to tiberium and tiberium gas damage (def=no)? ; Infiltrate = Can it enter a building like a spy or thief (def=no)? ; IsCanine = Should special case dog logic be applied to this? ; Civilian = Counts a civilian for evac and kill tracking (def=no)? ; FemaleVoice = Uses the civilian female voice (def=no)? ; Engineer = Does it behave like an engineer as far as repair and capture go (def=no)? ; Disguised = Is it disguised as enemy soldier when seen by enemy (def=no)? ; Agent = Does this infantry gather information if it enters an enemy building [like a spy] (def=no)? ; Thief = Does it steal money if it infiltrates an enemy building (def=no)? ; VehicleThief = Does it steal enemy vehicles when it gets close to one (def=no)? ; Deployer = Deploys like NOD artillery from TibSun. (def=no) ; <<< applies only to moving units (not buildings) >>> ; MoveToShroud = Allowed to move into a shrouded cell (def=yes, aircraft def=no)? ; Dock = preferred docking building [e.g., harvester -> refinery, helicopter -> helipad] (def=none) ; TiberiumHeal = Does it heal slowly when in Tiberium field (def=no)? ; Passengers = number of passengers it may carry (def=0) ; Speed = speed of this object [n/a for buildings] (def=0) ; ManualReload = Must this object reload by coordinating with reloader building (def=no)? ; WalkRate = walking animation rate [larger means slower] (def=1) ; IsSelectableCombatant=Does this unit get selected by the select all combatants key? (def=no) ; <<< applies only to turret changers >>> ; TurretCount=the number of turrets the unit has (def=0) ; WeaponX=the name of the weapon to be thought of as weaponX (where X is an integer) (def=none) ; YTurretIndex=the number of the weapon for this turret (as indicated by the WeaponX parameter), where Y is the name of swapping factor for the turret (def=none) ; HasTurretTooltips=whether this unit multiplexes tooltips based on its current turret. (def=no) ; <<< applies only to terrestrial driving vehicle types >>> ; CrateGoodie = Can it appear out of a crate in multiplay (def=no)? ; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)? ; Crusher = Is this vehicle able to crush infantry (def=no)? ; MovingFire = The vehicle does not need to stop before it can fire (def=yes)? ; DeployToFire = The vehicle must deploy before it can fire (def=no)? ; Harvester = Does the special Tiberium harvesting rules apply (def=no)? ; Weeder = Does the special weed-harvesting rules apply (def=no)? ; Deployer = Does it deploy before being able to operate (def=no)? OBSOLETE ; IsTilter = Does this unit tilt on slopes (def=yes)? ; CarriesCrate = Might this unit drop a crate when it is destroyed (def=no)? ; <<< applies only to aircraft >>> ; Carryall = Can it tote vehicles around (def=no)? ; Landable = Can this aircraft land on the map (def=no)? ; PitchSpeed = Throttle setting at which aircraft pitch forward (def=.25); ; PitchAngle = Amount that non-FixedWing aircraft pitch forward in degrees (def=20.0); ; RollAngle = Amount that the aircraft rolls when turning (def=30.0) ; <<< applies only to building types >>> ; Adjacent = distance allowed to place from other buildings (def=1) ; BaseNormal = Considered for building adjacency checks (def=yes)? ;HEY! Use this, not the phantom IsBase ; Barrel = Use barrel explosion logic when it is destroyed (def=no)? ; Bib = Does the building have a bib built in (def=no)? ; Capturable = Can this building be infiltrated by a spy/engineer (def=no)? ; DockUnload = When a unit docks with this building should it unload (def=no)? ; Factory = type of object to build [InfantryType, AircraftType, UnitType, BuildingType, VesselType] (def=none) ; Fake = Is this a fake structure (def=no)? ; FreeUnit = free unit to give this building [typically harvester with refinery] (def=none) ; Power = power output [positive for output, negative for drain] (def=0) ; Powered = Does it require power to function (def=no)? ; Radar = Does this building give radar to owning player (def=no)? ; Repairable = Can it be repaired (def=yes)? ; RevealToAll=yes Means that when built or captured, a radar event is generated (def=no) ; UnitReload = Does this building reload units if they dock with it (def=no)? ; UnitRepair = Does this building repair units if they dock with it (def=no)? ; Unsellable = Cannot sell this building (even if it can be built)? ; Wall = Is this a wall type structure [special rules apply] (def=no)? ; WaterBound = Is this building placed on water only (def=no)? ; Upgrades = Is the number of power-ups/upgrades that can be applied to this building (def=0) ; ShipYard = This building is a ship yard or sub pen ; SAM = This building is a SAM launcher ; ConstructionYard = This building is a construction yard ; Refinery = This building is a tiberium/ore refinery ; WeaponsFactory = This building is a weapons factory ; CloakGenerator = Does this building cloak objects around it? ; LaserFencePost = This building is a laser fence post and obeys the rules for a building of this type. ; LightIntensity = This building radiates this amount of light (def = 0). ; LightVisibility= The distance (in leptons) that this light is visible from (def=5000). ; LightRedTint = The red tint of this buildings light (def=1.0) ; LightGreenTint = The green tint of this buildings light (def=1.0) ; LightBlueTint = The blue tint of this buildings light (def=1.0) ; InvisibleInGame= Building cannot be seen on selected in the game, only in the editor. (def=no) ; PowersUpBuilding = Building that can be upgraded by attaching this building to it ; PowersUpToLevel = Amount of upgrade provided by this attachment. -1=incremental upgrade. Positive number is specific upgrade. ; Hospital = Can this building heal infantry (def = no) ? ; Armory = Is this building an armory ; PlaceAnywhere = Can this building ignore normal placement rules? Only use this for non-player placed buildings (def = no). ; Weeder = Is this a weed collection facility (def=no)? ; TogglePower = [override] Can be turned on/off under player control or affected by low power (def=yes)? ; ; WST 6/23/99. Below are new zbuffer adjustment for units ; ZFudgeCliff // fudge for units behind cliffs showing through rocks ; ZFudgeColumn // fudge for units behind bridge overpass support columns ; ZFudgeTunnel // fudge for unit behind tunnel entrances ; ZFudgeBridge // fudge for tall units when they are under a bridge... eg mammoth mk2 ; ;These are the fields needed for buildings to take part in Urban Combat ;Sight=2 ;since the building will be 'captured' it needs to be able to look ;ClickRepairable=no ;It can be repaired with an engineer but not with the wrench tool once 'captured' ;CanBeOccupied=yes ;Basic UC flag ;MaxNumberOccupants=5 ;Twiddle number ;DistributedFire=yes ;To shoot all within range equally ;CanOccupyFire=yes ;These two can't be global since types are read in before globals. Please keep order as well ; ;Selectable=yes ;Or else you can never get the guys back out ;These will control what can shoot what for the last durn time. Defaults are 0's ;This has no impact on anti/not anti air weapons. Those already work. ;NavalTargeting ; UNDERWATER_NEVER = 0, Can't shoot at all at underwater ; UNDERWATER_SECONDARY = 1, Use Second weapon against underwater ; UNDERWATER_ONLY = 2, Can only shoot underwater ; ORGANIC_SECONDARY = 3, Use second Weapon on organic ; SEAL_SPECIAL = 4, Primary on Amphibious and organic, Second on Naval and underwater-not-organic ; NAVAL_ALL = 5, Go ahead and shoot everything with Primary ; NAVAL_NONE = 6, Don't even shoot into the water ; NAVAL_PRIMARY = 7 Able to shoot ground target with secondary weapon, but Naval is the primary target ;LandTargeting ; LAND_OKAY = 0, Land is okay ; LAND_NOT_OKAY = 1, Land is OK ; LAND_SECONDARY = 2 Can shoot land, but only with secondary weapon ; ************************************************************************** ; ************************************************************************** ; **************************** Infantry Types ****************************** ; ************************************************************************** ; ************************************************************************** ;GEF I'm sick of having to hunt and peck through rules.ini. I'm going ;to make it more organized! ; ************************************************************************** ; *************************** Allied Infantry ****************************** ; ************************************************************************** ; GI ; Allied GI [E1] UIName=Name:E1 Name=GI Image=GI Category=Soldier Primary=M60 Secondary=Para ElitePrimary=M60E EliteSecondary=ParaE Occupier=yes ; I can Occupy UC buildings OccupyWeapon=UCPara; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=UCElitePara; The weapon I use while Occupying. Defaults to 0 (Primary) OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress Prerequisite=GAPILE CrushSound=InfantrySquish Strength=250 Pip=white OccupyPip=PersonBlue Armor=none TechLevel=1 Sight=4 Speed=8 Owner=British,French,Germans,Americans,Alliance Cost=125 Soylent=62 Points=10 IsSelectableCombatant=yes VoiceSelect=GISelect VoiceMove=GIMove VoiceAttack=GIAttackCommand VoiceFeedback=GIFear VoiceSpecialAttack=GIMove DieSound=GIDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons ImmuneToVeins=yes ImmuneToPsionics=no Bombable=yes Deployer=yes DeployFire=yes ;DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did ; a more explicit state machine for deploying b/c of autodeploy. VeteranAbilities=STRONGER,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,FASTER Size=1 Crushable=yes DeploySound=GIDeploy UndeploySound=GIUndeploy IFVMode=2 BuildTimeMultiplier=1.5 ToProtect=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ImmuneToPsionicWeapons=yes UndeploysInto=E1CR ; Airborne [ABE] UIName=Name:APara Name=Airborne Image=SEAL Category=Soldier Primary=Para ElitePrimary=ParaE Occupier=yes ; I can Occupy UC buildings OccupyWeapon=UCPara; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=UCElitePara; The weapon I use while Occupying. Defaults to 0 (Primary) OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress Prerequisite=GAPILE CrushSound=InfantrySquish Strength=250 Pip=white OccupyPip=PersonBlue Armor=none TechLevel=11 Sight=4 Speed=8 Owner=British,French,Germans,Americans,Alliance Cost=200 Soylent=100 Points=10 IsSelectableCombatant=yes VoiceSelect=GISelect VoiceMove=GIMove VoiceAttack=GIAttackCommand VoiceFeedback=GIFear VoiceSpecialAttack=GIMove DieSound=GIDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons ImmuneToVeins=yes ImmuneToPsionics=no Bombable=yes VeteranAbilities=STRONGER,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,FASTER Size=1 Crushable=yes IFVMode=2 BuildTimeMultiplier=1.5 ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [E1CR] UIName=Name:E1 Name=GI Image=GI Category=Soldier Primary=M60 Secondary=Para ElitePrimary=M60E EliteSecondary=ParaE Occupier=yes ; I can Occupy UC buildings OccupyWeapon=UCPara; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=UCElitePara; The weapon I use while Occupying. Defaults to 0 (Primary) OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress Prerequisite=GAPILE,AILOCK CrushSound=InfantrySquish Strength=250 Pip=white OccupyPip=PersonBlue Armor=none TechLevel=1 Sight=4 Speed=8 Owner=British,French,Germans,Americans,Alliance Cost=125 Soylent=62 Points=10 IsSelectableCombatant=yes VoiceSelect=GISelect VoiceMove=GIMove VoiceAttack=GIAttackCommand VoiceFeedback=GIFear VoiceSpecialAttack=GIMove DieSound=GIDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons ImmuneToVeins=yes ImmuneToPsionics=no Bombable=yes Deployer=yes DeployFire=yes ;DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did ; a more explicit state machine for deploying b/c of autodeploy. VeteranAbilities=STRONGER,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,FASTER Size=1 Crushable=yes DeploySound=GIDeploy UndeploySound=GIUndeploy IFVMode=2 BuildTimeMultiplier=1.5 ToProtect=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ImmuneToPsionicWeapons=yes DeploysInto=E1 UndeploysInto=E1 ; Attack dog [ADOG] UIName=Name:DOG Name=Allied Attack Dog NotHuman=yes Category=Soldier Primary=GoodTeeth ElitePrimary=GoodTeethE Secondary=Bark NavalTargeting=6 Prerequisite=Barracks LeadershipRating=7 CrushSound=InfantrySquish Strength=150 Armor=none ;ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo ;RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=6 TechLevel=1 Pip=white Sight=6 DetectDisguise=yes Speed=12 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance ForbiddenHouses=Russians,Confederation,Africans,Arabs,YuriCountry Cost=125 Soylent=62 Points=10 IsSelectableCombatant=yes VoiceSelect=DogSelect VoiceMove=DogMove VoiceAttack=DogAttackCommand VoiceFeedback=DogFear VoiceSpecialAttack=DogMove DieSound=DogDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no Bombable=yes AllowedToStartInMultiplayer=no Size=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT,SCATTER EliteAbilities=SELF_HEAL,FIREPOWER,ROF;SELF_HEAL,FIREPOWER,FASTER ImmuneToPsionics=yes ImmuneToPsionicWeapons=no IFVMode=3 UseOwnName=true Trainable=yes Natural=yes ToProtect=no Deployer=yes DeployFire=yes UndeployDelay=200 DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 [ADOGP] UIName=Name:DOG Name=Allied Attack Dog Image=ADOG NotHuman=yes Category=Soldier Primary=BarkP Secondary=GoodTeeth EliteSecondary=GoodTeethE NavalTargeting=6 Prerequisite=Barracks,AILOCK LeadershipRating=7 CrushSound=InfantrySquish Strength=150 Armor=none ;ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo ;RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=6 TechLevel=1 Pip=white Sight=6 DetectDisguise=yes Speed=12 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance ForbiddenHouses=Russians,Confederation,Africans,Arabs,YuriCountry Cost=125 Soylent=62 Points=10 IsSelectableCombatant=yes VoiceSelect=DogSelect VoiceMove=DogMove VoiceAttack=DogAttackCommand VoiceFeedback=DogFear VoiceSpecialAttack=DogMove DieSound=DogDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no Bombable=yes AllowedToStartInMultiplayer=no Size=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT,SCATTER EliteAbilities=SELF_HEAL,FIREPOWER,ROF;SELF_HEAL,FIREPOWER,FASTER ImmuneToPsionics=yes ImmuneToPsionicWeapons=no IFVMode=0 Trainable=yes Natural=yes ToProtect=no DistributedFire=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 ;The Allied Engineer [ENGINEER] UIName=Name:ENGINEER Name=Engineer Category=Soldier Primary=DefuseKit Secondary=VirtualScanner ; gs the computer uses range to determine what buildings to run to and capture Prerequisite=Barracks,POWER CrushSound=InfantrySquish LeadershipRating=3 Strength=100 Armor=none TechLevel=1 Sight=3 BombSight=7 ; detecting ivan's little friends Speed=5 Pip=Blue Engineer=yes Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance ForbiddenHouses=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=500 Soylent=250 Points=5 IsSelectableCombatant=no VoiceSelect=EngAllSelect VoiceMove=EngAllMove VoiceAttack=EngAllMove VoiceFeedback=EngAllFear VoiceSpecialAttack=EngAllAttackCommand VoiceEnter=EngAllMove VoiceCapture=EngAllAttackCommand DieSound=EngAllDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ; this should be between 0 and 1 ImmuneToVeins=yes GuardRange=9 Size=1 IFVMode=1 Trainable=no ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [GGI] UIName=Name:GuardianGI Name=Guardian GI Category=Soldier Primary=MissileLaunchers Secondary=MissileLauncher ElitePrimary=MissileLaunchersE EliteSecondary=MissileLauncherE OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress Occupier=no;yes ; I can Occupy UC buildings RadialFireSegments=6 Prerequisite=GAPILE CrushSound=InfantrySquish Strength=250 Pip=green Armor=flak TechLevel=2 Sight=4 Speed=7 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=350 Soylent=175 Points=10 IsSelectableCombatant=yes VoiceSelect=GuardianGISelect VoiceMove=GuardianGIMove VoiceAttack=GuardianGIAttackCommand VoiceFeedback=GuardianGIFear VoiceSpecialAttack=GuardianGIMove DieSound=GuardianGIDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons ImmuneToVeins=yes ImmuneToPsionics=no Bombable=yes Deployer=yes DeployFire=yes ; DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did ; a more explicit state machine for deploying b/c of autodeploy. VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 Crushable=yes DeployedCrushable=no DeploySound=GuardianGIDeploy UndeploySound=GIUndeploy IFVMode=16 PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket AirRangeBonus=1 ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [JUMPJET] UIName=Name:JUMPJET Name=Rocketeer Image=ROCK Category=Soldier JumpJet=yes Primary=20mm Secondary=20AAmm ElitePrimary=20mmE EliteSecondary=20AAmmE Prerequisite=GAPILE,RADAR Crushable=yes Strength=250 Fearless=no Armor=Special_2 TechLevel=3 Sight=7 Pip=white Speed=9 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=550 Soylent=275 Points=15 IsSelectableCombatant=yes VoiceSelect=RocketeerSelect VoiceMove=RocketeerMove VoiceAttack=RocketeerAttackCommand VoiceFeedback=RocketeerFear VoiceSpecialAttack=RocketeerMove DieSound=RocketeerFear; CrashingSound=RocketeerDie ImpactLandSound=RocketeerCrash Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} PhysicalSize=1 MovementZone=Fly ; This needs to be None, like aircraft ConsideredAircraft=yes ThreatPosed=15 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER JumpjetSpeed=28 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=38 ;HY increase climb speed; used to be 10 JumpjetCrash=10 ; Climb, but down JumpJetAccel=128 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=1 JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave Size=1 SpeedType=Hover HoverAttack=yes Crashable=no BalloonHover=yes ; ie never land MoveSound=RocketeerMoveLoop ToProtect=no OpportunityFire=yes DebrisAnims=ROCKDIE MaxDebris=2 MinDebris=1 ImmuneToPsionicWeapons=yes [JUMPJETP] UIName=Name:JUMPJET Name=Rocketeer Image=ROCK Category=Soldier JumpJet=yes Primary=20mm ElitePrimary=20mmE Prerequisite=GAPILE,RADAR,AILOCK Crushable=yes Strength=250 Fearless=no ;OpportunityFire=yes ;gs Doesn't work because will fly backwards to point towards it and never shoot Armor=Special_2 TechLevel=3 ;Sight=6 Sight=7 Pip=white Speed=9 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=500 Soylent=250 Points=15 IsSelectableCombatant=yes VoiceSelect=RocketeerSelect VoiceMove=RocketeerMove VoiceAttack=RocketeerAttackCommand VoiceFeedback=RocketeerFear VoiceSpecialAttack=RocketeerMove DieSound= CrashingSound=RocketeerDie ImpactLandSound=RocketeerCrash Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} PhysicalSize=1 MovementZone=Fly ; This needs to be None, like aircraft ConsideredAircraft=yes ThreatPosed=15 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER JumpjetSpeed=28 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=38 ;HY increase climb speed; used to be 10 JumpjetCrash=10 ; Climb, but down JumpJetAccel=128 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=1 JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave Size=1 SpeedType=Hover HoverAttack=yes Crashable=no BalloonHover=yes ; ie never land MoveSound=RocketeerMoveLoop ToProtect=no DebrisAnims=ROCKDIE MaxDebris=2 MinDebris=1 ImmuneToPsionicWeapons=yes ; RA2 Spy [SPY] UIName=Name:SPY Name=Spy ;locked Category=Soldier Prerequisite=GAPILE,GATECH CrushSound=InfantrySquish LeadershipRating=3 Strength=200 Primary=MakeupKit ; virtual weapon that picks disguise Secondary=SpyBomber CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Armor=flak TechLevel=5 CanDisguise=yes; I appear differently on other people's computers PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma) Sight=10 Speed=6 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1000 Soylent=500 Pip=blue Points=5 VoiceSelect=SpySelect VoiceMove=SpyMove VoiceAttack=SpyAttackCommand VoiceFeedback=SpyFear VoiceSpecialAttack=SpySpecialAttack VoiceSecondaryWeaponAttack=SpyMove VoiceEnter=SpySpecialAttack DieSound=SpyDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons SpecialThreatValue=1 PreventAttackMove=no IFVMode=2 Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player ToProtect=no ImmuneToPsionicWeapons=yes Agent=yes Infiltrate=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [GHOST] UIName=Name:GHOST Name=SEAL Image=SEALA Category=Soldier Prerequisite=GAPILE,RADAR PrerequisiteOverride=CAWA2A,CAWA2B,CAWA2C,CAWA2D ; SJM: any Pentagon building sufficient to build SEAL Primary=MP5 ElitePrimary=MP5E Secondary=Sapperdrake EliteSecondary=SapperdrakeE OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 AlternateArcticArt=no ; ie SEALA for arctic maps C4=no Assaulter=yes ; I clear out UC buildings CrushSound=InfantrySquish Crushable=yes TiberiumProof=yes Strength=250 Armor=flak TechLevel=4 Pip=red Sight=5 Speed=9 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=750 Soylent=375 Points=50 IsSelectableCombatant=yes VoiceSelect=SealSelect VoiceMove=SealMove VoiceAttack=SealAttackCommand VoiceSecondaryWeaponAttack=SealSpecialAttack VoiceFeedback=SealMove VoiceSpecialAttack=SealSpecialAttack DieSound=SealDie VoiceEnter=SealSpecialAttack EnterWaterSound=TanyaEntersWater LeaveWaterSound=TanyaLeavesWater Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 SpeedType=Amphibious MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug) ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,ROF,SIGHT,SCATTER,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER,FASTER Size=1 DetectDisguise=no IFVMode=4 UseOwnName=true ToProtect=no ImmuneToPsionicWeapons=yes ImmuneToPoison=yes Sensors=yes SensorsSight=6 BuildTimeMultiplier=0.87 DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [TANY] UIName=Name:TANYA Name=Tanya Category=Soldier Prerequisite=GAPILE,GATECH Primary=DoublePistols ElitePrimary=DoublePistolsE Secondary=Sapper EliteSecondary=SapperE Occupier=yes ; OccupyWeapon=UCDP; EliteOccupyWeapon=UCEDP Assaulter=no OccupyPip=PersonYellow OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 C4=yes CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=450 Armor=plate TechLevel=10 Pip=red Sight=8 Speed=10 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1500 Soylent=750 Points=50 IsSelectableCombatant=yes VoiceSelect=TanyaPrimeSelect VoiceMove=TanyaPrimeMove VoiceAttack=TanyaPrimeAttackCommand VoiceSecondaryWeaponAttack=TanyaAttackCommand VoiceFeedback=TanyaPrimeFear VoiceSpecialAttack=TanyaAttackCommand DieSound=TanyaPrimeDie CreateSound=TanyaPrimeCreated VoiceComment=TanyaSelect EnterWaterSound=TanyaEntersWater LeaveWaterSound=TanyaLeavesWater Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 SpeedType=Amphibious MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug) ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes ImmuneToPsionics=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,ROF,SIGHT,SCATTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 ;DetectDisguise=yes IFVMode=7 ;4 BuildLimit=1 SelfHealing=yes UseOwnName=true ToProtect=no Sensors=yes SensorsSight=7 ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [TANYP] UIName=Name:TANYA Name=Tanya AI Image=TANY Category=Soldier Prerequisite=GAPILE,GATECH,AILOCK Primary=DoublePistolsP ElitePrimary=DoublePistolsPE Secondary=SapperP EliteSecondary=SapperPE Assaulter=no OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 C4=yes CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=450 Armor=plate TechLevel=10 Pip=red Sight=8 Speed=10 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1500 Soylent=750 Points=50 IsSelectableCombatant=yes VoiceSelect=TanyaPrimeSelect VoiceMove=TanyaPrimeMove VoiceAttack=TanyaPrimeAttackCommand VoiceSecondaryWeaponAttack=TanyaAttackCommand VoiceFeedback=TanyaPrimeFear VoiceSpecialAttack=TanyaAttackCommand DieSound=TanyaPrimeDie CreateSound=TanyaPrimeCreated EnterWaterSound=TanyaEntersWater LeaveWaterSound=TanyaLeavesWater Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 SpeedType=Amphibious MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug) ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes ImmuneToPsionics=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,ROF,SIGHT,SCATTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 IFVMode=7 ;4 BuildLimit=1 SelfHealing=yes UseOwnName=true ToProtect=no Sensors=yes SensorsSight=7 ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; Chrono Legionnaire [CLEG] UIName=Name:CLEG Name=Chrono Legionnaire Category=Soldier Primary=NeutronRifle ElitePrimary=NeutronRifleE Prerequisite=GAPILE,TECH PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute CrushSound=InfantrySquish Crushable=no Strength=400 Armor=none TechLevel=8 Pip=red Sight=5 Speed=5 ;okay, we don't really need this, but give it a dummy value just to make sure nothing complains MoveToShroud=no Teleporter=yes; Owner=British,French,Germans,Americans,Alliance Cost=1500 Soylent=750 Points=15 IsSelectableCombatant=yes VoiceSelect=ChronoLegionSelect VoiceMove=ChronoLegionMove VoiceAttack=ChronoLegionAttackCommand VoiceFeedback=ChronoLegionFear VoiceSpecialAttack=ChronoLegionMove DieSound=ChronoLegionDie ChronoInSound=ChronoLegionTeleport ChronoOutSound=ChronoLegionTeleport Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no ; SJM: approved by Dustin on 09-11-00 ImmuneToPsionics=no Bombable=yes AllowedToStartInMultiplayer=no Size=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER IFVMode=10 ToProtect=no Explodes=yes DeathWeapon=Clegz DebrisAnims=CLEGDIE MaxDebris=12 MinDebris=8 ImmuneToPsionicWeapons=yes BuildTimeMultiplier=0.85 [CLEGP] UIName=Name:CLEG Name=Chrono Legionnaire AI Image=CLEG Category=Soldier Primary=NeutronRifle Prerequisite=GAPILE,TECH,AILOCK PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute CrushSound=InfantrySquish Crushable=no Strength=400 Armor=none TechLevel=8 Pip=red Sight=5 Speed=5 ;okay, we don't really need this, but give it a dummy value just to make sure nothing complains MoveToShroud=no Teleporter=yes; Owner=British,French,Germans,Americans,Alliance Cost=1500 Soylent=750 Points=15 IsSelectableCombatant=yes VoiceSelect=ChronoLegionSelect VoiceMove=ChronoLegionMove VoiceAttack=ChronoLegionAttackCommand VoiceFeedback=ChronoLegionFear VoiceSpecialAttack=ChronoLegionMove DieSound=ChronoLegionDie ChronoInSound=ChronoLegionTeleport ChronoOutSound=ChronoLegionTeleport Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no ; SJM: approved by Dustin on 09-11-00 ImmuneToPsionics=no Bombable=yes AllowedToStartInMultiplayer=no Size=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ElitePrimary=NeutronRifleE IFVMode=10 BuildTimeMultiplier=0.4 Explodes=yes DeathWeapon=Clegz DebrisAnims=CLEGDIE MaxDebris=12 MinDebris=8 ToProtect=no ImmuneToPsionicWeapons=yes [CCOMAND] ;anybody gets into an allied tech center UIName=Name:CCOMAND Name=Chrono Commando Category=Soldier Prerequisite=BARRACKS RequiresStolenAlliedTech=yes Primary=ChronoMP5 Secondary=FakeC4 ElitePrimary=ChronoMP5E EliteSecondary=FakeC4E OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress ;C4=yes CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=350 Armor=flak TechLevel=9 Pip=red Sight=5 Speed=5 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1500 Soylent=750 Points=50 IsSelectableCombatant=yes VoiceSelect=ChronoCommandoSelect VoiceMove=ChronoCommandoMove VoiceAttack=ChronoCommandoAttackCommand VoiceFeedback= VoiceSpecialAttack=ChronoCommandoSpecialAttack DieSound=SealDie ;CreateSound=ChronoCommandoCreated ChronoInSound=ChronoLegionTeleport ChronoOutSound=ChronoLegionTeleport Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}; <-Walk teleport->{4A582747-9839-11d1-B709-00A024DDAFD1} Teleporter=yes PhysicalSize=1 MovementZone=Infantry ;SpeedType=Amphibious ;MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug) ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER PreventAttackMove=yes MoveToShroud=no IFVMode=4 Explodes=yes DeathWeapon=Clegz ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ;Psi-Commando ;anybody gets Yuri tech ;note, what you get is based on type of Tech Center, not country of guy who owns it [PTROOP] UIName=Name:PTROOP Name=Psi-Corp Trooper Category=Soldier Prerequisite=BARRACKS RequiresStolenThirdTech=yes Primary=PsiWaveS Secondary=SFlare ElitePrimary=PsiWaveSE EliteSecondary=SFlareE LeadershipRating=8 CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=300 Armor=flak TechLevel=9 Pip=red Sight=5 Speed=7 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1500 Soylent=750 Points=50 IsSelectableCombatant=yes VoiceSelect=YuriSelect VoiceMove=YuriMove VoiceAttack=YuriAttackCommand VoiceFeedback= VoiceSpecialAttack=YuriMove DieSound=YuriDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;SpeedType=Amphibious ;MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug) ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER DetectDisguise=yes ImmuneToPsionics=yes IFVMode=4 ImmuneToPsionicWeapons=no AirstrikeTeam=4 EliteAirstrikeTeam=4; AirstrikeTeamType=PROBES EliteAirstrikeTeamType=PROBESE AirstrikeRechargeTime=25 EliteAirstrikeRechargeTime=5 DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; **************************** Side Specific ******************************* ; British Sniper [SNIPE] UIName=Name:SNIPE Name=Sniper Category=Soldier Primary=AWP ElitePrimary=AWPE Secondary=AFlare EliteSecondary=AFlareE Prerequisite=GAPILE,RADAR CrushSound=InfantrySquish Strength=250 Pip=red Armor=none TechLevel=4 Sight=8 Speed=6 Owner=British,French,Germans,Americans,Alliance RequiredHouses=British Cost=850 Soylent=425 Points=15 IsSelectableCombatant=yes VoiceSelect=SniperSelect VoiceMove=SniperMove VoiceAttack=SniperAttackCommand VoiceFeedback=SniperFear VoiceSpecialAttack=SniperMove DieSound=SniperDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons ImmuneToVeins=yes ImmuneToPsionics=no Bombable=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 AllowedToStartInMultiplayer=no PreventAttackMove=no IFVMode=5 UseOwnName=true ToProtect=no ImmuneToPsionicWeapons=yes VHPScan=Strong AirstrikeTeam=1 EliteAirstrikeTeam=1; AirstrikeTeamType=APLN EliteAirstrikeTeamType=APLNE AirstrikeRechargeTime=25 EliteAirstrikeRechargeTime=5 DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 DisguiseWhenStill=yes PermaDisguise=yes ; ************************************************************************** ; ****************************Soviet Infantry ****************************** ; ************************************************************************** ; Conscript [E2] UIName=Name:E2 Name=Conscript Image=CONS Category=Soldier Primary=M1Carbine ElitePrimary=M1CarbineE OccupyWeapon=UCM1Carbine; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=UCEliteM1Carbine; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings Prerequisite=NAHAND CrushSound=InfantrySquish Strength=200 Armor=none TechLevel=1 Pip=white OccupyPip=PersonRed ; choices are green yellow white red blue purple Sight=4 Speed=8 Owner=Russians,Confederation,Africans,Arabs Cost=100 Soylent=50 Points=5 IsSelectableCombatant=yes VoiceSelect=ConscriptSelect VoiceMove=ConscriptMove VoiceAttack=ConscriptAttackCommand VoiceFeedback=ConscriptFear VoiceSpecialAttack=ConscriptMove DieSound=ConscriptDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes Size=1 ElitePrimary=M1Carbine IFVMode=2 BuildTimeMultiplier=1.87 ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 UndeploysInto=E2CR [E2P] UIName=Name:E2 Name=Conscript No G Image=CONS Category=Soldier Primary=M1Carbine ElitePrimary=M1CarbineE Prerequisite=NAHAND,AILOCK CrushSound=InfantrySquish AllowedToStartInMultiplayer=no Strength=200 Armor=none Occupier=no TechLevel=1 Pip=white Sight=4 Speed=8 Owner=Russians,Confederation,Africans,Arabs Cost=100 Soylent=50 Points=5 IsSelectableCombatant=yes VoiceSelect=ConscriptSelect VoiceMove=ConscriptMove VoiceAttack=ConscriptAttackCommand VoiceFeedback=ConscriptFear VoiceSpecialAttack=ConscriptMove DieSound=ConscriptDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes Size=1 IFVMode=2 BuildTimeMultiplier=1.5 ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [ECG] UIName=Name:CTECH Name=Technician Image=VLADIMIR Category=Soldier Primary=M1Carbine ElitePrimary=M1CarbineE OccupyWeapon=UCM1Carbine; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=UCEliteM1Carbine; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings Prerequisite=NAHAND,AILOCK CrushSound=InfantrySquish Strength=200 Armor=none TechLevel=1 Pip=white OccupyPip=PersonRed ; choices are green yellow white red blue purple Sight=4 Speed=8 Owner= Cost=100 Soylent=50 Points=5 IsSelectableCombatant=yes VoiceSelect=ConscriptSelect VoiceMove=ConscriptMove VoiceAttack=ConscriptAttackCommand VoiceFeedback=ConscriptFear VoiceSpecialAttack=ConscriptMove DieSound=ConscriptDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes Size=1 IFVMode=2 BuildTimeMultiplier=1.87 ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 UndeployInto=E2CR DeploysInto=E2CR [E2CR] UIName=Name:E2 Name=Conscript Image=CONS Category=Soldier Primary=M1Carbine ElitePrimary=M1CarbineE OccupyWeapon=UCM1Carbine; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=UCEliteM1Carbine; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings Prerequisite=NAHAND,AILOCK CrushSound=InfantrySquish Strength=200 Armor=none TechLevel=1 Pip=white OccupyPip=PersonRed ; choices are green yellow white red blue purple Sight=4 Speed=8 Owner=Russians,Confederation,Africans,Arabs Cost=100 Soylent=50 Points=5 IsSelectableCombatant=yes VoiceSelect=ConscriptSelect VoiceMove=ConscriptMove VoiceAttack=ConscriptAttackCommand VoiceFeedback=ConscriptFear VoiceSpecialAttack=ConscriptMove DieSound=ConscriptDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes Size=1 ElitePrimary=M1Carbine IFVMode=2 BuildTimeMultiplier=1.87 ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 DeploysInto=E2 UndeploysInto=E2 ; Attack dog [DOG] UIName=Name:DOG Name=Attack Dog NotHuman=yes Category=Soldier Primary=BadTeeth ElitePrimary=BadTeethE Secondary=Bark NavalTargeting=6 Prerequisite=Barracks LeadershipRating=7 CrushSound=InfantrySquish Strength=150 Armor=none ;ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo ;RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=6 TechLevel=1 Pip=white Sight=6 DetectDisguise=yes Speed=12 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance ForbiddenHouses=British,French,Germans,Americans,Alliance,YuriCountry Cost=125 Soylent=62 Points=10 IsSelectableCombatant=yes VoiceSelect=DogSelect VoiceMove=DogMove VoiceAttack=DogAttackCommand VoiceFeedback=DogFear VoiceSpecialAttack=DogMove DieSound=DogDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no Bombable=yes AllowedToStartInMultiplayer=no Size=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT,SCATTER EliteAbilities=SELF_HEAL,FIREPOWER,ROF;SELF_HEAL,FIREPOWER,FASTER ;GEF going to be two dogs now DoubleOwned=Yes ImmuneToPsionics=yes IFVMode=3 UseOwnName=true Trainable=yes Natural=yes ToProtect=no Deployer=yes DeployFire=yes UndeployDelay=200 ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 ; Attack dog [DOGP] UIName=Name:DOG Name=Attack Dog Image=DOG NotHuman=yes Category=Soldier Primary=BarkP Secondary=BadTeeth EliteSecondary=BadTeethE NavalTargeting=6 Prerequisite=Barracks,AILOCK LeadershipRating=7 CrushSound=InfantrySquish Strength=150 Armor=none ;ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo ;RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=6 TechLevel=1 Pip=white Sight=6 DetectDisguise=yes Speed=12 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance ForbiddenHouses=British,French,Germans,Americans,Alliance,YuriCountry Cost=125 Soylent=62 Points=10 IsSelectableCombatant=yes VoiceSelect=DogSelect VoiceMove=DogMove VoiceAttack=DogAttackCommand VoiceFeedback=DogFear VoiceSpecialAttack=DogMove DieSound=DogDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no Bombable=yes AllowedToStartInMultiplayer=no Size=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT,SCATTER EliteAbilities=SELF_HEAL,FIREPOWER,ROF;SELF_HEAL,FIREPOWER,FASTER ;GEF going to be two dogs now DoubleOwned=Yes ImmuneToPsionics=yes IFVMode=0 Trainable=yes Natural=yes ToProtect=no ImmuneToPsionicWeapons=no DistributedFire=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 ; Flak Trooper [FLAKT] UIName=Name:FLAKT Name=Flak Trooper ;Image=CONS Category=Soldier Primary=FlakGuyGun Secondary=FlakGuyAAGun ElitePrimary=FlakGuyGunE EliteSecondary=FlakGuyAAGunE Prerequisite=NAHAND,NARADR CrushSound=InfantrySquish Strength=250 Armor=none TechLevel=3 Pip=white Sight=4 Speed=8 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=250 Soylent=125 Points=5 IsSelectableCombatant=yes VoiceSelect=FlakTroopSelect VoiceMove=FlakTroopMove VoiceAttack=FlakTroopAttackCommand VoiceFeedback=FlakTroopFear VoiceSpecialAttack=FlakTroopMove DieSound=FlakTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no IFVMode=16 ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ;The Soviet Engineer [SENGINEER] UIName=Name:ENGINEER Image=ENGINEER Name=Soviet Engineer Category=Soldier Primary=DefuseKit Secondary=VirtualScanner ; gs the computer uses range to determine what buildings to run to and capture Prerequisite=Barracks,POWER CrushSound=InfantrySquish LeadershipRating=3 Strength=100 Armor=none TechLevel=2 Sight=3 BombSight=7 ; detecting ivan's little friends Speed=5 Pip=Blue Engineer=yes Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance ForbiddenHouses=British,French,Germans,Americans,Alliance,YuriCountry AllowedToStartInMultiplayer=no Cost=500 Soylent=250 Points=5 IsSelectableCombatant=no VoiceSelect=EngSovSelect VoiceMove=EngSovMove VoiceAttack=EngSovMove VoiceFeedback=EngSovFear VoiceSpecialAttack=EngSovAttackCommand VoiceEnter=EngSovMove VoiceCapture=EngSovAttackCommand DieSound=EngSovDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ; this should be between 0 and 1 ImmuneToVeins=yes GuardRange=9 Size=1 IFVMode=1 Trainable=no ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; Soviet Tesla Trooper [SHK] UIName=Name:SHK Name=Shock Trooper Category=Soldier Primary=ElectricBolt ElitePrimary=ElectricBoltE Secondary=AssaultBolt EliteSecondary=AssaultBoltE Assaulter=no ; I clear out UC buildings Prerequisite=NAHAND CrushSound=InfantrySquish Crushable=no Strength=400 Armor=flak TechLevel=2 Pip=white Sight=4 Speed=7 Owner=Russians,Confederation,Africans,Arabs Cost=450 Soylent=225 Points=5 IsSelectableCombatant=yes VoiceSelect=TeslaTroopSelect VoiceMove=TeslaTroopMove VoiceAttack=TeslaTroopAttackCommand VoiceFeedback=TeslaTroopFear VoiceSpecialAttack=TeslaTroopMove DieSound=TeslaTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no DeathWeapon=SHKz Explodes=yes IFVMode=6 ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [IVAN] UIName=Name:IVAN Name=Crazy Ivan ;locked Prerequisite=NAHAND,NARADR Pip=red Category=Soldier Strength=225 Primary=IvanBomber Secondary=IvanBomberS ElitePrimary=IvanBomberE EliteSecondary=IvanBomberSE DeathWeapon=IvanDeath Explodes=yes Armor=flak TechLevel=4 CrushSound=InfantrySquish Insignificant=no Sight=5 Speed=8 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=600 Soylent=300 Points=30 IsSelectableCombatant=yes VoiceSelect=CrazyIvanSelect VoiceMove=CrazyIvanMove VoiceAttack=CrazyIvanAttackCommand VoiceFeedback=CrazyIvanFear VoiceSpecialAttack=CrazyIvanAttackCommand VoiceDeploy=CrazyIvanFear DieSound=CrazyIvanDie VoiceEnter=CrazyIvanAttackCommand Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=15 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Ivan=yes;needed to differentiate from Bomber, which is C4, and engineer ;Bombable=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 ;AttackFriendlies=yes ; when scanning for targets, won't differentiate between allied or not, and also doesn't need control pressed to get attack cursor on friends AttackCursorOnFriendlies=yes ; subset of AttackFriendlies. Accept a command to attack, but don't consider in threat scan IFVMode=11 ;7 Trainable=yes ToProtect=no ImmuneToPsionicWeapons=yes Assaulter=yes DebrisAnims=IBSPARK,IBSPARKB,UCSPARK MaxDebris=6 MinDebris=1 ;Boris [BORIS] UIName=Name:Boris Name=Boris Category=Soldier Prerequisite=NAHAND,NATECH Primary=AKM ElitePrimary=AKME Secondary=Flare EliteSecondary=FlareE OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 Assaulter=no ; I clear out UC buildings CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=600 Armor=plate TechLevel=10 Pip=red Sight=8 Speed=7 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1500 Soylent=750 Points=50 IsSelectableCombatant=yes VoiceSelect=BorisSelect VoiceMove=BorisMove VoiceAttack=BorisAttackCommand ;VoiceAttack=BorisAttackCommand VoiceFeedback=BorisFear VoiceComment=BorisSelect VoiceSecondaryWeaponAttack=BorisAirstrikeVoice ;VoiceSecondaryWeaponAttack=BorisAirstrikeVoice DieSound=BorisDie CreateSound=BorisCreated EnterWaterSound=TanyaEntersWater LeaveWaterSound=TanyaLeavesWater Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToPsionicWeapons=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,ROF,SIGHT,SCATTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 ;DetectDisguise=yes IFVMode=12 ;4 UseOwnName=true ;Airstrike stuff AirstrikeTeam=2 EliteAirstrikeTeam=2 ;What type of planes to call in AirstrikeTeamType=BPLN EliteAirstrikeTeamType=BPLNE ;How long after the planes either leave the map or are destroyed will the next team of planes be ready? AirstrikeRechargeTime=50;500 EliteAirstrikeRechargeTime=0;250 BuildLimit=1 SelfHealing=yes ToProtect=no ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [BORISP] UIName=Name:Boris Name=Boris ai Image=BORIS Category=Soldier Prerequisite=NAHAND,NATECH,AILOCK Primary=AKM Secondary=FlareP OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 Assaulter=no ; I clear out UC buildings CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=600 Armor=plate TechLevel=10 Pip=red Sight=8 Speed=7 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1500 Soylent=750 Points=50 IsSelectableCombatant=yes VoiceSelect=BorisSelect VoiceMove=BorisMove VoiceAttack=BorisAttackCommand ;VoiceAttack=BorisAttackCommand VoiceFeedback=BorisFear VoiceSecondaryWeaponAttack=BorisAirstrikeVoice ;VoiceSecondaryWeaponAttack=BorisAirstrikeVoice DieSound=BorisDie CreateSound=BorisCreated EnterWaterSound=TanyaEntersWater LeaveWaterSound=TanyaLeavesWater Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToPsionicWeapons=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,ROF,SIGHT,SCATTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 ;DetectDisguise=yes ElitePrimary=AKM IFVMode=12 ;4 UseOwnName=true AirstrikeTeam=2 EliteAirstrikeTeam=2; AirstrikeTeamType=BPLN EliteAirstrikeTeamType=BPLNE AirstrikeRechargeTime=50;500 EliteAirstrikeRechargeTime=0;250 BuildLimit=1 SelfHealing=yes ToProtect=no ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CIVAN] ; anybody gets into a soviet tech center UIName=Name:CIVAN Name=Chrono Ivan Category=Soldier Prerequisite=BARRACKS RequiresStolenSovietTech=yes Primary=IvanBomberC ElitePrimary=IvanBomberCE Secondary=IvanBomberS EliteSecondary=IvanBomberSE CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=250 Armor=flak TechLevel=9 Pip=red Sight=5 Speed=6 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1500 Soylent=750 Points=50 IsSelectableCombatant=yes VoiceSelect=CrazyIvanSelect VoiceMove=CrazyIvanMove VoiceAttack=CrazyIvanAttackCommand VoiceFeedback=CrazyIvanFear VoiceSpecialAttack=CrazyIvanAttackCommand DieSound=CrazyIvanDie ChronoInSound=ChronoLegionTeleport ChronoOutSound=ChronoLegionTeleport Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}; <-Walk teleport->{4A582747-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes Ivan=yes;needed to differentiate from Bomber, which is C4, and engineer ;Bombable=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ;Deployer=yes ;UndeployDelay=20 AttackCursorOnFriendlies=yes MoveToShroud=no IFVMode=11 ;7 Teleporter=yes; Explodes=yes DeathWeapon=Clegz Trainable=yes ;gs like regular ivan, since can't gain experience ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [LUNR] UIName=Name:LUNR Name=Lunar Infantry Image=LUNR Category=Soldier JumpJet=yes Primary=Lunarlaser ElitePrimary=LunarlaserE Prerequisite=NAPILE,NARADR Crushable=yes Strength=350 Fearless=yes Armor=none TechLevel=11 Sight=8 Pip=white Speed=9 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=450 Soylent=275 Points=15 IsSelectableCombatant=yes VoiceSelect=LaserCosmoSelect VoiceMove=LaserCosmoMove VoiceAttack=LaserCosmoAttackCommand VoiceFeedback=LaserCosmoFear VoiceSpecialAttack=LaserCosmoMove DieSound= CrashingSound=RocketeerDie ImpactLandSound=RocketeerCrash Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} PhysicalSize=1 MovementZone=Fly ; This needs to be None, like aircraft ConsideredAircraft=yes ThreatPosed=15 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER JumpjetSpeed=28 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=28 ;HY increase climb speed; used to be 10 JumpjetCrash=10 ; Climb, but down JumpJetAccel=100 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=1 JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave Size=1 SpeedType=Hover HoverAttack=yes Crashable=no BalloonHover=yes ; ie never land MoveSound=RocketeerMoveLoop JumpJetTurn=yes ;Use proper turn logic ToProtect=no ImmuneToPsionicWeapons=yes [LUNRK] UIName=THEME:EagleHunter Name=Soviet Lunar Infantry Skirmish Image=LUNR Category=Soldier JumpJet=yes Primary=LunarlaserK ElitePrimary=LunarlaserKE AirRangeBonus=1 Prerequisite=NAHAND,NATECH Crushable=yes Strength=470 Fearless=yes Armor=Special_2 TechLevel=8 Sight=7 Pip=white Speed=5 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=850 Soylent=425 Points=15 IsSelectableCombatant=yes VoiceSelect=LaserCosmoSelect VoiceMove=LaserCosmoMove VoiceAttack=LaserCosmoAttackCommand VoiceFeedback= VoiceSpecialAttack=LaserCosmoMove DieSound=LaserCosmoFear CrashingSound=RocketeerDie ImpactLandSound=RocketeerCrash Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} PhysicalSize=1 MovementZone=Fly ; This needs to be None, like aircraft ConsideredAircraft=yes ThreatPosed=15 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER JumpjetSpeed=21 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=28 ;HY increase climb speed; used to be 10 JumpjetCrash=25 ; Climb, but down JumpJetAccel=100 JumpjetTurnRate=100 JumpjetHeight=800 JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave Size=1 SpeedType=Hover HoverAttack=yes Crashable=no BalloonHover=yes ; ie never land MoveSound=RocketeerMoveLoop JumpJetTurn=yes ;Use proper turn logic ToProtect=no DebrisAnims=LUNRDIE MaxDebris=2 MinDebris=1 ImmuneToPsionicWeapons=yes [LUNRY] UIName=Name:Malaria Name=Yuri Lunar Infantry Skirmish Image=LUNR Category=Soldier JumpJet=yes Primary=UltraPlasmaCutter ElitePrimary=UltraPlasmaCutterE Prerequisite=YABRCK,NAPSIS Crushable=yes Strength=300 Fearless=yes Armor=Special_2 TechLevel=3 Sight=7 Pip=white Speed=9 Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=750 Soylent=375 Points=15 VoiceSelect=InitiateSelect VoiceMove=InitiateMove VoiceAttack=InitiateAttackCommand VoiceFeedback=InitiateFear VoiceSpecialAttack=InitiateMove DieSound=TerroristDie CrashingSound=RocketeerDie ImpactLandSound=RocketeerCrash Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} PhysicalSize=1 MovementZone=Fly ; This needs to be None, like aircraft ConsideredAircraft=yes ThreatPosed=15 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER JumpjetSpeed=36 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=36 ;HY increase climb speed; used to be 10 JumpjetCrash=25 ; Climb, but down JumpJetAccel=0 JumpjetTurnRate=30 JumpjetHeight=400 JumpjetWobbles=.8 JumpjetDeviation=40 JumpjetNoWobbles=no ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave Size=1 SpeedType=Hover HoverAttack=yes Crashable=no BalloonHover=yes ; ie never land MoveSound=RocketeerMoveLoop JumpJetTurn=yes ;Use proper turn logic ToProtect=no DebrisAnims=LUNRYDIE MaxDebris=2 MinDebris=1 ImmuneToPsionicWeapons=yes ; **************************** Side Specific ******************************* ;The evil Cuban Terrorist [TERROR] UIName=Name:TERROR Name=Terrorist Image=TRST Category=Soldier ;Prerequisite=NAHAND,NATECH Prerequisite=NAHAND,NARADR CrushSound=InfantrySquish LeadershipRating=3 Strength=150 ;changed on 11/29 from 50 to 75 Primary=TerrorBomb CanPassiveAquire=yes ; Won't try to pick up own targets CanRetaliate=yes; Won't fire back when hit Armor=flak TechLevel=4 Sight=5 Speed=10 Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Confederation AllowedToStartInMultiplayer=no Cost=300 Soylent=150 Pip=red Points=5 VoiceSelect=TerroristSelect VoiceMove=TerroristMove VoiceAttack=TerroristAttackCommand VoiceFeedback=TerroristFear VoiceSpecialAttack=TerroristAttackCommand DieSound=TerroristDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=30 ; This value MUST be 0 for all building addons SpecialThreatValue=1 Trainable=no Explodes=yes DeathWeapon=TerrorBomb IFVMode=11 DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=5 DebrisAnims=DBRS10SM MaxDebris=1 MinDebris=1 ImmuneToPsionics=yes ImmuneToPsionicWeapons=no ; Desolator [DESO] UIName=Name:DESO Name=Desolater Category=Soldier Primary=RadBeamWeapon Secondary=RadEruptionWeapon ElitePrimary=RadBeamWeaponE EliteSecondary=RadEruptionWeaponE Prerequisite=NAHAND,NARADR CrushSound=InfantrySquish Strength=330 Armor=flak TechLevel=4 Pip=red Sight=5 Speed=5 Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Arabs Cost=900 Soylent=450 Points=30 IsSelectableCombatant=yes VoiceSelect=DesolatorSelect VoiceMove=DesolatorMove VoiceAttack=DesolatorAttackCommand VoiceFeedback=DesolatorAttackCommand VoiceSpecialAttack=DesolatorMove DieSound=DesolatorDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons Deployer=yes DeployFire=yes ; DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did ; a more explicit state machine for deploying b/c of autodeploy. ImmuneToRadiation=yes ImmuneToPsionics=no Bombable=yes AllowedToStartInMultiplayer=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 Fearless=no SelfHealing=no Crushable=no IFVMode=9 ToProtect=no ImmuneToPsionicWeapons=yes ImmuneToPoison=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; ************************************************************************** ; **************************** Yuri Infantry ******************************* ; ************************************************************************** ; Initiate [INIT] UIName=Name:INIT Name=Yuri Initiate Category=Soldier Primary=PsychicJab ElitePrimary=PsychicJabE OccupyWeapon=UCPsychicJab; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=UCElitePsychicJab; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings Prerequisite=YABRCK CrushSound=InfantrySquish Strength=225 ;91 Armor=none TechLevel=1 Pip=white OccupyPip=PersonPurple Sight=4 Speed=8 Owner=YuriCountry Cost=150 Soylent=75 Points=5 IsSelectableCombatant=yes VoiceSelect=InitiateSelect VoiceMove=InitiateMove VoiceAttack=InitiateAttackCommand VoiceFeedback=InitiateFear VoiceSpecialAttack=InitiateMove DieSound=InitiateDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes Size=1 IFVMode=2;13 UseOwnName=true BuildTimeMultiplier=1.25 ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 UndeploysInto=INITCR [INITCR] UIName=Name:INIT Name=Yuri Initiate Image=INIT Category=Soldier Primary=PsychicJab ElitePrimary=PsychicJabE OccupyWeapon=UCPsychicJab; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=UCElitePsychicJab; The weapon I use while Occupying. Defaults to 0 (Primary) Occupier=yes ; I can Occupy UC buildings Prerequisite=YABRCK,AILOCK CrushSound=InfantrySquish Strength=225 ;91 Armor=none TechLevel=1 Pip=white OccupyPip=PersonPurple Sight=4 Speed=8 Owner=YuriCountry Cost=150 Soylent=75 Points=5 IsSelectableCombatant=yes VoiceSelect=InitiateSelect VoiceMove=InitiateMove VoiceAttack=InitiateAttackCommand VoiceFeedback=InitiateFear VoiceSpecialAttack=InitiateMove DieSound=InitiateDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes Size=1 IFVMode=2;13 UseOwnName=true BuildTimeMultiplier=1.25 ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 MinDebris=1 DeploysInto=INIT UndeploysInto=INIT ; Attack dog ;Yuri not having a corresponding dog breaks our method for never having 2 dogs or 2 engineers on sidebar [YADOG] UIName=Name:DOG Name=Allied Attack Dog (Yuri version) NotHuman=yes Image=ADOG Category=Soldier Primary=GoodTeeth ElitePrimary=GoodTeethE Secondary=Bark NavalTargeting=6 Prerequisite=GAPILE LeadershipRating=7 CrushSound=InfantrySquish Strength=150 Armor=none ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=6 TechLevel=2 Pip=white Sight=6 DetectDisguise=yes Speed=12 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance RequiredHouses=YuriCountry Cost=125 Soylent=62 Points=10 IsSelectableCombatant=yes VoiceSelect=DogSelect VoiceMove=DogMove VoiceAttack=DogAttackCommand VoiceFeedback=DogFear VoiceSpecialAttack=DogMove DieSound=DogDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no Bombable=yes AllowedToStartInMultiplayer=no Size=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT,SCATTER EliteAbilities=SELF_HEAL,FIREPOWER,ROF;SELF_HEAL,FIREPOWER,FASTER ImmuneToPsionics=yes IFVMode=3 UseOwnName=true Trainable=no Natural=yes ToProtect=no Deployer=yes DeployFire=yes UndeployDelay=200 DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 ; Attack dog [YDOG] UIName=Name:DOG Name=Attack Dog (Yuri version) Image=DOG NotHuman=yes Category=Soldier Primary=BadTeeth ElitePrimary=BadTeethE Secondary=Bark NavalTargeting=6 Prerequisite=NAHAND LeadershipRating=7 CrushSound=InfantrySquish Strength=150 Armor=none ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=6 TechLevel=2 Pip=white Sight=6 DetectDisguise=yes Speed=12 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance RequiredHouses=YuriCountry Cost=125 Soylent=62 Points=10 IsSelectableCombatant=yes VoiceSelect=DogSelect VoiceMove=DogMove VoiceAttack=DogAttackCommand VoiceFeedback=DogFear VoiceSpecialAttack=DogMove DieSound=DogDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=20 ; This value MUST be 0 for all building addons ImmuneToRadiation=no Bombable=yes AllowedToStartInMultiplayer=no Size=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT,SCATTER EliteAbilities=SELF_HEAL,FIREPOWER,ROF;SELF_HEAL,FIREPOWER,FASTER ;GEF going to be two dogs now DoubleOwned=Yes ImmuneToPsionics=yes IFVMode=3 UseOwnName=true Trainable=no Natural=yes ToProtect=no Deployer=yes DeployFire=yes UndeployDelay=200 DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 [SLAV] UIName=Name:SLAV Name=Yuri Slave Worker Category=Soldier Primary=SHOVELF CrushSound=InfantrySquish Slaved=yes Strength=125 Armor=none TechLevel=-1 ;Pip=white Sight=2 Speed=5 Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=50 Soylent=0 Points=5 IsSelectableCombatant=no VoiceSelect=SlaveFreedSelect VoiceSelectEnslaved=SlaveWorkerSelect;gs this is the alternate voice set to use while enslaved. Don't need to double the rest since the only thing the player can do to an enslaved slave is select it. VoiceMove=SlaveFreedMove VoiceAttack=SlaveWorkerAttackCommand;SlaveFreedAttackCommand VoiceFeedback=SlaveWorkerFear VoiceSpecialAttack=SlaveWorkerHarvest DieSound=SlaveWorkerDie MoveSound=OreMineExtract AmbientSound= Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=0;1 MovementZone=Infantry ThreatPosed=1 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes ImmuneToPsionics=yes Size=1 ElitePrimary=SHOVELF IFVMode=0 Storage=3 HarvestRate=250;180;210;75;frames between bale pickup PipScale=Tiberium DontScore=yes ToProtect=no GuardRange=5 AttackFriendlies=no;yes Trainable=yes;no ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [SLAVP] UIName=Name:CTECH Name=Soviet Worker Category=Soldier Primary=SHOVEL CrushSound=InfantrySquish Crushable=yes Slaved=yes Strength=125 Armor=none TechLevel=-1 Image=LUNR Sight=2 Speed=5 Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=50 Soylent=0 Points=5 IsSelectableCombatant=no VoiceSelect=CivSovFemSelect VoiceSelectEnslaved=CivSovFemMove;gs this is the alternate voice set to use while enslaved. Don't need to double the rest since the only thing the player can do to an enslaved slave is select it. VoiceMove=CivSovFemMove VoiceAttack=CivSovFemAttackCommand VoiceFeedback=CivSovFemFear VoiceSpecialAttack=CivSovFemAttackCommand DieSound=VirusDie;CivSovFemDie MoveSound=OreMineExtract AmbientSound= Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=0;1 MovementZone=Infantry ThreatPosed=1 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToPoison=yes Size=1 ElitePrimary=SHOVEL IFVMode=0 Storage=4 HarvestRate=160 PipScale=Tiberium DontScore=yes ToProtect=no GuardRange=512 AttackFriendlies=yes Explodes=yes DeathWeapon=WorkerzS Trainable=no ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [SLAVA] UIName=Name:CTECH Name=Allied Worker Category=Soldier Primary=SHOVEL CrushSound=InfantrySquish Crushable=yes Slaved=yes Strength=125 Armor=none TechLevel=-1 Image=ROCK Sight=2 Speed=5 Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=50 Soylent=0 Points=5 IsSelectableCombatant=no VoiceSelect=SlaveFreedSelect VoiceSelectEnslaved=SlaveWorkerHarvest;gs this is the alternate voice set to use while enslaved. Don't need to double the rest since the only thing the player can do to an enslaved slave is select it. VoiceMove=SlaveFreedMove VoiceAttack=SlaveFreedAttackCommand VoiceFeedback=SlaveFreedFear VoiceSpecialAttack=SlaveWorkerHarvest DieSound=ArnoldDie;SlaveWorkerDie MoveSound=OreMineExtract AmbientSound= Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=0;1 MovementZone=Infantry ThreatPosed=1 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToPoison=yes Size=1 ElitePrimary=SHOVEL IFVMode=0 Storage=4 HarvestRate=160;250;frames between bale pickup PipScale=Tiberium DontScore=yes ToProtect=no GuardRange=512 AttackFriendlies=yes Explodes=yes DeathWeapon=Workerz Trainable=no ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [DTECH] UIName=Name:CTECH Name=Technician Image=CIV3 Category=Civilian Strength=50 Primary=SHOVEL Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=no Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 Pip=yellow VoiceSelect=CivAllSelect VoiceMove=CivAllMove VoiceAttack=CivAllAttackCommand VoiceFeedback=CivAllFear VoiceSpecialAttack=CivAllMove DieSound=CivFatDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry MovementRestrictedTo=Clear ImmuneToVeins=yes ImmuneToPsionics=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes GuardRange=512 AttackFriendlies=yes IsSelectableCombatant=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ;The Yuri Engineer [YENGINEER] UIName=Name:ENGINEER Image=ENGINEER Name=Yuri Engineer Category=Soldier Primary=DefuseKit Secondary=VirtualScanner ; gs the computer uses range to determine what buildings to run to and capture Prerequisite=Barracks,POWER CrushSound=InfantrySquish LeadershipRating=3 Strength=100 Armor=none TechLevel=2 Sight=3 BombSight=7 ; detecting ivan's little friends Speed=5 Pip=Blue Engineer=yes Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance ForbiddenHouses=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=500 Soylent=250 Points=5 IsSelectableCombatant=no VoiceSelect=EngYuriSelect VoiceMove=EngYuriMove VoiceAttack=EngYuriCapture VoiceFeedback=EngYuriFear VoiceSpecialAttack=EngYuriCapture VoiceEnter=EngYuriCapture VoiceCapture=EngYuriCapture DieSound=EngSovDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ; this should be between 0 and 1 ImmuneToVeins=yes GuardRange=9 Size=1 IFVMode=1 Trainable=no ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; Brute [BRUTE] UIName=Name:Brute Name=Yuri Brute ;Image=SHK Category=Soldier Primary=Punch Secondary=Smash ElitePrimary=PunchE EliteSecondary=SmashE ;GEF Unles we decide to put it back in Pushy=yes Prerequisite=YABRCK CrushSound=InfantrySquish Crushable=no Strength=340 ;180 ;250 Armor=flak TechLevel=2 Pip=white Sight=6 Speed=11 Owner=YuriCountry Cost=300 Soylent=150 Points=5 IsSelectableCombatant=yes VoiceSelect=BruteSelect VoiceMove=BruteMove VoiceAttack=BruteAttackCommand VoiceFeedback=BruteFear VoiceSpecialAttack=BruteMove DieSound=BruteDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=InfantryDestroyer ThreatPosed=20 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToVeins=yes Size=1;too big for IFV AllowedToStartInMultiplayer=no IFVMode=0 ;Unnatural=yes CloseRange=yes DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=7 SelfHealing=yes ImmuneToPsionics=yes ImmuneToPoison=no PixelSelectionBracketDelta=-8 ;gs higher number draws lower. Pixel difference from normal for selection bracket ToProtect=no ImmuneToPsionicWeapons=no ;DeadBodies=REDMELT DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; Virus AI [VIRUSP] UIName=Name:Virus Name=Yuri Virus Image=VIRUS Category=Soldier Primary=Virusgun Prerequisite=YABRCK,NAPSIS,AILOCK CrushSound=InfantrySquish Strength=175 Pip=red Armor=flak TechLevel=3 Sight=6 Speed=6 Owner=YuriCountry Cost=600 Soylent=300 Points=10 IsSelectableCombatant=yes VoiceSelect=VirusSelect VoiceMove=VirusMove VoiceAttack=VirusAttackCommand VoiceFeedback=VirusFear VoiceSpecialAttack=VirusMove DieSound=VirusDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons ImmuneToVeins=yes ImmuneToPsionics=no Bombable=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 AllowedToStartInMultiplayer=no ElitePrimary=VirusgunE PreventAttackMove=no IFVMode=14 ImmuneToPoison=yes UseOwnName=true ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; Virus [VIRUS] UIName=Name:Virus Name=Yuri Virus Category=Soldier Primary=Virusgun Secondary=VirusAAgun ElitePrimary=VirusgunE EliteSecondary=VirusAAgunE Prerequisite=YABRCK,NAPSIS CrushSound=InfantrySquish Strength=175 Pip=red Armor=flak TechLevel=3 Sight=6 Speed=7 Owner=YuriCountry Cost=650 Soylent=325 Points=10 IsSelectableCombatant=yes VoiceSelect=VirusSelect VoiceMove=VirusMove VoiceAttack=VirusAttackCommand VoiceFeedback=VirusFear VoiceSpecialAttack=VirusMove DieSound=VirusDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons ImmuneToVeins=yes ImmuneToPsionics=no Bombable=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 AllowedToStartInMultiplayer=no PreventAttackMove=no IFVMode=14 ImmuneToPoison=yes UseOwnName=true ToProtect=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [YURI] ;Bender of spoons! UIName=Name:YuriClone Name=Yuri Clone Prerequisite=YABRCK,NAPSIS;GEF want the basic yuri to be a little more low level now YATECH PrerequisiteOverride=CARUS03 ; SJM: Kremlin Palace Pip=red Category=Soldier Strength=225 LeadershipRating=8 Primary=MindControl ElitePrimary=MindControlE Secondary=PsiWave EliteSecondary=PsiWaveE TypeImmune=yes Armor=none TechLevel=4 CrushSound=InfantrySquish Insignificant=no Sight=5 Speed=6 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance SecretHouses=YuriCountry AllowedToStartInMultiplayer=no Cost=1000 Soylent=500 Points=6 IsSelectableCombatant=yes VoiceSelect=YuriCloneSelect VoiceMove=YuriCloneMove VoiceAttack=YuriCloneAttackCommand VoiceFeedback=YuriCloneFear VoiceSpecialAttack=YuriCloneMove DieSound=YuriCloneDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=15 ; This value MUST be 0 for all building addons ImmuneToVeins=yes ImmuneToPsionics=yes ;Bombable=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ;The new yuri side yuri clone can no longer deploy ;nevermind, they changed their minds Deployer=yes DeployFire=yes UndeployDelay=150 Size=1 DetectDisguise=yes IFVMode=8 ToProtect=no ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [YURIP] ;Bender of spoons! UIName=Name:YuriClone Name=Yuri Clone AI Blaster Prerequisite=YABRCK,NAPSIS,AILOCK Pip=red Image=YURI Category=Soldier Strength=225 LeadershipRating=8 Primary=MindControlP Secondary=PsiWaveP ElitePrimary=MindControlPE EliteSecondary=PsiWavePE TypeImmune=yes Armor=none TechLevel=4 CrushSound=InfantrySquish Insignificant=no Sight=8 Speed=6 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance SecretHouses=YuriCountry AllowedToStartInMultiplayer=no Cost=1000 Soylent=500 Points=6 IsSelectableCombatant=yes VoiceSelect=YuriCloneSelect VoiceMove=YuriCloneMove VoiceAttack=YuriCloneAttackCommand VoiceFeedback=YuriCloneFear VoiceSpecialAttack=YuriCloneMove DieSound=YuriCloneDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=15 ; This value MUST be 0 for all building addons ImmuneToVeins=yes ImmuneToPsionics=yes ;Bombable=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 DetectDisguise=yes IFVMode=8 ToProtect=no ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [YURIK] ;Master Bender of spoons! UIName=Name:YURI Name=Yuri Clone Master Prerequisite=YABRCK,YATECH;GEF want the basic yuri to be a little more low level now YATECH Pip=red Image=YURIPR Category=Soldier Strength=450 LeadershipRating=8 Primary=MindBlast ElitePrimary=MindBlastE Secondary=MindCharge TypeImmune=yes NavalTargeting=5 Armor=flak TechLevel=7 CrushSound=InfantrySquish Crushable=no Insignificant=no Sight=7 Speed=7 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance SecretHouses=YuriCountry AllowedToStartInMultiplayer=no Cost=1200 Soylent=600 Points=6 IsSelectableCombatant=yes VoiceSelect=YuriSelect VoiceMove=YuriMove VoiceAttack=YuriAttackCommand VoiceFeedback=YuriCloneFear VoiceSpecialAttack=YuriMove DieSound=YuriDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} SpeedType=Hover MovementZone=AmphibiousDestroyer PhysicalSize=1 ThreatPosed=15 ; This value MUST be 0 for all building addons ImmuneToVeins=yes ImmuneToPsionics=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=1 Sensors=yes SensorsSight=8 IFVMode=13 SelfHealing=yes ToProtect=no PixelSelectionBracketDelta=-10 ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [YURIPR] UIName=Name:YuriPrime Name=Yuri Prime Image=YURIX Category=Soldier Prerequisite=YABRCK,YATECH;Yuri Prime is now the high end yuri Primary=SuperMindControl Secondary=SuperPsiWave ElitePrimary=SuperMindControlE EliteSecondary=SuperPsiWaveE OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=400 Armor=plate TechLevel=10 Pip=red PixelSelectionBracketDelta=-26;gs higher number draws lower. Pixel difference from normal for selection bracket Sight=8 Speed=7 Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=1500 Soylent=750 Points=50 IsSelectableCombatant=yes VoiceSelect=YuriPrimeSelect VoiceMove=YuriPrimeMove VoiceAttack=YuriPrimeAttackCommand VoiceFeedback=YuriPrimeFear VoiceSpecialAttack=YuriPrimeMove DieSound=YuriPrimeDie MoveSound=YuriPrimeMoveLoop CreateSound=YuriPrimeCreated VoiceComment=YuriPrimePsyResist SpeedType=Amphibious Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} MovementZone=AmphibiousDestroyer PhysicalSize=1 ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToPsionics=yes Deployer=yes DeployFire=yes UndeployDelay=75 Size=1 BuildLimit=1 IFVMode=15 Unnatural=yes SelfHealing=yes ToProtect=no ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [YURIPRP] UIName=Name:YuriPrime Name=Yuri Prime AI Image=YURIX Category=Soldier Prerequisite=YABRCK,YATECH,AILOCK;Yuri Prime is now the high end yuri Primary=SuperPsiWaveP ElitePrimary=SuperPsiWavePE OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=400 Armor=plate TechLevel=10 Pip=red PixelSelectionBracketDelta=-26;gs higher number draws lower. Pixel difference from normal for selection bracket Sight=8 Speed=7 Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=1500 Soylent=750 Points=50 IsSelectableCombatant=yes VoiceSelect=YuriPrimeSelect VoiceMove=YuriPrimeMove VoiceAttack=YuriPrimeAttackCommand VoiceFeedback=YuriPrimeFear VoiceSpecialAttack=YuriPrimeMove DieSound=YuriPrimeDie MoveSound=YuriPrimeMoveLoop CreateSound=YuriPrimeCreated SpeedType=Amphibious Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} MovementZone=AmphibiousDestroyer PhysicalSize=1 ThreatPosed=25 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ImmuneToPsionics=yes Size=1 BuildLimit=1 IFVMode=15 Unnatural=yes SelfHealing=yes ToProtect=no ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [PTROOPK] UIName=Name:PCOMMANDO Name=Psi-Corp Trooper K Category=Soldier Image=PTROOP Prerequisite=YABRCK,YATECH Primary=PCBomber ElitePrimary=PCBomberE Secondary=MakeupKitP LeadershipRating=8 CrushSound=InfantrySquish CanRetaliate=no Crushable=no TiberiumProof=yes Strength=225 Armor=none Pip=red TechLevel=8 Sight=4 Speed=6 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance SecretHouses=YuriCountry AllowedToStartInMultiplayer=no Cost=900 Soylent=450 Points=50 IsSelectableCombatant=yes VoiceSelect=CivSovSelect VoiceMove=YuriCloneMove VoiceAttack=ClintAttackCommand VoiceSecondaryWeaponAttack=SpyAttackCommand VoiceSpecialAttack=ClintAttackCommand VoiceFeedback=SpyFear VoiceEnter=ClintAttackCommand DieSound=ClintDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=10 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER IFVMode=11 Ivan=yes ImmuneToPsionicWeapons=yes Assaulter=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; ************************************************************************** ; *****************************Menagerie ******************************* ; ************************************************************************** [COW] UIName=Name:COW Name=Animal Cow NotHuman=yes Category=Civilian Strength=150 Armor=none TechLevel=-1 Crushable=no Insignificant=yes Sight=4 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CowSelect VoiceMove=CowMove VoiceAttack=CowMove VoiceFeedback=CowFear VoiceSpecialAttack=CowMove DieSound=CowDie AmbientSound=CowAmbient Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=2 ;IFVMode=12 Natural=yes UseOwnName=true ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 [ALL] UIName=Name:Alligator Name=Animal Alligator NotHuman=yes Category=Soldier Strength=200 Armor=none TechLevel=-1 Crushable=no Insignificant=no Primary=AlligatorBite Secondary=VirtualScanner Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 Nominal=yes Pip=yellow VoiceSelect=AlligatorSelect VoiceMove=AlligatorMove VoiceAttack=AlligatorAttackCommand VoiceFeedback= VoiceSpecialAttack=AlligatorMove DieSound=AlligatorDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=2 ; This value MUST be 0 for all building addons Size=2 ;IFVMode=12 Trainable=no Natural=yes ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 [POLARB] UIName=NAME:POLARBEAR Name=Animal Polar Bear Category=Soldier Strength=200 Armor=none TechLevel=-1 Crushable=no Insignificant=no Primary=BearBite Secondary=VirtualScanner Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 Nominal=yes Pip=yellow VoiceSelect=BearSelect VoiceMove=BearMove VoiceAttack=BearAttackCommand VoiceFeedback=BearFear VoiceSpecialAttack=BearMove DieSound=BearDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=2 ; This value MUST be 0 for all building addons Size=2 ;IFVMode=12 Trainable=no Natural=yes NotHuman=yes ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 [JOSH] UIName=Name:MONKEY Name=Animal Monkey Category=Soldier Strength=200 Armor=none TechLevel=-1 Crushable=no Insignificant=no Primary=ChimpBite Secondary=VirtualScanner Sight=2 Speed=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 Nominal=yes Pip=yellow VoiceSelect=ChimpSelect VoiceMove=ChimpMove VoiceAttack=ChimpAttackCommand VoiceFeedback=ChimpFear VoiceSpecialAttack=ChimpMove DieSound=ChimpDie AmbientSound=ChimpAmbient Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=2 ; This value MUST be 0 for all building addons Size=2 ;IFVMode=12 Trainable=no Natural=yes NotHuman=yes ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 [CAML] UIName=Name:CAML Name=Animal Camel ;Image=JOSH Category=Soldier Strength=200 Armor=none TechLevel=-1 Crushable=no Insignificant=no ;spit disabled until I get time to make it a lot weaker - DB ;Primary=ChimpBite ;Secondary=VirtualScanner Sight=2 Speed=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 Nominal=yes Pip=yellow VoiceSelect=CamelSelect VoiceMove=CamelMove VoiceAttack=CamelMove VoiceSpecialAttack= DieSound=CamelDie MoveSound=CamelMoveStart Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=2 ; This value MUST be 0 for all building addons Size=2 ;IFVMode=12 Trainable=no Natural=yes NotHuman=yes ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 [DNOA] UIName=Name:DNOA Name=Animal T-Rex NoShadow=yes Category=AFV Primary=TRexInfBite Secondary=TRexBite;VirtualScanner Strength=300 ;200 Organic=yes Armor=flak TechLevel=-1 Turret=no IsTilter=no SelfHealing=yes CrateGoodie=no Sight=5 GuardRange=5 DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs Speed=8 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=2700;1000 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crewed=no IsSelectableCombatant=yes VoiceSelect=TRexSelect VoiceMove=TrexMove VoiceAttack=TrexMove VoiceSecondaryWeaponAttack=TrexMove VoiceFeedback= DieSound=TrexDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} MovementZone=Infantry ThreatPosed=25 ; This value MUST be 0 for all building addons Weight=.5 ImmuneToPsionics=yes Explodes=no AccelerationFactor=0.01 ZFudgeColumn=8 ZFudgeTunnel=13 Bombable=yes Size=30 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true Crushable=no Parasiteable=no Trainable=no NotHuman=yes CloseRange=yes;gs such a short range attack that he needs to be able to do a intracell move OmniCrushResistant=yes ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 [DNOB] UIName=Name:DNOB Name=Animal Bront NoShadow=yes Category=AFV Primary=ChimpBite Secondary=VirtualScanner Strength=200 Organic=yes Armor=light TechLevel=-1 Turret=no IsTilter=no SelfHealing=yes CrateGoodie=no Sight=5 GuardRange=5 DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs Speed=8 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=1000 Soylent=200 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crewed=no IsSelectableCombatant=yes VoiceSelect=BrontoSelect VoiceMove=BrontoMove VoiceAttack=BrontoMove VoiceFeedback= DieSound=BrontoDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} MovementZone=Water SpeedType=Float ThreatPosed=25 ; This value MUST be 0 for all building addons Weight=.5 ImmuneToPsionics=yes Explodes=no AccelerationFactor=0.01 ZFudgeColumn=8 ZFudgeTunnel=13 Bombable=yes Size=30 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true Crushable=no Parasiteable=no Trainable=no AmbientSound=BrontoAmbient NotHuman=yes ImmuneToPsionicWeapons=no DebrisAnims=IBSPARK,IBSPARKB MaxDebris=2 MinDebris=1 ; ************************************************************************** ; ***************************** Civ Infantry ******************************* ; ************************************************************************** ; civilians [CIV1] UIName=Name:CIV1 Name=Civilian Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivAllFemSelect VoiceMove=CivAllFemMove VoiceAttack=CivAllFemAttackCommand VoiceFeedback=CivAllFemFear VoiceSpecialAttack=CivAllFemMove DieSound=CivAllFemDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CIV2] UIName=Name:CIV2 Name=Civilian Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivAllSelect VoiceMove=CivAllMove VoiceAttack=CivAllAttackCommand VoiceFeedback=CivAllFear VoiceSpecialAttack=CivAllMove DieSound=CivThinDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CIV3] UIName=Name:CIV3 Name=Civilian Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivAllSelect VoiceMove=CivAllMove VoiceAttack=CivAllAttackCommand VoiceFeedback=CivAllFear VoiceSpecialAttack=CivAllMove DieSound=CivAllDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; civilians [CIVA] UIName=Name:CIV1 Name=Civilian Texan A Category=Civilian Strength=50 Primary=Pistola Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivTexanSelect VoiceMove=CivTexanMove VoiceAttack=CivTexanAttackCommand VoiceFeedback=CivTexanFear VoiceSpecialAttack=CivTexanMove DieSound=CivTexanDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CIVB] UIName=Name:CIV2 Name=Civilian Texan B Category=Civilian Strength=50 Primary=Pistola Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivTexanSelect VoiceMove=CivTexanMove VoiceAttack=CivTexanAttackCommand VoiceFeedback=CivTexanFear VoiceSpecialAttack=CivTexanMove DieSound=CivTexanDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CIVC] UIName=Name:CIV3 Name=Civilian Texan C Category=Civilian Strength=50 Primary=Pistola Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivTexanSelect VoiceMove=CivTexanMove VoiceAttack=CivTexanAttackCommand VoiceFeedback=CivTexanFear VoiceSpecialAttack=CivTexanMove DieSound=CivTexanDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; civilians [CIVBBP] UIName=Name:CIV1 Name=Civilian Baseball Player Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivAllSelect VoiceMove=CivAllMove VoiceAttack=CivAllAttackCommand VoiceFeedback=CivAllFear VoiceSpecialAttack=CivAllMove DieSound=CivAllDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; civilians [CIVBFM] UIName=Name:CIV1 Name=Civilian Beach Fat Male Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivAllSelect VoiceMove=CivAllMove VoiceAttack=CivAllAttackCommand VoiceFeedback=CivAllFear VoiceSpecialAttack=CivAllMove DieSound=CivFatDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CIVBF] UIName=Name:CIV2 Name=Civilian Beach Female Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivAllFemSelect VoiceMove=CivAllFemMove VoiceAttack=CivAllFemAttackCommand VoiceFeedback=CivAllFemFear VoiceSpecialAttack=CivAllFemMove DieSound=CivAllFemDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CIVBTM] UIName=Name:CIV3 Name=Civilian Beach Thin Male Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivAllSelect VoiceMove=CivAllMove VoiceAttack=CivAllAttackCommand VoiceFeedback=CivAllFear VoiceSpecialAttack=CivAllMove DieSound=CivThinDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; civilians [CIVSFM] UIName=Name:CIV1 Name=Civilian Snow Fat Male Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivSovSelect VoiceMove=CivSovMove VoiceAttack=CivSovAttackCommand VoiceFeedback=CivSovFear VoiceSpecialAttack=CivSovMove DieSound=CivFatDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CIVSF] UIName=Name:CIV2 Name=Civilian Snow Female Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivSovFemSelect VoiceMove=CivSovFemMove VoiceAttack=CivSovFemAttackCommand VoiceFeedback=CivSovFemFear VoiceSpecialAttack=CivSovFemMove DieSound=CivSovFemDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CIVSTM] UIName=Name:CIV3 Name=Civilian Snow Thin Male Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivSovSelect VoiceMove=CivSovMove VoiceAttack=CivSovAttackCommand VoiceFeedback=CivSovFear VoiceSpecialAttack=CivSovMove DieSound=CivThinDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CLNT] UIName=Name:CLNT Name=Flint Westwood Image=CIVC Category=Civilian Strength=200 Armor=plate TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=ClintSelect VoiceMove=ClintMove VoiceAttack=ClintAttackCommand VoiceFeedback=ClintFear VoiceSpecialAttack=ClintMove DieSound=ClintDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no Primary=CLINTGUN IFVMode=4 UseOwnName=true ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [ARND] UIName=Name:ARND Name=Arnie Frankenfurter ;Image=CIV1 Category=Civilian Strength=200 Armor=plate TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=ArnoldSelect VoiceMove=ArnoldMove VoiceAttack=ArnoldAttackCommand VoiceFeedback=ArnoldFear VoiceSpecialAttack=ArnoldMove DieSound=ArnoldDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no Primary=TERMIGUN IFVMode=4 PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket UseOwnName=true Explodes=yes DeathWeapon=Workerz ImmuneToPsionicWeapons=yes [STLN] UIName=Name:STLN Name=Sammy Stallion ;Image=CIV1 Category=Civilian Strength=200 Armor=plate TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=SlySelect VoiceMove=SlyMove VoiceAttack=SlyAttackCommand VoiceFeedback=SlyFear VoiceSpecialAttack=SlyMove DieSound=SlyDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no Primary=STALGUN Secondary=STALGREN ;C4=yes IFVMode=4 UseOwnName=true ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [EINS] UIName=Name:EINS Name=Albert Einstein Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=EinsteinSelect VoiceMove=EinsteinMove VoiceAttack=EinsteinAttackCommand VoiceFeedback=EinsteinFear VoiceSpecialAttack=EinsteinMove DieSound=EinsteinDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no UseOwnName=true ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [MUMY] UIName=Name:MUMY Name=Evil Mummy Category=Civilian Primary=Mummypunch Secondary=Mummysmash Strength=400 Armor=plate TechLevel=-1 CrushSound=InfantrySquish Sight=6 Speed=3 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=100 Soylent=200 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=MummySelect VoiceMove=MummyMove VoiceAttack=MummyMove DieSound=MummyDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no Unnatural=yes CloseRange=yes DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=6 SelfHealing=yes ImmuneToPsionics=yes UseOwnName=true ImmuneToPsionicWeapons=no [WWLF] UIName=Name:MUMY Name=Werewolf Image=MUMY Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivAllFemSelect VoiceMove=CivAllFemMove VoiceAttack=CivAllFemAttackCommand VoiceFeedback=CivAllFemFear VoiceSpecialAttack=CivAllFemMove DieSound=CivAllFemDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no UseOwnName=true ImmuneToPsionicWeapons=yes [RMNV] UIName=Name:RMNV Name=Romanov ;Image=CIV1 Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect=RomanovSelect VoiceMove=RomanovMove VoiceAttack=RomanovAttackCommand VoiceFeedback=RomanovFear VoiceSpecialAttack=RomanovMove DieSound=RomanovDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket UseOwnName=true ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; Vladimir [VLADIMIR] UIName=Name:CIV1 Name=Vladimir Category=Soldier Strength=50 Primary=Pistola Armor=none TechLevel=-1 CrushSound=InfantrySquish ;Insignificant=yes Sight=2 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 ;Ammo=10 ;Fraidycat=yes ;Civilian=yes ;Nominal=yes Pip=white VoiceSelect=Dummy VoiceMove=Dummy VoiceAttack=Dummy VoiceFeedback=Dummy DieSound=FlakTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 IFVMode=0 UseOwnName=true ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; Pentagon General [PENTGEN] UIName=Name:CIV1 Name=General Pentagon Category=Soldier Strength=50 Primary=Pistola Armor=none TechLevel=-1 CrushSound=InfantrySquish ;Insignificant=yes Sight=2 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=200 Points=1 ;Ammo=10 ;Fraidycat=yes ;Civilian=yes ;Nominal=yes Pip=white VoiceSelect=GISelect VoiceMove=GIMove VoiceAttack=GIAttackCommand VoiceFeedback=GIFear VoiceSpecialAttack=GIMove DieSound=GIDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 IFVMode=0 ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; Secret Service [SSRV] UIName=Name:SecretService Name=Secret Service Category=Soldier Strength=50 Primary=Pistola Secondary=GuySmoke Armor=none TechLevel=-1 CrushSound=InfantrySquish ;Insignificant=yes Sight=2 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 ;Fraidycat=yes ;Civilian=yes ;Nominal=yes Pip=white VoiceSelect=SSSelect VoiceMove=SSMove VoiceAttack=SSAttackCommand VoiceFeedback= VoiceSpecialAttack=SSMove DieSound=SSDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 IFVMode=0 ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [PRES] UIName=Name:PRES Name=President Category=Civilian Strength=50 Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=2000 Points=1 ;Ammo=10 Fraidycat=yes Civilian=yes Nominal=yes Pip=yellow VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= VoiceSpecialAttack= DieSound=CivFatDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 ;IFVMode=12 UseOwnName=true ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 [CTECH] UIName=Name:CTECH Name=Technician Image=CIV3 Category=Civilian Strength=50 Primary=Pistola Secondary=Pistola Armor=none TechLevel=-1 CrushSound=InfantrySquish Insignificant=yes Sight=2 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=10 Soylent=100 Points=1 ;Ammo=10 ;Reload=80 Fraidycat=no Civilian=yes Nominal=yes Pip=yellow VoiceSelect=CivAllSelect VoiceMove=CivAllMove VoiceAttack=CivAllAttackCommand VoiceFeedback=CivAllFear VoiceSpecialAttack=CivAllMove DieSound=CivFatDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ImmuneToVeins=yes Size=1 Trainable=no ImmuneToPsionicWeapons=yes DebrisAnims=IBSPARK,IBSPARKB MaxDebris=4 MinDebris=1 ; Hack to make MultiMissile work! Don't change data! [WEEDGUY] UIName=Name:WEEDGUY Name=ZZZ Chem Spray Infantry Category=Soldier Primary=NukeCarrier Secondary=MEPBombS ;gs Looks like hack is weapons must be represented once Prerequisite=BARRACKS TiberiumProof=yes CrushSound=InfantrySquish Strength=130 Storage=7 Pip=white Fearless=yes Armor=none TechLevel=-1 Sight=4 Speed=6 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=300 Points=5 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons ; ************************************************************************** ; ************************************************************************** ; ****************************** Unit Types ******************************** ; ************************************************************************** ; ************************************************************************** ;GEF I'm sick of having to hunt and peck through rules.ini. I'm going ;to make it more organized! ;good for you! - DB ; ************************************************************************** ; ***************************** Allied Units ******************************* ; ************************************************************************** ; Medium Tank [MTNK] UIName=Name:MTNK Name=Grizzly Battle Tank Image=GTNK Prerequisite=GAWEAP Primary=105mm ElitePrimary=105mmE FireAngle=4 Strength=400 Category=AFV Armor=heavy Turret=yes IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=5 Speed=7 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance Cost=750 Soylent=562 Points=25 ROT=10 IsSelectableCombatant=yes Explosion=S_BRNLGZL VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand VoiceFeedback=GenAllVehicleAttackCommand DieSound=GenVehicleDie MoveSound=GrizzlyTankMoveStart CrushSound=TankCrush MaxDebris=3 MinDebris=1 ;Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed MovementZone=Normal ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ImmuneToVeins=yes Size=3 OpportunityFire=yes DeathWeapon=DefaultDeathWeapon Explodes=yes Weight=2.5 ;BuildTimeMultiplier=1.5;Individual control of build time ToProtect=no Ammo=2 PipWrap=1 PipScale=Ammo Reload=85 EmptyReload=85 ImmuneToPsionicWeapons=yes ;Medium Lift Properties JumpjetSpeed=14 JumpjetClimb=10 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; ************************************************************************** ; ********************************* IFV ************************************ ;Infantry Fighting Vehicle - IFV [FV] UIName=Name:FV Name=IFV Prerequisite=GAWEAP Primary=HoverMissile ElitePrimary=HoverMissileE Strength=260 Category=Transport Armor=light DeployTime=.01 TechLevel=2 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=600 Soylent=450 Points=20 ROT=20 Crusher=no TooBigToFitUnderBridge=true Turret=yes ;GEF should be no for ifv??? Passengers=1 Gunner=yes AirRangeBonus=3;4 ;GEF this should always be less than or equal to the range of the primary weapon. Otherwise targeting issues could arise ;GEF If you change TurretCount, find this line in objtype.h and change it to reflect the new number of turrets ;#define OBJTYPE_DIM_TurretMax 15 ;Or Weapon Count. ;TurretCount=15 HasTurretTooltips=yes TurretCount=12 WeaponCount=17 BurstDelay0=0 BurstDelay1=3 BurstDelay2=0 BurstDelay3=0 RadialFireSegments=5 Weapon1=HoverMissile ;Normal EliteWeapon1=HoverMissileE ;Normal Weapon2=RepairBullet ;Engineer EliteWeapon2=RepairBulletE ;Engineer Weapon3=CRM60 ;GI EliteWeapon3=CRM60E ;GI Weapon4=CRBark ;Dog EliteWeapon4=CRBark ;Flak Troop ;Rocketeer Weapon5=CRMP5 ;Seal EliteWeapon5=CRMP5E ;Seal Weapon6=CRAWP ;Sniper EliteWeapon6=CRAWPE ;Sniper Weapon7=CRElectricBolt ;ShockTrooper EliteWeapon7=CRElectricBoltE ;ShockTrooper Weapon8=CRNuke ;Tanya EliteWeapon8=CRNukeE ;Tanya Weapon9=CRMindControl ;Yuri EliteWeapon9=CRMindControlE ;Yuri Weapon10=CRRadBeamWeapon ;Desolator EliteWeapon10=CRRadBeamWeaponE ;Desolator Weapon11=CRNeutronRifle ;Chrono EliteWeapon11=CRNeutronRifleE ;Chrono Weapon12=CRTerrorBomb ;Terrorist EliteWeapon12=CRTerrorBomb ;Terrorist Weapon13=CRAKM ;Cow EliteWeapon13=CRAKME ;Cow Weapon14=CRPsychicJab ;Master EliteWeapon14=CRPsychicJabE ;Master Weapon15=CRVirusGun ;Virus EliteWeapon15=CRVirusGunE ;Virus Weapon16=CRSuperMindBlast ;Yuri Prime EliteWeapon16=CRSuperMindBlastE ;Yuri Prime Weapon17=CRMissileLauncher ;Guardian GI EliteWeapon17=CRMissileLauncherE ;Guardian GI ;Weapons ;GEF ;0=rocket ;1=gun ;2=repair arm ;3=high-tech NormalTurretIndex=0 NormalTurretWeapon=0 RepairTurretIndex=2 RepairTurretWeapon=1 MachineGunTurretIndex=1 MachineGunTurretWeapon=2 FlakTurretIndex=5 FlakTurretWeapon=3 PistolTurretIndex=1 PistolTurretWeapon=4 SniperTurretIndex=7 SniperTurretWeapon=5 ShockTurretIndex=9 ShockTurretWeapon=6 ExplodeTurretIndex=1 ExplodeTurretWeapon=7 BrainBlastTurretIndex=3 BrainBlastTurretWeapon=8 RadCannonTurretIndex=7 RadCannonTurretWeapon=9 ChronoTurretIndex=3 ChronoTurretWeapon=10 TerroristExplodeTurretIndex=5 TerroristExplodeTurretWeapon=11 CowTurretIndex=7 CowTurretWeapon=12 InitiateTurretIndex=3 InitiateTurretWeapon=13 VirusTurretIndex=1 VirusTurretWeapon=14 YuriPrimeTurretIndex=3 YuriPrimeTurretWeapon=15 GuardianTurretIndex=0 GuardianTurretWeapon=16 IsSelectableCombatant=yes Explosion=TWLT070F,S_BANG48F,S_BRNL58F,S_CLSN58F,S_TUMU60F VoiceSelect=IFVSelect VoiceMove=IFVMove VoiceAttack=IFVAttackCommand VoiceFeedback=IFVAttackCommand DieSound=GenVehicleDie MoveSound=IFVMoveStart EnterTransportSound= IFVTransform LeaveTransportSound= IFVTransform CrushSound=TankCrush MaxDebris=6 MinDebris=4 DebrisTypes=TIRE,PIECE DebrisMaximums=3,3 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no Size=3 SizeLimit=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false Weight=2.0 ;Bombable=no OpportunityFire=yes ToProtect=no ImmuneToPsionicWeapons=yes ;Light Lift Properties JumpjetSpeed=18 JumpjetClimb=13 JumpjetCrash=48 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=600 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; ********************************* IFV ************************************ ; ************************************************************************** ; Mirage Tank [MGTK] UIName=Name:MGTK Name=Mirage Tank Image=RTNK Prerequisite=GAWEAP,RADAR Primary=MirageGun ElitePrimary=MirageGunE DisguiseWhenStill=yes;gs I can no longer pick a disguise nor deploy CanDisguise=yes CanApproachTarget=no ; gs 9/15 Re-put in. But now this will not apply to an Attack Mission. Best of both worlds, and Dustin kicks butt ;Primary=TankMakeupKit ;IsSimpleDeployer=yes ;gs yeah for alpha date rewrite! ;OmniFire=yes Strength=575 Category=AFV Armor=light Turret=no IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=3 Sight=6 Speed=6 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance Cost=1000 Soylent=750 Points=25 ROT=15 IsSelectableCombatant=yes ;CanRetaliate=no ; thought about this one too. Don't need it since first shot will disguise as the bad guy and then you can keep shooting, and he'll keep shooting since you don't detach on disguise ;CanPassiveAquire=no ; not essential, but might not want it giving away position Explosion=S_BRNLGZL ;,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=MirageTankSelect VoiceMove=MirageTankMove VoiceAttack=MirageTankAttackCommand VoiceFeedback=MirageTankAttackCommand DieSound=GenVehicleDie MoveSound=MirageTankMoveStart MaxDebris=3 MinDebris=1 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ImmuneToVeins=yes Size=3 AllowedToStartInMultiplayer=no CrushSound=TankCrush DeathWeapon=DefaultDeathWeapon Explodes=yes ToProtect=no TypeImmune=yes Ammo=1 Reload=65 EmptyReload=65 ImmuneToPsionicWeapons=yes Weight=3 ;Medium Lift Properties JumpjetSpeed=14 JumpjetClimb=10 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ;Prism Tank [SREF] UIName=Name:SREF Name=Prism Tank Prerequisite=GAWEAP,GATECH Strength=220 Category=AFV Armor=light ; SJM: begin abuse of turret-changing code ---- Turret=yes ;temp until tank art done TurretCount=4 WeaponCount=4 Weapon1=SuperComet EliteWeapon1=SuperCometE ; Elite Weapon Weapon2=SuperComet EliteWeapon2=SuperCometE ; Elite Weapon Weapon3=SuperComet EliteWeapon3=SuperCometE ; Elite Weapon Weapon4=SuperComet EliteWeapon4=SuperCometE ; Elite Weapon IsChargeTurret=true ; SJM: end abuse ------------------------------ IsTilter=yes TooBigToFitUnderBridge=true TechLevel=8 Sight=6 Speed=4 CrateGoodie=yes Crusher=yes Owner=British,French,Germans,Americans,Alliance Cost=1300 Soylent=975 Points=50 ROT=10 IsSelectableCombatant=yes AllowedToStartInMultiplayer=no Explosion=S_BANG48F VoiceSelect=PrismTankSelect VoiceMove=PrismTankMove VoiceAttack=PrismTankAttackCommand VoiceFeedback=PrismTankAttackCommand DieSound=GenVehicleDie MoveSound=PrismTankMoveStart CrushSound=TankCrush MaxDebris=3 MinDebris=1 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=3 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 DeathWeapon=PrismDeathWeapon Explodes=yes ToProtect=no ImmuneToPsionicWeapons=yes ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=0ï¼›425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ;Battle Fortress [BFRT] UIName=Name:Battlefortress Name=Battle Fortress Prerequisite=GAWEAP,GATECH Primary=20mmRapid ElitePrimary=20mmRapidE Strength=1050 Category=AFV Armor=heavy IsTilter=yes TooBigToFitUnderBridge=true TechLevel=7 Sight=5 Speed=4 PipScale=Passengers Passengers=5 OpenTopped=yes;passengers can shoot out SizeLimit=2;1 ;gs like half track and Blackhawk. Terror Drones and Brutes are allowed in. CrateGoodie=yes Crusher=yes OmniCrusher=yes;gs can crush things not normally crushable Owner=British,French,Germans,Americans,Alliance Cost=1800 Soylent=1425 Points=50 ROT=5 IsSelectableCombatant=yes AllowedToStartInMultiplayer=no Explosion=TWLT070F,S_BANG48F,S_BRNL58F,S_CLSN58F,S_TUMU60F VoiceSelect=BattleFortressSelect VoiceMove=BattleFortressMove VoiceAttack=BattleFortressAttackCommand VoiceFeedback=BattleFortressAttackCommand DieSound=GenVehicleDie MoveSound=BattleFortressMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport MaxDebris=8 MinDebris=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer;CrusherAll;gs OmniCrush handles crushing tanks and such, this handles walls ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=3.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher Accelerates=false Explodes=no SelfHealing=yes ToProtect=no ImmuneToPsionicWeapons=yes ;Ultra Heavy Lift Properties JumpjetSpeed=7 JumpjetClimb=4 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=350 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no BuildTimeMultiplier=0.95 ; Mobile Construction Vehicle [AMCV] UIName=Name:AMCV Name=Allied Construction Vehicle Image=MCV Prerequisite=GAWEAP,GADEPT Strength=2000 Category=Support Armor=heavy DeploysInto=GACNST TechLevel=5 Sight=3 Speed=3 Owner=British,French,Germans,Americans,Alliance CrateGoodie=yes Cost=3000 Soylent=2250 Points=60 ROT=2 Crewed=yes Crusher=yes Explosion=TWLT100 VoiceSelect=MCVAlliedSelect VoiceMove=MCVAlliedMove VoiceAttack=MCVAlliedMove DieSound=GenVehicleDie VoiceFeedback=MCVAlliedMove DeploySound=PlaceBuilding MoveSound=MCVMoveStart CreateSound=MCVAlliedSelect MaxDebris=10 MinDebris=7 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=12 ZFudgeTunnel=15 Size=6 Trainable=no Bunkerable=no; Units default to yes, others default to no OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher DeathWeapon=DefaultDeathWeapon Explodes=yes ToProtect=no Accelerates=false ImmuneToPsionicWeapons=yes ;Ultra Heavy Lift Properties JumpjetSpeed=6 JumpjetClimb=3 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=350 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no BuildLimit=1 ; Landing Craft [LCRF] UIName=Name:LCRF Name=Landing Craft Prerequisite=GAYARD Strength=600 MoveToShroud=yes Category=Transport DeployTime=.001 Armor=light Turret=no IsTilter=yes TechLevel=3 Sight=4 PipScale=Passengers Speed=6 SelfHealing=yes Naval=yes Weight=1 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=750 Soylent=562 Points=15 ROT=10 Crusher=no ;gs yes Passengers=12 Explosion=S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=HoverAlliedSelect VoiceMove=HoverAlliedMove VoiceAttack=HoverAlliedMove VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport MaxDebris=8 MinDebris=6 SpeedType=Amphibious ;Hover Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon! ThreatPosed=3 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=7 ZFudgeTunnel=13 SizeLimit=6 Size=16 TooBigToFitUnderBridge=true VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ;Bombable=no Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player Bunkerable=no; Units default to yes, others default to no Explodes=no BuildTimeMultiplier=.85 ToProtect=no ImmuneToPsionicWeapons=yes [LCRFK] UIName=Name:LCRF Image=LCRF Name=Landing Craft Warfactory Prerequisite=GAWEAP Strength=600 MoveToShroud=yes Category=Transport DeployTime=.001 Armor=light Turret=no IsTilter=yes TechLevel=2 Sight=4 PipScale=Passengers Speed=8 SelfHealing=yes Weight=1 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=750 Soylent=562 Points=15 ROT=10 Crusher=no ;gs yes Passengers=12 Explosion=S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=HoverAlliedSelect VoiceMove=HoverAlliedMove VoiceAttack=HoverAlliedMove VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport MaxDebris=8 MinDebris=6 SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon! ThreatPosed=3 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=7 ZFudgeTunnel=13 SizeLimit=6 Size=16 TooBigToFitUnderBridge=true VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ;Bombable=no Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player Bunkerable=no; Units default to yes, others default to no Explodes=no ToProtect=no ImmuneToPsionicWeapons=yes ;Destroyer [DEST] UIName=Name:DEST Name=Destroyer Prerequisite=GAYARD Primary=155mm ElitePrimary=155mmE Secondary=ASWLauncher NavalTargeting=1 Spawns=ASW SpawnsNumber=1 SpawnRegenRate=350 SpawnReloadRate=200 NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DESTWO) FireAngle=0 ToProtect=no Category=Support Strength=650 Naval=yes ;GS Armor=heavy TechLevel=2 Sight=6 Speed=6 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=850 Soylent=637 Turret=no ; can't have a turrett and a NoSpawnAlt (both go in AuxVoxel) Points=30 ROT=8 Crusher=no ;gs yes Weight=3 Crewed=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllWaterSelect VoiceMove=GenAllWaterMove VoiceAttack=GenAllWaterAttackCommand VoiceFeedback=GenAllWaterAttackCommand DieSound= SinkingSound=GenLargeWaterDie MoveSound=DestroyerMoveStart Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C} SpeedType=Float MovementZone=Water ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER TooBigToFitUnderBridge=true Sensors=yes SensorsSight=12 OpportunityFire=yes ; since no turret, will only apply to helicopter (since ASWLauncher has OmniFire) Size=30 IsSelectableCombatant=yes BuildTimeMultiplier=.85 CanRetaliate=yes Ammo=1 Reload=100 EmptyReload=100 ImmuneToPsionicWeapons=yes DeathWeapon=ShipSDeathWeapon Explodes=yes MaxDebris=4 MinDebris=1 ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ;Dolphin [DLPH] UIName=Name:DLPH Name=Dolphin NotHuman=yes Prerequisite=GAYARD,GATECH Primary=SonicZap ElitePrimary=SonicZapE NavalTargeting=5 LandTargeting=1 Ammo=1 Reload=100 EmptyReload=100 FireAngle=64 Category=AFV Strength=250 Naval=yes ;GS Armor=light TechLevel=6 Underwater=yes Sight=4 Sensors=yes SensorsSight=8 ;4 Speed=7 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=550 Soylent=412 Turret=no Points=15 ROT=18 ;Crusher=yes Crewed=no ;ok Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=DolphinSelect VoiceMove=DolphinMove VoiceAttack=DolphinAttackCommand VoiceFeedback=DolphinFear DieSound=DolphinDie Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=20 ; This value MUST be 0 for all building addons Accelerates=false AccelerationFactor=5 ;0.01 DeaccelerationFactor=5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ;TooBigToFitUnderBridge=true Cloakable=yes CloakingSpeed=1 TypeImmune=yes Organic=yes ;NoShadow=yes WalkRate=4 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered IdleRate=8 ; power of two helps performance (mod). "How much slower should I animate when stopped? 1/x" Size=15 IsSelectableCombatant=yes BuildTimeMultiplier=.85 CanRetaliate=yes Parasiteable=no ImmuneToPsionics=yes ImmuneToPsionicWeapons=no MaxDebris=5 MinDebris=1 GuardRange=6 CanPassiveAquire=yes ; Aegis Cruiser [AEGIS] UIName=Name:AEGIS Name=Aegis Cruiser Prerequisite=GAYARD,RADAR Primary=Medusa ElitePrimary=MedusaE Secondary=MedusaI EliteSecondary=MedusaIE NavalTargeting=6 LandTargeting=1 ToProtect=yes Category=AFV Strength=750 Naval=yes Armor=light TechLevel=4 Sight=8 Speed=4 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1200 Soylent=900 Points=35 ROT=4 Crusher=no ;gs yes Crewed=no IsSelectableCombatant=yes Weight=4 RadialFireSegments=6 OpportunityFire=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=AegisSelect VoiceMove=AegisMove VoiceAttack=AegisAttackCommand VoiceFeedback=AegisAttackCommand DieSound= SinkingSound=GenLargeWaterDie MoveSound=AegisMoveStart Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=30 TooBigToFitUnderBridge=true BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BuildTimeMultiplier=.85 CanRetaliate=yes ImmuneToPsionicWeapons=yes DeathWeapon=ShipBDeathWeapon Explodes=yes MaxDebris=5 MinDebris=1 TargetLaser=yes ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ;Aircraft Carrier [CARRIER] UIName=Name:CARRIER Name=Aircraft Carrier Prerequisite=GAYARD,TECH Primary=HornetLauncher CanPassiveAquire=yes ; Won't try to pick up own targets Spawns=HORNET SpawnsNumber=5 SpawnRegenRate=150 SpawnReloadRate=50 FireAngle=32 ToProtect=yes Category=Support Strength=1350 Naval=yes ;GS Armor=heavy TechLevel=10 Sight=5 Speed=3 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance ;ForbiddenHouses=Americans AllowedToStartInMultiplayer=no Cost=2000 Soylent=1500 Turret=no Points=55 ROT=3 Crusher=no; yes Weight=5 Crewed=no ;OmniFire=yes ;GEF moved to weapon IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=AircraftCarrierSelect VoiceMove=AircraftCarrierMove VoiceAttack=AircraftCarrierAttackCommand VoiceFeedback=AircraftCarrierAttackCommand DieSound= SinkingSound=GenLargeWaterDie MoveSound=ACCMoveStart Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER TooBigToFitUnderBridge=true ;GuardRange=25 ;BuildLimit=1 Size=50 BuildTimeMultiplier=.85 SelfHealing=yes CanRetaliate=yes ImmuneToPsionicWeapons=yes DeathWeapon=ShipDeathWeapon Explodes=yes MaxDebris=6 MinDebris=3 ;Ultra Heavy Lift Properties JumpjetSpeed=5 JumpjetClimb=2 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=325 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; harvester without back [CMON] UIName=Name:CMIN Name=Chrono Miner(noback) ;Image=CMIN Nominal=yes ToProtect=no Category=Support Strength=1000 Armor=medium ;Dock=PROC Dock=NAREFN,GAREFN Harvester=yes ChronoInSound=ChronoMinerTeleport ChronoOutSound=ChronoMinerTeleport TechLevel=-1 Sight=3 Speed=4 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1400 Points=20 ROT=5 Crusher=yes Crewed=no SelfHealing=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=ChronoMinerSelect VoiceMove=ChronoMinerMove VoiceAttack=ChronoMinerMove VoiceHarvest=ChronoMinerHarvest VoiceEnter=ChronoMinerReturn DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=4 ;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;teleport locomotor Weight=3.5 MovementZone=Crusher ThreatPosed=0 ; This value MUST be 0 for all building addons ThreatAvoidanceCoefficient=1 DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys ImmuneToRadiation=no Trainable=no ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; harvester [CMIN] UIName=Name:CMIN Name=Chrono Miner Prerequisite=GAWEAP ;,PROC Nominal=yes ToProtect=yes Category=Support Strength=1000 Armor=medium ;Dock=PROC ; Need both in case a building from the other team is captured. Dock=NAREFN,GAREFN ;Turret=yes Primary=none Harvester=yes ChronoInSound=ChronoMinerTeleport ChronoOutSound=ChronoMinerTeleport TechLevel=1 Sight=3 Speed=4 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no PipScale=Tiberium CrateGoodie=no Storage=10 Cost=1500 Soylent=1125 Points=55 ROT=10 Crusher=yes AutoCrush=yes Crewed=no SelfHealing=yes ;OpportunityFire=yes ;GEF has no weapon, doesn't need this UnloadingClass=CMON Explosion=S_BRNLGZL ;,S_TUMU60 VoiceSelect=ChronoMinerSelect VoiceMove=ChronoMinerMove VoiceAttack=ChronoMinerMove VoiceHarvest=ChronoMinerHarvest VoiceEnter=ChronoMinerReturn VoiceFeedback=ChronoMinerReturn DieSound=GenVehicleDie MoveSound=TankDestroyerMoveStart CrushSound=TankCrush MaxDebris=6 MinDebris=4 DebrisTypes=TIRE,PIECE DebrisMaximums=3,3 Teleporter=yes ;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;teleport locomotor Weight=3.5 MovementZone=Crusher ThreatPosed=0 ; This value MUST be 0 for all building addons ThreatAvoidanceCoefficient=.65 DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToRadiation=no ;yes ZFudgeColumn=9 ZFudgeTunnel=14 ZFudgeBridge=7 Size=3 StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player Trainable=no ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to know if it can make money or not Bunkerable=no; Units default to yes, others default to no DeathWeapon=DefaultDeathWeapon Explodes=yes ImmuneToPsionicWeapons=no ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; Robot Tank [ROBO] UIName=Name:Robotank Name=Robot Tank Image=ROBO Prerequisite=GAWEAP,GAROBO Primary=Robogun Secondary=RobogunN ElitePrimary=RobogunE EliteSecondary=RobogunNE Strength=260 Category=AFV Armor=heavy Turret=yes IsTilter=yes Crusher=no TooBigToFitUnderBridge=true TechLevel=4 Sight=5 Speed=8 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance Cost=600 Soylent=450 Points=25 ROT=15 IsSelectableCombatant=yes Explosion=S_BRNLGZLN VoiceSelect=RobotTankSelect VoiceSelectDeactivated=RobotTankSelectDeactivated VoiceMove=RobotTankMove VoiceAttack=RobotTankAttackCommand VoiceFeedback=RobotTankAttackCommand DieSound=RobotTankDie MoveSound=RobotTankMoveStart ActivateSound= RobotTankOnline DeactivateSound= RobotTankOffline CrushSound=TankCrush MaxDebris=4 MinDebris=2 SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=AmphibiousDestroyer ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ImmuneToVeins=yes Size=3 OpportunityFire=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes ImmuneToRadiation=yes PoweredUnit=yes;powered by presence of building Trainable=yes DeathWeapon=DefaultDeathWeapon Explodes=yes BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 BurstDelay5=0 ImmuneToPsionicWeapons=no DetectDisguise=yes BuildTimeMultiplier=1.15 Weight=2.0 ;Light Lift Properties JumpjetSpeed=18 JumpjetClimb=13 JumpjetCrash=48 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=600 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; **************************** Side Specific ******************************* ; Tank Destroyer [TNKD] UIName=Name:TNKD Name=Tank Destroyer Prerequisite=GAWEAP,RADAR Primary=SABOT ElitePrimary=SABOTE Strength=420 Category=AFV Armor=heavy Turret=no IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=4 Sight=7 Speed=7 CrateGoodie=yes Owner=British,French,Germans,Americans,Alliance RequiredHouses=Germans AllowedToStartInMultiplayer=no Cost=1000 Soylent=750 Points=25 ROT=10 IsSelectableCombatant=yes Explosion=S_BRNLGZL ;,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=TankDestroyerSelect VoiceMove=TankDestroyerMove VoiceAttack=TankDestroyerAttackCommand VoiceFeedback=TankDestroyerAttackCommand DieSound=GenVehicleDie CrushSound=TankCrush MoveSound=TankDestroyerMoveStart MaxDebris=3 MinDebris=1 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ImmuneToVeins=yes Size=3 DeathWeapon=DefaultDeathWeapon Explodes=yes Weight=2.5 ToProtect=no Ammo=1 Reload=70 EmptyReload=70 ImmuneToPsionicWeapons=yes Unnatural=yes VHPScan=Strong ;Medium Lift Properties JumpjetSpeed=14 JumpjetClimb=10 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; Howitzer [HOWI] UIName=Name:HOWI Name=Howitzer Image=HWTZ Prerequisite=GAWEAP Primary=HowitzerGun Ammo=1 PipScale=Ammo Reload=115 EmptyReload=115 Strength=450 Category=AFV Armor=light Turret=no IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=-1 Sight=5 Speed=4 CrateGoodie=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=1600 Soylent=1200 Points=25 ROT=6 IsSelectableCombatant=yes Explosion=S_BRNLGZL VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=SeigeChopperAttackLand VoiceFeedback=SeigeChopperAttackLand DieSound=GenVehicleDie CrushSound=TankCrush AllowedToStartInMultiplayer=no MaxDebris=4 MinDebris=1 DeathWeapon=DefaultDeathWeapon Explodes=yes Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ImmuneToVeins=yes Size=3 Weight=2.5 ImmuneToPsionicWeapons=yes ;Medium Lift Properties JumpjetSpeed=14 JumpjetClimb=10 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no [PHAL] UIName=Name:APACHE Name=PHAL Image=PHAL Prerequisite=NAWEAP Primary=PhalRocket Secondary=PhalAARocket DisguiseWhenStill=yes CanDisguise=yes CanApproachTarget=n Strength=450 Category=AFV Armor=light Turret=no IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=-1 Sight=5 Speed=7 CrateGoodie=yes Owner=British,French,Germans,Americans,Alliance Cost=1400 Soylent=1050 Points=25 ROT=10 IsSelectableCombatant=yes Explosion=S_BRNLGZL VoiceSelect=MirageTankSelect VoiceMove=MirageTankMove VoiceAttack=AegisAttackCommand VoiceFeedback=AegisAttackCommand DieSound=GenVehicleDie MoveSound=MirageTankMoveStart MaxDebris=3 MinDebris=1 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ImmuneToVeins=yes Size=3 AllowedToStartInMultiplayer=no CrushSound=TankCrush DeathWeapon=DefaultDeathWeapon Explodes=yes ToProtect=no TypeImmune=no ImmuneToPsionicWeapons=yes Weight=3 BurstDelay0=5 BurstDelay1=5 BurstDelay2=5 BurstDelay3=5 BurstDelay4=5 ;Medium Lift Properties JumpjetSpeed=14 JumpjetClimb=10 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; Prototype Gunship [RTNK] UIName=Name:GAKODK Name=Hover Fortress Image=FORTRESS Prerequisite=NAWEAP Primary=120mmH Secondary=FortPlasma Strength=600 OpportunityFire=yes Category=AirPower CrateGoodie=yes Armor=medium TechLevel=-1 Sight=8 RadarInvisible=no MoveToShroud=yes BalloonHover=yes ; ie never land ;OmniFire=yes ;GEF moving to weapon Speed=5 JumpjetSpeed=12 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=14 ; SJM increased from 2 so Kirov can get out of factory before doors close JumpjetCrash=60 ; Climb, but down JumpJetAccel=10 JumpjetTurnRate=2 JumpjetHeight=850 JumpjetWobbles=.2 JumpjetDeviation=24 JumpjetNoWobbles=no ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave Crashable=yes ; JJ plummets down like aircraft PitchSpeed=.9 PitchAngle=0 Owner=Russians,Confederation,Africans,Arabs Cost=2000 Soylent=2000 Points=100 ROT=10 SpeedType=Hover Crewed=no ConsideredAircraft=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=7 IsSelectableCombatant=yes VoiceSelect=KirovSelect VoiceMove=KirovMove VoiceAttack=MIGAttackVoice;KirovAttackCommand VoiceFeedback=MIGAttackVoice VoiceCrashing=KirovVoiceDie DieSound= ;CreateSound=KirovCreated CrashingSound=KirovDie ImpactLandSound=KirovCrash Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet MovementZone=Fly ThreatPosed=30 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys AuxSound1=Dummy ;Taking off AuxSound2=Dummy ;Landing AllowedToStartInMultiplayer=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER SelfHealing=Yes MoveSound=MigMoveLoop;KirovMoveLoop Parasiteable=no Size=50 Bunkerable=no; Units default to yes, others default to no ToProtect=no ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged [MEP] UIName=Name:HVR Name=Hover Monkey Image=ORCATRAN Prerequisite=NAWEAP,NATECH Primary=MEPLaser Secondary=MammothTuskM IsGattling=yes TurretCount=1 WeaponCount=6 Weapon1=MEPLaser EliteWeapon1=MEPLaser Weapon2=MammothTuskM EliteWeapon2=MammothTuskM Weapon3=MEPLaserB EliteWeapon3=MEPLaserB Weapon4=MammothTuskM EliteWeapon4=MammothTuskM Weapon5=MEPBomb EliteWeapon5=MEPBomb Weapon6=MammothTuskM EliteWeapon6=MammothTuskM WeaponStages=3 Stage1=150 Stage2=250 Stage3=310 EliteStage1=125 EliteStage2=225 EliteStage3=250 RateUp=1 RateDown=1000 OpportunityFire=yes Strength=500 Category=AirPower CrateGoodie=yes Armor=heavy TechLevel=-1 Sight=8 RadarInvisible=no MoveToShroud=yes BalloonHover=yes ; ie never land ;OmniFire=yes ;GEF moving to weapon Speed=5 JumpjetSpeed=14 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=14 ; SJM increased from 2 so Kirov can get out of factory before doors close JumpjetCrash=48 ; Climb, but down JumpJetAccel=100 JumpjetTurnRate=5 JumpjetHeight=1000 JumpjetWobbles=.1 JumpjetDeviation=8 JumpjetNoWobbles=no ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave Crashable=yes ; JJ plummets down like aircraft PitchSpeed=.9 PitchAngle=0 Owner=Russians,Confederation,Africans,Arabs Cost=1750 Soylent=1312 Points=100 ROT=10 SpeedType=Hover Crewed=no ConsideredAircraft=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=4 IsSelectableCombatant=yes VoiceSelect=ChaosDroneSelect VoiceAttack=ChaosDroneAttackCommand VoiceMove=ChaosDroneMove VoiceFeedback=ChaosDroneAttackCommand DieSound=BlackOpsDie ;CreateSound=KirovCreated CrashingSound=BlackOpsDie ImpactLandSound=KirovCrash Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet MovementZone=Fly ThreatPosed=50 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys AuxSound1=Dummy ;Taking off AuxSound2=Dummy ;Landing AllowedToStartInMultiplayer=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER SelfHealing=Yes MoveSound=KirovMoveLoop Parasiteable=no DeathWeapon=BlimpDeath DeathWeaponDamageModifier=.1 Size=50 Bunkerable=no; Units default to yes, others default to no ToProtect=no ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged ; ************************************************************************** ; ******************************Soviet Units ******************************* ; ************************************************************************** ; Terror Drone, ooohhh scary [DRON] UIName=Name:DRON Name=Terror Drone Category=AFV Prerequisite=NAWEAP,NARADR Primary=DroneJump ElitePrimary=DroneJumpE Secondary=Parateeth;VirtualScanner EliteSecondary=ParateethE DeploysInto=NADRON NavalTargeting=1 ;6 Strength=200 SuppressionThreshold=20; damage below this amount won't suppress the parasite ReselectIfLimboed=no ; If selected when limbo on attack of infantry, reselect when unlimbo DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting GuardRange=7 Armor=special_1 TechLevel=3 Turret=no IsTilter=no CrateGoodie=no Sight=6 Speed=10 ; gs Don't go higher than 20, or he gets stuck running in circles Owner=Russians,Confederation,Africans,Arabs Cost=500 Soylent=375 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crusher=no Crewed=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=TerrorDroneSelect VoiceAttack=TerrorDroneAttackCommand VoiceMove=TerrorDroneMove VoiceFeedback=TerrorDroneAttackCommand DieSound=TerrorDroneDie MoveSound=TerrorDroneMoveLoop MaxDebris=2 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive mech->{55D141B8-DB94-11d1-AC98-006008055BB5} SpeedType=Amphibious MovementZone=AmphibiousDestroyer EnterWaterSound=TanyaEntersWater LeaveWaterSound=TanyaLeavesWater ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys Weight=.5 ImmuneToPsionics=yes ImmuneToRadiation=yes Parasiteable=yes Trainable=yes Explodes=no AccelerationFactor=5 ; really fast DeaccelerationFactor=5 ; This is TS's mizspelingg knot min ZFudgeColumn=8 ZFudgeTunnel=13 Bombable=no Size=2 Accelerates=false Bunkerable=no; Units default to yes, others default to no ToProtect=no DetectDisguise=yes SelfHealing=no ImmuneToPsionicWeapons=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ;Light Lift Properties JumpjetSpeed=18 JumpjetClimb=13 JumpjetCrash=48 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=600 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no [DRONP] UIName=Name:DRON Name=Terror Drone Category=AFV Image=DRON Prerequisite=NAWEAP,NARADR,AILOCK Primary=DroneJump ElitePrimary=DroneJumpE Secondary=Parateeth;VirtualScanner EliteSecondary=ParateethE NavalTargeting=1 ;6 Strength=200 SuppressionThreshold=20; damage below this amount won't suppress the parasite ReselectIfLimboed=no ; If selected when limbo on attack of infantry, reselect when unlimbo DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting GuardRange=7 Armor=special_1 TechLevel=3 Turret=no IsTilter=no CrateGoodie=no Sight=6 Speed=11 ; gs Don't go higher than 20, or he gets stuck running in circles Owner=Russians,Confederation,Africans,Arabs Cost=500 Soylent=375 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crusher=no Crewed=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=TerrorDroneSelect VoiceAttack=TerrorDroneAttackCommand VoiceMove=TerrorDroneMove VoiceFeedback=TerrorDroneAttackCommand DieSound=TerrorDroneDie MoveSound=TerrorDroneMoveLoop MaxDebris=2 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive mech->{55D141B8-DB94-11d1-AC98-006008055BB5} SpeedType=Amphibious MovementZone=AmphibiousDestroyer EnterWaterSound=TanyaEntersWater LeaveWaterSound=TanyaLeavesWater ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys Weight=.5 ImmuneToPsionics=yes ImmuneToRadiation=yes Parasiteable=yes Trainable=yes Explodes=no AccelerationFactor=5 ; really fast DeaccelerationFactor=5 ; This is TS's mizspelingg knot min ZFudgeColumn=8 ZFudgeTunnel=13 Bombable=no Size=2 Accelerates=false Bunkerable=no; Units default to yes, others default to no ToProtect=no DetectDisguise=yes SelfHealing=no ImmuneToPsionicWeapons=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER BuildTimeMultiplier=0.75 ;Light Lift Properties JumpjetSpeed=18 JumpjetClimb=13 JumpjetCrash=48 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=600 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; Half-track [HTK] UIName=Name:HTK Name=Flak Track Prerequisite=NAWEAP Primary=FlakTrackGun Secondary=FlakTrackAAGun ElitePrimary=FlakTrackGunE EliteSecondary=FlakTrackAAGunE Strength=270 Category=Transport Armor=light DeployTime=.001 TechLevel=2 Sight=8 PipScale=Passengers Speed=7 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=550 Soylent=412 Points=20 ROT=15 Crusher=yes Turret=yes Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070F,S_BANG48F,S_BRNL58F,S_CLSN58F,S_TUMU60F VoiceSelect=FlakTrackSelect VoiceMove=FlakTrackMove VoiceAttack=FlakTrackAttackCommand VoiceFeedback=FlakTrackAttackCommand DieSound=GenVehicleDie MoveSound=FlakTrackMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport CrushSound=TankCrush MaxDebris=4 MinDebris=2 DebrisTypes=TIRE,PIECE DebrisMaximums=3,3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Crusher ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=3 SizeLimit=2 Accelerates=false VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER OpportunityFire=yes Explodes=no ToProtect=no ImmuneToPsionicWeapons=yes Weight=2.0 ;Light Lift Properties JumpjetSpeed=18 JumpjetClimb=13 JumpjetCrash=48 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=600 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; Heavy Tank [HTNK] UIName=Name:HTNK Name=Rhino Heavy Tank Prerequisite=NAWEAP Primary=120mm ElitePrimary=120mmE FireAngle=4 Strength=450 Category=AFV Armor=heavy Turret=yes IsTilter=yes TargetLaser=no TooBigToFitUnderBridge=true TechLevel=2 Sight=5 Speed=6 CrateGoodie=no Crusher=yes Owner=Russians,Confederation,Africans,Arabs Cost=800 Soylent=600 Points=25 ROT=10 IsSelectableCombatant=yes Explosion=S_BRNLGZL VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback=GenSovVehicleAttackCommand DieSound=GenVehicleDie MoveSound=RhinoTankMoveStart CrushSound=TankCrush MaxDebris=3 MinDebris=1 ;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=2.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 OpportunityFire=yes ;BuildTimeMultiplier=1.5;Individual control of build time DeathWeapon=DefaultDeathWeapon Explodes=yes ToProtect=no ;Ammo=1 ;Reload=95 ;EmptyReload=95 ImmuneToPsionicWeapons=yes ;Medium Lift Properties JumpjetSpeed=14 JumpjetClimb=10 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; V3 Rocket launcher, or Chu-chu Rocket [V3] UIName=Name:V3 Name=V3 Launcher ;locked Category=AFV Prerequisite=NAWEAP,NATECH Primary=V3Launcher CanPassiveAquire=yes ; Won't try to pick up own targets Spawns=V3ROCKET SpawnsNumber=1 SpawnRegenRate=300 SpawnReloadRate=0 ; missile spawn don't come back NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO) Strength=200 Armor=light TechLevel=8 Turret=no CrateGoodie=yes Sight=4 Speed=4 Owner=Russians,Confederation,Africans,Arabs Cost=1000 Soylent=750 Points=40 ROT=10 AllowedToStartInMultiplayer=no Crusher=yes Crewed=no ; Big giant missile on its head precludes survivor (per designer) IsSelectableCombatant=yes Explosion=TWLT070F VoiceSelect=V3Select VoiceMove=V3Move VoiceAttack=V3AttackCommand VoiceFeedback=V3AttackCommand DieSound=GenVehicleDie MoveSound=V3MoveStart CrushSound=TankCrush MaxDebris=4 MinDebris=1 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed MovementZone=Destroyer ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys Weight=3.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 GuardRange=18 TooBigToFitUnderBridge=true ;MobileFire=false ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it. Bunkerable=no; Units default to yes, others default to no Accelerates=false DeathWeapon=V3DeathWeapon Explodes=yes ToProtect=no ImmuneToPsionicWeapons=yes ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; Mammoth tank [APOC] UIName=Name:APOC Name=Apocalypse Image=MTNK Category=AFV Primary=120mmx ElitePrimary=120mmxE Secondary=MammothTusk EliteSecondary=MammothTuskE FireAngle=4 Strength=1250 Explodes=yes Prerequisite=NAWEAP,NATECH CrateGoodie=yes Armor=heavy Turret=yes TechLevel=7 Sight=5 Speed=4 Owner=Russians,Confederation,Africans,Arabs Cost=1850 Soylent=1387 Points=60 ROT=6 Crusher=yes SelfHealing=yes Crewed=no IsSelectableCombatant=yes Explosion=S_CLSN58F VoiceSelect=ApocalypseSelect VoiceMove=ApocalypseMove VoiceAttack=ApocalypseAttackCommand VoiceFeedback=ApocalypseAttackCommand DieSound=GenVehicleDie MoveSound=ApocalypseMoveStart CrushSound=TankCrush MaxDebris=6 MinDebris=3 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys AllowedToStartInMultiplayer=no ZFudgeColumn=9 ZFudgeTunnel=15 Size=6 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 Accelerates=false RadialFireSegments=5 OpportunityFire=yes DeathWeapon=APOCDeathWeapon Explodes=yes ToProtect=no ImmuneToPsionicWeapons=yes OmniCrushResistant=yes ;Ultra Heavy Lift Properties JumpjetSpeed=7 JumpjetClimb=4 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=350 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; Mobile Construction Vehicle [SMCV] UIName=Name:SMCV Name=Soviet Construction Vehicle Prerequisite=NAWEAP,NADEPT Strength=2000 Category=Support Armor=heavy DeploysInto=NACNST TechLevel=5 Sight=3 Speed=3 Owner=Russians,Confederation,Africans,Arabs CrateGoodie=yes Cost=3000 Soylent=2250 Points=60 ROT=2 Crewed=yes Crusher=yes Explosion=TWLT100 VoiceSelect=MCVSovietSelect VoiceMove=MCVSovietMove VoiceAttack=MCVSovietMove VoiceFeedback=MCVSovietMove DieSound=GenVehicleDie MoveSound=MCVMoveStart CrushSound=TankCrush DeploySound=PlaceBuilding CreateSound=MCVSovietSelect MaxDebris=10 MinDebris=7 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=12 ZFudgeTunnel=15 Size=6 Trainable=no Bunkerable=no; Units default to yes, others default to no OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher DeathWeapon=DefaultDeathWeapon Explodes=yes ToProtect=no Accelerates=false ImmuneToPsionicWeapons=yes ;Ultra Heavy Lift Properties JumpjetSpeed=6 JumpjetClimb=3 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=350 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no BuildLimit=1 ; Armored Transport [SAPC] UIName=Name:SAPC Name=Armored Transport Prerequisite=NAYARD Image=TRS Strength=700 ;Primary=M60 MoveToShroud=yes Category=Transport DeployTime=.001 Armor=light Turret=no IsTilter=yes TechLevel=3 Sight=4 PipScale=Passengers Speed=5 SelfHealing=yes ;;MovementRestrictedTo=Water ;;CanBeach=yes Naval=yes Weight=1 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=750 Soylent=562 Points=25 ROT=10 Crusher=no ;yes Passengers=12 Explosion=TWLT070 VoiceSelect=HoverSovietSelect VoiceMove=HoverSovietMove VoiceAttack=HoverSovietMove VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart CrushSound=TankCrush EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport MaxDebris=8 MinDebris=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon! SpeedType=Amphibious ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=7 ZFudgeTunnel=13 SizeLimit=6 Size=15 TooBigToFitUnderBridge=true ;Bombable=no Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player Bunkerable=no; Units default to yes, others default to no Explodes=no BuildTimeMultiplier=.85 ToProtect=no ImmuneToPsionicWeapons=yes ; Armored Transport [SAPCK] UIName=Name:SAPC Name=Armored Transport Warfactory Prerequisite=NAWEAP Image=TRS Strength=700 MoveToShroud=yes Category=Transport DeployTime=.001 Armor=light Turret=no IsTilter=yes TechLevel=2 Sight=4 PipScale=Passengers Speed=7 SelfHealing=yes Weight=1 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=750 Soylent=562 Points=25 ROT=10 Crusher=no ;yes Passengers=12 Explosion=TWLT070 VoiceSelect=HoverSovietSelect VoiceMove=HoverSovietMove VoiceAttack=HoverSovietMove VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart CrushSound=TankCrush EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport MaxDebris=8 MinDebris=6 SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=Amphibious ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=7 ZFudgeTunnel=13 SizeLimit=6 Size=15 TooBigToFitUnderBridge=true ;Bombable=no Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player Bunkerable=no; Units default to yes, others default to no Explodes=no ToProtect=no ImmuneToPsionicWeapons=yes ; Seawolf [HYD] UIName=Name:HYD Name=Sea Scorpion Prerequisite=NAYARD,NARADR ;Primary=HoverMissile Primary=SeaTrackGun Secondary=SCFlak ElitePrimary=SeaTrackGunE EliteSecondary=SCFlakE ToProtect=yes Category=AFV Strength=500 Naval=yes Armor=heavy TechLevel=4 MovementRestrictedTo=Water Sight=8 Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=900 Soylent=675 Points=20 ROT=12 Crusher=no Crewed=no IsSelectableCombatant=yes Weight=3 MaxDebris=4 MinDebris=1 Explosion=S_BANG48 ;,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=SeaScorpionSelect VoiceMove=SeaScorpionMove VoiceAttack=SeaScorpionAttackCommand VoiceFeedback=SeaScorpionAttackCommand DieSound=;GenSmallWaterDie MoveSound=SeawolfMoveStart Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} ;SpeedType=Amphibious ;gs Wha!?! ;MovementZone=Amphibious SpeedType=Float MovementZone=Water ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=20 DeathWeapon=ShipCDeathWeapon Explodes=yes BuildTimeMultiplier=.85 CanRetaliate=yes OpportunityFire=yes ImmuneToPsionicWeapons=yes ;Medium Lift Properties JumpjetSpeed=15 JumpjetClimb=10 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ;Attack Sub [SUB] UIName=Name:SUB Name=Typhoon Attack Sub Prerequisite=NAYARD Primary=SubTorpedo ElitePrimary=SubTorpedoE Secondary=SubWave EliteSecondary=SubWaveE NavalTargeting=5 LandTargeting=1 Deployer=yes DeployFire=yes FireAngle=64 Category=AFV Strength=650 ;Ammo=1 ;Reload=80 ;EmptyReload=80 Naval=yes Armor=heavy TechLevel=2 Underwater=yes Sight=4 Sensors=yes SensorsSight=7 Speed=5 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=850 Soylent=637 Turret=no Points=30 ROT=5 Crusher=no;gs yes Crewed=no Weight=4 MaxDebris=4 MinDebris=1 Explosion=S_TUMU42 ;,S_CLSN58,S_TUMU60 VoiceSelect=TyphoonSubSelect VoiceMove=TyphoonSubMove VoiceAttack=TyphoonSubAttackCommand VoiceFeedback=TyphoonSubAttackCommand;SubFear DieSound=GenSmallWaterDie MoveSound=SubMoveStart Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=20 ; This value MUST be 0 for all building addons Accelerates=true Cloakable=yes CloakingSpeed=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER TooBigToFitUnderBridge=true Size=20 DeathWeapon=SubDeathWeapon Explodes=yes BuildTimeMultiplier=.85 ImmuneToPsionicWeapons=yes ImmuneToRadiation=yes ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; Ginormous Squid! Even scarier! [SQD] UIName=Name:SQD Name=Giant Squid Image=SQD NoShadow=yes Category=AFV Prerequisite=NAYARD,NATECH Primary=SquidGrab ElitePrimary=SquidGrabE Secondary=SquidPunchY EliteSecondary=SquidPunchYE NavalTargeting=3 LandTargeting=1 WalkRate=4 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered IdleRate=2 ; power of two helps performance (mod). "How much slower should I animate when stopped? 1/x" Strength=350 SuppressionThreshold=250; damage below this amount won't suppress the parasite Organic=yes Armor=light TechLevel=6 Underwater=yes Naval=yes Turret=no IsTilter=no SelfHealing=no CrateGoodie=no Sight=5 Sensors=yes SensorsSight=8 ;4 GuardRange=8 DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs Speed=6 Owner=Russians,Confederation,Africans,Arabs Cost=800 Soylent=600 Points=20 ROT=10 AllowedToStartInMultiplayer=no Crusher=no Crewed=no IsSelectableCombatant=yes VoiceSelect=SquidSelect VoiceMove=SquidAttackCommand VoiceAttack=SquidAttackCommand VoiceFeedback=SquidFear MoveSound=SquidMove DieSound=SquidDie Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};<-Ship SpeedType=Float MovementZone=Water ThreatPosed=25 ; This value MUST be 0 for all building addons Weight=.5 ImmuneToPsionics=yes Parasiteable=no Trainable=yes Explodes=no ZFudgeColumn=8 ZFudgeTunnel=13 Bombable=yes Size=30 Cloakable=yes CloakingSpeed=1 ; Slowish, low is faster VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER,ROF MovementRestrictedTo=Water TooBigToFitUnderBridge=true Accelerates=true BuildTimeMultiplier=.85 CanRetaliate=yes AccelerationFactor=.5 ImmuneToPsionicWeapons=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;Soviet Dreadnought [DRED] UIName=Name:DRED Name=Dreadnought Prerequisite=NAYARD,NATECH Primary=DredLauncher CanPassiveAquire=yes ; Won't try to pick up own targets Spawns=DMISL SpawnsNumber=2 SpawnRegenRate=210 SpawnReloadRate=0 ; missile spawn don't come back NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DREDWO) FireAngle=32 ToProtect=yes Category=Support Strength=1050 Naval=yes Armor=heavy TechLevel=10 Sight=5 Speed=3 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs ;ForbiddenHouses=Russians AllowedToStartInMultiplayer=no Cost=2000 Soylent=1500 Turret=no Points=55 Weight=4 ROT=3 Crusher=no ;gs yes Crewed=no ;OmniFire=yes ;GEF moved to weapon IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovWaterSelect VoiceMove=GenSovWaterMove VoiceAttack=GenSovWaterAttackCommand VoiceFeedback=GenSovWaterAttackCommand DieSound= SinkingSound=GenLargeWaterDie MoveSound=DreadnoughtMoveStart Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER TooBigToFitUnderBridge=true ;GuardRange=25 ;BuildLimit=1 Size=50 BuildTimeMultiplier=.85 CanRetaliate=yes ImmuneToPsionicWeapons=yes DeathWeapon=ShipDeathWeapon Explodes=yes MaxDebris=6 MinDebris=3 ;Ultra Heavy Lift Properties JumpjetSpeed=5 JumpjetClimb=2 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=325 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; harvester without back [HORV] UIName=Name:HORV Name=War Miner Nominal=yes ToProtect=no Category=Support Strength=1000 Armor=medium ;Dock=PROC Dock=NAREFN,GAREFN Harvester=yes TechLevel=-1 Sight=3 Speed=4 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1400 Points=25 ROT=10 Crusher=yes Crewed=no SelfHealing=yes Explosion=S_BRNLGZL VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= CrushSound=TankCrush DieSound=GenVehicleDie MaxDebris=6 MinDebris=4 DebrisTypes=TIRE,PIECE DebrisMaximums=3,3 DebrisTypes=TIRE DebrisMaximums=4 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Crusher ThreatPosed=0 ; This value MUST be 0 for all building addons ThreatAvoidanceCoefficient=1 DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys ImmuneToRadiation=no DeathWeapon=DefaultDeathWeapon Explodes=yes Secondary=BorisFragment ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; harvester [HARV] UIName=Name:HARV Name=War Miner Prerequisite=NAWEAP ;,PROC Nominal=yes ToProtect=yes Category=Support Strength=1000 Armor=medium ;Dock=PROC ; Need both in case a building from the other team is captured. Dock=NAREFN,GAREFN Turret=yes Primary=20mmRapidR ElitePrimary=20mmRapidRE Harvester=yes TechLevel=1 Sight=3 Speed=4 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no PipScale=Tiberium CrateGoodie=no Storage=20 Cost=1500 Soylent=1125 Points=55 ROT=10 Crusher=yes AutoCrush=yes Crewed=no SelfHealing=yes OpportunityFire=yes UnloadingClass=HORV Explosion=S_BRNLGZL VoiceSelect=WarMinerSelect VoiceMove=WarMinerMove VoiceAttack=WarMinerAttackCommand VoiceEnter=WarMinerMove VoiceHarvest=WarMinerHarvest DieSound=GenVehicleDie MoveSound=RhinoTankMoveStart VoiceFeedback=WarMinerAttackCommand CrushSound=TankCrush MaxDebris=6 MinDebris=4 DebrisTypes=TIRE,PIECE DebrisMaximums=3,3 DebrisTypes=TIRE DebrisMaximums=4 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Crusher ThreatPosed=0 ; This value MUST be 0 for all building addons ThreatAvoidanceCoefficient=.65 DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToRadiation=no ZFudgeColumn=9 ZFudgeTunnel=14 ZFudgeBridge=7 Size=3 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money Bunkerable=no; Units default to yes, others default to no DeathWeapon=DefaultDeathWeapon Explodes=yes ImmuneToPsionicWeapons=no ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no [UTNK] UIName=Name:UTNK Name=ZZZ Not Used Prerequisite=NAWEAP Image=HTNK Primary=Comet Secondary=TeslaFragmentBE Strength=400 Category=AFV Armor=heavy Turret=yes IsTilter=yes TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=-1 Sight=8 Speed=6 CrateGoodie=no Crusher=yes Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1000 Points=25 ROT=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=RhinoTankMoveStart CrushSound=TankCrush MaxDebris=3 ;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=3.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 OpportunityFire=yes ElitePrimary=SchpFragment EliteSecondary=TeslaFragmentB [PTNK] UIName=Name:UTNK Name=ZZZ Not Used Prerequisite=NAWEAP Image=HTNK Primary=CometT Secondary=CometF Strength=400 Category=AFV Armor=heavy Turret=yes IsTilter=yes TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=-1 Sight=8 Speed=6 CrateGoodie=no Crusher=yes Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1000 Points=25 ROT=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=RhinoTankMoveStart CrushSound=TankCrush MaxDebris=3 ;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=3.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 OpportunityFire=yes ElitePrimary=TeslaFragmentE EliteSecondary=UltraPlasmaCutterFragment [ECGSP] UIName=Name:E2 Name=ZZZ ECG Spawner Prerequisite=NAWEAP Image=50CAL Primary=SHOVEL Crewed=yes GuardRange=512 AttackFriendlies=yes Strength=400 Category=AFV Armor=heavy TooBigToFitUnderBridge=true TechLevel=-1 Sight=0 Speed=0 CrateGoodie=no Crusher=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=2 Points=0 ROT=0 IsSelectableCombatant=no Explosion=ECGSPA VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound=GIUndeploy MoveSound= CrushSound= MaxDebris= ;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=10 Trainable=yes LegalTarget=no Immune=yes Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Insignificant=yes Size=3 OpportunityFire=yes ElitePrimary=SchpFragment EliteSecondary=UltraPlasmaCutterFragment PixelSelectionBracketDelta=-999999 ; **************************** Side Specific ******************************* ; Tesla Tank for Russians [TTNK] UIName=Name:TTNK Name=Tesla Tank Prerequisite=NAWEAP,NARADR Primary=TankBolt ElitePrimary=TankBoltE Strength=350 Category=AFV Armor=heavy Turret=yes IsTilter=yes TooBigToFitUnderBridge=true TechLevel=4 Sight=6 Speed=7 CrateGoodie=yes Crusher=yes Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Russians Cost=1050 Soylent=787 Points=25 ROT=10 IsSelectableCombatant=yes AllowedToStartInMultiplayer=no Explosion=S_BANG48F VoiceSelect=TeslaTankSelect VoiceMove=TeslaTankMove VoiceAttack=TeslaTankAttackCommand CrushSound=TankCrush VoiceFeedback=TeslaTankAttackCommand DieSound=GenVehicleDie MoveSound=TeslaTankMoveStart MaxDebris=3 MinDebris=1 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=3.0 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 ;BuildTimeMultiplier=1.3 ;Individual control of build time OpportunityFire=yes DeathWeapon=TeslaDeathWeapon Explodes=yes ToProtect=no BurstDelay0=40 BurstDelay1=40 ImmuneToPsionicWeapons=yes ;Medium Lift Properties JumpjetSpeed=14 JumpjetClimb=10 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ;Lybian Demolition Truck [DTRUCK] UIName=Name:DTRUCK Image=TRUCKA Name=Demolitions Truck Prerequisite=NAWEAP,NARADR Category=AFV Primary=Demobomb Secondary=none Strength=300 Armor=light Turret=no TechLevel=4 Sight=4 Speed=5 ;changed on 11/29 from 6 to 5 Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Africans AllowedToStartInMultiplayer=no Cost=1000 Soylent=750 Points=40 ROT=10 Crusher=no SelfHealing=no Crewed=no Explosion=TWLT100I VoiceSelect=DemoTruckSelect VoiceMove=DemoTruckMove VoiceAttack=DemoTruckAttackCommand VoiceFeedback=DemoTruckAttackCommand DieSound=DemoTruckDie MoveSound=DemoTruckMoveStart ;CreateSound=DemoTruckCreated Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=2 MovementZone=Normal ThreatPosed=50 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys MaxDebris=15 MinDebris=10 DebrisTypes=TIRE,PIECE DebrisMaximums=7,7 Size=3 DeathWeapon=Demobomb Explodes=yes CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Trainable=no ImmuneToPsionicWeapons=yes ImmuneToRadiation=yes ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no [FLATA] UIName=Name:DTRUCK Image=FLATA Name=FLATA Demolitions Truck Prerequisite=NAWEAP Category=AFV Primary=Flatabomb Secondary=none Strength=600 Armor=light Turret=no TechLevel=-1 Sight=4 Speed=5 ;changed on 11/29 from 6 to 5 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no CrateGoodie=yes Cost=1800 Soylent=1350 Points=60 ROT=10 Crusher=yes SelfHealing=no Crewed=no Explosion=RINGA VoiceSelect=DemoTruckSelect VoiceMove=DemoTruckMove VoiceAttack=DemoTruckAttackCommand VoiceFeedback=DemoTruckAttackCommand DieSound=DemoTruckDie MoveSound=DemoTruckMoveStart ;CreateSound=DemoTruckCreated Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=2 MovementZone=Normal ThreatPosed=50 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys MaxDebris=15 MinDebris=10 DebrisTypes=TIRE,PIECE DebrisMaximums=7,7 Size=3 DeathWeapon=Flatabomb Explodes=yes CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Trainable=no ImmuneToPsionicWeapons=yes ImmuneToRadiation=yes ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no [CAHEAD] UIName=Name:CAEAST02 Name=Yuri Head Prerequisite=YAWEAP Primary=Headgun Secondary=HeadLauncher Spawns=PROBE SpawnsNumber=2 SpawnRegenRate=125 SpawnReloadRate=250 FireAngle=32 Strength=900 Category=AFV Armor=heavy Turret=no IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=-1 Sight=8 Speed=5 CrateGoodie=yes Owner=British,French,Germans,Americans,Alliance Cost=2400 Soylent=1800 Points=95 ROT=5 IsSelectableCombatant=yes Explosion=S_BRNLGZLN VoiceSelect=RobotTankSelect VoiceSelectDeactivated=RobotTankSelectDeactivated VoiceMove=RobotTankMove VoiceAttack=RobotTankAttackCommand VoiceFeedback=RobotTankAttackCommand DieSound=RobotTankDie MoveSound=RobotTankMoveStart CrushSound=TankCrush MaxDebris=4 MinDebris=2 SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=AmphibiousDestroyer ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ImmuneToVeins=yes Size=3 OpportunityFire=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes ImmuneToRadiation=yes Trainable=yes DeathWeapon=DefaultDeathWeapon Explodes=yes BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 BurstDelay5=0 ImmuneToPsionicWeapons=no DetectDisguise=yes BuildTimeMultiplier=1.15 Weight=3.0 ;Light Lift Properties JumpjetSpeed=18 JumpjetClimb=13 JumpjetCrash=48 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=600 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; ************************************************************************** ; *******************************Yuri Units ******************************** ; ************************************************************************** ; Lasher Light Tank ; Light Tank [LTNK] UIName=Name:Lasher Name=Lasher Light Tank Image=LTNK Prerequisite=YAWEAP Primary=ATGUN ElitePrimary=ATGUNE Secondary=ATGAS EliteSecondary=ATGASE Strength=380;200 Category=AFV Armor=heavy Turret=yes IsTilter=yes ;TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=5 Speed=7;8 CrateGoodie=no Crusher=yes Owner=YuriCountry Cost=700;600 Soylent=525 Points=25 ROT=10 IsSelectableCombatant=yes Explosion=S_BRNLGZL VoiceSelect=LasherTankSelect VoiceMove=LasherTankMove VoiceAttack=LasherTankAttackCommand VoiceFeedback=LasherTankAttackCommand DieSound=GenVehicleDie MoveSound=LasherTankMoveStart CrushSound=TankCrush MaxDebris=3 MinDebris=1 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=2.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 OpportunityFire=yes ;BuildTimeMultiplier=1.5;Individual control of build time DeathWeapon=DefaultDeathWeapon Explodes=yes ImmuneToPsionicWeapons=yes ;Medium Lift Properties JumpjetSpeed=14 JumpjetClimb=10 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no BurstDelay0=45 BurstDelay1=45 ; Gattling Tank [YTNK] UIName=Name:GattTank Name=Gattling Tank Prerequisite=YAWEAP Primary=AGGattling Secondary=AAGattling Strength=275 Category=AFV Armor=light Turret=yes IsTilter=yes ;-----Gattling stuff------- ;GEF There is a _lot_ of stuff in this section, hope it's worth it ;Do I have a gattling gun or not IsGattling=yes ;How weapons does it have? Currently, all Gattling Units have had anti-air ;capability, so the mechanics currently depends on having twice the number ;of stages in weapons, alternating anti-ground first, and anti-air second. TurretCount=1 WeaponCount=6 Weapon1=AGGattling EliteWeapon1=AGGattlingE Weapon2=AAGattling EliteWeapon2=AAGattlingE Weapon3=AGGattling2 EliteWeapon3=AGGattling2E Weapon4=AAGattling2 EliteWeapon4=AAGattling2E Weapon5=AGGattling3 EliteWeapon5=AGGattling3E Weapon6=AAGattling3 EliteWeapon6=AAGattling3E ;How many stages does this gattling gun have, and how long does it ;take to progress through these stages; WeaponStages=3 Stage1=150 Stage2=375 Stage3=500 ;This last stage is used to determine what the maximum fireing timer can be. Once it ;hits this it will stop increasing. If this is larger than the previous stage, then ;it will have a grace period once the unit stops firing before it needs to drop ;down to the lower weapon. EliteStage1=150 EliteStage2=350 EliteStage3=475 ;How many increments or decrements does the timer get per frame? ;If RateDown is zero, then it overrides the previous stage vaules, ;causing the tank to instantly go to zero when it stops firing ;if it can't find a new target RateUp=1 RateDown=3 ;-----End Gattling stuff------- ;TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=6 CrateGoodie=no Crusher=no;yes Owner=YuriCountry Cost=650 Soylent=487 Points=25 ROT=20 ;was 5 AllowedToStartInMultiplayer=no IsSelectableCombatant=yes Explosion=S_BRNLGZL ;,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GattlingTankSelect VoiceMove=GattlingTankMove VoiceAttack=GattlingTankAttackCommand VoiceFeedback=GattlingTankAttackCommand DieSound=GenVehicleDie MoveSound=FlakTrackMoveStart CrushSound=TankCrush MaxDebris=3 MinDebris=1 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=2.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 OpportunityFire=yes ElitePrimary=AGGattling;90mmE EliteSecondary=AAGattling;90mmE DeathWeapon=DefaultDeathWeapon Explodes=yes ImmuneToPsionicWeapons=yes ;Light Lift Properties JumpjetSpeed=18 JumpjetClimb=13 JumpjetCrash=48 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=600 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; Magnetron [TELE] UIName=Name:Magnetron Name=Magnetron ;Image=V3 Prerequisite=YAWEAP,YATECH Primary=MagneticBeam ElitePrimary=MagneticBeamE Secondary=MagneShake EliteSecondary=MagneShakeE Strength=240 Category=AFV Armor=light Turret=yes IsTilter=yes ;TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=8 Sight=5 Speed=5 CrateGoodie=yes Crusher=no;yes Owner=YuriCountry Cost=950 Soylent=712 Points=25 ROT=10 AllowedToStartInMultiplayer=no IsSelectableCombatant=yes Explosion=S_BRNLGZL VoiceSelect=MagnetronSelect VoiceMove=MagnetronMove VoiceAttack=MagnetronAttackCommand VoiceSecondaryWeaponAttack=MagnetronMagneShakeVoice DieSound=GenVehicleDie MoveSound=MagnetronMoveStart CrushSound=TankCrush MaxDebris=3 MinDebris=2 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=2.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,STRONGER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 OpportunityFire=no Bunkerable=no; Units default to yes, others default to no CanPassiveAquire=yes ; Won't try to pick up own targets ;GEF don't want him accidently attacking your own guys DeathWeapon=DefaultDeathWeapon Explodes=yes BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 ImmuneToPsionicWeapons=yes Natural=yes ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no [MIND] UIName=Name:MasterMind Name=Master Mind Prerequisite=YAWEAP,YATECH Primary=MultipleMindControlTank Strength=750 Category=AFV Armor=heavy ;Turret=yes IsTilter=yes ;TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=7 Sight=5 Speed=4 CrateGoodie=yes Crusher=no Owner=YuriCountry Cost=1750 Soylent=1312 Points=25 ROT=5 AllowedToStartInMultiplayer=no IsSelectableCombatant=yes Explosion=S_CLSN58 ;,S_TUMU60 VoiceSelect=MasterMindSelect VoiceMove=MasterMindMove VoiceAttack=MasterMindAttackCommand VoiceFeedback=MasterMindAttackCommand DieSound=GenVehicleDie MoveSound=MasterMindMoveStart CrushSound=TankCrush MaxDebris=6 MinDebris=4 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=3.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 OpportunityFire=yes PipScale=MindControl ImmuneToPsionics=yes SelfHealing=yes Trainable=no DeathWeapon=MindDeathWeapon Explodes=yes Ammo=1 Reload=75 EmptyReload=75 ImmuneToPsionicWeapons=no OmniCrushResistant=yes ;Ultra Heavy Lift Properties JumpjetSpeed=7 JumpjetClimb=4 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=350 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no [DISK];gs changed to K, as per the Master Name Doc (thank god for that, or this would never straighten out) UIName=Name:DISK Name=Floating Disk Prerequisite=YAWEAP,NAPSIS Primary=DiskLaser ElitePrimary=DiskLaserE Secondary=DiskDrain Strength=470 ;700 Category=AirPower Armor=light IsTilter=yes TooBigToFitUnderBridge=true TechLevel=4 Turret=yes TurretSpins=yes;gs unit is one big turret so it can use existing permaspin Sight=8 Speed=15 CrateGoodie=no Crusher=no;yes Owner=YuriCountry Cost=1250 Soylent=937 Points=25 ROT=3;gs super fast turn, ie turn on spot AllowedToStartInMultiplayer=no IsSelectableCombatant=yes VoiceSelect=FloatingDiscSelect VoiceMove=FloatingDiscMove VoiceAttack=FloatingDiscAttackCommand VoiceSecondaryWeaponAttack=FloatingDiscSteal VoiceFeedback=FloatingDiscAttackCommand CrashingSound=FloatingDiscDie MoveSound=FloatingDiscMoveLoop ;CreateSound=FloatingDiscCreated BalloonHover=yes ; ie never land Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet SpeedType=Hover MovementZone=Fly MoveToShroud=yes ThreatPosed=20 ; This value MUST be 0 for all building addons ConsideredAircraft=yes Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=14 MinDebris=5 DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=3.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 OpportunityFire=yes JumpjetSpeed=18 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=30 ; JumpjetCrash=34 ; Climb, but down JumpJetAccel=10 JumpjetTurnRate=15;gs superfast turn on spot, from 2 JumpjetHeight=750 JumpjetWobbles=.1 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!" JumpjetDeviation=15 JumpjetNoWobbles=no ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve Crashable=yes ; JJ plummets down like aircraft TiltCrashJumpjet=yes; can handle tilting while falling without freaking out DeathWeapon=DefaultDeathWeapon ;DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage. This gives control SelfHealing=yes BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged [DISKP];gs changed to K, as per the Master Name Doc (thank god for that, or this would never straighten out) UIName=Name:DISK Name=Floating Disk AI Prerequisite=YAWEAP,NAPSIS,AILOCK Primary=DiskLaser ElitePrimary=DiskLaserE Secondary=DiskDrain Strength=450 ;700 Category=AirPower Image=DISK Armor=light IsTilter=yes TooBigToFitUnderBridge=true TechLevel=4 Turret=yes TurretSpins=yes;gs unit is one big turret so it can use existing permaspin Sight=8 Speed=15 CrateGoodie=no Crusher=no;yes Owner=YuriCountry Cost=1250 Soylent=937 Points=25 ROT=3;gs super fast turn, ie turn on spot AllowedToStartInMultiplayer=no IsSelectableCombatant=yes VoiceSelect=FloatingDiscSelect VoiceMove=FloatingDiscMove VoiceAttack=FloatingDiscAttackCommand VoiceSecondaryWeaponAttack=FloatingDiscSteal VoiceFeedback=FloatingDiscAttackCommand CrashingSound=FloatingDiscDie MoveSound=FloatingDiscMoveLoop ;CreateSound=FloatingDiscCreated BalloonHover=yes ; ie never land Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet SpeedType=Hover MovementZone=Fly MoveToShroud=yes ThreatPosed=20 ; This value MUST be 0 for all building addons ConsideredAircraft=yes Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=14 DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=3.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 OpportunityFire=yes ElitePrimary=DiskLaser JumpjetSpeed=18 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=30 ; JumpjetCrash=34 ; Climb, but down JumpJetAccel=100 JumpjetTurnRate=15;gs superfast turn on spot, from 2 JumpjetHeight=750 JumpjetWobbles=.1 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!" JumpjetDeviation=15 JumpjetNoWobbles=no ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve Crashable=yes ; JJ plummets down like aircraft TiltCrashJumpjet=yes; can handle tilting while falling without freaking out DeathWeapon=DefaultDeathWeapon ;DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage. This gives control SelfHealing=yes BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 BuildTimeMultiplier=.6 ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged ; Chaos Drone [CAOS] UIName=Name:ChaosDrone Name=Chaos Drone ;Image=DRON Category=AFV Prerequisite=YAWEAP,NAPSIS Primary=ChaosMist Secondary=ChaosAttack ;VirtualScanner Strength=200 DefaultToGuardArea=no ; the much awaited terror drone default to move and attack when resting Armor=light TechLevel=3 Turret=no IsTilter=no CrateGoodie=no Sight=6 Speed=9 Owner=YuriCountry Cost=800 Soylent=600 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crusher=no Crewed=no MaxDebris=4 MinDebris=1 DebrisTypes=TIRE,PIECE DebrisMaximums=2,2 IsSelectableCombatant=yes Explosion=S_BRNLGZLN VoiceSelect=ChaosDroneSelect VoiceAttack=ChaosDroneAttackCommand VoiceMove=ChaosDroneMove VoiceFeedback=ChaosDroneAttackCommand DieSound=ChaosDroneDie MoveSound= ChaosDroneMoveStart MaxDebris=2 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive mech->{55D141B8-DB94-11d1-AC98-006008055BB5} ;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed MovementZone=Destroyer ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys Weight=2.0 ImmuneToPsionics=yes ImmuneToRadiation=yes Parasiteable=yes Trainable=no AccelerationFactor=5 ; really fast DeaccelerationFactor=5 ; This is TS's mizspelingg knot min ZFudgeColumn=8 ZFudgeTunnel=13 Size=2 Accelerates=false BerserkFriendly=yes ;SprayAttack=yes ;GEF this guy randomly spreads stuff all over CanPassiveAquire=yes ; Won't try to pick up own targets ;GEF don't want him accidently chaos gassing your own guys CanRetaliate=yes; Won't fire back when hit ;GEF same reason as above Deployer=yes DeployFire=yes Bunkerable=no; Units default to yes, others default to no SelfHealing=yes ImmuneToPsionicWeapons=no DeathWeapon=ChaosDeathWeapon Explodes=yes ;Light Lift Properties JumpjetSpeed=18 JumpjetClimb=13 JumpjetCrash=48 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=600 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no [CAOSP] UIName=Name:ChaosDrone Name=CAOS Category=AFV Image=CAOS Prerequisite=YAWEAP,NAPSIS,AILOCK Primary=ChaosAttack Secondary=VirtualScanner Strength=200 DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting Armor=light TechLevel=3 Turret=no IsTilter=no CrateGoodie=no Sight=6 Speed=9 Owner=YuriCountry Cost=800 Soylent=600 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crusher=no Crewed=no MaxDebris=4 MinDebris=1 DebrisTypes=TIRE,PIECE DebrisMaximums=2,2 IsSelectableCombatant=yes Explosion=S_BRNLGZLN VoiceSelect=ChaosDroneSelect VoiceAttack=ChaosDroneAttackCommand VoiceMove=ChaosDroneMove VoiceFeedback=ChaosDroneAttackCommand DieSound=ChaosDroneDie MoveSound= ChaosDroneMoveStart MaxDebris=2 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive mech->{55D141B8-DB94-11d1-AC98-006008055BB5} ;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed MovementZone=Destroyer ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys Weight=2.0 ImmuneToPsionics=yes ImmuneToRadiation=yes Parasiteable=yes Trainable=no AccelerationFactor=5 ; really fast DeaccelerationFactor=5 ; This is TS's mizspelingg knot min ZFudgeColumn=8 ZFudgeTunnel=13 ;Bombable=no Size=2 Accelerates=false BerserkFriendly=yes ;SprayAttack=yes ;GEF this guy randomly spreads stuff all over CanPassiveAquire=no ; Won't try to pick up own targets ;GEF don't want him accidently chaos gassing your own guys CanRetaliate=no; Won't fire back when hit ;GEF same reason as above Deployer=yes DeployFire=yes Bunkerable=no; Units default to yes, others default to no SelfHealing=yes ImmuneToPsionicWeapons=no DeathWeapon=ChaosDeathWeapon Explodes=yes ;Light Lift Properties JumpjetSpeed=18 JumpjetClimb=13 JumpjetCrash=48 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=600 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; Mobile Construction Vehicle [PCV] UIName=Name:YMCV Name=Yuri Construction Vehicle ;Image=SMCV Prerequisite=YAWEAP,YAGRND;YADEPT Strength=2000 Category=Support Armor=heavy DeploysInto=YACNST TechLevel=5 Sight=3 Speed=3 Owner=YuriCountry CrateGoodie=yes Cost=3000 Soylent=2250 Points=60 ROT=2 Crewed=yes Crusher=yes Explosion=TWLT100 VoiceSelect=MCVYuriSelect VoiceMove=MCVYuriMove VoiceAttack=MCVYuriMove DieSound=GenVehicleDie DeploySound=PlaceBuilding CrushSound=TankCrush VoiceFeedback=MCVYuriMove MoveSound=MCVMoveStart CreateSound=MCVYuriSelect MaxDebris=10 MinDebris=7 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=12 ZFudgeTunnel=15 Size=6 Trainable=no Bunkerable=no; Units default to yes, others default to no OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher DeathWeapon=DefaultDeathWeapon Explodes=yes Accelerates=false ImmuneToPsionicWeapons=yes ;Ultra Heavy Lift Properties JumpjetSpeed=6 JumpjetClimb=3 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=350 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no BuildLimit=1 ; Hover Transport [YHVR] UIName=Name:SAPC Name=Hover Transport Yuri Prerequisite=YAYARD ;Image=TRS Strength=600 ;Primary=M60 MoveToShroud=yes Category=Transport DeployTime=.001 Armor=light Turret=no IsTilter=yes TechLevel=3 Sight=4 PipScale=Passengers Speed=6 SelfHealing=yes ;;MovementRestrictedTo=Water ;;CanBeach=yes Naval=yes Weight=1 CrateGoodie=no Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=750 Soylent=562 Points=25 ROT=10 Crusher=no ;yes Passengers=12 Explosion=TWLT070 VoiceSelect=HoverYuriSelect VoiceMove=HoverYuriMove VoiceAttack=HoverYuriMove VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport CrushSound=TankCrush MaxDebris=8 MinDebris=6 SpeedType=Amphibious Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon! ;SpeedType=Amphibious ;MovementZone=AmphibiousCrusher ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=7 ZFudgeTunnel=13 SizeLimit=6 Size=15 TooBigToFitUnderBridge=true ;Bombable=no Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player Bunkerable=no; Units default to yes, others default to no Explodes=no BuildTimeMultiplier=.85 ImmuneToPsionicWeapons=yes ; Hover Transport [YHVRK] UIName=Name:SAPC Name=Hover Transport Yuri Warfactory Prerequisite=YAWEAP Image=YHVR Strength=600 ;Primary=M60 MoveToShroud=yes Category=Transport DeployTime=.001 Armor=light Turret=no IsTilter=yes TechLevel=2 Sight=4 PipScale=Passengers Speed=8 SelfHealing=yes Weight=1 CrateGoodie=no Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=750 Soylent=562 Points=25 ROT=10 Crusher=no ;yes Passengers=12 Explosion=TWLT070 VoiceSelect=HoverYuriSelect VoiceMove=HoverYuriMove VoiceAttack=HoverYuriMove VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport CrushSound=TankCrush MaxDebris=8 MinDebris=6 SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon! ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=7 ZFudgeTunnel=13 SizeLimit=6 Size=15 TooBigToFitUnderBridge=true ;Bombable=no Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player Bunkerable=no; Units default to yes, others default to no Explodes=no ImmuneToPsionicWeapons=yes [YSQD] UIName=Name:WEEK53 Name=Giant Squid Yuri Image=SQD NoShadow=yes Category=AFV Prerequisite=YAYARD Primary=SquidPunch ElitePrimary=SquidPunchE NavalTargeting=5 LandTargeting=1 WalkRate=1 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered IdleRate=5 ; power of two helps performance (mod). "How much slower should I animate when stopped? 1/x" Strength=220 SuppressionThreshold=250; damage below this amount won't suppress the parasite Organic=yes Armor=light TechLevel=2 Underwater=no Naval=yes Turret=no IsTilter=no SelfHealing=no CrateGoodie=no Sight=5 Sensors=yes SensorsSight=8 ;4 ;GuardRange=8 DefaultToGuardArea=no ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs Speed=9 Owner=Russians,Confederation,Africans,Arabs Cost=600 Soylent=450 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crusher=no Crewed=no IsSelectableCombatant=yes VoiceSelect=TRexSelect;SquidSelect VoiceMove=TrexMove;SquidAttackCommand VoiceAttack=TrexMove;SquidAttackCommand VoiceFeedback=SquidFear MoveSound=SquidMove DieSound=AlligatorDie Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};<-Ship SpeedType=Float MovementZone=Water ThreatPosed=25 ; This value MUST be 0 for all building addons Weight=.5 ImmuneToPsionics=yes Parasiteable=no Trainable=yes Explodes=no AccelerationFactor=5 ;0.01 DeaccelerationFactor=5 ZFudgeColumn=8 ZFudgeTunnel=13 Bombable=yes Size=30 Cloakable=yes CloakingSpeed=1 ; Slowish, low is faster VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER,ROF MovementRestrictedTo=Water TooBigToFitUnderBridge=true Accelerates=false BuildTimeMultiplier=.85 CanRetaliate=yes Parasiteable=yes Unnatural=no ImmuneToPsionicWeapons=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;Boomer attack sub [BSUB] UIName=Name:Boomer Name=Yuri Boomer Prerequisite=YAYARD,YATECH Primary=BoomerTorpedo Secondary=CruiseLauncher;CruiseMissile NavalTargeting=7 LandTargeting=2 FireAngle=64 Category=AFV Strength=800 Naval=yes Armor=heavy TechLevel=8 Underwater=yes Sight=8 Sensors=yes SensorsSight=8 Speed=4 CrateGoodie=no Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=1600 Soylent=1200 Turret=no Points=30 ROT=5 Crusher=no;gs yes Crewed=no Weight=4 MaxDebris=6 MinDebris=2 Explosion=S_TUMU60 VoiceSelect=BoomerSelect VoiceMove=BoomerMove VoiceAttack=BoomerAttackWaterCommand VoiceSecondaryWeaponAttack=BoomerAttackLandCommand VoiceFeedback=BoomerAttackWaterCommand;SubFear DieSound=GenSmallWaterDie MoveSound=BoomerMoveStart Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=20 ; This value MUST be 0 for all building addons Accelerates=true Cloakable=yes CloakingSpeed=10 VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER TooBigToFitUnderBridge=true ElitePrimary=BoomerTorpedo Size=20 Spawns=CMISL SpawnsNumber=2 SpawnRegenRate=280 SpawnReloadRate=0 ; missile spawn don't come back ;NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DREDWO) DeathWeapon=BSubDeathWeapon Explodes=yes BurstDelay0=0 BurstDelay1=0 BuildTimeMultiplier=.85 CanRetaliate=yes Parasiteable=yes Unnatural=no ImmuneToPsionicWeapons=yes ImmuneToRadiation=yes ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; harvester without back [SMON] UIName=Name:CMON Name=ZZZ Useless; Slave Miner(noback) Image=CMON Nominal=yes ToProtect=no Category=Support Strength=1000 Armor=medium ;Dock=PROC Dock=NAREFN,GAREFN Harvester=yes ChronoInSound=ChronoMinerTeleport ChronoOutSound=ChronoMinerTeleport TechLevel=-1 Sight=4 Speed=4 Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=1400 Points=20 ROT=5 Crusher=yes Crewed=no SelfHealing=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=ChronoMinerMove VoiceAttack=ChronoMinerMove VoiceFeedback= DieSound=GenVehicleDie MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=4 ;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;teleport locomotor Weight=3.5 MovementZone=Crusher ThreatPosed=0 ; This value MUST be 0 for all building addons ThreatAvoidanceCoefficient=1 DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys ImmuneToRadiation=yes Trainable=no Unsellable=yes Primary=VFragment Secondary=MBTFragment ; harvester [SMIN] UIName=Name:SMIN Name=Slave Miner Prerequisite=YAWEAP Nominal=yes ToProtect=yes Category=Support Strength=1800 Armor=medium Primary=20mmRapidS ElitePrimary=20mmRapidSE Turret=yes OpportunityFire=yes TechLevel=1 Sight=3 Speed=3 Owner=YuriCountry AllowedToStartInMultiplayer=no CrateGoodie=no Storage=20 Cost=2400 Soylent=1800 Points=55 ROT=5 Crusher=yes Crewed=no SelfHealing=yes Explosion=S_BRNLGZL VoiceSelect=SlaveMinerSelect VoiceMove=SlaveMinerMove VoiceAttack=SlaveMinerAttackCommand VoiceHarvest=SlaveMinerHarvest DieSound=GenVehicleDie MoveSound=SlaveMinerMoveStart CrushSound=TankCrush DeploySound=SlaveMinerDeploy VoiceDeploy=SlaveMinerDeployVoice VoiceFeedback=SlaveMinerAttackCommand MaxDebris=6 DebrisTypes=TIRE DebrisMaximums=4 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor Weight=3.5 MovementZone=Crusher ThreatPosed=0 ; This value MUST be 0 for all building addons ThreatAvoidanceCoefficient=.65 DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToRadiation=no ZFudgeColumn=9 ZFudgeTunnel=14 ZFudgeBridge=7 Size=6 StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player Trainable=yes DeploysInto=YAREFN DeployFacing=0;0 = N, 7 = NW Enslaves=SLAV;gs The Refinery does not get an Enslaves listing because the Slave object will get passed from unit to building upon deploy SlavesNumber=6 SlaveRegenRate=600 ;225 SlaveReloadRate=25 ;moving brain to refinery to start ;Ugh. Now that placed as building, problem arises from managing to get a SMIN as vehicle (Campaign map, crate). Both get this listing now, and Brain transplant will check to make sure extra one is not created ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money ResourceDestination=yes DeaccelerationFactor=.2 ; This is TS's mizspelingg knot min Accelerates=false Bunkerable=no; Units default to yes, others default to no OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher Parasiteable=no Unsellable=yes DeathWeapon=DefaultDeathWeapon Explodes=yes BuildTimeMultiplier=.84 ImmuneToPsionicWeapons=no ;Ultra Heavy Lift Properties JumpjetSpeed=6 JumpjetClimb=3 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=350 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; ************************************************************************** ; ******************************* Civ Units ******************************** ; ************************************************************************** ;Vladamir's Dreadnought (A Hero drednaught. The Russian MP Dred is DREDB) [VLAD] UIName=Name:VLADBOAT Name=Vladimir's Dreadnought Prerequisite=NAYARD,NATECH Primary=DredLauncher Secondary=CowShot EliteSecondary=TDFragment CanPassiveAquire=no ; Won't try to pick up own targets Spawns=DMISL SpawnsNumber=2 SpawnRegenRate=80 SpawnReloadRate=0 ; missile spawn don't come back NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DREDWO) FireAngle=32 ToProtect=no Category=Support Strength=1500 Naval=yes Armor=heavy TechLevel=-1 Sight=8 Speed=5 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry ForbiddenHouses=Russians AllowedToStartInMultiplayer=no Cost=2500 Soylent=2500 Turret=no Points=55 Weight=4 ROT=1 Crusher=no ;gs yes Crewed=no ;OmniFire=yes ;GEF moved to weapon IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovWaterSelect VoiceMove=GenSovWaterMove VoiceAttack=GenSovWaterAttackCommand VoiceFeedback= DieSound= SinkingSound=GenLargeWaterDie Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER TooBigToFitUnderBridge=true GuardRange=10 ;BuildLimit=1 Size=50 ImmuneToPsionicWeapons=yes ;Ultra Heavy Lift Properties JumpjetSpeed=5 JumpjetClimb=2 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=325 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no [TRUCKA] UIName=Name:TRUCKA Name=Truck Category=AFV Primary=none Secondary=none Strength=200 Armor=light Turret=no TechLevel=-1 Sight=5 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=40 ROT=5 Crusher=no SelfHealing=no Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=CivAllSelect VoiceMove= VoiceAttack=CivAllAttackCommand VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=2 MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys MaxDebris=2 DebrisTypes=TIRE DebrisMaximums=4 Size=6 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes [TRUCKB] UIName=Name:TRUCKB Name=Truck (loaded) Category=AFV Primary=none Secondary=none Strength=200 Armor=light Turret=no TechLevel=-1 Sight=5 Speed=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=40 ROT=5 Crusher=no SelfHealing=no Crewed=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove= VoiceAttack=GenAllVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=2 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=2 MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys DebrisTypes=TIRE DebrisMaximums=4 CarriesCrate=yes Size=6 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ;Aircraft Carrier for the Americans ;[CARRIERB] ;UIName=Name:CARRIERB ;Name=Aircraft Carrier Nimitz ;Image=CARRIER ;Prerequisite=GAYARD,GATECH ;Primary=HornetLauncher ;CanPassiveAquire=no ; Won't try to pick up own targets ;Spawns=HORNET ;SpawnsNumber=4 ;SpawnRegenRate=5000 ;SpawnReloadRate=1000 ;FireAngle=32 ;ToProtect=no ;Category=Support ;Strength=1500 ;Naval=yes ;GS ;Armor=heavy ;TechLevel=-1 ;Sight=7 ;Speed=4 ;CrateGoodie=yes ;Owner=British,French,Germans,Americans,Alliance ;RequiredHouses=Americans ;AllowedToStartInMultiplayer=no ;Cost=2500 ;Turret=no ;Points=55 ;ROT=1 ;Crusher=yes ;Weight=5 ;Crewed=no ;;OmniFire=yes ;GEF moved to weapon ;IsSelectableCombatant=yes ;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;VoiceSelect= ;VoiceMove= ;VoiceAttack= ;VoiceFeedback= ;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} ;SpeedType=Float ;MovementZone=Water ;ThreatPosed=25 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,SmallGreySSys ;VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT ;EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ;TooBigToFitUnderBridge=true ;GuardRange=10 ;;BuildLimit=1 ;Soviet Dreadnought for Russians ;[DREDB] ;UIName=Name:DRED ;Name=Dreadnought +3 ;Image=DRED ;Prerequisite=NAYARD,NATECH ;Primary=DredLauncher ;CanPassiveAquire=no ; Won't try to pick up own targets ;Spawns=DMISL ;SpawnsNumber=2 ;SpawnRegenRate=60 ;25% better than normal ;SpawnReloadRate=0 ; missile spawn don't come back ;FireAngle=32 ;ToProtect=no ;Category=Support ;Strength=1500 ;Naval=yes ;Armor=heavy ;TechLevel=6 ;Sight=7 ;Speed=4 ;CrateGoodie=yes ;Owner=Russians,Confederation,Africans,Arabs,YuriCountry ;RequiredHouses=Russians ;AllowedToStartInMultiplayer=no ;Cost=2500 ;Turret=no ;Points=55 ;Weight=4 ;ROT=1 ;Crusher=yes ;Crewed=no ;;OmniFire=yes ;GEF moved to weapon ;IsSelectableCombatant=yes ;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;VoiceSelect= ;VoiceMove= ;VoiceAttack= ;VoiceFeedback= ;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} ;SpeedType=Float ;MovementZone=Water ;ThreatPosed=25 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,SmallGreySSys ;VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT ;EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER ;TooBigToFitUnderBridge=true ;GuardRange=10 ;;BuildLimit=1 ; School Bus [BUS] UIName=Name:BUS Name=School Bus Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Civilian Plane [CIVP] UIName=Name:Civilian_Plane Name=Civilian Plane Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 ; driver carries only 5 dollars in change Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect= VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=yes ;Bombable=no Size=4 ;4 ride for the price of one SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Double Decker Bus [DDBX] UIName=Name:RedBus Name=Double Decker Bus ;Image=BUS Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; pickup truck [PICK] UIName=Name:PICK Name=Pickup Truck Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Crewed=no Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Civilian automobile [CAR] UIName=Name:CAR Name=Automobile Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Recreational Vehicle [WINI] UIName=Name:WINI Name=Recreational Vehicle Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes [DeathDummy] Primary=DefaultDeathWeapon [XCOMET] UIName=Name:XCOMET Name=Placeholder Image=HTNK Prerequisite=GAWEAP,GATECH Primary=CometFragment Secondary=TeslaFragment ElitePrimary=SuperCometFragment ;Like [WEEDGUY] this just instantiates more weapons EliteSecondary=SuperCometFragmentE Strength=300 Category=AFV Armor=heavy Turret=yes ;temp until tank art done IsTilter=yes TooBigToFitUnderBridge=true TechLevel=-1 Sight=8 Speed=4 CrateGoodie=no Crusher=yes Owner=British,French,Germans,Americans,Alliance Cost=2000 Points=50 ROT=5 IsSelectableCombatant=yes AllowedToStartInMultiplayer=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= MaxDebris=3 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys DamageSmokeOffset=100, 100, 175 Weight=3.5 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 ImmuneToPsionicWeapons=yes ; Propaganda Truck [PROPA] UIName=Name:PROPA Name=Propaganda Truck Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Points=20 ROT=5 Crusher=no Turret=no Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie AmbientSound=PropagandaTruck CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=3 SizeLimit=2 Trainable=no ImmuneToPsionicWeapons=yes ; Construction Vehicle Excavator [CONA] UIName=Name:CONA Name=Construction Excavator Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove= VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie MoveSound=FlakTrackMoveStart CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=3 SizeLimit=2 Insignificant=yes ImmuneToPsionicWeapons=yes ; Police Car [COP] UIName=Name:PIGCAR Name=Police Car Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=PoliceCarDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes AmbientSound=PoliceSirenLoop Trainable=no ImmuneToPsionicWeapons=yes ; European Car A [EUROC] UIName=Name:CAR Name=European Car A Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Presidential Limo [LIMO] UIName=Name:LIMO Name=Limo Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Sports Car [STANG] UIName=Name:CAR Name=Sports Car Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Black Sport Utility Vehicle [SUVB] UIName=Name:CAR Name=SUV Black Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; White Sport Utility Vehicle [SUVW] UIName=Name:CAR Name=SUV White Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Taxi [TAXI] UIName=Name:Taxi Name=Taxi Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Taxi [YCAB] UIName=Name:YCAB Name=Yellow Cab Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 ; driver carries only 5 dollars in change Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove= VoiceAttack= VoiceFeedback= MoveStart=GenCarMoveStart DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=4 ;4 ride for the price of one SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes [JEEP] UIName=Name:TRUCKA ;Image=TAXI Name=Jeep Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Black Cab [BCAB] UIName=Name:BlackCab Name=Black Cab Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=4 ;4 ride for the price of one SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Pickup Truck [PTRUCK] UIName=Name:PICK Name=Pickup Truck Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Cruise Ship [CRUISE] UIName=Name:CruiseShip Name=Cruise Ship Prerequisite=NAWEAP Strength=300 Naval=yes Category=Support Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=4 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=40 ROT=1 Crusher=yes Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=CruiseShipSelect VoiceMove=ACCMoveStart VoiceAttack= DieSound= SinkingSound=GenLargeWaterDie VoiceFeedback= MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 TooBigToFitUnderBridge=true ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes AmbientSound=CruiseShipAmbience Trainable=no Weight=4 ImmuneToPsionicWeapons=yes ; Tug Boat [TUG] UIName=Name:TUGBOAT Name=Tug Boat Prerequisite=NAWEAP Strength=200 Naval=yes Category=Support Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=4 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=30 ROT=2 Crusher=yes Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=TugBoatSelect VoiceMove= VoiceAttack= DieSound= SinkingSound=GenLargeWaterDie VoiceFeedback= MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 TooBigToFitUnderBridge=true ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=6 SizeLimit=2 Insignificant=yes Trainable=no AmbientSound=TugBoatAmbience ImmuneToPsionicWeapons=yes ;Coast Guard Boat [CDEST] UIName=Name:CDEST Name=Coast Guard Boat Primary=155mm ElitePrimary=155mmE Secondary=ASWLauncher NavalTargeting=1 Spawns=ASW SpawnsNumber=1 SpawnRegenRate=150 SpawnReloadRate=150 NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (CDESTWO) FireAngle=32 ToProtect=no Category=Support Strength=600 Naval=yes ;GS Armor=light TechLevel=-1 Sight=7 Speed=6 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1000 Turret=no ; can't have a turrett and a NoSpawnAlt (both go in AuxVoxel) Points=30 ROT=5 Crusher=yes Weight=3 Crewed=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=TugBoatSelect VoiceMove= VoiceAttack= DieSound= SinkingSound=GenLargeWaterDie Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C} SpeedType=Float MovementZone=Water ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,SIGHT EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER TooBigToFitUnderBridge=true Sensors=yes SensorsSight=8 OpportunityFire=yes ; since no turret, will only apply to helicopter (since ASWLauncher has OmniFire) Ammo=1 Reload=100 EmptyReload=100 ImmuneToPsionicWeapons=yes ;Heavy Lift Properties JumpjetSpeed=10 JumpjetClimb=7 JumpjetCrash=60 JumpJetAccel=0.1 JumpjetTurnRate=100 JumpjetHeight=425 JumpjetWobbles=.01 JumpjetDeviation=10 JumpjetNoWobbles=no ; ************************************************************************** ; ************************************************************************** ; **************************** Aircraft Types ****************************** ; ************************************************************************** ; ************************************************************************** ;GEF I'm sick of having to hunt and peck through rules.ini. I'm going ;to make it more organized! ; ************************************************************************** ; *************************** Allied Aircraft ****************************** ; ************************************************************************** ; Night Hawk [SHAD] UIName=Name:SHAD Name=BlackHawk Transport ;Prerequisite=GAHPAD Prerequisite=GAWEAP,RADAR Primary=BlackHawkCannon ElitePrimary=BlackHawkCannonE RadialFireSegments=6 Strength=420 Category=AirPower JumpJet=yes Armor=light TechLevel=5 Sight=8 RadarInvisible=yes Landable=yes PipScale=Passengers Passengers=6 OpenTopped=no Speed=14 PitchSpeed=1.1 JumpjetSpeed=25 ;params not defined use defaults (old globals way up top) JumpjetClimb=14 JumpjetCrash=18 ; Climb, but down JumpJetAccel=18 JumpjetTurnRate=10 JumpjetHeight=650 JumpjetWobbles=.01 JumpjetDeviation=1 Owner=British,French,Germans,Americans,Alliance Cost=900 Points=15 ROT=16 Crewed=yes ConsideredAircraft=yes Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=5 VoiceSelect=BlackOpsSelect VoiceMove=BlackOpsMove VoiceAttack=BlackOpsAttackCommand VoiceFeedback=BlackOpsAttackCommand VoiceCrashing=BlackOpsVoiceDie DieSound= CrashingSound=BlackOpsDie ImpactLandSound=GenAircraftCrash ;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet MovementZone=Fly DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys AuxSound1=BlackOpsTakeOff ;Taking off AuxSound2=BlackOpsLanding ;Landing ThreatPosed=0 SpecialThreatValue=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=15 SizeLimit=2 HoverAttack=yes OpportunityFire=yes AllowedToStartInMultiplayer=no Crashable=yes CanPassiveAquire=yes ; Won't try to pick up own targets SpeedType=Hover MoveSound=BlackOpsMoveLoop EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport PreventAttackMove=no DeathWeapon=DefaultDeathWeapon GuardRange=6 ;Bombable=no TooBigToFitUnderBridge=true Trainable=yes Bunkerable=no; Units default to yes, others default to no ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged [SHADP] UIName=Name:SHAD Name=BlackHawk Transport Image=SHAD Prerequisite=GAWEAP,RADAR,AILOCK Primary=BlackHawkCannon RadialFireSegments=6 Strength=420 Category=AirPower JumpJet=yes Armor=light TechLevel=5 Sight=8 RadarInvisible=yes Landable=yes PipScale=Passengers Passengers=6 OpenTopped=no Speed=14 PitchSpeed=1.1 JumpjetSpeed=25 ;params not defined use defaults (old globals way up top) JumpjetClimb=14 JumpjetCrash=18 ; Climb, but down JumpJetAccel=18 JumpjetTurnRate=10 JumpjetHeight=650 JumpjetWobbles=.01 JumpjetDeviation=1 Owner=British,French,Germans,Americans,Alliance Cost=900 Points=15 ROT=16 Crewed=yes ConsideredAircraft=yes Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=5 VoiceSelect=BlackOpsSelect VoiceMove=BlackOpsMove VoiceAttack=BlackOpsAttackCommand VoiceFeedback=BlackOpsAttackCommand VoiceCrashing= DieSound=BlackOpsVoiceDie CrashingSound=BlackOpsDie ImpactLandSound=GenAircraftCrash ;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet MovementZone=Fly DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys AuxSound1=BlackOpsTakeOff ;Taking off AuxSound2=BlackOpsLanding ;Landing ThreatPosed=0 SpecialThreatValue=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=15 SizeLimit=2 HoverAttack=yes OpportunityFire=yes AllowedToStartInMultiplayer=no Crashable=yes CanPassiveAquire=no SpeedType=Hover MoveSound=BlackOpsMoveLoop EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport PreventAttackMove=no DeathWeapon=DefaultDeathWeapon ;Bombable=no TooBigToFitUnderBridge=true Trainable=yes Bunkerable=no; Units default to yes, others default to no ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged ; Intruder ;Harrier [ORCA] UIName=Name:ORCA Name=Intruder Image=FALC Prerequisite=RADAR Primary=Maverick ElitePrimary=MaverickE Secondary=MaverickI EliteSecondary=MaverickIE CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Strength=300 Category=AirPower Armor=light TechLevel=5 Sight=8 RadarInvisible=no Landable=yes MoveToShroud=yes ;Dock=GAAIRC,GAHPAD,NAHPAD Dock=GAAIRC,GAAIRCB,GAAIRCC,AMRADR,AMRADRB,AMRADRC,GAAIRCD,AMRADRD Speed=15 PitchSpeed=.9 PitchAngle=.2 OmniFire=yes TargetLaser=yes Owner=British,French,Germans,Americans,Alliance ForbiddenHouses=Alliance Cost=1200 Points=20 ROT=4 Ammo=6 PipWrap=2 PipScale=Ammo Crewed=yes ConsideredAircraft=yes AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them GuardRange=40 Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=3 IsSelectableCombatant=yes VoiceSelect=IntruderSelect VoiceMove=IntruderMove VoiceAttack=IntruderAttackCommand VoiceCrashing=IntruderVoiceDie DieSound=IntruderVoiceDie MoveSound=IntruderMoveLoop CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=1 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys AuxSound1=IntruderTakeOff ;Taking off AuxSound2=IntruderLanding ;Landing VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER,ROF Fighter=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes DeathWeapon=DefaultDeathWeapon PreventAttackMove=no SelfHealing=Yes RollAngle=25 ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged ; Destroyer's helicopter [ASW] UIName=Name:ASW Name=Osprey Primary=ASWBomb ElitePrimary=ASWBombE Secondary=ASWCollision NavalTargeting=2 LandTargeting=1 Strength=450 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Sight=7 RadarInvisible=no Landable=yes MoveToShroud=yes ;Dock=GAAIRC,AMRADR PipScale=Ammo Speed=22 PitchSpeed=.9 PitchAngle=.2 Owner=British,French,Germans,Americans,Alliance Cost=350 Points=10 ROT=15;3 Ammo=2 Crewed=no GuardRange=30 Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=2 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= CrashingSound=OspreyDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly MovementRestrictedTo=Water ; See if this will affect landing only ThreatPosed=1 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER AuxSound1=OspreyTakeOff ;Taking off AuxSound2=OspreyLanding ;Landing ImmuneToPsionics=yes SlowdownDistance=500 DeathWeapon=SAirDefaultDeathWeapon FlightLevel=300 Fighter=no RadialFireSegments=6 BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 IsSelectableCombatant=no DamageSound=BuildingMetalDamaged ; Carrier Fighter [HORNET] UIName=Name:HORNET Name=Hornet Primary=HornetBomb ElitePrimary=HornetBombE Strength=500 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Sight=4 RadarInvisible=no Landable=yes MoveToShroud=yes ;Dock=NAHPAD,GAHPAD ;Dock=GAAIRC,AMRADR PipScale=Ammo Speed=20 PitchSpeed=.9 PitchAngle=0 Owner=British,French,Germans,Americans,Alliance Cost=400 Points=20 ROT=6 Ammo=1 Crewed=no GuardRange=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=2 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= CrashingSound=HornetDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly MovementRestrictedTo=Water ; See if this will affect landing only ThreatPosed=1 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=HornetTakeoff ;Taking off AuxSound2=HornetLanding ;Landing ImmuneToPsionics=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER DeathWeapon=SAirDefaultDeathWeapon SlowdownDistance=150 FlightLevel=600 IsSelectableCombatant=no RollAngle=50 BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 DamageSound=BuildingMetalDamaged [PROBE] UIName=Name:HVR Name=Probe Image=SCRIN Primary=HeadBomb Strength=550 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Sight=7 RadarInvisible=no Landable=yes MoveToShroud=yes ;Dock=GAAIRC,AMRADR PipScale=Ammo Speed=17 PitchSpeed=.9 PitchAngle=.2 Owner=British,French,Germans,Americans,Alliance Cost=750 Points=5 ROT=20 Ammo=12 PipWrap=4 PipScale=Ammo Crewed=no GuardRange=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=2 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= CrashingSound=OspreyDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly MovementRestrictedTo=Water ; See if this will affect landing only ThreatPosed=1 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER AuxSound1=OspreyTakeOff ;Taking off AuxSound2=OspreyLanding ;Landing ImmuneToPsionics=yes SlowdownDistance=300 FlightLevel=400 DeathWeapon=SAirDefaultDeathWeapon Fighter=no BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 IsSelectableCombatant=no DamageSound=BuildingMetalDamaged [PROBES] UIName=Name:HVR Name=Probe Image=SCRIN Primary=HeadBombS CanRetaliate=no Strength=350 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Selectable=no Sight=0 RadarInvisible=no Landable=no MoveToShroud=yes PipScale=Ammo Ammo=4 PipWrap=1 Speed=20 PitchSpeed=.1 PitchAngle=.1 Owner=British,French,Germans,Americans,Alliance Cost=550 Points=5 ROT=10 Crewed=no Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=2 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly MoveSound=BlackEagleMoveLoop MovementRestrictedTo=Water ; See if this will affect landing only ThreatPosed=1 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=;HornetTakeoff ;Taking off AuxSound2=;HornetLanding ;Landing ImmuneToPsionics=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER SlowdownDistance=500 FlightLevel=1000 Fighter=yes IsSelectableCombatant=no DeathWeapon=SAirDefaultDeathWeapon RollAngle=15 Trainable=no DamageSound=BuildingMetalDamaged [PROBESE] UIName=Name:HVR Name=Probe Image=SCRIN Primary=HeadBombSE CanRetaliate=no Strength=350 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Selectable=no Sight=0 RadarInvisible=no Landable=no MoveToShroud=yes PipScale=Ammo Ammo=4 PipWrap=1 Speed=20 PitchSpeed=.1 PitchAngle=.1 Owner=British,French,Germans,Americans,Alliance Cost=550 Points=5 ROT=10 Crewed=no Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=2 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly MoveSound=BlackEagleMoveLoop MovementRestrictedTo=Water ; See if this will affect landing only ThreatPosed=1 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=;HornetTakeoff ;Taking off AuxSound2=;HornetLanding ;Landing ImmuneToPsionics=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER SlowdownDistance=500 FlightLevel=1000 Fighter=yes IsSelectableCombatant=no DeathWeapon=SAirDefaultDeathWeapon RollAngle=15 Trainable=no DamageSound=BuildingMetalDamaged [SATP] UIName=Name:HORNET Image=HORNET Name=SpySat Plane Primary=SATBomb CanRetaliate=no Strength=100 Category=AirPower Armor=light Spawned=yes MissileSpawn=yes TechLevel=-1 Selectable=no Sight=10 RadarInvisible=yes Landable=no MoveToShroud=yes Ammo=1 PipWrap=1 Speed=660 PitchSpeed=.1 PitchAngle=.1 Owner=British,French,Germans,Americans,Alliance Cost=1 Points=0 ROT=30 Crewed=no Explosion= MaxDebris=0 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= CrashingSound= ImpactLandSound= Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly MoveSound= MovementRestrictedTo= ThreatPosed=1 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=;HornetTakeoff ;Taking off AuxSound2=;HornetLanding ;Landing ImmuneToPsionics=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER SlowdownDistance=500 FlightLevel=300 Fighter=yes IsSelectableCombatant=no RollAngle=15 Trainable=no DamageSound=BuildingMetalDamaged LegalTarget=no Immune=yes [APLN] UIName=Name:HORNET Image=FORTRESS Name=Hornet Primary=ABomb CanRetaliate=no Strength=400 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Selectable=no Sight=0 RadarInvisible=no Landable=no MoveToShroud=yes PipScale=Ammo Ammo=4 PipWrap=1 Speed=18 PitchSpeed=.1 PitchAngle=.1 Owner=British,French,Germans,Americans,Alliance Cost=550 Points=30 ROT=1 Crewed=no Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=2 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly MoveSound=BlackEagleMoveLoop MovementRestrictedTo=Water ; See if this will affect landing only ThreatPosed=1 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=;HornetTakeoff ;Taking off AuxSound2=;HornetLanding ;Landing ImmuneToPsionics=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER SlowdownDistance=500 FlightLevel=1000 Fighter=yes IsSelectableCombatant=no DeathWeapon=DefaultDeathWeapon RollAngle=15 Trainable=no DamageSound=BuildingMetalDamaged [APLNE] UIName=Name:HORNET Image=FORTRESS Name=Hornet Primary=ABombE CanRetaliate=no Strength=400 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Selectable=no Sight=0 RadarInvisible=no Landable=no MoveToShroud=yes PipScale=Ammo Ammo=4 PipWrap=1 Speed=18 PitchSpeed=.1 PitchAngle=.1 Owner=British,French,Germans,Americans,Alliance Cost=550 Points=30 ROT=1 Crewed=no Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=2 VoiceSelect= VoiceMove= VoiceAttack= VoiceFeedback= DieSound= CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly MoveSound=BlackEagleMoveLoop MovementRestrictedTo=Water ; See if this will affect landing only ThreatPosed=1 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=;HornetTakeoff ;Taking off AuxSound2=;HornetLanding ;Landing ImmuneToPsionics=yes VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER SlowdownDistance=500 FlightLevel=1000 Fighter=yes IsSelectableCombatant=no DeathWeapon=DefaultDeathWeapon RollAngle=15 Trainable=no DamageSound=BuildingMetalDamaged ; **************************** Side Specific ******************************* ; Black Eagle [BEAG] UIName=Name:BEAGLE Name=Black Eagle Prerequisite=RADAR Primary=Maverick2 ElitePrimary=Maverick2E Secondary=Maverick2I EliteSecondary=Maverick2IE CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=yes; Won't fire back when hit Strength=360 Category=AirPower Armor=light TechLevel=5 Sight=8 RadarInvisible=no Landable=yes MoveToShroud=yes Dock=GAAIRC,GAAIRCB,GAAIRCC,AMRADR,AMRADRB,AMRADRC,AMRADRD,GAAIRCD PipScale=Ammo Speed=15 PitchSpeed=.9 PitchAngle=.2 OmniFire=yes Owner=British,French,Germans,Americans,Alliance RequiredHouses=Alliance Cost=1200 Points=20 ROT=4 Ammo=6 PipWrap=2 Crewed=yes ConsideredAircraft=yes AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them GuardRange=50 Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=3 IsSelectableCombatant=yes VoiceSelect=BlackEagleSelect VoiceMove=BlackEagleMove VoiceAttack=BlackEagleAttackCommand VoiceCrashing=BlackEagleVoiceDie DieSound=BlackEagleVoiceDie MoveSound=BlackEagleMoveLoop CrashingSound=BlackEagleDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=1 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys ;AuxSound1=BlackEagleTakeOff ;Taking off ;AuxSound2=BlackEagleLanding ;Landing VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;STRONGER,FIREPOWER,ROF Fighter=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes DeathWeapon=DefaultDeathWeapon PreventAttackMove=no SelfHealing=Yes RadialFireSegments=5 ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged ; ************************************************************************** ; *************************** Soviet Aircraft ****************************** ; ************************************************************************** ; Hind Transport [HIND] UIName=Name:HIND Name=Hind Transport Prerequisite=NAWEAP Primary=BlackHawkCannon Strength=300 Category=AirPower JumpJet=yes Armor=light TechLevel=-1 Sight=7 RadarInvisible=yes Carryall=yes Landable=yes PipScale=Passengers Passengers=10 Speed=15 PitchSpeed=1.1 JumpjetSpeed=40 ;params not defined use defaults (old globals way up top) JumpjetClimb=50 JumpjetCrash=60 ; Climb, but down JumpJetAccel=12 JumpjetTurnRate=12 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=1 Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Confederation Cost=1000 Points=15 ROT=15 Crewed=yes ConsideredAircraft=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=3 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand DieSound= CrashingSound=GenVehicleDie ImpactLandSound=GenAircraftCrash ;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet MovementZone=Fly DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys AuxSound1=Dummy ;Taking off AuxSound2=Dummy ;Landing ThreatPosed=0 SpecialThreatValue=1 ;Bombable=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=15 SizeLimit=2 HoverAttack=yes ;OmniFire=yes ;GEF moved to weapon AllowedToStartInMultiplayer=no Crashable=yes SpeedType=Hover PreventAttackMove=yes ImmuneToPsionicWeapons=yes ; Soviet Siege Chopper [SCHP] UIName=Name:SiegeChopper Name=Soviet Siege Chopper ;Image=SHAD Prerequisite=NAWEAP,NARADR Primary=MammothTuskC;ChopperCannon; ElitePrimary=MammothTuskCE Secondary=160mm EliteSecondary=160mmE Strength=350 Category=AirPower JumpJet=yes Armor=light TechLevel=3 Sight=8 Speed=12 PitchSpeed=1.1 JumpjetSpeed=23 ;params not defined use defaults (old globals way up top) JumpjetClimb=21 JumpjetCrash=24 ; Climb, but down JumpJetAccel=12 JumpjetTurnRate=12 JumpjetHeight=550 JumpjetWobbles=.01 JumpjetDeviation=1 Owner=Russians,Confederation,Africans,Arabs Cost=1100 Soylent=1100 Points=15 ROT=10 Crewed=no ConsideredAircraft=yes Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=4 MinDebris=1 VoiceSelect=SeigeChopperSelect VoiceMove=SeigeChopperMove VoiceAttack=SeigeChopperAttackAir VoiceFeedback=SeigeChopperAttackAir VoiceCrashing=SeigeChopperVoiceDie CrashingSound= DieSound=SeigeChopperDie ImpactLandSound=GenAircraftCrash ;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet MovementZone=Fly DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys ;AuxSound1=BlackOpsTakeOff ;Taking off ;AuxSound2=BlackOpsLanding ;Landing ThreatPosed=0 SpecialThreatValue=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=15 SizeLimit=2 HoverAttack=yes BalloonHover=yes AllowedToStartInMultiplayer=no Crashable=yes ;CanPassiveAquire=no ; Won't try to pick up own targets SpeedType=Hover MoveSound=SeigeChopperMoveLoop EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport PreventAttackMove=no TooBigToFitUnderBridge=true Trainable=yes Bunkerable=no; Units default to yes, others default to no IsSimpleDeployer=yes UnloadingClass=SCHD DeployingAnim=SCHPDEPL DeployFire=yes Turret=yes DeployToLand=yes IsSelectableCombatant=yes ; TR DeathWeapon=DefaultDeathWeapon OpportunityFire=yes SelfHealing=yes ToProtect=no VHPScan=Strong RollAngle=25 ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 ; Soviet Siege Chopper AI [SCHPP] UIName=Name:SiegeChopper Name=Soviet Siege Chopper AI Image=SCHP Prerequisite=NAWEAP,NARADR,AILOCK Primary=MammothTuskCP Secondary=160mm ElitePrimary=MammothTuskCPE EliteSecondary=160mmE Strength=350 Category=AirPower JumpJet=yes Armor=light TechLevel=3 Sight=8 Speed=12 PitchSpeed=1.1 JumpjetSpeed=23 ;params not defined use defaults (old globals way up top) JumpjetClimb=23 JumpjetCrash=24 ; Climb, but down JumpJetAccel=12 JumpjetTurnRate=12 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=1 Owner=Russians,Confederation,Africans,Arabs Cost=1100 Soylent=1100 Points=15 ROT=10 Crewed=no ConsideredAircraft=yes Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=4 MinDebris=1 VoiceSelect=SeigeChopperSelect VoiceMove=SeigeChopperMove VoiceAttack=SeigeChopperAttackAir VoiceFeedback=SeigeChopperAttackAir VoiceCrashing=SeigeChopperVoiceDie CrashingSound= DieSound=SeigeChopperDie ImpactLandSound=GenAircraftCrash ;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet MovementZone=Fly DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys ;AuxSound1=BlackOpsTakeOff ;Taking off ;AuxSound2=BlackOpsLanding ;Landing ThreatPosed=0 SpecialThreatValue=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=15 SizeLimit=2 HoverAttack=yes BalloonHover=yes AllowedToStartInMultiplayer=no Crashable=yes ;CanPassiveAquire=no ; Won't try to pick up own targets SpeedType=Hover MoveSound=SeigeChopperMoveLoop EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport PreventAttackMove=no TooBigToFitUnderBridge=true Trainable=yes Bunkerable=no; Units default to yes, others default to no IsSimpleDeployer=yes UnloadingClass=SCHD DeployingAnim=SCHPDEPL DeployFire=yes Turret=yes DeployToLand=yes IsSelectableCombatant=yes ; TR DeathWeapon=DefaultDeathWeapon OpportunityFire=yes SelfHealing=yes BuildTimeMultiplier=0.75 ToProtect=no VHPScan=Strong ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged ; Camera Dolly [DOLY] UIName=Name:DOLY Name=Hollywood Camera Dolly Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=CivAllSelect VoiceMove=CivAllMove VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=4 ;4 ride for the price of one SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Cable Car [CBLC] UIName=Name:CBLC Name=Cable Car Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=CableCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=4 ;4 ride for the price of one SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Fire Truck [FTRK] UIName=Name:FTRK Name=Fire Truck Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=4 ;4 ride for the price of one SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ; Ambulance [AMBU] UIName=Name:AMBU Name=Ambulance Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.001 TechLevel=-1 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs,YuriCountry AllowedToStartInMultiplayer=no Cost=0 Soylent=100 Points=20 ROT=5 Crusher=no Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie MaxDebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no ;Bombable=no Size=4 ;4 ride for the price of one SizeLimit=2 Insignificant=yes Trainable=no ImmuneToPsionicWeapons=yes ;GEF This is a dummy unit used to hold the image of the deployed siege chopper ; Deployed Soviet Siege Chopper [SCHD] UIName=Name:SiegeChopper Name=ZZZ Deployed Soviet Siege Chopper Prerequisite=NAWEAP Primary=BlackHawkCannon Strength=200 Category=AirPower JumpJet=yes Armor=light TechLevel=-1 Sight=5 Speed=12 PitchSpeed=1.1 JumpjetSpeed=30 ;params not defined use defaults (old globals way up top) JumpjetClimb=10 JumpjetCrash=40 ; Climb, but down JumpJetAccel=12 JumpjetTurnRate=6 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=1 Owner=Russians,Confederation,Africans,Arabs Cost=1000 Points=15 ROT=5 Crewed=no ConsideredAircraft=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=3 VoiceSelect=SeigeChopperSelect VoiceMove=SeigeChopperMove VoiceAttack=SeigeChopperAttackLand VoiceFeedback=SeigeChopperAttackLand VoiceCrashing=BlackOpsVoiceDie DieSound= CrashingSound=BlackOpsDie ImpactLandSound=GenAircraftCrash ;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet MovementZone=Fly DamageParticleSystems=SparkSys,SmallGreySSys ;AuxSound1=BlackOpsTakeOff ;Taking off ;AuxSound2=BlackOpsLanding ;Landing ThreatPosed=0 SpecialThreatValue=1 VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER Size=15 SizeLimit=2 HoverAttack=yes AllowedToStartInMultiplayer=no Crashable=yes CanPassiveAquire=no ; Won't try to pick up own targets SpeedType=Hover EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport ElitePrimary=BlackHawkCannon PreventAttackMove=yes TooBigToFitUnderBridge=true Trainable=yes Bunkerable=no; Units default to yes, others default to no IsSimpleDeployer=yes UnloadingClass=SCHP Turret=yes DeployFire=yes DeployToLand=yes ToProtect=no ImmuneToPsionicWeapons=yes ; Kirov Airship, Blimp [ZEP] UIName=Name:ZEP Name=Kirov Airship Prerequisite=NAWEAP,NATECH Primary=BlimpBomb ElitePrimary=BlimpBombE Strength=2000 Category=AirPower Armor=medium TechLevel=9 Sight=8 RadarInvisible=no MoveToShroud=yes HoverAttack=yes BalloonHover=yes ; ie never land Speed=8 JumpjetSpeed=8 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=13 ; SJM increased from 2 so Kirov can get out of factory before doors close JumpjetCrash=15 ; Climb, but down JumpJetAccel=10 JumpjetTurnRate=2 JumpjetHeight=950 JumpjetWobbles=.1 JumpjetDeviation=14 JumpjetNoWobbles=no ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave Crashable=yes ; JJ plummets down like aircraft PitchSpeed=1 PitchAngle=0 Owner=Russians,Confederation,Africans,Arabs Cost=2000 Soylent=2000 Points=100 ROT=10 SpeedType=Hover Crewed=no ConsideredAircraft=yes Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=14 IsSelectableCombatant=yes VoiceSelect=KirovSelect VoiceMove=KirovMove VoiceAttack=KirovAttackCommand VoiceFeedback=KirovAttackCommand VoiceCrashing=KirovVoiceDie DieSound=KirovVoiceDie ;CreateSound=KirovCreated CrashingSound=KirovDie ImpactLandSound=KirovCrash Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet MovementZone=Fly ThreatPosed=90 ; This value MUST be 0 for all building addons DamageParticleSystems=FlameSmokeSys,Flame2SmokeSys,Flame3SmokeSys,Flame4SmokeSys,Flame5SmokeSys,SmallGreySSys AuxSound1=Dummy ;Taking off AuxSound2=Dummy ;Landing AllowedToStartInMultiplayer=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER SelfHealing=Yes MoveSound=KirovMoveLoop Parasiteable=no Size=50 Bunkerable=no; Units default to yes, others default to no ToProtect=no DeathWeapon=BlimpDeath DeathWeaponDamageModifier=1.00 ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged ; Soviet MIG [BPLN] UIName=Name:BPLN Name=Soviet MIG Strength=500 Category=AirLift Armor=light TechLevel=-1 Primary=Maverick3 ;Primary=ParaDropWeapon ; Doesn't really fire it; dummy weapon Spawned=yes ; Created by another object and therefore not player controllable LeadershipRating=10 Selectable=no RadarInvisible=no Sight=0 Landable=no MoveToShroud=yes PitchAngle=0 ; default is 20 degrees Speed=24 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Points=30 ROT=3 Crewed=yes Ammo=3 Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=2 Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToPsionics=yes CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit MoveSound=MigMoveLoop DieSound= VoiceCrashing=MigVoiceDie CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Fighter=yes ElitePrimary=Maverick3E Trainable=no DeathWeapon=DefaultDeathWeapon FlyBy=true ;GEF Don't slow down over your target BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 DamageSound=BuildingMetalDamaged [BPLNE] UIName=Name:BPLN Name=Soviet MIG Image=BPLN Strength=500 Category=AirLift Armor=light TechLevel=-1 Primary=Maverick3E Spawned=yes LeadershipRating=10 Selectable=no RadarInvisible=no Sight=0 Landable=no MoveToShroud=yes PitchAngle=0 ; default is 20 degrees Speed=24 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Points=30 ROT=3 Crewed=yes Ammo=3 Explosion=TWLT070O,S_BANG48O,S_BRNL58O,S_CLSN58O,S_TUMU60O MaxDebris=2 Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToPsionics=yes CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit MoveSound=MigMoveLoop DieSound= VoiceCrashing=MigVoiceDie CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Fighter=yes ElitePrimary=Maverick3 Trainable=no VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER DeathWeapon=DefaultDeathWeapon FlyBy=true ;GEF Don't slow down over your target BurstDelay0=0 BurstDelay1=0 BurstDelay2=0 BurstDelay3=0 BurstDelay4=0 DamageSound=BuildingMetalDamaged ; Soviet Spy Plane [SPYP] UIName=Name:SpyP Name=Soviet Spy Plane ;Image=PDPLANE Strength=1000 Category=AirLift Armor=light TechLevel=-1 Primary=SpyCameraWeapon Spawned=yes ; Created by another object and therefore not player controllable LeadershipRating=10 Selectable=no RadarInvisible=no Sight=0 Landable=no MoveToShroud=yes PitchAngle=0 ; default is 20 degrees Speed=18 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Points=30 ROT=2 Crewed=yes Ammo=100 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=2 Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToPsionics=yes CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit MoveSound=SpyPlaneMoveLoop DieSound= CrashingSound=SpyPlaneDie ImpactLandSound=GenAircraftCrash DeathWeapon=DefaultDeathWeapon FlyBy=true ;GEF Don't slow down over your target Immune=yes LegalTarget=no PixelSelectionBracketDelta=-999999 ; V3 Rocket -- warhead invoked from code. No weapons attached here. [V3ROCKET] UIName=Name:V3ROCKET Name=V3 Rocket FireAngle=1 Strength=50 Category=AirPower Armor=special_2 Spawned=yes MissileSpawn=yes TechLevel=-1 Sight=1 RadarInvisible=yes;no Landable=yes MoveToShroud=yes Ammo=1 ;Aircraft are hard wired to require ammo Speed=50 Owner=Russians,Confederation,Africans,Arabs Cost=50 Points=20 ROT=20 Crewed=no Explodes=no GuardRange=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=2 Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8} MovementZone=Fly ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SmallGreySSys ; Sparks don't work well here. SJM AuxSound1=V3Attack ;Taking off ;AuxSound2=DROPDWN1 ;Landing ImmuneToPsionics=yes ;VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER ;EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER NoShadow=yes Selectable=no Trainable=no DontScore=yes Immune=yes LegalTarget=no PixelSelectionBracketDelta=-999999 ; Dreadnought's Missile -- warhead invoked from code. No weapons attached here. [DMISL] UIName=Name:DMISL Name=Dread Missile FireAngle=1 Strength=50 Category=AirPower Armor=special_2 Spawned=yes MissileSpawn=yes TechLevel=-1 Sight=0 RadarInvisible=yes;no Landable=yes MoveToShroud=yes Ammo=1 ;Aircraft are hard wired to require ammo Speed=28;20 Owner=Russians,Confederation,Africans,Arabs Cost=50 Points=20 ROT=15 Crewed=no Explodes=no GuardRange=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=2 Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8} MovementZone=Fly ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=SmallGreySSys ; Sparks don't work well here. SJM AuxSound1=DreadnoughtAttack ;Taking off ;AuxSound2=DROPDWN1 ;Landing ImmuneToPsionics=yes ;VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER ;EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER NoShadow=yes Selectable=no Trainable=no FlyBack=true DontScore=yes Immune=yes LegalTarget=no PixelSelectionBracketDelta=-999999 ; Cruise Missile -- warhead invoked from code. No weapons attached here. [CMISL] ;UIName=Name:CMISL UIName=Name:DMISL Name=Cruise Missile Image=BSUBMISL FireAngle=1 Strength=50 Category=AirPower Armor=special_2 Spawned=yes MissileSpawn=yes TechLevel=-1 Sight=0 RadarInvisible=yes;no Landable=yes MoveToShroud=yes Ammo=1 ;Aircraft are hard wired to require ammo Speed=20 Owner=YuriCountry Cost=50 Points=18;20 ROT=35 Crewed=no Explodes=no GuardRange=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=2 Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8} MovementZone=Fly ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=SmallGreySSys ; Sparks don't work well here. SJM AuxSound1=BoomerAttack1 ;AuxSound2=DROPDWN1 ;Landing ImmuneToPsionics=yes ;VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER ;EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ;SELF_HEAL,FIREPOWER,FASTER NoShadow=yes Selectable=no Trainable=no FlyBack=true DontScore=yes Immune=yes LegalTarget=no PixelSelectionBracketDelta=-999999 ; ************************************************************************** ; **************************** Yuri Aircraft ******************************* ; ************************************************************************** ; ************************************************************************** ; ************************** Civ/Multi Aircraft **************************** ; ************************************************************************** ; Apache Chopper ;[APACHE] ;UIName=Name:APACHE ;Name=Harpy ;Prerequisite=GAAIRC ;Primary=HarpyClaw ;Strength=225 ;Category=AirPower ;Armor=light ;TechLevel=-1 ;Sight=2 ;RadarInvisible=yes ;Landable=yes ;MoveToShroud=yes ;Dock=GAAIRC,NAHPAD,GAHPAD ;PipScale=Ammo ;Speed=14 ;PitchSpeed=.16 ;Owner=Russians,Confederation,Africans,Arabs,YuriCountry ;Cost=1000 ;Points=20 ;ROT=5 ;Ammo=12 ;Crewed=yes ;GuardRange=30 ;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;MaxDebris=2 ;VoiceSelect=30-I000,30-I002,30-I004,30-I006 ;VoiceMove=30-I014,30-I016,30-I018,30-I022 ;VoiceAttack=30-I022,30-I030,30-I034,30-I036 ;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;MovementZone=Fly ;ThreatPosed=15 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,SmallGreySSys ;VeteranAbilities=STRONGER,SIGHT ;STRONGER,FIREPOWER,SIGHT,FASTER ;EliteAbilities=SELF_HEAL,FIREPOWER,FASTER ; Paratrooper Drop Plane [PDPLANE] UIName=Name:PDPLANE Name=Cargo Plane Strength=650 Category=AirLift Armor=light TechLevel=-1 Primary=ParaDropWeapon ; Doesn't really fire it; dummy weapon Spawned=yes ; Created by another object and therefore not player controllable LeadershipRating=10 Selectable=no RadarInvisible=no Sight=0 Landable=no MoveToShroud=yes PitchAngle=0 ; default is 20 degrees Speed=16 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Points=30 ROT=3 Crewed=yes Ammo=100 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=2 Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToPsionics=yes CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit MoveSound=PDPlaneMoveLoop DieSound= CrashingSound=PDPlaneDie DeathWeapon=DefaultDeathWeapon ImpactLandSound=GenAircraftCrash TiltCrashJumpjet=no ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged [CARGOPLANE] Image=PDPLANE UIName=Name:PDPLANE Name=Transport Plane Strength=400 Category=AirPower Armor=light TechLevel=-1 LeadershipRating=10 ;Selectable=no RadarInvisible=no Sight=0 Landable=no MoveToShroud=yes PitchAngle=0 ; default is 20 degrees Speed=16 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Points=30 ROT=2 Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=2 Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToPsionics=yes CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit MoveSound=PDPlaneMoveLoop DieSound= CrashingSound=PDPlaneDie DeathWeapon=DefaultDeathWeapon ImpactLandSound=GenAircraftCrash TiltCrashJumpjet=no ImmuneToPsionicWeapons=yes DamageSound=BuildingMetalDamaged ; ************************************************************************** ; ************************************************************************** ; **************************** Building Types ****************************** ; ************************************************************************** ; ************************************************************************** ;GEF I'm sick of having to hunt and peck through rules.ini. I'm going ;to make it more organized! ; ************************************************************************** ; *************************** Allied Buildings ***************************** ; ************************************************************************** ; construction yard [GACNST] UIName=Name:GACNST Name=Allied Construction Yard ConstructionYard=yes Strength=2500 Armor=concrete TechLevel=-1 Adjacent=2 Factory=BuildingType UndeploysInto=AMCV Sight=11 Owner=British,French,Germans,Americans,Alliance Cost=3000 Points=80 Power=50 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX; DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=25 MinDebris=15 ThreatPosed=0 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1470, 1060, 1078 AIBuildThis=yes TogglePower=no ProtectWithWall=yes EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload HasRadialIndicator=true SensorArray=yes SensorsSight=20 ImmuneToPsionicWeapons=no VoiceSelect=CameraSwitch CanC4=yes Drainable=yes DestroyAnim=GACNSTDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=730,730,490 ; Allied power plant [GAPOWR] UIName=Name:GAPOWR Name=Allied Power Plant BuildCat=Power Prerequisite=GACNST Strength=750 Armor=wood TechLevel=2 Adjacent=14 Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=900 Points=40 Power=250 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX Upgrades=2 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=18 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=300, 300, 450 TogglePower=no Spyable=yes ; A spy can do something to this, works like captureable DieSound=PowerPlantDie ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=no PoweredSpecial=yes Explodes=yes DeathWeapon=APPPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAPOWRDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=130,130,-100 ; Allied Barracks [GAPILE] UIName=Name:GAPILE Name=Allied Barracks ;needs different Given Name to avoid editor confusion BuildCat=Tech Prerequisite=GACNST Strength=650 Armor=wood Factory=InfantryType Adjacent=14 TechLevel=1 Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=750 Points=30 Power=-25 Crewed=yes Capturable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=GAPILEDM MaxDebris=22 MinDebris=12 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=-64,64,0 GDIBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=215,395,200 AIBuildThis=yes Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAPILEDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,170,30 [GAPILEB] UIName=Name:GAPILE Name=Allied Barracks ;needs different Given Name to avoid editor confusion Image=GAPILE BuildCat=Tech Prerequisite=GACNST Strength=650 Armor=wood Factory=InfantryType Adjacent=14 TechLevel=-1 Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=750 Points=30 Power=-5 Crewed=yes Capturable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=GAPILEDM MaxDebris=22 MinDebris=12 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=-64,64,0 GDIBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=215,395,200 AIBuildThis=yes Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.2 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAPILEDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,170,30 [GAPILEC] UIName=Name:GAPILE Name=Allied Barracks ;needs different Given Name to avoid editor confusion Image=GAPILE BuildCat=Tech Prerequisite=GACNST,GAWEAP Strength=650 Armor=wood Factory=InfantryType Adjacent=14 TechLevel=-1 Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=750 Points=30 Power=-5 Crewed=yes Capturable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=GAPILEDM MaxDebris=22 MinDebris=12 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=-64,64,0 GDIBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=215,395,200 AIBuildThis=yes Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.15 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAPILEDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,170,30 ; Ore Refinery [GAREFN] UIName=Name:GAREFN Name=Allied Ore Refinery BuildCat=Resource DockUnload=yes Refinery=yes ;//gs revertNumberOfWaitingPoints=8 NumberOfDocks=1 Bib=yes Prerequisite=GACNST Strength=1500 Adjacent=14 Armor=wood TechLevel=1 ;FreeUnit=CMIN Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=3000 Soylent=1500 Points=80 Power=-75 Storage=200 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX HalfDamageSmokeLocation1=0,0,0 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=24 MinDebris=16 PipScale=Tiberium ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 AIBuildThis=yes TogglePower=no RefinerySmokeOffsetOne=-92, -208, 312 RefinerySmokeOffsetTwo=-92, 208, 312 RefinerySmokeFrames=50 RefinerySmokeParticleSystem=RefnSys; Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ImmuneToPsionics=no ; defaults to yes for buildings, no for others ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money Drainable=yes Enslaves=SLAVA SlavesNumber=6 SlaveRegenRate=800 SlaveReloadRate=60 ;ResourceGatherer=yes Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.66 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAREFNDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=230,230,-30 ; Allied weapons factory [GAWEAP] UIName=Name:GAWEAP Name=Allied War Factory ;Image=NAWEAP BuildCat=Tech WeaponsFactory=yes Prerequisite=POWER,GAPILE,GACNST Factory=UnitType DeployTime=.044 Strength=1000 Armor=wood TechLevel=2 Sight=2 Adjacent=14 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-100 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM MaxDebris=24 MinDebris=16 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408,880,435 AIBuildThis=yes ExitCoord=512,256,0 Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAWEAPDM Drainable=no BuildTimeMultiplier=0.75 NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=330,330,60 [GAWEAPB] UIName=Name:GAWEAP Name=Allied War Factory Image=GAWEAP BuildCat=Tech WeaponsFactory=yes Prerequisite=POWER,GAPILE,GACNST Factory=UnitType DeployTime=.044 Strength=1000 Armor=wood TechLevel=-1 Sight=2 Adjacent=14 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-5 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM MaxDebris=24 MinDebris=16 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408,880,435 AIBuildThis=yes ExitCoord=512,256,0 Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.1 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAWEAPDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=330,330,60 [GAWEAPC] UIName=Name:GAWEAP Name=Allied War Factory Image=GAWEAP BuildCat=Tech WeaponsFactory=yes Prerequisite=GACNST,GAWEAPB Factory=UnitType DeployTime=.044 Strength=1000 Armor=wood TechLevel=-1 Sight=2 Adjacent=14 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-5 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM MaxDebris=24 MinDebris=16 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408,880,435 AIBuildThis=yes ExitCoord=512,256,0 Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.01 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAWEAPDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=330,330,60 [GAWEAPD] UIName=Name:GAWEAP Name=Allied War Factory Germany Image=GAWEAP BuildCat=Tech WeaponsFactory=yes Prerequisite=GACNST,GAWEAPC Factory=UnitType DeployTime=.044 Strength=1000 Armor=wood TechLevel=-1 Sight=2 Adjacent=14 RequiredHouses=Germans Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-5 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM MaxDebris=24 MinDebris=16 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408,880,435 AIBuildThis=yes ExitCoord=512,256,0 Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.01 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAWEAPDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=330,330,60 ;GEF Note that the american specific radar is at the end of the allied section ; airforce command [GAAIRC] UIName=Name:GAAIRC Name=Allied Airforce Command Headquarters BuildCat=Tech Prerequisite=POWER,GAPILE,GACNST Strength=800 Armor=wood Adjacent=14 TechLevel=3 Sight=10 UnitReload=yes ;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.) Helipad=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry ForbiddenHouses=Americans AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=70 Power=-100 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes Spyable=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others ;BuildTimeMultiplier=1.5 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=GAAIRCDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,200,-30 [GAAIRCB] UIName=Name:GAAIRC Name=Allied Airforce Command Headquarters Image=GAAIRC BuildCat=Tech Prerequisite=GAPILE,GACNST Strength=800 Armor=wood Adjacent=14 TechLevel=-1 Sight=10 UnitReload=yes ;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.) Helipad=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry ForbiddenHouses=Americans AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=70 Power=-10 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes Spyable=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others BuildTimeMultiplier=.2 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=GAAIRCDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,200,-30 [GAAIRCC] UIName=Name:GAAIRC Name=Allied Airforce Command Headquarters Image=GAAIRC BuildCat=Tech Prerequisite=GAWEAP,GACNST Strength=800 Armor=wood Adjacent=14 TechLevel=-1 Sight=10 UnitReload=yes ;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.) Helipad=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry ForbiddenHouses=Americans AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=70 Power=-10 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes Spyable=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others BuildTimeMultiplier=.1 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=GAAIRCDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,200,-30 [GAAIRCD] UIName=Name:GAAIRC Name=Allied Airforce Command Headquarters Image=GAAIRC BuildCat=Tech Prerequisite=GAOREPB,GACNST Strength=800 Armor=wood Adjacent=14 TechLevel=-1 Sight=10 UnitReload=yes ;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.) Helipad=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry ForbiddenHouses=Americans AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=70 Power=-5 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes Spyable=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others BuildTimeMultiplier=.2 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=GAAIRCDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,200,-30 ; Navy shipyard [GAYARD] UIName=Name:GAYARD Name=Allied Shipyard BuildCat=Tech Prerequisite=POWER,GAPILE,GACNST WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=4 Adjacent=22 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-75 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ;TargetCoordOffset=300,200,0 ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAYARDDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=730,730,490 ; Navy shipyard [GAYARDB] UIName=Name:GAYARD Name=Allied Shipyard Image=GAYARD BuildCat=Tech Prerequisite=GAYARD,GACNST WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=-1 Adjacent=22 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-25 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ;TargetCoordOffset=300,200,0 ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=.1 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAYARDDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=730,730,490 [GAYARDC] UIName=Name:GAYARD Name=Allied Shipyard Image=GAYARD BuildCat=Tech Prerequisite=GAYARD,GACNST WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=-1 Adjacent=22 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-10 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ;TargetCoordOffset=300,200,0 ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=.1 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAYARDDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=730,730,490 ; service depot [GADEPT] UIName=Name:GADEPT Name=Allied Service Depot BuildCat=Tech Prerequisite=GAWEAP,GACNST Strength=1200 Armor=wood TechLevel=6 Adjacent=14 Sight=2 UnitRepair=yes ;UnitReload=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=800 Points=80 Power=-25 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=18 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=270, 580, 260 AIBuildThis=no ;taken out to remove useless building - DB HasStupidGuardMode=false NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GADEPTDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=190,190,-30 ; advanced tech center [GATECH] UIName=Name:GATECH Name=Allied Battle Lab BuildCat=Tech Prerequisite=GAWEAP,RADAR,GACNST Strength=900 Armor=wood TechLevel=8 Adjacent=14 Powered=yes Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=3000 Points=85 Power=-200 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1500, 1055, 815 AIBuildThis=yes TogglePower=no Spyable=yes ProtectWithWall=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others SuperWeapon=ForceShieldSpecial Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=GATECHDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,170,-30 ;Allied Ore Purifier [GAOREP] Name=Allied Ore Processor UIName=Name:GAOREP;Needs its own UINAME eventually ;Image=NANRCT BuildCat=Resource Prerequisite=GATECH,GACNST Primary=SHOVELMONEY AttackFriendlies=yes TechLevel=10 Strength=1000 Adjacent=14 Points=30 Power=-200 Sight=2 Armor=wood Cost=2500 Soylent=1250 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 HalfDamageSmokeLocation1=0,0,0 DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 ThreatPosed=0 ; This value MUST be 0 for all building addons Capturable=false Crewed=yes ;Explodes=yes ;DeathWeapon=OilExplosion OrePurifier=yes ProduceCashAmount=50 ; Amount every Delay ProduceCashDelay=100 ; Frame delay between Amounts AIBuildThis=no ;yes TogglePower=no Powered=true BuildLimit=1 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAOREPDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=190,190,-30 ;Allied Ore Purifier AI [GAOREPB] Name=Allied Ore Processor AI UIName=Name:GAOREP;Needs its own UINAME eventually Image=GAOREP BuildCat=Resource Prerequisite=GATECH,GACNST Primary=SHOVELMONEY AttackFriendlies=yes TechLevel=-1 Strength=1000 Adjacent=14 Points=30 Power=-20 Sight=5 Armor=wood Cost=2500 Soylent=1250 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 HalfDamageSmokeLocation1=0,0,0 DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 ThreatPosed=0 ; This value MUST be 0 for all building addons Capturable=false Crewed=yes ;Explodes=yes ;DeathWeapon=OilExplosion OrePurifier=yes ProduceCashAmount=50 ; Amount every Delay ProduceCashDelay=100 ; Frame delay between Amounts AIBuildThis=yes TogglePower=no Powered=true BuildLimit=1 Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.1 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAOREPDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=190,190,-30 ;Robot Control Center [GAROBO] Name=Allied Robot Control Center UIName=Name:Robocont BuildCat=Resource Prerequisite=GAWEAP,GACNST TechLevel=5 Strength=750 Adjacent=14 Points=30 Power=-100 Sight=1 Armor=wood Cost=1000 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 HalfDamageSmokeLocation1=0,0,0 DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 ThreatPosed=0 ; This value MUST be 0 for all building addons Crewed=yes AIBuildThis=yes TogglePower=yes Powered=true PowersUnit=ROBO;one of these buildings must be present and powered, or else these guys turn off. ImmuneToPsionics=no ;gs per Dustin, never intended to be yes, defaults to yes for buildings, no for others Capturable=true Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAROBODM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=130,130,-100 ; ******************* Base Defenses/Super Weapons *********************** ; concrete wall [GAWALL] UIName=Name:GAWALL Name=Allied Wall BuildCat=Combat Strength=300 Prerequisite=GACNST,GAPILE Armor=concrete TechLevel=1 Adjacent=18;+4 Wall=yes Sight=1 Selectable=no Insignificant=yes Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil ;ForbiddenHouses=French ;GEF French get the normal wall now, just like everyone else Cost=200 ; part of TSHACK, feel free to change, I'm just taking out of code gs Points=5 Repairable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0 ; This value MUST be 0 for all building addons ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag GuardRange=8 ImmuneToPsionicWeapons=no CanC4=yes BuildTimeMultiplier=0.2 ; PillBox [GAPILL] UIName=Name:GAPILL Name=Allied Pill Box BuildCat=Combat Strength=500 Armor=steel Prerequisite=BARRACKS,GACNST TechLevel=1 Adjacent=16;+2 ROT=20 Sight=8 DetectDisguise=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=600 Soylent=200 BaseNormal=no Points=30 Power=0 Crewed=no Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=10 Primary=Vulcan2 ThreatPosed=30 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys IsBaseDefense=yes HasStupidGuardMode=false ImmuneToPsionics=no ; defaults to yes for buildings, no for others AntiInfantryValue=25 AntiArmorValue=10 AntiAirValue=0 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) Explodes=yes DeathWeapon=NormalSPayload HasRadialIndicator=true DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch BuildTimeMultiplier=1.17 NaturalParticleSystem=ABuildSSmokeSys NaturalParticleLocation=100,100,30 ; SAM [NASAM] UIName=Name:NASAM Name=Allied Patriot Missile BuildCat=Combat Strength=600 Armor=steel TechLevel=4 Prerequisite=BARRACKS,GACNST Adjacent=16;+2 Sight=10 ROT=20 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=850 Soylent=283 BaseNormal=no Points=30 Power=-50 Crewed=no Primary=RedEye2K Secondary=RedEye2 RadialFireSegments=5 ;LandTargeting=1 ;NavalTargeting=6 Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=15 MinDebris=10 ThreatPosed=20 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values DamageParticleSystems=SparkSys,LGSparkSys IsBaseDefense=yes Powered=yes Turret=yes TurretAnim=SAM TurretAnimIsVoxel=true ;TurretAnim=NASAM_A ;TurretAnimIsVoxel=false ;TurretAnimX=-2 ;TurretAnimY=10 TurretAnimZAdjust=-20 HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff ;VHPScan=Strong ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes AntiInfantryValue=0 AntiArmorValue=15 AntiAirValue=25 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) Explodes=yes DeathWeapon=NormalSPayload HasRadialIndicator=true DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch AirRangeBonus=0 NaturalParticleSystem=ABuildSSmokeSys NaturalParticleLocation=100,100,30 ;This existed ; Allied Prism Tower [ATESLA] UIName=Name:ATESLA Name=Allied Prism Cannon Image=GAPRIS BuildCat=Combat Prerequisite=POWER,RADAR,GACNST Strength=700 Armor=steel TechLevel=6 Adjacent=16;+2 Sight=9 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1200 Soylent=400 Points=30 Power=-75 Crewed=no Capturable=false Overpowerable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X Primary=PrismShot Secondary=PrismSupport Turret=no TurretAnimZAdjust=-100 DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=18 MinDebris=10 ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=96, 64, 112 IsBaseDefense=yes BaseNormal=no Powered=yes HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes AntiInfantryValue=25 AntiArmorValue=25 AntiAirValue=0 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) Explodes=yes DeathWeapon=PrismPayload HasRadialIndicator=true DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAPRISDM NaturalParticleSystem=ABuildSSmokeSys NaturalParticleLocation=100,100,30 ; Allied SpySat [GASPYSAT] UIName=Name:GASPYSAT Name=Allied SpySat Uplink Image=GASPST BuildCat=Tech Prerequisite=GATECH,GACNST Strength=900 SpySat=yes Armor=wood TechLevel=9 Adjacent=14 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=150 Power=-125 Powered=true Capturable=false Crewed=yes ;Upgrades=2 ;GEF Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=800, 550, 400 AIBuildThis=no ;taken out to remove usless things from AI list - DB SpecialThreatValue=1 ;IsPlug=true ;GEF Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes BuildLimit=1 VoiceSelect=CameraSwitch PsychicDetectionRadius=345 DestroyAnim=GASPSTDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=130,130,-30 [SpyDetector] Range=198 Damage=0 Projectile=InvisibleAll Warhead=SATNONE ROF=50 OmniFire=yes Anim=RMGUN-SE,RMGUN-S,RMGUN-SW,RMGUN-W,RMGUN-NW,RMGUN-N,RMGUN-NE,RMGUN-E Bright=yes RevealOnFire=no [GASPYSATB] UIName=Name:GASPYSAT Name=Allied SpySat Uplink Image=GASPST BuildCat=Tech Prerequisite=GATECH,GACNST Strength=900 SpySat=yes Armor=wood TechLevel=-1 Adjacent=14 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=150 Power=-25 Powered=true Capturable=false Crewed=yes ;Upgrades=2 ;GEF Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=800, 550, 400 AIBuildThis=yes SpecialThreatValue=1 BuildTimeMultiplier=0.1 ;IsPlug=true ;GEF Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes BuildLimit=1 VoiceSelect=CameraSwitch PsychicDetectionRadius=345 DestroyAnim=GASPSTDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=130,130,-30 ;Allied Gap Generator [GAGAP] UIName=Name:GAGAP Name=Allied Gap Generator BuildCat=Combat Prerequisite=GAPOWR,RADAR,GACNST GapGenerator=yes GapRadiusInCells=8 SuperGapRadiusInCells=12 ExtraPower=-200 TechLevel=7 Adjacent=16;+2 HasRadialIndicator=true Strength=800 Armor=steel Sight=2 Points=30 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Power=-100 DetectDisguise=yes DetectDisguiseRange=11 Powered=true Capturable=false Crewed=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=16 MinDebris=8 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=0,0,150 AIBuildThis=no ;yes ; commented out so that it's easier to debug base building ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalSPayload DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes WorkingSound=PowerOn NotWorkingSound=PowerOff VoiceSelect=CameraSwitch DestroyAnim=GAGAPDM NaturalParticleSystem=ABuildSSmokeSys NaturalParticleLocation=100,100,30 [GapFail] Range=11 Damage=0 Projectile=InvisibleAll Warhead=DETECTWH ROF=7 OmniFire=yes Bright=no [GAGAPB] UIName=Name:GAGAP Name=Allied Gap Generator AI BuildCat=Combat Prerequisite=GAPILEB,GACNST GapGenerator=yes GapRadiusInCells=12 Image=GAGAP SuperGapRadiusInCells=10 TechLevel=-1 Adjacent=16 HasRadialIndicator=true Strength=800 Armor=steel Sight=4 Points=30 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Power=-10 ExtraPower=200 DetectDisguise=yes DetectDisguiseRange=10 Powered=true Capturable=false Crewed=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=16 MinDebris=8 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=450, 200, 150 AIBuildThis=yes ; commented out so that it's easier to debug base building ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalSPayload DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged BuildTimeMultiplier=0.1 BaseNormal=no WorkingSound=PowerOn NotWorkingSound=PowerOff ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAGAPDM NaturalParticleSystem=ABuildSSmokeSys NaturalParticleLocation=100,100,30 ;Chrono Sphere [GACSPH] UIName=Name:GACSPH Name=Allied Chrono Sphere ;Image=GACHRO ;GEF we need to get this name straightened out BuildCat=Combat ;Image=NTIRON Prerequisite=GATECH,GACNST TechLevel=10 Strength=1250 Powered=true Adjacent=14 Armor=concrete Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX SuperWeapon=ChronoSphereSpecial Nominal=yes ;SuperWeapon2=ChronoWarpSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=no ;yes ProtectWithWall=yes Spyable=yes ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state BuildLimit=1 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10LG,DBRS10SM MaxDebris=25 MinDebris=15 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=450, 200, 150 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GACSPHDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=230,230,-30 [GACSPHB] UIName=Name:GACSPH Name=Allied Chrono Sphere AI BuildCat=Combat Image=GACSPH Prerequisite=GATECH,GACNST TechLevel=-1 Strength=1250 Powered=true Adjacent=14 Armor=concrete Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-20 Crewed=yes Capturable=false RevealToAll=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX SuperWeapon=ChronoSphereSpecial Nominal=yes ;SuperWeapon2=ChronoWarpSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=yes ProtectWithWall=no Spyable=yes ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state BuildLimit=1 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10LG MaxDebris=25 MinDebris=15 Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.1 BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=450, 200, 150 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GACSPHDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=230,230,-30 ;Weather Control Device [GAWEAT] UIName=Name:GAWEAT Name=Allied Weather Controller Image=GAWETH ;GEF we need to get this name straightened out BuildCat=Combat ;Image=NTIRON Prerequisite=GATECH,GACNST TechLevel=10 Strength=1500 Powered=true Adjacent=14 Armor=concrete Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=5000 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX SuperWeapon=LightningStormSpecial Nominal=yes ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=yes Spyable=yes ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state ProtectWithWall=yes BuildLimit=1 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=25 MinDebris=15 Explodes=yes DeathWeapon=WCPayload BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=450, 200, 150 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAWETHDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=230,230,-30 ;Weather Control Device [GAWEATB] UIName=Name:GAWEAT Name=Allied Weather Controller AI (no_use) Image=GAWETH BuildCat=Combat Prerequisite=GATECH,GACNST TechLevel=-1 Strength=1500 Powered=true Adjacent=14 Armor=concrete Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=5000 Points=30 Power=-25 Crewed=yes Capturable=false RevealToAll=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX SuperWeapon=LightningStormSpecial Nominal=yes ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=no Spyable=yes ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state ProtectWithWall=yes BuildLimit=1 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=25 MinDebris=15 Explodes=yes DeathWeapon=WCPayload BuildTimeMultiplier=0.1 BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=450, 200, 150 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GAWETHDM NaturalParticleSystem=ABuildBSmokeSys NaturalParticleLocation=230,230,-30 ; *************************** Special ***************************** [AMRADR] UIName=Name:GAAIRC Name=Allied American Airforce Command Headquarters Image=MAAIRC BuildCat=Tech Prerequisite=POWER,GAPILE,GACNST Strength=800 Armor=wood Adjacent=14 TechLevel=3 Sight=10 UnitReload=yes ;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.) Helipad=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry RequiredHouses=Americans AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=70 Power=-100 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes Spyable=yes SuperWeapon=AmericanParaDropSpecial ImmuneToPsionics=no ; defaults to yes for buildings, no for others ;BuildTimeMultiplier=1.5 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=GAAIRCDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,200,-30 [AMRADRB] UIName=Name:GAAIRC Name=Allied American Airforce Command Headquarters Image=MAAIRC BuildCat=Tech Prerequisite=GAPILE,GACNST Strength=800 Armor=wood Adjacent=14 TechLevel=-1 Sight=10 UnitReload=yes ;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.) Helipad=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry RequiredHouses=Americans AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=70 Power=-10 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes Spyable=yes SuperWeapon=AmericanParaDropSpecial ImmuneToPsionics=no ; defaults to yes for buildings, no for others BuildTimeMultiplier=.2 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=GAAIRCDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,200,-30 [AMRADRC] UIName=Name:GAAIRC Name=Allied American Airforce Command Headquarters Image=MAAIRC BuildCat=Tech Prerequisite=GAWEAP,GACNST Strength=800 Armor=wood Adjacent=14 TechLevel=-1 Sight=10 UnitReload=yes ;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.) Helipad=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry RequiredHouses=Americans AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=70 Power=-10 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes Spyable=yes SuperWeapon=AmericanParaDropSpecial ImmuneToPsionics=no ; defaults to yes for buildings, no for others BuildTimeMultiplier=.1 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=GAAIRCDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,200,-30 [AMRADRD] UIName=Name:GAAIRC Name=Allied American Airforce Command Headquarters Image=MAAIRC BuildCat=Tech Prerequisite=GAOREPB,GACNST Strength=800 Armor=wood Adjacent=14 TechLevel=-1 Sight=10 UnitReload=yes ;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.) Helipad=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry RequiredHouses=Americans AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=70 Power=-5 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=22 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=75, 270, 140 AIBuildThis=yes NumberOfDocks=4 HasStupidGuardMode=false Radar=yes Spyable=yes SuperWeapon=AmericanParaDropSpecial ImmuneToPsionics=no ; defaults to yes for buildings, no for others BuildTimeMultiplier=.2 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=GAAIRCDM NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=360,200,-30 [GTGCAN] UIName=Name:GTGCAN Name=Allied Grand Cannon BuildCat=Combat Strength=1000 Armor=steel TechLevel=7 Prerequisite=RADAR,GACNST Adjacent=14 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=1500 Soylent=500 RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met. This is new system Points=30 ; Basically, Owner was meant for Side, not House. (x Houses, 2 Sides) Power=-125 Crewed=no ROT=3 Primary=GrandCannonWeapon Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=20 MinDebris=12 DamageParticleSystems=SparkSys,LGSparkSys Powered=yes Turret=yes TurretAnim=GTGCANTUR TurretAnimIsVoxel=true TurretAnimX=3 TurretAnimY=28 TurretAnimZAdjust=-60 TurretRecoil=yes TurretTravel=0 BarrelTravel=8 BarrelCompressFrames=3 BarrelHoldFrames=3 BarrelRecoverFrames=40 TurretRotateSound=GrandCannonRotate WorkingSound=PowerOn NotWorkingSound=PowerOff BaseNormal=no AIBuildThis=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes Explodes=yes DeathWeapon=NormalPayload HasRadialIndicator=true DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=GTGCANDM ThreatPosed=50 NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=130,130,0 [GTGCANB] UIName=Name:GTGCAN Name=Allied Grand Cannon Image=GTGCAN BuildCat=Combat Strength=1000 Armor=steel TechLevel=-1 Prerequisite=GAPILEB,GACNST Adjacent=15 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=1500 Soylent=500 RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met. This is new system Points=30 ; Basically, Owner was meant for Side, not House. (x Houses, 2 Sides) Power=-15 Crewed=no ROT=3 Primary=GrandCannonWeapon Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=20 MinDebris=12 DamageParticleSystems=SparkSys,LGSparkSys Powered=yes Turret=yes TurretAnim=GTGCANTUR TurretAnimIsVoxel=true TurretAnimX=3 TurretAnimY=28 TurretAnimZAdjust=-60 TurretRecoil=yes TurretTravel=0 BarrelTravel=8 BarrelCompressFrames=3 BarrelHoldFrames=3 BarrelRecoverFrames=40 TurretRotateSound=GrandCannonRotate WorkingSound=PowerOn NotWorkingSound=PowerOff BaseNormal=no AIBuildThis=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes Explodes=yes DeathWeapon=NormalPayload HasRadialIndicator=true BuildTimeMultiplier=.1 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ThreatPosed=50 NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=130,130,0 [GTGCANC] UIName=Name:GTGCAN Name=Allied Grand Cannon Image=GTGCAN BuildCat=Combat Strength=1000 Armor=steel TechLevel=-1 Prerequisite=GAPILEB,GACNST Adjacent=15 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=1500 Soylent=500 RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met. This is new system Points=30 ; Basically, Owner was meant for Side, not House. (x Houses, 2 Sides) Power=-10 Crewed=no ROT=3 Primary=GrandCannonWeapon Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=20 MinDebris=12 DamageParticleSystems=SparkSys,LGSparkSys Powered=yes Turret=yes TurretAnim=GTGCANTUR TurretAnimIsVoxel=true TurretAnimX=3 TurretAnimY=28 TurretAnimZAdjust=-60 TurretRecoil=yes TurretTravel=0 BarrelTravel=8 BarrelCompressFrames=3 BarrelHoldFrames=3 BarrelRecoverFrames=40 TurretRotateSound=GrandCannonRotate WorkingSound=PowerOn NotWorkingSound=PowerOff BaseNormal=no AIBuildThis=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes Explodes=yes DeathWeapon=NormalPayload HasRadialIndicator=true BuildTimeMultiplier=.1 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ThreatPosed=50 NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=130,130,0 [GTGCAND] UIName=Name:GTGCAN Name=Allied Grand Cannon Image=GTGCAN BuildCat=Combat Strength=1000 Armor=steel TechLevel=-1 Prerequisite=GAPILE,POWER,GACNST Adjacent=15 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=1500 Soylent=500 RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met. This is new system Points=30 ; Basically, Owner was meant for Side, not House. (x Houses, 2 Sides) Power=-5 Crewed=no ROT=3 Primary=GrandCannonWeapon Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=20 MinDebris=12 DamageParticleSystems=SparkSys,LGSparkSys Powered=yes Turret=yes TurretAnim=GTGCANTUR TurretAnimIsVoxel=true TurretAnimX=3 TurretAnimY=28 TurretAnimZAdjust=-60 TurretRecoil=yes TurretTravel=0 BarrelTravel=8 BarrelCompressFrames=3 BarrelHoldFrames=3 BarrelRecoverFrames=40 TurretRotateSound=GrandCannonRotate WorkingSound=PowerOn NotWorkingSound=PowerOff BaseNormal=no AIBuildThis=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes Explodes=yes DeathWeapon=NormalPayload HasRadialIndicator=true BuildTimeMultiplier=.1 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ThreatPosed=50 NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=130,130,0 [GTGCANE] UIName=Name:GTGCAN Name=Allied Grand Cannon Image=GTGCAN BuildCat=Combat Strength=1000 Armor=steel TechLevel=-1 Prerequisite=RADAR,GACNST Adjacent=15 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=1500 Soylent=500 RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met. This is new system Points=30 ; Basically, Owner was meant for Side, not House. (x Houses, 2 Sides) Power=-5 Crewed=no ROT=3 Primary=GrandCannonWeapon Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=20 MinDebris=12 DamageParticleSystems=SparkSys,LGSparkSys Powered=yes Turret=yes TurretAnim=GTGCANTUR TurretAnimIsVoxel=true TurretAnimX=3 TurretAnimY=28 TurretAnimZAdjust=-60 TurretRecoil=yes TurretTravel=0 BarrelTravel=8 BarrelCompressFrames=3 BarrelHoldFrames=3 BarrelRecoverFrames=40 TurretRotateSound=GrandCannonRotate WorkingSound=PowerOn NotWorkingSound=PowerOff BaseNormal=no AIBuildThis=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes Explodes=yes DeathWeapon=NormalPayload HasRadialIndicator=true BuildTimeMultiplier=.1 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ThreatPosed=50 NaturalParticleSystem=ABuildSmokeSys NaturalParticleLocation=130,130,0 ; ************************************************************************** ; ****************************Soviet Buildings ***************************** ; ************************************************************************** ; construction yard [NACNST] UIName=Name:NACNST Name=Soviet Construction Yard ConstructionYard=yes Strength=2500 Armor=concrete TechLevel=-1 Adjacent=14 Factory=BuildingType UndeploysInto=SMCV Sight=11 Owner=Russians,Confederation,Africans,Arabs Cost=3000 Points=80 Power=50 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=NACNSTD MaxDebris=25 MinDebris=20 DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1470,1060,1078 AIBuildThis=yes TogglePower=no ProtectWithWall=yes EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload HasRadialIndicator=true SensorArray=yes SensorsSight=20 ImmuneToPsionicWeapons=no VoiceMove=MCVSovietMove CanC4=yes Drainable=yes VoiceSelect=CameraSwitch DestroyAnim=NACNSTDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=730,730,440 ; Soviet power plant [NAPOWR] UIName=Name:NAPOWR Name=Soviet Tesla Reactor BuildCat=Power Prerequisite=NACNST Strength=750 Armor=wood TechLevel=2 Sight=1 Adjacent=14 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=800 Points=40 Power=200 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=22 MinDebris=12 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=450, 200, 300 TogglePower=no Spyable=yes ; A spy can do something to this, works like captureable DieSound=PowerPlantDie ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=no PoweredSpecial=yes Explodes=yes DeathWeapon=TeslaPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes SuperWeapon=SpyPlaneSpecial VoiceSelect=CameraSwitch DestroyAnim=NAPOWRDM NaturalParticleSystem=BuildSmokeSys NaturalParticleLocation=190,130,30 ; Soviet Barracks [NAHAND] UIName=Name:NAHAND Name=Soviet Barracks BuildCat=Tech Prerequisite=NACNST Strength=650 Armor=wood TechLevel=1 Adjacent=14 Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=750 Points=30 Power=-25 Factory=InfantryType Crewed=yes Capturable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG,DBRS10SM MaxDebris=18 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 NODBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=480,96,125 AIBuildThis=yes Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAHANDDM NaturalParticleSystem=BuildSmokeSys NaturalParticleLocation=130,130,70 [NAHANDB] UIName=Name:NAHAND Name=Soviet Barracks Image=NAHAND BuildCat=Tech Prerequisite=NACNST Strength=650 Armor=wood TechLevel=-1 Adjacent=14 Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=750 Points=30 Power=-15 Factory=InfantryType Crewed=yes Capturable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG,DBRS10SM MaxDebris=18 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 NODBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=480,96,125 AIBuildThis=yes Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.3 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAHANDDM NaturalParticleSystem=BuildSmokeSys NaturalParticleLocation=130,130,70 [NAHANDC] UIName=Name:NAHAND Name=Soviet Barracks Image=NAHAND BuildCat=Tech Prerequisite=NACNST,NAWEAP Strength=650 Armor=wood TechLevel=-1 Adjacent=14 Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=750 Points=30 Power=-10 Factory=InfantryType Crewed=yes Capturable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG,DBRS10SM MaxDebris=18 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 NODBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=480,96,125 AIBuildThis=yes Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.15 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAHANDDM NaturalParticleSystem=BuildSmokeSys NaturalParticleLocation=130,130,70 ; Ore Refinery [NAREFN] UIName=Name:NAREFN Name=Soviet Ore Refinery BuildCat=Resource DockUnload=yes Refinery=yes NumberOfDocks=1 ;//gs revertNumberOfWaitingPoints=8 Bib=yes NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west Prerequisite=NACNST Strength=1500 Adjacent=14 Armor=wood TechLevel=1 ;FreeUnit=HARV Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=3000 Soylent=1500 Points=80 Power=-75 Storage=200 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG,DBRS10SM HalfDamageSmokeLocation1=0,0,0 MaxDebris=22 MinDebris=16 PipScale=Tiberium ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 AIBuildThis=yes TogglePower=no RefinerySmokeOffsetOne=-80, -232, 372 RefinerySmokeOffsetTwo=-80, 232, 372 RefinerySmokeFrames=50 RefinerySmokeParticleSystem=SRefnSys; Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money Drainable=yes Enslaves=SLAVP SlavesNumber=6 SlaveRegenRate=800 SlaveReloadRate=60 ;ResourceGatherer=yes Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.66 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=OreRefineryProcessing VoiceSelect=CameraSwitch DestroyAnim=NAREFNDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=230,230,-30 ; Soviet weapons factory [NAWEAP] UIName=Name:NAWEAP Name=Soviet War Factory BuildCat=Tech WeaponsFactory=yes Prerequisite=POWER,NAHAND,NACNST Factory=UnitType DeployTime=.044 Strength=1000 Adjacent=14 Armor=wood TechLevel=2 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-100 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX NaturalSmokeLocation=-12,0,370 MaxDebris=22 MinDebris=14 DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=395,750,410 AIBuildThis=yes ;ExitCoord = 1280,256,0 ;ExitCoord = 610,188,0 ;above - 670 and 68 ;ExitCoord=384,96,0 ExitCoord=512,256,0 ;gs 96 isn't the center of a cell. This causes pop when the Force Track grabs hold. Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAWEAPDM BuildTimeMultiplier=0.75 NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=330,330,-30 [NAWEAPB] UIName=Name:NAWEAP Name=Soviet War Factory Image=NAWEAP BuildCat=Tech WeaponsFactory=yes Prerequisite=POWER,NACNST Factory=UnitType DeployTime=.044 Strength=1000 Adjacent=14 Armor=wood TechLevel=-1 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-10 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=22 MinDebris=14 DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=395,750,410 AIBuildThis=yes ;ExitCoord = 1280,256,0 ;ExitCoord = 610,188,0 ;above - 670 and 68 ;ExitCoord=384,96,0 ExitCoord=512,256,0 ;gs 96 isn't the center of a cell. This causes pop when the Force Track grabs hold. Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.45 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAWEAPDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=330,330,-30 [NAWEAPC] UIName=Name:NAWEAP Name=Soviet War Factory Image=NAWEAP BuildCat=Tech WeaponsFactory=yes Prerequisite=NACNST,NAHAND Factory=UnitType DeployTime=.044 Strength=1000 Adjacent=14 Armor=wood TechLevel=-1 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-15 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=22 MinDebris=14 DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=395,750,410 AIBuildThis=yes ;ExitCoord = 1280,256,0 ;ExitCoord = 610,188,0 ;above - 670 and 68 ;ExitCoord=384,96,0 ExitCoord=512,256,0 ;gs 96 isn't the center of a cell. This causes pop when the Force Track grabs hold. Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.45 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAWEAPDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=330,330,-30 [NAWEAPD] UIName=Name:NAWEAP Name=Soviet War Factory Final Image=NAWEAP BuildCat=Tech WeaponsFactory=yes Prerequisite=NACNST,NATECH Factory=UnitType DeployTime=.044 Strength=1000 Adjacent=14 Armor=wood TechLevel=-1 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-10 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=22 MinDebris=14 DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=395,750,410 AIBuildThis=yes ;ExitCoord = 1280,256,0 ;ExitCoord = 610,188,0 ;above - 670 and 68 ;ExitCoord=384,96,0 ExitCoord=512,256,0 ;gs 96 isn't the center of a cell. This causes pop when the Force Track grabs hold. Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.25 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAWEAPDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=330,330,-30 ;Soviet Radar Facility [NARADR] UIName=Name:NARADR Name=Soviet Radar Tower BuildCat=Tech Prerequisite=POWER,NAHAND,NACNST Strength=750 Radar=yes Armor=wood Primary=Detector ROT=100 TechLevel=3 Adjacent=14 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1500 Points=60 Power=-75 Powered=true Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm,DBRS10SM MaxDebris=20 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=yes Spyable=yes ; A spy can do something to this, works like captureable ImmuneToPsionics=no ; defaults to yes for buildings, no for others ;BuildTimeMultiplier=1.5 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes DistributedFire=yes HasStupidGuardMode=false AntiInfantryValue=1 AntiArmorValue=1 AntiAirValue=1 HasRadialIndicator=true LandTargeting=0 NavalTargeting=5 ;SuperWeapon=SpyPlaneSpecial DetectDisguise=yes ConcentricRadialIndicator=true DetectDisguiseRange=13 VoiceSelect=CameraSwitch TargetLaser=yes GapGenerator=yes GapRadiusInCells=-1 SuperGapRadiusInCells=13 ExtraPower=-375 DestroyAnim=NARADRDM AirRangeBonus=5 NaturalParticleSystem=BuildSmokeSys NaturalParticleLocation=130,130,70 [Detector] Range=13 Damage=0 Projectile=InvisibleAll Warhead=DETECTWH ROF=30 OmniFire=yes Anim=RMGUN-NW,RMGUN-N,RMGUN-NE,RMGUN-E,RMGUN-SE,RMGUN-S,RMGUN-SW,RMGUN-W Bright=yes RevealOnFire=no UseSparkParticles=yes AttachedParticleSystem=RadarRailgunSys [DetectorAA] Range=13 Damage=0 Projectile=InvisibleAll Warhead=DETECTWH ROF=30 OmniFire=yes Anim=DETECTAA Bright=yes RevealOnFire=no [NARADRB] Image=NARADR UIName=Name:NARADR Name=Soviet Radar Tower BuildCat=Tech Prerequisite=NARADR,NACNST Strength=750 Radar=yes Armor=wood TechLevel=-1 Adjacent=14 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1500 Points=60 Power=-25 Powered=true Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm,DBRS10SM MaxDebris=20 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=yes Spyable=yes ; A spy can do something to this, works like captureable ImmuneToPsionics=no ; defaults to yes for buildings, no for others ;BuildTimeMultiplier=1.5 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Primary=Detector ROT=100 DistributedFire=yes HasStupidGuardMode=false AntiInfantryValue=10 AntiArmorValue=10 AntiAirValue=10 HasRadialIndicator=true LandTargeting=0 NavalTargeting=5 ;SuperWeapon=SpyPlaneSpecial DetectDisguise=yes ConcentricRadialIndicator=true BuildTimeMultiplier=0.2 DetectDisguiseRange=13 VoiceSelect=CameraSwitch GapGenerator=yes GapRadiusInCells=13 DestroyAnim=NARADRDM AirRangeBonus=6 NaturalParticleSystem=BuildSmokeSys NaturalParticleLocation=100,100,30 ; Soviet shipyard [NAYARD] UIName=Name:NAYARD Name=Soviet Shipyard BuildCat=Tech Prerequisite=NAHAND,POWER,NACNST WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=2 Adjacent=22 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-75 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG,DBRS10SM MaxDebris=22 MinDebris=14 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ;TargetCoordOffset=256,256,0 ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAYARDDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=730,730,490 [NAYARDB] UIName=Name:NAYARD Name=Soviet Shipyard Image=NAYARD BuildCat=Tech Prerequisite=NAYARD,NACNST WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=-1 Adjacent=22 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-25 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG,DBRS10SM MaxDebris=22 MinDebris=14 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ;TargetCoordOffset=256,256,0 ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=.1 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAYARDDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=730,730,490 [NAYARDC] UIName=Name:NAYARD Name=Soviet Shipyard Image=NAYARD BuildCat=Tech Prerequisite=NAYARD,NACNST WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=-1 Adjacent=22 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-10 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG,DBRS10SM MaxDebris=22 MinDebris=14 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ;TargetCoordOffset=256,256,0 ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=.1 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAYARDDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=730,730,490 ; service depot [NADEPT] UIName=Name:NADEPT Name=Soviet Service Depot BuildCat=Tech Prerequisite=NAWEAP,NACNST Strength=1200 Armor=wood TechLevel=6 Adjacent=14 Sight=2 UnitRepair=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=800 Points=80 Power=-25 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg,DBRS10SM MaxDebris=20 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=270, 580, 260 AIBuildThis=no ;gs DB is signed as removing the other one NumberOfDocks=1 HasStupidGuardMode=false NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NADEPTDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=230,230,-30 ; Soviet Tech Center [NATECH] UIName=Name:NATECH Name=Soviet Battle Lab BuildCat=Tech Prerequisite=NAWEAP,NARADR,NACNST Strength=900 Armor=wood TechLevel=7 Adjacent=14 Powered=yes Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=3000 Points=85 Power=-200 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS7SM,DBRIS8LG,DBRS10LG,DBRS10SM MaxDebris=22 MinDebris=14 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=200, 325, 200 AIBuildThis=yes TogglePower=no Spyable=yes ProtectWithWall=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others SuperWeapon=ForceShieldSpecial Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=NATECHDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=190,190,-30 ; Soviet Nuclear Reactor [NANRCT] UIName=Name:NANRCT Name=Soviet Nuclear Reactor BuildCat=Power Strength=1250 Armor=concrete TechLevel=9 Prerequisite=NARADR,NACNST Adjacent=14 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1500 Points=30 Power=1000 Crewed=yes Capturable=true DamageSmokeOffset=410, 100, 165 MaxDebris=25 MinDebris=15 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Powered=no IsImmuneToRadiation=yes Explodes=yes DeathWeapon=NikePayload ; NUKE DeathWeaponDamageModifier=0.25 Spyable=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes PoweredSpecial=yes AIBuildThis=no ;yes BaseNormal=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,DEMTEXP,SCFX,SCFX ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NANRCTDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=730,730,340 [NANRCTB] UIName=Name:NANRCT Name=Soviet Nuclear Reactor AI BuildCat=Power Image=NANRCT Strength=1250 Armor=concrete TechLevel=-1 Prerequisite=NAWEAPB,NACNST Adjacent=14 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1500 Points=30 Power=1000 Crewed=yes Capturable=true DamageSmokeOffset=410, 100, 165 MaxDebris=25 MinDebris=15 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Powered=no IsImmuneToRadiation=yes Explodes=yes DeathWeapon=NikePayload ; NUKE DeathWeaponDamageModifier=0.25 Spyable=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes PoweredSpecial=yes AIBuildThis=yes BuildTimeMultiplier=.6 BaseNormal=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,DEMTEXP,SCFX,SCFX ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NANRCTDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=730,730,340 [NANRCTC] UIName=Name:NANRCT Name=Soviet Nuclear Reactor AI BuildCat=Power Image=NANRCT Strength=1250 Armor=concrete TechLevel=-1 Prerequisite=NARADR,NACNST Adjacent=14 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1500 Points=30 Power=1000 Crewed=yes Capturable=true DamageSmokeOffset=410, 100, 165 MaxDebris=25 MinDebris=15 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Powered=no IsImmuneToRadiation=yes Explodes=yes DeathWeapon=NikePayload ; NUKE DeathWeaponDamageModifier=0.25 Spyable=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes PoweredSpecial=yes AIBuildThis=yes BuildTimeMultiplier=.1 BaseNormal=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,DEMTEXP,SCFX,SCFX ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NANRCTDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=730,730,340 ;Soviet Industrial Plant [NAINDP] Name=Soviet Industrial Plant UIName=Name:IndustrialPlant Image=NAINDP BuildCat=Resource Prerequisite=NATECH,NACNST Primary=SHOVELMONEY AttackFriendlies=yes TechLevel=10 Strength=1000 Adjacent=14 Points=30 Power=-200 Sight=2 Armor=wood Cost=2500 Soylent=1000 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=25 MinDebris=15 HalfDamageSmokeLocation1=0,0,0 DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 ThreatPosed=0 ; This value MUST be 0 for all building addons Capturable=false Crewed=yes ;Explodes=yes ;DeathWeapon=OilExplosion ;Does this building give bonuses to production costs? FactoryPlant=yes ;What value should it multiply the cost by? (Defaults to 1) InfantryCostBonus=1 UnitsCostBonus=0.75 AircraftCostBonus=1 BuildingsCostBonus=1 DefensesCostBonus=1 ProduceCashAmount=50 ; Amount every Delay ProduceCashDelay=100 ; Frame delay between Amounts AIBuildThis=no ;yes TogglePower=no Powered=true BuildLimit=1 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAINDPDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=190,190,-30 ;Soviet Industrial Plant AI [NAINDPB] Name=Soviet Industrial Plant AI UIName=Name:IndustrialPlant Image=NAINDP BuildCat=Resource Prerequisite=NATECH,NACNST Primary=SHOVELMONEY AttackFriendlies=yes TechLevel=-1 Strength=1000 Adjacent=14 Points=30 Power=-25 Sight=2 Armor=wood Cost=2500 Soylent=1000 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=25 MinDebris=15 HalfDamageSmokeLocation1=0,0,0 DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 ThreatPosed=0 ; This value MUST be 0 for all building addons Capturable=false Crewed=yes ;Explodes=yes ;DeathWeapon=OilExplosion ;Does this building give bonuses to production costs? FactoryPlant=yes ;What value should it multiply the cost by? (Defaults to 1) InfantryCostBonus=1 UnitsCostBonus=0.75 AircraftCostBonus=1 BuildingsCostBonus=1 DefensesCostBonus=1 ProduceCashAmount=50 ; Amount every Delay ProduceCashDelay=100 ; Frame delay between Amounts AIBuildThis=yes TogglePower=no Powered=true BuildLimit=1 Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=.15 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAINDPDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=190,190,-30 ; ********************Soviet Base Defenses/Super Weapons *********************** [NADRON] UIName=Name:DRON Name=Deployed Terror Drone UndeploysInto=DRON Strength=200 Armor=special_1 BaseNormal=no Nominal=yes TechLevel=-1 Sight=4 DetectDisguise=yes Cost=500 Points=10 Crewed=no Capturable=false Repairable=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=2 MinDebris=1 Primary=DroneBeam Powered=no ThreatPosed=20 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys ImmuneToPsionicWeapons=no HasRadialIndicator=true DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionics=yes ImmuneToRadiation=yes VoiceSelect=TerrorDroneSelect CanC4=no Bombable=no DistributedFire=yes ResourceDestination=yes SelfHealing=yes ; soviet wall [NAWALL] UIName=Name:NAWALL Name=Soviet Wall BuildCat=Combat Strength=300 Prerequisite=NACNST,NAHAND Armor=concrete TechLevel=1 Adjacent=18 Wall=yes Sight=1 Selectable=no Insignificant=yes Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=200 ; part of TSHACK, feel free to change, I'm just taking out of code gs Points=5 Repairable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0 ; This value MUST be 0 for all building addons ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag GuardRange=8 ImmuneToPsionicWeapons=no CanC4=yes BuildTimeMultiplier=0.2 ; Sentry Gun [NALASR] UIName=Name:NALASR Name=Soviet Sentry Gun BuildCat=Combat Strength=600 Armor=steel Prerequisite=BARRACKS,NACNST TechLevel=1 Adjacent=16 ROT=20 Sight=8 DetectDisguise=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=650 Soylent=216 BaseNormal=no Points=30 Power=-25 Crewed=no Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=14 MinDebris=8 Primary=Vulcan Powered=yes WorkingSound=PowerOn NotWorkingSound=PowerOff Turret=yes TurretAnim=LASER TurretAnimIsVoxel=true TurretAnimX=0 TurretAnimY=6 TurretAnimZAdjust=-20 TurretRecoil=yes TurretTravel=3 BarrelTravel=3 BarrelCompressFrames=1 BarrelHoldFrames=0 BarrelRecoverFrames=1 ThreatPosed=30 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys IsBaseDefense=yes HasStupidGuardMode=false ImmuneToPsionics=no ; defaults to yes for buildings, no for others AntiInfantryValue=10 AntiArmorValue=20 AntiAirValue=0 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) Explodes=yes DeathWeapon=NormalSPayload HasRadialIndicator=true DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch Secondary=OPVulcan Overpowerable=true BuildTimeMultiplier=1.08 NaturalParticleSystem=BuildSSmokeSys NaturalParticleLocation=100,100,30 [NAFLAK] UIName=Name:NAFLAK Name=Soviet Flak Cannon BuildCat=Combat Strength=600 Armor=steel TechLevel=4 Prerequisite=BARRACKS,NACNST Adjacent=16 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=800 Soylent=266 BaseNormal=no Points=30 Power=-50 Crewed=no Primary=FlakWeaponL Secondary=FlakWeapon LandTargeting=1 NavalTargeting=6 Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=8 ThreatPosed=20 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values DamageParticleSystems=SparkSys,LGSparkSys IsBaseDefense=yes Powered=yes ROT=20 Turret=yes TurretAnim=FLAKTUR TurretAnimIsVoxel=true TurretAnimX=0 TurretAnimY=2 TurretAnimZAdjust=-40 TurretRecoil=yes TurretTravel=6 BarrelTravel=6 BarrelCompressFrames=23 BarrelHoldFrames=23 BarrelRecoverFrames=30 HasStupidGuardMode=false ;FireAngle=32 ; 45 degrees -- affects barrel, not turret WorkingSound=PowerOn NotWorkingSound=PowerOff ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes AntiInfantryValue=0 AntiArmorValue=0 AntiAirValue=25 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) Explodes=yes DeathWeapon=NormalSPayload HasRadialIndicator=true DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch NaturalParticleSystem=BuildSSmokeSys NaturalParticleLocation=100,100,30 ; Soviet Tesla Coil [TESLA] UIName=Name:TESLA Name=Soviet Tesla Coil Image=NATSLA BuildCat=Combat Prerequisite=POWER,NARADR,NACNST Strength=700 Armor=steel TechLevel=5 Adjacent=16 Sight=9 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1200 Soylent=400 Points=30 Power=-75 Crewed=no Capturable=false Overpowerable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X Primary=CoilBolt Secondary=OPCoilBolt Turret=no TurretAnimZAdjust=-100 DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=18 MinDebris=10 ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=96, 64, 112 IsBaseDefense=yes BaseNormal=no Powered=yes HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes AntiInfantryValue=25 AntiArmorValue=25 AntiAirValue=0 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) Explodes=yes DeathWeapon=TeslaPayload HasRadialIndicator=true DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NATSLADM NaturalParticleSystem=BuildSSmokeSys NaturalParticleLocation=100,100,30 ;Soviet Bunker [NABNKR] UIName=Name:NABNKR Name=Soviet Battle Bunker Adjacent=15 AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Armor=wood ;steel BaseNormal=no BuildCat=Combat Prerequisite=NACNST,NAHAND Capturable=false ClickRepairable=yes Cost=400 Soylent=133 Crewed=no DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm,DBRS10SM Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX IsBaseDefense=yes MaxDebris=15 MinDebris=8 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Powered=no Sight=8 Strength=725 TechLevel=1 CanBeOccupied=yes MaxNumberOccupants=5 CanOccupyFire=yes AntiInfantryValue=15 AntiArmorValue=5 AntiAirValue=0 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) Explodes=yes DeathWeapon=NormalPayload DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NABNKRDM NaturalParticleSystem=BuildSmokeSys NaturalParticleLocation=130,130,30 FreeUnit=ECGSP BuildTimeMultiplier=1.1 ;Iron Curtain [NAIRON] UIName=Name:NAIRON Name=Soviet Iron Curtain Device BuildCat=Combat ;Image=NAIRON Prerequisite=NATECH,NACNST TechLevel=10 Strength=1000 Powered=true Adjacent=14 Armor=concrete Sight=2 Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=25 MinDebris=15 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM SuperWeapon=IronCurtainSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=no ;yes ProtectWithWall=yes Spyable=yes ChargedAnimTime=1 BuildLimit=1 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAIRONDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=190,190,-30 [NAIRONB] UIName=Name:NAIRON Name=Soviet Iron Curtain Device AI BuildCat=Combat Image=NAIRON Prerequisite=NATECH,NACNST TechLevel=-1 Strength=1000 Powered=true Adjacent=14 Armor=concrete Sight=2 Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-30 Crewed=yes Capturable=false RevealToAll=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=25 MinDebris=15 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM SuperWeapon=IronCurtainSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=yes ProtectWithWall=no Spyable=yes ChargedAnimTime=1 BuildLimit=1 Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.1 BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAIRONDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=190,190,-30 ; Soviet Nuclear Missile [NAMISL] UIName=Name:NAMISL Name=Soviet Nuclear Missile Silo BuildCat=Combat SuperWeapon=NukeSpecial ;HY SuperWeapon2=ChemicalSpecial Prerequisite=NATECH,NACNST Strength=1500 Armor=concrete TechLevel=10 Adjacent=14 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=5000 Points=30 Power=-200 Crewed=yes Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=25 MinDebris=15 DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys SpecialThreatValue=1 NukeSilo=yes Nominal=yes RevealToAll=yes HasStupidGuardMode=false Spyable=yes ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state Geoff is god! ;DeathWeapon=NukePayload ;Explodes=Yes AIBuildThis=yes ProtectWithWall=yes BuildLimit=1 DamageSelf=yes Explodes=yes DeathWeapon=MiniPayload BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAMISLDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=190,190,0 [NAMISLB] UIName=Name:NAMISL Name=Soviet Nuclear Missile Silo AI (no_use) BuildCat=Combat Image=NAMISL SuperWeapon=NukeSpecial ;HY SuperWeapon2=ChemicalSpecial Prerequisite=NATECH,NACNST Strength=1500 Armor=concrete TechLevel=-1 Adjacent=14 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=5000 Points=30 Power=-30 Crewed=yes Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX MaxDebris=25 MinDebris=15 DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys SpecialThreatValue=1 NukeSilo=yes Nominal=yes RevealToAll=yes HasStupidGuardMode=false Spyable=yes ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state Geoff is god! ;DeathWeapon=NukePayload ;Explodes=Yes AIBuildThis=no ProtectWithWall=yes BuildLimit=1 DamageSelf=yes Explodes=yes DeathWeapon=MiniPayload BuildTimeMultiplier=0.1 BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NAMISLDM NaturalParticleSystem=BuildBSmokeSys NaturalParticleLocation=190,190,0 ; ************************************************************************** ; ****************************Yuri Buildings ******************************* ; ************************************************************************** ; Yuri construction yard [YACNST] UIName=Name:YACNST Name=Yuri Construction Yard ConstructionYard=yes Strength=2500 Armor=concrete TechLevel=-1 Adjacent=14 Factory=BuildingType UndeploysInto=PCV Sight=11 Owner=YuriCountry Cost=3000 Points=80 Power=50 Capturable=true Crewed=yes ;DestroyAnim=GACNSTDM Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=25 MinDebris=15 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1470, 1060, 1078 AIBuildThis=yes TogglePower=no ProtectWithWall=yes EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload HasRadialIndicator=true SensorArray=yes SensorsSight=20 ImmuneToPsionicWeapons=no VoiceMove=MCVYuriMove CanC4=yes Drainable=yes VoiceSelect=CameraSwitch DestroyAnim=YACNSTDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=730,730,440 ; Yuri power plant [YAPOWR] UIName=Name:BioR Name=Yuri Bio Reactor ;Image=GAPOWR BuildCat=Power Prerequisite=YACNST Strength=750 Armor=wood TechLevel=2 Adjacent=14 Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=700 Points=40 Power=150 Capturable=true ;gs per Design true Should engineer capture or enter it? Dunno, so ban capture. (Grinder already was) Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX Upgrades=2 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=18 MinDebris=12 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=300, 300, 450 TogglePower=no Spyable=yes ; A spy can do something to this, works like captureable DieSound=PowerPlantDie ImmuneToPsionics=no ; defaults to yes for buildings, no for others UnitAbsorb=no InfantryAbsorb=yes ;CanBeOccupied=yes ;MaxNumberOccupants=5 PipScale=Passengers Passengers=5 SizeLimit=15 ExtraPower=50 Drainable=no PoweredSpecial=yes Explodes=yes DeathWeapon=BioPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAPOWRDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=130,130,30 BuildTimeMultiplier=1.15 ; Yuri Barracks [YABRCK] UIName=Name:Ybarracks Name=Yuri Barracks ;needs different Given Name to avoid editor confusion Image=YABRCK BuildCat=Tech Prerequisite=YACNST Strength=650 Armor=wood Factory=InfantryType Adjacent=14 TechLevel=1 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=750 Points=30 Power=-25 Crewed=yes Capturable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=GAPILEDM MaxDebris=20 MinDebris=14 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=-64,64,0 YuriBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=215,395,200 AIBuildThis=yes Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YABRCKDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=100,190,30 [YABRCKB] UIName=Name:Ybarracks Name=Yuri Barracks ;needs different Given Name to avoid editor confusion Image=YABRCK BuildCat=Tech Prerequisite=YACNST Strength=650 Armor=wood Factory=InfantryType Adjacent=14 TechLevel=-1 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=750 Points=30 Power=-25 Crewed=yes Capturable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=GAPILEDM MaxDebris=20 MinDebris=14 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=-64,64,0 YuriBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=215,395,200 AIBuildThis=yes Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.1 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YABRCKDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=100,190,30 [YABRCKC] UIName=Name:Ybarracks Name=Yuri Barracks ;needs different Given Name to avoid editor confusion Image=YABRCK BuildCat=Tech Prerequisite=YACNST,YABRCK Strength=650 Armor=wood Factory=InfantryType Adjacent=14 TechLevel=-1 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=750 Points=30 Power=-25 Crewed=yes Capturable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=GAPILEDM MaxDebris=20 MinDebris=14 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=-64,64,0 YuriBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=215,395,200 AIBuildThis=yes Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.2 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YABRCKDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=100,190,30 ; Yuri Command Center [YACOMD] UIName=Name:YACOMD Name=Yuri Command Center ;ConstructionYard=yes Strength=1000 Armor=concrete TechLevel=-1 Adjacent=14 ;Factory=BuildingType ;UndeploysInto=SMCV Sight=8 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=3000 Points=80 Power=0 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=NACNSTD MaxDebris=20 MinDebris=14 DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1470,1060,1078 ;AIBuildThis=yes TogglePower=no LeaveRubble=yes ProtectWithWall=yes EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ; Yuri Ore Refinery ;slave miner building [YAREFN] UIName=Name:SMIN Name=Yuri Ore Refinery BuildCat=Resource ;Bib=yes Prerequisite=YACNST Strength=2000 Adjacent=14 Armor=medium Primary=20mmRapidD ElitePrimary=20mmRapidDE Secondary=20mmRapidA EliteSecondary=20mmRapidAE Turret=yes TurretAnim=SMINTUR TurretAnimIsVoxel=true TurretAnimX=-25 TurretAnimY=12 TurretAnimZAdjust=-50 TurretRecoil=yes TurretTravel=4 BarrelTravel=4 BarrelCompressFrames=1 BarrelHoldFrames=0 BarrelRecoverFrames=1 TechLevel=1;-1 Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=2400 Soylent=1200 Points=80 Power=-75 Storage=200 Capturable=false;gs true ;Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX HalfDamageSmokeLocation1=0,0,0 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=20 MinDebris=14 PipScale=Tiberium ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=410, 100, 165 AIBuildThis=yes;no;yes TogglePower=no RefinerySmokeOffsetOne=-85,-85,250 RefinerySmokeOffsetTwo=-85,90,250 RefinerySmokeOffsetThree=95,-85,250 RefinerySmokeOffsetFour=95,90,250 RefinerySmokeFrames=30 RefinerySmokeParticleSystem=YRefnSys; Enslaves=SLAV;gs The SMIN does not get an Enslaves listing because the Slave object will get passed from unit to building upon deploy SlavesNumber=6 SlaveRegenRate=600 ;225 SlaveReloadRate=40 ;moving brain to refinery to start ;Ugh. Now that placed as building, problem arises from managing to get a SMIN as vehicle (Campaign map, crate). Both get this listing now, and Brain transplant will check to make sure extra one is not created Spyable=yes ;NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ImmuneToPsionics=yes ; defaults to yes for buildings, no for others BaseNormal=no UndeploysInto=SMIN ClickRepairable=yes ;no DeployFacing=0;0 = N, 7 = NW ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money ResourceDestination=yes VoiceSelect=SlaveMinerSelect VoiceMove=SlaveMinerMove VoiceAttack=SlaveMinerAttackCommand VoiceHarvest=SlaveMinerHarvest VoiceFeedback=SlaveMinerAttackCommand DeploySound=SlaveMinerUndeploy VoiceDeploy=SlaveMinerUnDeployVoice Unsellable=yes Trainable=yes Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=.84 CanC4=no Drainable=yes ImmuneToPsionicWeapons=no ImmuneToRadiation=yes ImmuneToPoison=yes SelfHealing=no DestroyAnim=YAREFNDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=130,130,0 ;Yuri Weapons Factory [YAWEAP] UIName=Name:YWarfactory Name=Yuri War Factory BuildCat=Tech WeaponsFactory=yes Prerequisite=POWER,YABRCK,YACNST Factory=UnitType DeployTime=.044 Strength=1000 Armor=wood TechLevel=2 Sight=2 Adjacent=14 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-100 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM MaxDebris=22 MinDebris=14 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408,880,435 AIBuildThis=yes ;ExitCoord=384,96,0 ExitCoord=512,256,0 ;must be center of cell Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAWEAPDM BuildTimeMultiplier=0.75 NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=330,330,30 [YAWEAPB] UIName=Name:YWarfactory Name=Yuri War Factory Image=YAWEAP BuildCat=Tech WeaponsFactory=yes Prerequisite=YABRCK,YACNST Factory=UnitType DeployTime=.044 Strength=1000 Armor=wood TechLevel=-1 Sight=2 Adjacent=14 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-75 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM MaxDebris=22 MinDebris=14 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408,880,435 AIBuildThis=yes ;ExitCoord=384,96,0 ExitCoord=512,256,0 ;must be center of cell Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.1 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAWEAPDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=330,330,30 [YAWEAPC] UIName=Name:YWarfactory Name=Yuri War Factory Image=YAWEAP BuildCat=Tech WeaponsFactory=yes Prerequisite=YACNST,NAPSIS Factory=UnitType DeployTime=.044 Strength=1000 Armor=wood TechLevel=-1 Sight=2 Adjacent=14 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=2000 Points=80 Power=-50 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM MaxDebris=22 MinDebris=14 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=408,880,435 AIBuildThis=yes ;ExitCoord=384,96,0 ExitCoord=512,256,0 ;must be center of cell Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=0.1 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAWEAPDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=330,330,30 ;Psychic Sensor [NAPSIS] UIName=Name:YURIRAD Name=Yuri Psychic Sensor BuildCat=Tech; Combat Prerequisite=YACNST,POWER,YABRCK ; REFN can't be prereq YAREFN,YACNST; acts as yuri radar, so different prereqs NATECH,NACNST Strength=750 Radar=yes Armor=wood TechLevel=3 Adjacent=14 Sight=10 PsychicDetectionRadius=13 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1500 Points=50 Power=-75 Powered=true Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg,DBRS10SM MaxDebris=20 MinDebris=14 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=yes;GEF it's the new radar, the computer needs to be able to build it now for prereqs. AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary. HasRadialIndicator=true ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep. DetectDisguise=yes DetectDisguiseRange=13 ;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble SensorArray=yes SensorsSight=13 Spyable=yes ; A spy can do something to this, works like captureable ImmuneToPsionics=no ; defaults to yes for buildings, no for others SuperWeapon=PsychicRevealSpecial ;BuildTimeMultiplier=1.5 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch GapGenerator=yes GapRadiusInCells=-1 SuperGapRadiusInCells=13 ExtraPower=-375 DestroyAnim=NAPSISDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=130,130,50 [NAPSISB] Image=NAPSIS UIName=Name:YURIRAD Name=Yuri Psychic Sensor BuildCat=Tech; Combat Prerequisite=YACNST,NAPSIS ; REFN can't be prereq YAREFN,YACNST; acts as yuri radar, so different prereqs NATECH,NACNST Strength=750 Radar=yes Armor=wood TechLevel=-1 Adjacent=14 Sight=10 PsychicDetectionRadius=13 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1500 Points=50 Power=-25 Powered=true Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg,DBRS10SM MaxDebris=20 MinDebris=14 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=yes;GEF it's the new radar, the computer needs to be able to build it now for prereqs. AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary. HasRadialIndicator=true ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep. DetectDisguise=yes DetectDisguiseRange=13 ;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble SensorArray=yes SensorsSight=13 Spyable=yes ; A spy can do something to this, works like captureable ImmuneToPsionics=no ; defaults to yes for buildings, no for others SuperWeapon=PsychicRevealSpecial Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes BuildTimeMultiplier=.2 VoiceSelect=CameraSwitch GapGenerator=yes GapRadiusInCells=13 SuperGapRadiusInCells=13 DestroyAnim=NAPSISDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=130,130,50 ; Yuri Navy shipyard [YAYARD] UIName=Name:Ynaval Name=Yuri Submarine Pen Image=YAYARD BuildCat=Tech Prerequisite=YACNST,POWER,YABRCK WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=4 Adjacent=22 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-75 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=16 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ;TargetCoordOffset=300,200,0 ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAYARDDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=730,730,440 ; Yuri Navy shipyard [YAYARDB] UIName=Name:Ynaval Name=Yuri Submarine Pen Image=YAYARD BuildCat=Tech Prerequisite=YAYARD,YACNST WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=-1 Adjacent=22 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-35 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=16 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ;TargetCoordOffset=300,200,0 ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=.15 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAYARDDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=730,730,440 ; Yuri Navy shipyard [YAYARDC] UIName=Name:Ynaval Name=Yuri Submarine Pen Image=YAYARD BuildCat=Tech Prerequisite=YACNST,YAYARD WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=-1 Adjacent=22 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-35 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10SM MaxDebris=22 MinDebris=16 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys DamageSmokeOffset=700,700,500 AIBuildThis=yes UnitRepair=yes NumberOfDocks=1 AmbientSound=_Amb_WavesLake NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ;TargetCoordOffset=300,200,0 ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=.15 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAYARDDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=730,730,440 ; Yuri service depot [YADEPT] UIName=Name:GADEPT Name=ZZZ Yuri Service Depot Image=GADEPT BuildCat=Tech Prerequisite=YAWEAP,YACNST Strength=1200 Armor=wood Primary=ElectricBoltFrag ;This building does not exist in our game. Use the grinder instead. TechLevel=15 Adjacent=14 Sight=5 UnitRepair=yes ;UnitReload=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=800 Points=80 Power=-25 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=8 MinDebris=4 ThreatPosed=0 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=270, 580, 260 AIBuildThis=no ;taken out to remove useless building - DB HasStupidGuardMode=false NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west ImmuneToPsionics=no ; defaults to yes for buildings, no for others BaseNormal=no ImmuneToPsionicWeapons=no VoiceSelect=CameraSwitch ; Yuri weapons factory ; Yuri tech center [YATECH] UIName=Name:Yblab Name=Yuri Battle Lab ;Image=GATECH BuildCat=Tech Prerequisite=YAWEAP,YACNST,NAPSIS Strength=900 Armor=wood TechLevel=8 Adjacent=14 Powered=yes Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=3000 Points=85 Power=-200 Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG,DBRS10SM MaxDebris=22 MinDebris=16 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1500, 1055, 815 AIBuildThis=yes TogglePower=no Spyable=yes ProtectWithWall=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others SuperWeapon=ForceShieldSpecial Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes Powered=true VoiceSelect=CameraSwitch DestroyAnim=YATECHDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=360,170,30 ; Yuri Grinder [YAGRND] UIName=Name:Grinder Name=Yuri Grinder BuildCat=Tech Prerequisite=YAWEAP,YACNST Strength=900 Armor=wood TechLevel=9 Adjacent=14 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=800 Points=30 Power=-50 Grinding=yes Crewed=yes Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=20 MinDebris=14 DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=480,96,125q AIBuildThis=yes CreateUnitSound=CloningVatsCreate ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes Powered=true DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAGRNDDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=190,190,30 [YAGRNDB] UIName=Name:Grinder Name=Yuri Grinder Image=YAGRND BuildCat=Tech Prerequisite=YABRCKC,YACNST Strength=900 Armor=wood TechLevel=-1 Adjacent=14 Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=800 Points=30 Power=-10 Grinding=yes Crewed=yes Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=20 MinDebris=14 DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=480,96,125q AIBuildThis=yes CreateUnitSound=CloningVatsCreate ImmuneToPsionics=no ; defaults to yes for buildings, no for others Explodes=yes Powered=true DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch BuildTimeMultiplier=.1 DestroyAnim=YAGRNDDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=190,190,30 ; Yuri Cloning Vats [NACLON] UIName=Name:NACLON Name=Yuri Cloning Vats BuildCat=Tech Prerequisite=YATECH,YACNST Primary=SHOVELMONEY AttackFriendlies=yes Strength=1000 Armor=wood TechLevel=9 Adjacent=14 Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-200 Cloning=yes Crewed=yes Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=22 MinDebris=14 DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 YuriBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=480,96,125 AIBuildThis=no ;yes CreateInfantrySound=CloningVatsCreate BuildLimit=1 ProduceCashAmount=50 ; Amount every Delay ProduceCashDelay=100 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NACLONDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=130,130,50 [NACLONB] UIName=Name:NACLON Name=Yuri Cloning Vats AI BuildCat=Tech Image=NACLON Prerequisite=NAPSIS,YACNST Primary=SHOVELMONEY AttackFriendlies=yes Strength=1000 Armor=wood TechLevel=-1 Adjacent=14 Sight=1 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-100 Cloning=yes Crewed=yes Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=22 MinDebris=14 DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm,DBRS10SM ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 YuriBarracks=yes DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=480,96,125 AIBuildThis=yes CreateInfantrySound=CloningVatsCreate BuildLimit=1 ProduceCashAmount=50 ; Amount every Delay ProduceCashDelay=100 Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=.3 BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NACLONDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=130,130,50 ; ********************Yuri Base Defenses/Super Weapons *********************** ;Yuri Wall [GAFWLL];temp wall for yuri[YAWALL] UIName=Name:Citadel Name=Yuri Citadel Wall ;Image=GAFWLL BuildCat=Combat Strength=300;900;450 Prerequisite=YACNST,YABRCK Armor=concrete TechLevel=2 Adjacent=18 Wall=yes Sight=1 Selectable=no Insignificant=yes Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil ;RequiredHouses=French Cost=200 ; part of TSHACK, feel free to change, I'm just taking out of code gs Points=5 Repairable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0 ; This value MUST be 0 for all building addons ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag GuardRange=8 ImmuneToPsionicWeapons=no CanC4=yes BuildTimeMultiplier=0.2 ; Gattling Cannon ;GEF GCAN was allready taken by the Grand Cannon, so have to settle for Gattling Gun [YAGGUN] UIName=Name:GattCannon Name=Yuri Gattling Cannon ;Image=NASAM BuildCat=Combat Strength=600qqqw Armor=steel TechLevel=4 Prerequisite=BARRACKS,YACNST Adjacent=16 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=750 Soylent=250 BaseNormal=no Points=30 Power=-50 Crewed=no Capturable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=16 MinDebris=8 ThreatPosed=30 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys IsBaseDefense=yes Powered=yes Turret=yes TurretAnim=YAGGUN TurretAnimIsVoxel=True TurretAnimX=0 ROT=20 TurretAnimY=15 TurretAnimZAdjust=-40 TurretRecoil=yes TurretTravel=5 BarrelTravel=5 BarrelCompressFrames=12 BarrelHoldFrames=12 BarrelRecoverFrames=20 HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes AntiInfantryValue=25 AntiArmorValue=10 AntiAirValue=25 HasRadialIndicator=true ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) ;-----Gattling stuff------- ;GEF There is a _lot_ of stuff in this section, hope it's worth it ;Do I have a gattling gun or not IsGattling=yes ;How weapons does it have? Currently, all Gattling Units have had anti-air ;capability, so the mechanics currently depends on having twice the number ;of stages in weapons, alternating anti-ground first, and anti-air second. TurretCount=1 WeaponCount=6 Weapon1=AGGattCann EliteWeapon1=AGGattCann Weapon2=AAGattCann EliteWeapon2=AAGattCann Weapon3=AGGattCann2 EliteWeapon3=AGGattCann2 Weapon4=AAGattCann2 EliteWeapon4=AAGattCann2 Weapon5=AGGattCann3 EliteWeapon5=AGGattCann3 Weapon6=AAGattCann3 EliteWeapon6=AAGattCann3 ;How many stages does this gattling gun have, and how long does it ;take to progress through these stages; WeaponStages=3 Stage1=150 Stage2=375 Stage3=500 EliteStage1=150 EliteStage2=350 EliteStage3=450 ;How many increments or decrements does the timer get per frame? ;If RateDown is zero, then it overrides the previous stage vaules, ;causing the tank to instantly go to zero when it stops firing ;if it can't find a new target RateUp=1 RateDown=3 Explodes=yes DeathWeapon=NormalSPayload DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch NaturalParticleSystem=YBuildSSmokeSys NaturalParticleLocation=100,100,30 ;-----End Gattling stuff------- [YAPSYT] UIName=Name:YAPSYT Name=Yuri Psychic Tower BuildCat=Combat Prerequisite=NAPSIS,YACNST Primary=MultipleMindControlTower Secondary=MindBlastTower Overpowerable=true TechLevel=7 Adjacent=16 Strength=700 ;750 Armor=steel Sight=9 Points=30 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1200 Soylent=400 Power=-75 Powered=true Capturable=false Crewed=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=18 MinDebris=10 ThreatPosed=30 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=0, 20, 150 AIBuildThis=yes ImmuneToPsionics=yes ; defaults to yes for buildings, no for others PipScale=MindControl PipsDrawForAll=yes;gs don't have to be allied to see pips (Building property) DetectDisguise=no Drainable=yes AntiInfantryValue=25 AntiArmorValue=25 AntiAirValue=0 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) BaseNormal=no Explodes=yes DeathWeapon=MCTPayload HasRadialIndicator=true DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no TypeImmune=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAPSYTDM NaturalParticleSystem=YBuildSSmokeSys NaturalParticleLocation=100,100,60 [YAPSYTP] UIName=Name:YAPSYT Name=Yuri Psychic Tower BuildCat=Combat Prerequisite=NAPSIS,YACNST Image=YAPSYT Primary=MultipleMindControlTower Secondary=MindBlastTower Overpowerable=true TechLevel=-1 Adjacent=16 Strength=700 ;750 Armor=steel Sight=9 Points=30 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1200 Soylent=400 Power=-75 Powered=true Capturable=false Crewed=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=18 MinDebris=8 ThreatPosed=30 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=450, 200, 150 AIBuildThis=yes ImmuneToPsionics=yes ; defaults to yes for buildings, no for others PipScale=MindControl PipsDrawForAll=yes;gs don't have to be allied to see pips (Building property) DetectDisguise=no Drainable=yes AntiInfantryValue=25 AntiArmorValue=25 AntiAirValue=0 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) BaseNormal=no Explodes=yes DeathWeapon=MCTPayload HasRadialIndicator=true DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no TypeImmune=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAPSYTDM ProtectWithWall=yes NaturalParticleSystem=YBuildSSmokeSys NaturalParticleLocation=100,100,60 [NATBNK] UIName=Name:NATBNK Name=Yuri Tank Bunker BuildCat=Combat Prerequisite=YACNST,YAWEAP PrerequisiteOverride=YAWEAPB Strength=800 Armor=steel TechLevel=3 Adjacent=15 Sight=8 Bunker=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=400 Soylent=133 Points=60 Power=0 Powered=false Capturable=false Crewed=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm MaxDebris=18 MinDebris=10 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=no ImmuneToPsionics=no ; defaults to yes for buildings, no for others NumberOfDocks=1 NumberImpassableRows=0;defaults to all impassible HasStupidGuardMode=false AntiInfantryValue=10 AntiArmorValue=25 AntiAirValue=0 BaseNormal=no ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) Explodes=yes DeathWeapon=NormalPayload DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=NATBNKDM NaturalParticleSystem=YBuildSmokeSys NaturalParticleLocation=120,120,0 ;Genetic Mutator [YAGNTC] UIName=Name:YAGNTC Name=Yuri Genetic Mutator Device BuildCat=Combat ;Image=NAIRON Prerequisite=YATECH,YACNST TechLevel=10 Strength=1000 Powered=true Adjacent=14 Armor=concrete Sight=2 Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=25 MinDebris=15 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM SuperWeapon=GeneticConverterSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=no ;yes ProtectWithWall=yes Spyable=yes ChargedAnimTime=1 BuildLimit=1 Explodes=yes DeathWeapon=NormalPayload BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1500, 1055, 815 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAGNTCDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=190,190,30 [YAGNTCB] UIName=Name:YAGNTC Name=Yuri Genetic Mutator Device AI BuildCat=Combat Image=YAGNTC Prerequisite=YATECH,YACNST TechLevel=-1 Strength=1000 Powered=true Adjacent=14 Armor=concrete Sight=2 Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=25 MinDebris=15 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRS10SM SuperWeapon=GeneticConverterSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=yes ProtectWithWall=no Spyable=yes ChargedAnimTime=1 BuildLimit=1 Explodes=yes DeathWeapon=NormalPayload BuildTimeMultiplier=.25 BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1500, 1055, 815 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAGNTCDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=190,190,30 ;Psychic Dominator [YAPPET] UIName=Name:YAPPET Name=Yuri Puppet Master ;Image=GAWETH BuildCat=Combat Prerequisite=YATECH,YACNST TechLevel=10 Strength=1500 Powered=true Adjacent=14 Armor=concrete Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=5000 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX SuperWeapon=PsychicDominatorSpecial Nominal=yes ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=yes Spyable=yes ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state ProtectWithWall=yes BuildLimit=1 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=25 MinDebris=15 Explodes=yes DeathWeapon=PDPayload BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1500, 1055, 815 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAPPETDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=190,190,30 [YAPPETB] UIName=Name:YAPPET Name=Yuri Puppet Master AI (no_use) Image=YAPPET BuildCat=Combat Prerequisite=YATECH,YACNST TechLevel=-1 Strength=1500 Powered=true Adjacent=14 Armor=concrete Sight=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=5000 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX SuperWeapon=PsychicDominatorSpecial Nominal=yes ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=no Spyable=yes ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state ProtectWithWall=yes BuildLimit=1 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM MaxDebris=25 MinDebris=15 Explodes=yes DeathWeapon=PDPayload BuildTimeMultiplier=.25 BaseNormal=no DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=1500, 1055, 815 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DestroyAnim=YAPPETDM NaturalParticleSystem=YBuildBSmokeSys NaturalParticleLocation=190,190,30 [AILOCK] Name=AI Lock UIName=Name:DUMMYDUMMY TechLevel=11 Strength=666 Immune=yes Adjacent=0 Points=0 Sight=0 Armor=special_2 MaxDebris=0 MinDebris=0 Powered=false Explosion=DUMMY Nominal=yes RadarInvisible=yes HalfDamageSmokeLocation1=0,0,0 DamageSmokeOffset=410, 100, 165 ThreatPosed=0 Crewed=no Spyable=no ImmuneToPsionics=yes ImmuneToPoison=yes ImmuneToRadiation=yes Capturable=true Selectable=no Unsellable=yes Trainable=no DieSound=Dummy PixelSelectionBracketDelta=9999 DeathWeapon=NukePayload CanC4=yes ; Yuri Rocket Launch Pad [YAROCK] UIName=Name:YAROCK Name=Rocket Launch Pad ;Image=YAROCK ;BuildCat=Power ;Prerequisite=YACNST Strength=700 Armor=wood TechLevel=-1 Adjacent=2 Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=600 Points=40 ;Power=150 Capturable=False Crewed=No Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,gtpowexp ;Upgrades=2 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=15 MinDebris=1 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=300, 300, 450 ;TogglePower=Yes Spyable=No ; A spy can do something to this, works like captureable DieSound=PowerPlantDie ImmuneToPsionics=Yes ; defaults to yes for buildings, no for others UnitAbsorb=No ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;PipScale=Passengers ;Passengers=6 ;SizeLimit=6 ;ExtraPower=100 ImmuneToPsionicWeapons=no ; ************************************************************************** ; ****************************Tech Buildings ******************************* ; ************************************************************************** [CAOUTP] UIName=Name:CAOUTP Name=Tech Outpost TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes Sight=10 Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=10 MinDebris=5 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Primary=HoverMissileP Secondary=HoverMissilePA RadialFireSegments=6 UnitRepair=yes Turret=yes TurretAnim=FVTUR11;OUTP TurretAnimX=-30 TurretAnimY=-28 TurretAnimIsVoxel=true TurretAnimZAdjust=-960 TurretRecoil=yes TurretTravel=36 BarrelTravel=36 BarrelCompressFrames=13 BarrelHoldFrames=13 BarrelRecoverFrames=20 FireAngle=0 ; hopefully horizontal Capturable=yes NeedsEngineer=yes CaptureEvaEvent= EVA_RepairFacilityCaptured ;Eva (and therefore 3way split) voice to use when captured Unsellable=yes NumberOfDocks=1 LeaveRubble=yes NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) AirRangeBonus=0 ROT=15 BaseNormal=no HasRadialIndicator=true ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayload Explodes=yes [CAAIRP] UIName=Name:CAAIRP Name=Tech Airport TechLevel=-1 Strength=1250 Insignificant=yes Nominal=yes Sight=3 Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX,FLAMEGUYX,FLAMEGUYX MaxDebris=15 MinDebris=5 DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_AirfieldCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=yes Unsellable=yes Ammo=5 SuperWeapon=ParaDropSpecial LeaveRubble=yes RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayload Explodes=yes [CAOILD] UIName=Name:CAOILD Name=Tech Oil Derrick TechLevel=-1 Strength=1250 Insignificant=yes Nominal=yes Primary=SHOVELMONEY AttackFriendlies=yes Sight=3 Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=8 MinDebris=4 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_OilRefineryCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=yes Unsellable=yes Explodes=yes DeathWeapon=OilExplosion ProduceCashStartup=1000 ; credits when captured from the Neutral house ProduceCashAmount=20 ; Amount every Delay ProduceCashDelay=100 ; Frame delay between Amounts WorkingSound=OilDerrickLoop LeaveRubble=yes RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAPOWR] UIName=Name:CAPOWR Name=Tech Civilian Power Plant TechLevel=-1 Strength=1250 Insignificant=yes Nominal=yes Sight=3 Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnims=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_TechBuildingCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=yes Unsellable=yes Ammo=5 ;SuperWeapon=ParaDropSpecial LeaveRubble=yes Power=400 RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayload Explodes=yes [CAMACH] UIName=Name:CAMACH Name=Tech Machine Shop ;Image=CAOILD;###TEMP TechLevel=-1 Strength=1250 Insignificant=yes Nominal=yes Sight=3 Points=5 Armor=wood ;Armory=yes ;old and useless. Becoming new building MaxDebris=8 MinDebris=4 Capturable=yes CaptureEvaEvent= EVA_MachineShopCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=yes Unsellable=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DamageParticleSystems=SmallGreySSys,BigGreySmokeSys LeaveRubble=yes UnitsGainSelfHeal=2 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayload Explodes=yes [CATHOSP] UIName=Name:CAHOSP Name=Tech Hospital Image=CAHOSP TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes Sight=3 Points=5 Armor=wood ;Hospital=yes ;gs old TS way Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=6 DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_HospitalCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=yes Unsellable=yes LeaveRubble=yes InfantryGainSelfHeal=2 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayload Explodes=yes [CAHOSP];copypasted the good one on top of it UIName=Name:CAHOSP Name=Old Civilian Hospital Image=CAHOSP TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes Sight=3 Points=5 Armor=wood ;Hospital=yes ;gs old TS way Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=6 DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_HospitalCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=yes Unsellable=yes LeaveRubble=yes InfantryGainSelfHeal=1 ; one 'unit' of SelfHealInfantryAmount per SelfHealInfantryFrames RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayload Explodes=yes ;Secret Lab [CASLAB] UIName=Name:CASLAB Name=Tech Secret Lab ;Image=CALAB TechLevel=-1 Strength=1250 Insignificant=yes Nominal=yes Sight=3 Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=8 MinDebris=4 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Capturable=yes CaptureEvaEvent= EVA_SecretLabCaptured ;Eva (and therefore 3way split) voice to use when captured NeedsEngineer=yes Unsellable=yes WorkingSound=OilDerrickLoop LeaveRubble=yes ;GEF These three would be used to allow the designer to override the normal secret lab process and specify what unit the building allows ;This will probably be overridden for use in specific maps. Note that only one object can be given by the secret lab, if more than one is specified, only one of them will actually take effect ;SecretInfantry ;SecretUnit= :SecretBuilding= SecretLab=yes RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) BaseNormal=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayload Explodes=yes ; ************************************************************************** ; ******************** Monuments/Special buildings ************************* ; ************************************************************************** ;THE ALAMO [CATEXS02] UIName=Name:CATEXS02 Name=Alamo TechLevel=-1 Strength=2000 Insignificant=yes;//gs doesn't draw on the radar, among lotsa other things Nominal=yes ;RadarInvisible=yes ;gs ARGH!!! Radar Invisible used to be placebo, but I made it work for the Blackhawk. Now this makes it not go on the radar EVEN WHEN OCCUPIED! Ack! Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;WHITE HOUSE [CAWASH01] UIName=Name:CAWASH01 Name=White House TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete ;Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg DestroyAnim=CAWS01DM CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=Yes DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWSH12] Name=Washington Monument UIName=Name:CAWSH12 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DestroyAnim=CAWSH12D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH14] UIName=Name:CAWSH14 Name=Jefferson Memorial TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DestroyAnim=CAWA14DM MaxDebris=0 CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag CanBeOccupied=no LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Paris Civ Structure -- THE LOUVRE [CAPRS03] UIName=Name:CAPRS03 Name=Paris Louvre TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Mexico Mayan Pyramids [CAMEX01] Name=Mayan Prism Pyramid UIName=Name:CAMEX01 TechLevel=-1 Strength=2000 Nominal=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=12 ; UC base values ClickRepairable=no CanBeOccupied=no Primary=MayanPrism LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [MAYAN] Name=Mayan Prism Pyramid UIName=Name:MAYAN Image=CAMEX01 Primary=MayanPrism TechLevel=-1 Strength=2000 Insignificant=yes Nominal=yes RadarInvisible=no Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian Kremlin Palace [CARUS03] Name=Russain Kremlin Palace UIName=Name:CARUS03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH15] UIName=Name:CAWASH15 Name=Wash Lincoln Memorial TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DestroyAnim=CAWA15DM MaxDebris=0 CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ;Sight=6 ; UC base values ;ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Paris Arc de Triumphe [CAPARS11] Name=Paris Arc de Triumphe UIName=Name:CAPARS11 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DestroyAnim=CAPR11DM MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris1lg,Dbris1sm,Dbris2lg CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=yes DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Paris Notre Dame [CAPARS12] Name=Paris Notre Dame UIName=Name:CAPARS12 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CAPARS12D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Psychic Beacon [NAPSYB] UIName=Name:NAPSYB Name=Psychic Beacon BuildCat=Tech Prerequisite=NATECH Strength=750 Armor=wood TechLevel=-1 Adjacent=2 Sight=10 ;PsychicDetectionRadius=15 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=1000 Points=50 Power=-100 Powered=true Capturable=true Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary. HasRadialIndicator=true DetectDisguise=yes BaseNormal=yes AmbientSound=PsychicAmplifierLoop DieSound=PsychicAmplifierDie ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Psychic Amplifier [NAPSYA] UIName=Name:NAPSYA Name=Psychic Amplifier TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Power=-100 Powered=true Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris2sm,Dbris3lg,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no AmbientSound=PsychicAmplifierLoop DieSound=PsychicAmplifierDie ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Air Force Academy Chapel [CACOLO01] Name=Air Force Academy Chapel Colorado UIName=Name:CACOLO01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian 07 [CARUS07] Name=Russain Red Square Circle Thing UIName=Name:CARUS07 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS3LG,DBRIS7SM,DBRIS8SM,DBRS10LG MaxDebris=13 MinDebris=6 CrateBeneath=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Smithsonian Castle -- SJM assumes this is Smithsonian Institute [CAWASH16] Name=Smithsonian Castle UIName=Name:CAWASH16 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRIS5LG,DBRIS5SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG MaxDebris=15 MinDebris=8 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Smithsonian Natural History Musium [CAWASH17] Name=Smithsonian Natural History Museum UIName=Name:CAWASH17 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg,Dbris1lg,Dbris1sm CrateBeneath=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=true ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Chicago Sears Tower [CACHIG05] Name=Chicago Sears Tower UIName=Name:CACHIG05 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Radar=yes SpySat=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CACHIG05D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Iwo Jima Memorial [CAWASH19] Name=Iwo Jima Memorial UIName=Name:CAWASH19 TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRIS3SM,DBRIS5LG,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8SM,DBRS10SM MaxDebris=15 MinDebris=7 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington White House Fountain [CAWASH18] Name=White House Fountain UIName=Name:CAWASH18 TechLevel=-1 Strength=200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS8LG,DBRIS9LG,DBRIS9SM MaxDebris=6 MinDebris=3 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no AmbientSound=FountainLoop ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis City Building [CASTL04] UIName=Name:CASTL04 Name=St Louis Arch TechLevel=-1 Strength=2000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DestroyAnim=CASTL04DM MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian Basil's Cathedral [CARUS01] Name=Russian Basil's Cathedral UIName=Name:CARUS01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Pentagon A [CAWA2A] UIName=Name:CAWA2A Name=Wash Pent A TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Pentagon B [CAWA2B] UIName=Name:CAWA2A Name=Wash Pent B TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Pentagon C [CAWA2C] UIName=Name:CAWA2A Name=Wash Pent C TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Pentagon D [CAWA2D] UIName=Name:CAWA2A Name=Wash Pent D TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAEAST01] Name=Easter Island Statue UIName=Name:CAEAST01 TechLevel=-1 Strength=3000 Insignificant=no Nominal=yes RadarInvisible=no Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Primary=PrismShot Power=-100 Powered=Yes Overpowerable=true DestroyAnim=CAEAST01DM LeaveRubble=yes Capturable=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAEAST02] Name=Yuri Bust UIName=Name:CAEAST02 TechLevel=-1 Strength=3000 Insignificant=no Nominal=yes RadarInvisible=no Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Primary=PrismShot Power=-100 Powered=Yes Overpowerable=true ;DestroyAnim=CAEAST01DM LeaveRubble=yes DieSound=MonumentCrumble ROT=3 Turret=yes TurretAnim=CAHEAD TurretAnimIsVoxel=true TurretAnimX=0 TurretAnimY=-45 TurretAnimZAdjust=-150 TurretRecoil=yes TurretTravel=0 BarrelTravel=8 BarrelCompressFrames=3 BarrelHoldFrames=3 BarrelRecoverFrames=40 TurretRotateSound=YuriBustRotate WorkingSound=PowerOn NotWorkingSound=PowerOff ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [YAPPPT] Name=Partially Built Psychic Dominator ;UIName=Name:YAPPPT UIName=Name:YAPPET TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no Explodes=yes BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 LeaveRubble=false DieSound=MonumentCrumble CanOccupyFire=yes DeathWeapon=BlimpBombEffect DeathWeaponDamageModifier=.01;gs needs to be explodes=yes to redraw when killed (late bug fix) so this will keep it from killing Tanya ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CASANF01] Name=San Fran Victorian Home 1 ;UIName=Name:CASANF01 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMISC01] UIName=Name:CAMISC01 Name=Barrels TechLevel=-1 Strength=5 EligibleForDelayKill=yes ;If hit with a DelayKill weapon, this building will timed explode instead of instantly die Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=special_1 Explosion=BRRLEXP2 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Explodes=yes DeathWeapon=BarrelExplosion Repairable=no CanC4=no ; like spyable and captureable DamageSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no VoiceSelect=CameraSwitch [CAMISC02] UIName=Name:CAMISC02 Name=Barrel TechLevel=-1 Strength=5 EligibleForDelayKill=yes ;If hit with a DelayKill weapon, this building will timed explode instead of instantly die Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=special_1 Explosion=BRRLEXP1 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Explodes=yes DeathWeapon=BarrelExplosion Repairable=no CanC4=no ; like spyable and captureable DamageSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no VoiceSelect=CameraSwitch ;Einsteins Lab [CALAB] UIName=Name:EinsteinLab Name=Einstein's Lab TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Time Machine [CATIME01] UIName=Name:CATIME02 Name=Time Machine ;Image=CALAB TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=yes ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Time Machine Traveled [CATIME02] UIName=Name:CATIME02 Name=Time Machine Traveled ;Image=CALAB TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=yes ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALOND04] Name=LONDON PARLAIMENT UIName=Name:CALOND04 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=8 ; UC base values ClickRepairable=no CanBeOccupied=yes LeaveRubble=true DieSound=MonumentCrumble MaxNumberOccupants=6 CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALOND05] Name=LONDON BIG BEN UIName=Name:CALOND05 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=14 MinDebris=6 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=10 ; UC base values ClickRepairable=no CanBeOccupied=yes LeaveRubble=true DieSound=MonumentCrumble MaxNumberOccupants=6 CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALOND06] Name=LONDON TOWER UIName=Name:CALOND06 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes LeaveRubble=true DieSound=MonumentCrumble MaxNumberOccupants=6 CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMOON01] Name=ZZZ LAUNCH PAD UIName=Name:CAMOON01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CATRAN03] Name=TRANS FORTRESS UIName=Name:CATRAN03 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DestroyAnim=CATR03DM DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis Stadium A [CASTL05A] UIName=Name:CASTL05 Name=Busch Stadium A TechLevel=-1 Strength=650 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no LeaveRubble=yes Height=6 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis Stadium B [CASTL05B] UIName=Name:CASTL05 Name=Busch Stadium B TechLevel=-1 Strength=650 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis Stadium C [CASTL05C] UIName=Name:CASTL05 Name=Busch Stadium C TechLevel=-1 Strength=650 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis Stadium D [CASTL05D] UIName=Name:CASTL05 Name=Busch Stadium D TechLevel=-1 Strength=650 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis Stadium E [CASTL05E] UIName=Name:CASTL05 Name=Busch Stadium E TechLevel=-1 Strength=650 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis Stadium F [CASTL05F] UIName=Name:CASTL05 Name=Busch Stadium F TechLevel=-1 Strength=650 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis Stadium G [CASTL05G] UIName=Name:CASTL05 Name=Busch Stadium G TechLevel=-1 Strength=650 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis Stadium H [CASTL05H] UIName=Name:CASTL05 Name=Busch Stadium H TechLevel=-1 Strength=650 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Pearl Harbor Monument [CAMIAM08] UIName=Name:CAMIAM08 Name=Arizona Memorial TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=7 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAEGYP01] Name=Egypt Great Pyramid 1 UIName=Name:CAPYR01 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAEGYP02] Name=Egypt Small Pyramid UIName=Name:CAPYR01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAEGYP03] Name=Egypt Sphinx UIName=Name:CAEGYP03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAEGYP04] Name=Egypt Great Pyramid 2 ;UIName=Name:CAEGYP04 UIName=Name:CAPYR01 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAEGYP05] Name=Egypt Great Pyramid 3 ;UIName=Name:CAEGYP05 UIName=Name:CAPYR01 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAEGYP06] Name=Egypt Great Pyramid 4 mound ;UIName=Name:CAEGYP06 UIName=Name:CAPYR01 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....THIS MOUND JUST HIDES BEHIND PYRAMIDS 1, 2, & 3 Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA03] Name=LA Hwood Sign 1of2 UIName=Name:CALA03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA04] Name=LA Hollywood Bowl UIName=Name:CALA04 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA11] Name=LA HBowl Seats 1of2 UIName=Name:CALA04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA12] Name=LA HBowl Seats 2of2 UIName=Name:CALA04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA13] Name=LA Hwood Sign 2of2 UIName=Name:CALA03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA14] Name=LA Mini Mall 02 UIName=Name:CALA01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA15] Name=LA Mini Mall 03 UIName=Name:CALA01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA05] Name=LA LAX UIName=Name:CALA05 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA06] Name=LA Control Tower UIName=Name:CALA06 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=8 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA07] Name=LA Movie Theater UIName=Name:CALA07 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA08] Name=LA Car Dealership UIName=Name:CALA08 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 CanOccupyFire=yes LeaveRubble=true ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA09] Name=LA Circle S UIName=Name:CALA09 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALA10] Name=LA Billboard UIName=Name:CALA10 TechLevel=-1 Strength=200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=5 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 CanOccupyFire=no LeaveRubble=true ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF04] Name=San Fran Golden Gate Bridge UIName=Name:CASANF04 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF05] Name=San Fran Alcatraz UIName=Name:CASANF05 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF06] Name=San Fran Victorian Home 4 ;UIName=Name:CASANF06 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=8 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF07] Name=San Fran Victorian Home 5 ;UIName=Name:CASANF07 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=8 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF08] Name=San Fran Victorian Home 6 ;UIName=Name:CASANF08 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=8 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF09] Name=San Fran Golden Bridge 01 ;UIName=Name:CASANF09 UIName=Name:CASANF04 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF10] Name=San Fran Golden Bridge 02 ;UIName=Name:CASANF10 UIName=Name:CASANF04 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF11] Name=San Fran Golden Bridge 03 ;UIName=Name:CASANF11 UIName=Name:CASANF04 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF12] Name=San Fran Golden Bridge 05 ;UIName=Name:CASANF12 UIName=Name:CASANF04 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF13] Name=San Fran Golden Bridge 06 ;UIName=Name:CASANF13 UIName=Name:CASANF04 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF14] Name=San Fran Golden Bridge 07 ;UIName=Name:CASANF14 UIName=Name:CASANF04 TechLevel=-1 Strength=1500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF15] Name=San Fran Alcatraz Watertower UIName=Name:CASANF15 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 ;CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF16] Name=San Fran Alcatraz lighthouse UIName=Name:CAFARM06 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 ;CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF17] Name=San Fran Misc Bldg 1 ;UIName=Name:CASANF17 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF18] Name=San Fran Misc Bldg 2 ;UIName=Name:CASANF18 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASEAT01] Name=Seattle Space Needle UIName=Name:CASEAT01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=8 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASEAT02] Name=MicroSpam Campus UIName=Name:CASEAT02 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASYDN03] Name=Sydney Opera House UIName=Name:CASYDN03 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ; ************************************************************************** ; *************************** Civ Buildings ******************************* ; ************************************************************************** ; Bridge repair hut [CABHUT] UIName=Name:CABHUT Name=Bridge repair hut Strength=2000 Immune=yes LegalTarget=yes;gsno Nominal=yes TechLevel=-1 ;RadarInvisible=yes Repairable=true Selectable=yes;gsno Insignificant=yes BridgeRepairHut=yes Adjacent=0 Armor=special_2;steel BaseNormal=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ThreatPosed=0 ; This value MUST be 0 for all building addons ; green lat (not used) [GAGREEN] UIName=Name:GAGREEN Name=Green Building Image=null Strength=150 Prerequisite=GAPILE Armor=wood TechLevel=-1 Adjacent=3 Sight=0 Selectable=no Insignificant=yes Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=100 BaseNormal=no Points=5 Repairable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ThreatPosed=0 ; This value MUST be 0 for all building addons ToTile=Green01 AIBuildThis=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ; sandbag wall [GASAND] UIName=Name:GASAND Name=Sandbags BuildCat=Combat Strength=100 Prerequisite=BARRACKS Armor=wood CrushSound=WallCrushSandbag Crushable=yes Wall=yes TechLevel=-1 Adjacent=4 Sight=0 Nominal=yes Selectable=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=25 Insignificant=yes Points=1 Repairable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ThreatPosed=0 ; This value MUST be 0 for all building addons ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag AIBuildThis=no ImmuneToPsionicWeapons=no CanC4=yes ; sandbag wall [CAFNCB] UIName=Name:CAFNCB Name=Fence Black BuildCat=Combat Strength=100 Prerequisite=BARRACKS Armor=wood CrushSound=WallCrushBlack Crushable=yes Wall=yes TechLevel=-1 Adjacent=4 Sight=0 Nominal=yes Selectable=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=25 Insignificant=yes Points=1 Repairable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ThreatPosed=0 ; This value MUST be 0 for all building addons ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag AIBuildThis=no ImmuneToPsionicWeapons=no CanC4=yes ; sandbag wall [CAFNCW] UIName=Name:CAFNCW Name=Fence White BuildCat=Combat Strength=100 Prerequisite=BARRACKS Armor=wood CrushSound=WallCrushWhite Crushable=yes Wall=yes TechLevel=-1 Adjacent=4 Sight=0 Nominal=yes Selectable=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=25 Insignificant=yes Points=1 Repairable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ThreatPosed=0 ; This value MUST be 0 for all building addons ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag AIBuildThis=no ImmuneToPsionicWeapons=no CanC4=yes [CALA01] Name=LA Keegan Produce ;UIName=Name:CALA01 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;[CALA02] ;Name=LA Generic ;UIName=Name:CALA02 ;UIName=Name:CACITY01 ;TechLevel=-1 ;Strength=1000 ;Insignificant=yes ;Nominal=yes ;;RadarInvisible=yes ;Points=5 ;Armor=wood ;Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D ;DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 ;MaxDebris=15 ;MinDebris=5 ;Selectable=no ;IsBase=no ;BaseNormal=no ;psst....IsBase isn't a Rules flag ;Sight=6 ; UC base values ;ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;CanOccupyFire=yes ;LeaveRubble=true ;DieSound=MonumentCrumble ImmuneToPsionicWeapons=no [CALOND01] Name=London Victorian Home 1 ;UIName=Name:CALOND01 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;[CALOND02] ;Name=London Victorian Home 2 ;UIName=Name:CACITY01 ;UIName=Name:CALOND02 ;TechLevel=-1 ;Strength=1000 ;Insignificant=yes ;Nominal=yes ;;RadarInvisible=yes ;Points=5 ;Armor=wood ;Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D ;DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 ;MaxDebris=15 ;MinDebris=5 ;Selectable=no ;IsBase=no ;BaseNormal=no ;psst....IsBase isn't a Rules flag ;Sight=6 ; UC base values ;ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;CanOccupyFire=yes ;LeaveRubble=true ;DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALOND03] Name=London Pub ;UIName=Name:CALOND03 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CABARR01] Name=Barricade 01 UIName=Name:CABARR TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes [CABARR02] Name=Barricade 02 UIName=Name:CABARR TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes [CAMORR01] Name=Morocco Generic ;UIName=Name:CAMORR01 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=8 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMORR02] Name=Morocco Generic02 ;UIName=Name:CAMORR02 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=8 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMORR03] Name=Morroco Generic03 ;UIName=Name:CAMORR03 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=8 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMORR04] Name=Morroco Generic04 ;UIName=Name:CAMORR04 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=10 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMORR05] Name=Morroco Bar 01 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMORR06] Name=Morroco Bar 02 UIName=Name:CAMORR05 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMORR07] Name=Morroco Generic07 ;UIName=Name:CAMORR07 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=10 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMORR08] Name=Morroco Generic08 ;UIName=Name:CAMORR08 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=10 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMORR09] Name=Morroco Generic09 ;UIName=Name:CAMORR09 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=10 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMORR10] Name=Morroco Generic10 ;UIName=Name:CAMORR10 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=10 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF02] Name=San Fran Victorian Home 2 ;UIName=Name:CASANF02 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASANF03] Name=San Fran Victorian Home 3 ;UIName=Name:CASANF03 UIName=Name:CACITY01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;[CASYDN01] ;Name=Sydney Generic ;UIName=Name:CASYDN01 ;UIName=Name:CACITY01 ;TechLevel=-1 ;Strength=1000 ;Insignificant=yes ;Nominal=yes ;;RadarInvisible=yes ;Points=5 ;Armor=wood ;Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D ;DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 ;MaxDebris=15 ;MinDebris=5 ;Selectable=no ;IsBase=no ;BaseNormal=no ;psst....IsBase isn't a Rules flag ;Sight=6 ; UC base values ;ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;CanOccupyFire=yes ;LeaveRubble=true ;DieSound=MonumentCrumble [CASYDN02] Name=Sydney Kangaroo Burger UIName=Name:CASYDN02 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CATRAN01] Name=Transylvania Crypt 1 UIName=Name:CATRAN01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CATRAN02] Name=Transylvania Crypt 2 UIName=Name:CATRAN01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMEX02] UIName=Name:MAYANRUINS Name=Mayan Castillo TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=14 MinDebris=7 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=Yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Mayan minor Temple [CAMEX03] UIName=Name:MAYANRUINS Name=Mayan Minor Temple TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10LG MaxDebris=15 MinDebris=7 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Mayan Temple [CAMEX04] UIName=Name:MAYANTEMPLE Name=Mayan Large Temple TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG,DBRS10LG MaxDebris=15 MinDebris=7 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Mayan Platform [CAMEX05] UIName=Name:MAYANRUINS Name=Mayan Platfrom TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Chicago Civ Structure [CACHIG06] Name=Chicago Water Tower UIName=Name:CAWT01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DestroyAnim=CACH06DM MaxDebris=0 CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag CanBeOccupied=no LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ; Border Gate crossing in wall [GAGATE_A] UIName=Name:GATE1 Name=Guard Border Crossing BuildCat=Combat Strength=100 Prerequisite=GAPILE Armor=wood TechLevel=-1 Selectable=yes Capturable=false Insignificant=yes Adjacent=8 Owner=British,French,Germans,Americans,Alliance Cost=250 Points=50 Repairable=true Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 Gate=yes DeployTime=.044 GateCloseDelay=.2 ThreatPosed=0 ; This value MUST be 0 for all building addons ;DamageParticleSystems=SparkSys,LGSparkSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag AIBuildThis=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ; Light post [TSTLAMP] Name=AlphaLightPost Image=GALITE Strength=600 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=no ; why would we want guys to come out of the lightpost? BNA 7/15/99 Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=1 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys Insignificant=yes AlphaImage=ALPHATST CanC4=yes ; Light post [GALITE] Name=Light Post Image=GALITE Strength=600 Armor=wood Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=200 TechLevel=-1 ; changed from 12 Nominal=yes Sight=0 Points=30 Power=0 Crewed=NO Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=1 LightVisibility=5000 LightIntensity=0.2 LightRedTint=0.05 LightGreenTint=0.05 LightBlueTint=0.01 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys AlphaImage=NONE Powered=true AIBuildThis=no CanC4=yes ; Black Light post [NEGLAMP] Name=Negative Light Post Image=GALITE Strength=1000 Armor=wood TechLevel=-1 InvisibleInGame=yes Nominal=yes Sight=0 Points=30 Power=0 Crewed=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=3 LightVisibility=3500 LightIntensity=-0.15 LightRedTint=0.03 LightGreenTint=0.04 LightBlueTint=0.04 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys Insignificant=yes CanC4=yes ; Light post [INGALITE] Name=Invisible Light Post Image=GALITE InvisibleInGame=yes Insignificant=yes Selectable=no Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=1 LightVisibility=5000 LightIntensity=0.2 LightRedTint=0.05 LightGreenTint=0.05 LightBlueTint=0.01 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Light post [REDLAMP] Name=Red Light Post Image=GALITE Insignificant=yes Strength=600 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=1 LightVisibility=4000 LightIntensity=0.01 LightRedTint=1.5 LightGreenTint=0.01 LightBlueTint=0.01 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys AlphaImage=NONE Powered=true CanC4=yes ; Light post [NEGRED] Name=Negative Red Light Image=GALITE Insignificant=yes Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=1 LightVisibility=4000 LightIntensity=-0.05 LightRedTint=-1.5 LightGreenTint=0.01 LightBlueTint=0.01 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys CanC4=yes ; Light post [GRENLAMP] Name=Green Light Post Image=GALITE Strength=600 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=1 LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys AlphaImage=NONE Powered=true Insignificant=yes CanC4=yes ; Light post [BLUELAMP] Name=Blue Light Post Image=GALITE Strength=600 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=1 LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=0,01 LightBlueTint=0.7 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys AlphaImage=NONE Powered=true Insignificant=yes CanC4=yes ; Light post [YELWLAMP] Name=Yellow Light Post Image=GALITE Strength=600 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=1 LightVisibility=4000 LightIntensity=.01 LightRedTint=1.5 LightGreenTint=1.5 LightBlueTint=0.01 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys Powered=true Insignificant=yes CanC4=yes ; Light post [INYELWLAMP] Name=Invisible Yellow Light Post Image=GALITE Insignificant=yes Selectable=no InvisibleInGame=yes Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=1 LightVisibility=4000 LightIntensity=.01 LightRedTint=1.5 LightGreenTint=1.5 LightBlueTint=0.01 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Light post [PURPLAMP] Name=Purple Light Post Image=GALITE Strength=600 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=1 LightVisibility=3000 LightIntensity=0.01 LightRedTint=2.0 LightGreenTint=0.01 LightBlueTint=2.0 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys AlphaImage=NONE Powered=true Insignificant=yes CanC4=yes ; Light post [INPURPLAMP] Name=Invisible Purple Light Post Image=GALITE Selectable=no Insignificant=yes InvisibleInGame=yes Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=3000 LightIntensity=0.01 LightRedTint=2.0 LightGreenTint=0.01 LightBlueTint=2.0 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Light post [INORANLAMP] Name=Orange Light Post Image=GALITE Selectable=no InvisibleInGame=yes Strength=600 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=3000 LightIntensity=0.01 LightRedTint=2.0 LightGreenTint=1.4 LightBlueTint=0.3 DamageParticleSystems=SparkSys,LGSparkSys Powered=true Insignificant=yes CanC4=yes ; Light post [INGRNLMP] Name=Invisible Green Light Post Image=GALITE Selectable=no InvisibleInGame=yes Insignificant=yes Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=no Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Light post [INREDLMP] Name=Invisible Red Light Post Image=GALITE Selectable=no Insignificant=yes InvisibleInGame=yes Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=4000 LightIntensity=0.01 LightRedTint=1.5 LightGreenTint=0.01 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Invisible Light post [INBLULMP] Name=Invisible Blue Light Post Selectable=no InvisibleInGame=yes Insignificant=yes Image=GALITE Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=0,01 LightBlueTint=0.7 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Invisible Light post [TEMMORLAMP] Name=InvisibleTemperateMorningLamp Selectable=no InvisibleInGame=yes Insignificant=yes Image=GALITE Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=3000 LightIntensity=0.01 LightRedTint=0.78 LightGreenTint=0.4 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Invisible Light post [TEMDAYLAMP] Name=InvisibleTemperateDayLamp Selectable=no InvisibleInGame=yes Insignificant=yes Image=GALITE Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=3000 LightIntensity=0.01 LightRedTint=0.7 LightGreenTint=0.3 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Invisible Light post [TEMDUSLAMP] Name=InvisibleTemperateDuskLamp Selectable=no InvisibleInGame=yes Insignificant=yes Image=GALITE Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=3000 LightIntensity=0.01 LightRedTint=0.78 LightGreenTint=0.4 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Invisible Light post [TEMNITLAMP] Name=InvisibleTemperateNightLamp Selectable=no InvisibleInGame=yes Insignificant=yes Image=GALITE Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=3500 LightIntensity=0.01 LightRedTint=0.7 LightGreenTint=0.6 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Invisible Light post [SNOMORLAMP] Name=InvisibleSnowMorningLamp Selectable=no InvisibleInGame=yes Insignificant=yes Image=GALITE Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=3500 LightIntensity=0.01 LightRedTint=0.3 LightGreenTint=0.4 LightBlueTint=-0.1 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Invisible Light post [SNODAYLAMP] Name=InvisibleSnowDayLamp Selectable=no InvisibleInGame=yes Insignificant=yes Image=GALITE Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=3000 LightIntensity=0.005 LightRedTint=0.1 LightGreenTint=0.1 LightBlueTint=0.00 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Invisible Light post [SNODUSLAMP] Name=InvisibleSnowDuskLamp Selectable=no InvisibleInGame=yes Insignificant=yes Image=GALITE Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=3500 LightIntensity=0.005 LightRedTint=0.25 LightGreenTint=0.35 LightBlueTint=-0.2 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ; Invisible Light post [SNONITLAMP] Name=InvisibleSnowNightLamp Selectable=no InvisibleInGame=yes Insignificant=yes Image=GALITE Strength=6000 Armor=wood TechLevel=-1 Nominal=yes Sight=0 Points=30 Power=0 Crewed=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX LightVisibility=3000 LightIntensity=0.01 LightRedTint=0.15 LightGreenTint=0.25 LightBlueTint=0.05 DamageParticleSystems=SparkSys,LGSparkSys Powered=true CanC4=yes ;Dummy Building to hold Dummy special weapon [GADUMY] UIName=Name:GADUMY Name=Dummy ChronoSphere BuildCat=Tech Image=NTIRON Prerequisite=GATECH TechLevel=-1 Strength=1000 Powered=true Adjacent=2 Armor=wood Sight=5 Owner=British,French,Germans,Americans,Alliance Cost=2800 Points=30 Power=-150 Crewed=yes Capturable=no RevealToAll=yes Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX SuperWeapon=ChronoWarpSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=no Spyable=yes CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CITY01] UIName=Name:CITY01 Name=ZZZ Connelly Court Apts. TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CITY02] UIName=Name:CITY02 Name=ZZZ Lightner's Luxury Suites TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CITY03] UIName=Name:CITY03 Name=ZZZ Office Building TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CITY04] UIName=Name:CITY04 Name=ZZZ Westwood Stock Exchange TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CITY05] UIName=Name:CITY05 Name=ZZZ Daily Sun Times TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CITY06] UIName=Name:CITY06 Name=ZZZ YEO-CA Cola Corp. TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ; NEW RA2 CIV BUILDINGS [CAPARS01] UIName=Name:CAPARS01 Name=Paris Tower TechLevel=-1 Strength=3000 Insignificant=no Nominal=yes RadarInvisible=no Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Primary=EiffelBolt ; of DEATH Power=-100 Powered=Yes Overpowerable=true DestroyAnim=CAPR01DM LeaveRubble=yes DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CACITY01] UIName=Name:CACITY01 Name=ZZZ Building TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CACITY02] UIName=Name:CACITY02 Name=ZZZ Building TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CACITY03] UIName=Name:CACITY03 Name=ZZZ Building TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CACITY04] UIName=Name:CACITY04 Name=ZZZ Building TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CANEWY01] UIName=Name:CANEWY01 Name=Building TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;STATUE OF LIBERTY [CANEWY04] UIName=Name:CANEWY04 Name=Statue of Liberty TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DestroyAnim=CANY04DM MaxDebris=0 CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=no LeaveRubble=yes DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;WORLD TRADE CENTER [CANEWY05] UIName=Name:CANEWY05 Name=ZZZ World Trade Center TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Radar=yes SpySat=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CASWST01] UIName=Name:CASWST01 Name=Southwest Building TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CATECH01] UIName=Name:CATECH01 Name=Communications TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CATEXS01] UIName=Name:CATEXS01 Name=Texs01 Building TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH05] UIName=Name:CAWASH05 Name=Wash Building 5 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH06] UIName=Name:CAWASH13 Name=Wash Building 6 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH04] UIName=Name:CAWASH04 Name=Wash Building 4 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH03] UIName=Name:CAWASH03 Name=Wash Building 3 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris4lg,Dbris8lg,Dbris7lg,Dbris5sm,Dbris5lg,Dbris7sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH07] UIName=Name:CAWASH07 Name=Wash Building 7 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris9sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH11] UIName=Name:CAWASH11 Name=Wash Building 11 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH08] UIName=Name:CAWSH08 Name=Wash Building 8 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=true ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH09] UIName=Name:CAWSH09 Name=Wash Building 9 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH10] UIName=Name:CAWSH10 Name=Wash Building 10 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4lg,Dbris3sm,Dbris9lg,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Civ Structure [CAWASH13] UIName=Name:CAWASH13 Name=Wash Building 13 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4lg,Dbris3sm,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;European Civ Structure [CAEUR1] UIName=Name:CAEUR1 Name=Euro Cottage A TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2SM,DBRIS3LG,DBRIS5SM,DBRS10LG MaxDebris=8 MinDebris=4 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=3 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;European Civ Structure [CAEUR2] UIName=Name:CAEUR2 Name=Euro Cottage B TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2SM,DBRIS3LG,DBRIS5SM,DBRS10LG MaxDebris=8 MinDebris=4 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Miami Civ Structure [CAMIAM02] UIName=Name:CAMIAM02 Name=Miami Hotel 02 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANWY05] UIName=Name:CANWY05 Name=NY Building 05 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;European Civ Structure [CAEUR04] UIName=Name:CAEUR04 Name=Euro Building 04 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris2sm,Dbris2lg,Dbris4sm,Dbris9sm,Dbris3sm,Dbris3lg,Dbris4lg,Dbris9lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian Kremlin Wall Tower Large [CARUS02A] Name=Russain Kremlin Wall LTower TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian Kremlin Wall Tower Small [CARUS02B] Name=Russain Kremlin Wall STower Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian Kremlin Wall North [CARUS02C] Name=Russain Kremlin Wall North Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Crushable=no ImmuneToPsionicWeapons=no CanC4=yes ;Russian Kremlin Wall East [CARUS02D] Name=Russain Kremlin Wall East Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Crushable=no ImmuneToPsionicWeapons=no CanC4=yes ;Russian Kremlin Wall South [CARUS02E] Name=Russain Kremlin Wall South Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Crushable=no ImmuneToPsionicWeapons=no CanC4=yes ;Russian Kremlin Wall West [CARUS02F] Name=Russain Kremlin Wall West Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Crushable=no ImmuneToPsionicWeapons=no CanC4=yes ;Wall Street Office [CANEWY06] Name=Wall Street Office UIName=Name:CANEWY06 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Wall Street Office [CANEWY07] Name=Wall Street Office Var 2 UIName=Name:CANEWY07 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Wall Street Office [CANEWY08] Name=Wall Street Office Var 3 UIName=Name:CANEWY08 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Large Paris Building Var 1 [CAPARS02] Name=Large Paris Building Var 1 UIName=Name:CAPARS02 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Large Paris Building Var 2 [CAPARS08] Name=Large Paris Building Var 2 UIName=Name:CAPARS08 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Large Paris Building Var 3 [CAPARS09] Name=Large Paris Building Var 3 UIName=Name:CAPARS09 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANEWY10] UIName=Name:CANEWY10 Name=NY Building 10 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANEWY11] UIName=Name:CANEWY11 Name=NY Building 11 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANEWY12] UIName=Name:CANEWY12 Name=NY Building 12 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANEWY13] UIName=Name:CANEWY13 Name=NY Building 13 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris5lg,Dbris5sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANEWY14] UIName=Name:CANEWY13 Name=NY Building 14 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris5lg,Dbris5sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANEWY15] UIName=Name:CANEWY15 Name=NY Building 15 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armorwood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris5lg,Dbris5sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANEWY16] UIName=Name:CANEWY15 Name=NY Building 16 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris5lg,Dbris5sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANEWY17] UIName=Name:CANEWY17 Name=NY Building 17 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=10 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris5lg,Dbris5sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANEWY18] UIName=Name:CANEWY18 Name=NY Building 18 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=10 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris5lg,Dbris5sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Paris Civ Structure [CAPARS04] UIName=Name:CAPRS04 Name=Paris Building 4 TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Paris Civ Structure [CAPARS05] UIName=Name:CAPRS05 Name=Paris Building 5 TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Paris Civ Structure [CAPARS06] UIName=Name:CAPRS06 Name=Paris Building 6 TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Paris Civ Structure [CAPARS07] UIName=Name:CAPRS07 Name=Euro Phone Booth TechLevel=-1 Strength=100 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Paris Rodin Museum Var 1 [CAPARS10] Name=Paris Bistro Var 1 UIName=Name:CAPARS10 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Paris Rodin Museum [CAPARS13] Name=Paris Bistro Var 2 UIName=Name:CAPARS13 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Paris Rodin Museum [CAPARS14] Name=Paris Bistro Var 3 UIName=Name:CAPARS14 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAGAS01] Name=Gas Station UIName=Name:CAGAS01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Lighthouse [CAFARM06] UIName=Name:CAFARM06 Name=Lighthouse TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris2sm,Dbris2lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Lifeguard Hut [CAMIAM04] UIName=Name:CAMIAM04 Name=Lifeguard Hut TechLevel=-1 Strength=300 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=7 MinDebris=3 DebrisAnim=Dbris3sm,Dbris8sm,Dbris10sm,Dbris2sm,Dbris3lg,Dbris10lg,Dbris1lg,Dbris1sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=3 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Industrial Building [CAIND01] Name=Industrial building UIName=Name:CAIND01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANWY09] UIName=Name:CANWY09 Name=NY Building 09 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANWY22] UIName=Name:CANWY22 Name=NY Building 22 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANWY23] UIName=Name:CANWY23 Name=NY Building 23 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANWY24] UIName=Name:CANWY24 Name=NY Building 24 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANWY25] UIName=Name:CANWY25 Name=NY Building 25 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Civ Structure [CANWY26] UIName=Name:CANWY26 Name=NY Building 26 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2sm,Dbris8sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;San Antonio Office building [CATEXS03] Name=San Antonio Office building UIName=Name:CATEXS03 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;San Antonio Office building [CATEXS04] Name=San Antonio Office building Var 2 UIName=Name:CATEXS04 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;San Antonio Office building [CATEXS05] Name=San Antonio Office building Var 3 UIName=Name:CATEXS05 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian Kremlin Wall Clock Tower [CARUS02G] Name=Russain Kremlin Wall Clock Tower TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Chicago Associates Center [CACHIG04] Name=Chicago Associates Center UIName=Name:CACHIG04 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DestroyAnim=CACHIG04D DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Miami Civ Structure [CAMIAM03] Name=Miami Hotel 03 UIName=Name:CAMIAM03 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Miami Civ Structure [CAMIAM01] UIName=Name:CAMIAM01 Name=Miami Hotel 01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Texas 06 [CATEXS06] Name=Texas Office Building UIName=Name:CATEXS06 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRIS3LG,DBRIS7SM,DBRIS8SM,DBRS10LG MaxDebris=13 MinDebris=6 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Texas 07 [CATEXS07] Name=Texas Office Building var2 UIName=Name:CATEXS07 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRIS3LG,DBRIS7SM,DBRIS8SM,DBRS10LG MaxDebris=15 MinDebris=7 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Texas 08 [CATEXS08] Name=Texas Office Building var3 UIName=Name:CATEXS08 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D DebrisAnims=DBRIS3LG,DBRIS7SM,DBRIS8SM,DBRS10LG MaxDebris=10 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Chigo 01 [CACHIG01] Name=Chigo Brick Building UIName=Name:CACHIG01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris2lg,Dbris4sm,Dbris9sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Chigo 02 [CACHIG02] Name=Chigo Brick Building var2 UIName=Name:CACHIG02 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris2lg,Dbris4sm,Dbris9sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Chigo 03 [CACHIG03] Name=Chigo Office Building UIName=Name:CACHIG03 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ;DestroyAnim=CARUS01D MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris2lg,Dbris4sm,Dbris9sm,Dbris3sm,Dbris3lg,Dbris4lg,Dbris9lg,Dbris10sm,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian Gum Monument [CARUS08] Name=Russain Gum Corner Strength=1000 TechLevel=-1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=10 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2lg,Dbris8sm,Dbris3lg BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian Gum Monument [CARUS09] Name=Russian Gum Middle TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=10 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2lg,Dbris8sm,Dbris3lg BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian Gum Monument [CARUS10] Name=Russian Gum Wall N_S TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=10 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2lg,Dbris8sm,Dbris3lg BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Russian Gum Monument [CARUS11] Name=Russian Gum Wall E_W ;UIName=Name:CARUS11 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=10 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris9lg,Dbris2lg,Dbris8sm,Dbris3lg BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Warehouse Structure [CANEWY20] Name=Warehouse UIName=Name:CANEWY20 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3LG,DBRIS4LG,DBRIS4SM,DBRIS6LG,DBRIS7LG,DBRIS9SM,DBRS10LG MaxDebris=15 MinDebris=8 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;New York Warehouse Variant [CANEWY21] Name=Warehouse B UIName=Name:CANEWY20 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3LG,DBRIS4LG,DBRIS4SM,DBRIS6LG,DBRIS7LG,DBRIS9SM,DBRS10LG MaxDebris=15 MinDebris=8 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Moscow City Building [CARUS04] Name=Moscow City A UIName=Name:CARUS04 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG MaxDebris=15 MinDebris=8 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Moscow City Building [CARUS05] Name=Moscow City B UIName=Name:CARUS04 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG MaxDebris=15 MinDebris=8 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Moscow City Building [CARUS06] Name=Moscow City C UIName=Name:CARUS06 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG MaxDebris=13 MinDebris=8 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Hot Dog Stand [CAMSC01] Name=Hot Dog Stand UIName=Name:CAMSC01 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=3 MinDebris=1 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Beach Umbrellas [CAMSC02] Name=Beach Umbrellas A UIName=Name:CAMSC02 TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Beach Umbrellas [CAMSC03] Name=Beach Umbrellas B UIName=Name:CAMSC02 TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Beach Towels [CAMSC04] Name=Beach Towels A UIName=Name:CAMSC04 TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Beach Towels [CAMSC05] Name=Beach Towels B UIName=Name:CAMSC04 TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Camp Fire [CAMSC06] Name=Camp Fire UIName=Name:CAMSC06 TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=DBRIS2LG MaxDebris=1 MinDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no AmbientSound=CampfireLoop ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; DamageSmokeOffset=128,128,128 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Thatched Hut Chief [CAMSC07] Name=Thatched Hut Chief UIName=Name:CAMSC07 TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=6 MinDebris=3 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Thatched Hut A [CAMSC08] Name=Thatched Hut A UIName=Name:CAMSC07 TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=4 MinDebris=2 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Thatched Hut B [CAMSC09] Name=Thatched Hut B UIName=Name:CAMSC07 TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=4 MinDebris=2 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;European Statue [CAEURO05] UIName=Name:CAEURO05 Name=Statue TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2SM,DBRIS3LG,DBRIS5SM,DBRS10LG MaxDebris=8 MinDebris=4 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Lunar Lander [CALUNR01] UIName=Name:CALUNR01 Name=Lunar Lander TechLevel=-1 Strength=100 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Lunar Flag [CALUNR02] ;UIName=Name:CALUNR02 UIName=Name:CAUSFGL Name=Lunar Flag TechLevel=-1 Strength=10 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Park Bench [CAPARK01] UIName=Name:CAPARK01 Name=Park Bench TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Swing Set [CAPARK02] UIName=Name:CAPARK02 Name=Play Ground Swing Set TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Merry Go Round [CAPARK03] UIName=Name:CAPARK03 Name=Play Ground Merry Go Round TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=3 MinDebris=1 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Park Bench North facing [CAPARK04] UIName=Name:CAPARK01 Name=Park Bench North TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Park Bench West facing [CAPARK05] UIName=Name:CAPARK01 Name=Park Bench West TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Park Bench East facing [CAPARK06] UIName=Name:CAPARK01 Name=Park Bench East TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;American House 02 [CAHSE02] UIName=Name:CAHSE02 Name=American House 02 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;American House 03 [CAHSE03] UIName=Name:CAHSE03 Name=American House 03 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;American House 04 [CAHSE04] UIName=Name:CAHSE04 Name=American House 04 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis City Building [CASTL01] Name=St Louis Building A UIName=Name:CASTL01 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG MaxDebris=10 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis City Building [CASTL02] Name=St Louis Building B UIName=Name:CASTL02 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG MaxDebris=10 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;St. Louis City Building [CASTL03] UIName=Name:CASTL03 Name=St Louis Building C TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS8LG,DBRIS9LG,DBRIS9SM,DBRS10LG MaxDebris=10 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;American House 05 [CAHSE05] UIName=Name:CAHSE05 Name=American Mobile Home A TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=10 MinDebris=5 DebrisAnim=Dbris2lg,Dbris4sm,Dbris5sm,Dbris3sm,Dbris3lg,Dbris4lg,Dbris9lg,Dbris10lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;American House 06 [CAHSE06] UIName=Name:CAHSE06 Name=American Mobile Home B TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=10 MinDebris=5 DebrisAnim=Dbris5lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris9lg,Dbris10lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;American House 07 [CAHSE07] UIName=Name:CAHSE04 ;UIName=Goodsprings Ranch Name=American House 07 TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris10sm,Dbris9lg,Dbris2sm,Dbris3lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Miami Civ Structure [CAMIAM05] UIName=Name:CAMIAM05 Name=Miami Hotel 05 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris4lg,Dbris2sm,Dbris8sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Miami Civ Structure [CAMIAM06] UIName=Name:CAMIAM06 Name=Miami Hotel 06 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris4lg,Dbris2sm,Dbris8sm,Dbris3lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Miami Civ Structure [CAMIAM07] UIName=Name:CAMIAM07 Name=Miami Hotel 07 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris3sm,Dbris4lg,Dbris2sm,Dbris8sm,Dbris3lg CrateBeneath=true CrateBeneathIsMoney=true ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Street Light [CASTRT01] Name=Traffic Light TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes ;Street Light [CASTRT02] Name=Traffic Light TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ;Street Light ImmuneToPsionicWeapons=no CanC4=yes [CASTRT03] Name=Traffic Light TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes ;Street Light [CASTRT04] Name=Traffic Light TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=5 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes ;Bus Stop [CASTRT05] Name=Bus Stop UIName=Name:CASTRT05 TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS6SM,DBRS10LG MaxDebris=2 MinDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=2 ;DistributedFire=yes ;CanOccupyFire=yes ; ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Washington Army Tents [CAARMY01] UIName=Name:CAARMY01 Name=Army Tent TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes DamageSound=Dummy DieSound=Dummy ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Army Tents [CAARMY02] UIName=Name:CAARMY01 Name=Army Tent TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=4 ;DistributedFire=yes CanOccupyFire=yes DamageSound=Dummy DieSound=Dummy ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Army Tents [CAARMY03] UIName=Name:CAARMY01 Name=Army Tent TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=4 ;DistributedFire=yes CanOccupyFire=yes DamageSound=Dummy DieSound=Dummy ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Washington Army Tents [CAARMY04] UIName=Name:CAARMY01 Name=Army Tent TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=4 ;DistributedFire=yes CanOccupyFire=yes DamageSound=Dummy DieSound=Dummy ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;US Flag Left [CAUSFGL] UIName=Name:CAUSFGL Name=Flag US Left TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Soviet Guard Shack [CAGARD01] UIName=Name:CAGARD01 Name=Guard Shack TechLevel=-1 Strength=100 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS5SM MaxDebris=3 MinDebris=1 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;MaxNumberOccupants=0 DistributedFire=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAFARM01] UIName=Name:CAFARM01 Name=Farm TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAFARM02] UIName=Name:CAFARM02 Name=Farm Silo TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6 MaxDebris=15 MinDebris=5 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAFRMA] Name=Farmhouse UIName=Name:CAFRMA TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAFRMB] Name=Farm Outhouse UIName=Name:CAFRMB TechLevel=-1 Strength=150 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=4 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=1 ;DistributedFire=yes CanOccupyFire=yes DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CALIT01E] UIName=Name:CALIT01E Name=Light TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes [CALIT01N] UIName=Name:CALIT01N Name=Light TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes [CALIT01S] UIName=Name:CALIT01S Name=Light TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes [CALIT01W] UIName=Name:CALIT01W Name=Light TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes [CALIT03E] UIName=Name:CALIT03E Name=Light3E TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes [CALIT03N] UIName=Name:CALIT03N Name=Light3N TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes [CALIT03S] UIName=Name:CALIT03S Name=Light3S TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes [CALIT03W] UIName=Name:CALIT03W Name=Light3W TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes [CALIT02L] UIName=Name:CALIT02L Name=Light2L TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes [CALIT02R] UIName=Name:CALIT02R Name=Light2R TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes ;American House 01 [CAHSE01] UIName=Name:CAHSE01 Name=American House 01 TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=10 MinDebris=3 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Water Tower [CAWT01] UIName=Name:CAWT01 Name=Water Tower TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no DamageSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Twin Silos [CATS01] UIName=Name:CATS01 Name=Farm Twin Silos TechLevel=-1 Strength=300 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris5lg,Dbris5sm,Dbris9lg,Dbris8lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Barn 02 [CABARN02] UIName=Name:CABARN02 Name=Farm Barn 02 TechLevel=-1 Strength=700 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris8sm,Dbris10sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMISC03] UIName=Name:CAMISC03 Name=Dumpster TechLevel=-1 Strength=100 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris2sm,Dbris3lg,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAMISC04] UIName=Name:CAMISC04 Name=Mail Box TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAMISC05] UIName=Name:CAMISC05 Name=Construction Pipes TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAMISC06] UIName=Name:CAMISC06 Name=V3 Rack TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=MININUKE MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag CanBeOccupied=no Primary=none Secondary=none CanC4=yes ; like spyable and captureable DamageSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;McBurger Kong [CAMSC10] Name=McBurger Kong UIName=Name:CAMSC10 TechLevel=-1 Strength=1200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=20 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX DebrisAnims=DBRIS3SM,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS9SM,DBRS10LG MaxDebris=12 MinDebris=6 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMSC11] UIName=Name:CAMISC11 Name=Tires TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=6 MinDebris=3 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag CanBeOccupied=no Primary=none Secondary=none ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAMSC12] UIName=Name:CAMISC12 Name=Bullseye TechLevel=-1 Strength=100 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag CanBeOccupied=no Primary=none Secondary=none ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;use this bullseye to earn vet status for a little GI [CAMSC12A] UIName=Name:CAMISC12 Name=Bullseye 2 Image=CAMSC12 TechLevel=-1 Strength=100 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag CanBeOccupied=no Primary=none Secondary=none Cost=600 ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ;Misc Civ Structure [CAMOV01] UIName=Name:CAMOV01 Name=Drive In Movie Screen TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris2sm,Dbris3lg,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Misc Civ Structure [CAMOV02] UIName=Name:CAMOV02 Name=Drive In Movie Concession Stand TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris2sm,Dbris3lg,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Concrete Bunker [CABUNK01];gs restoring this to proper state. The buildable one is up in the soviet section UIName=Name:CABUNK01 Name=Concrete Bunker 01 TechLevel=-1 Strength=2000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Misc Civ Structure [CABUNK02] UIName=Name:CABUNK01 Name=Concrete Bunker 02 TechLevel=-1 Strength=2000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Concrete Bunker 03 [CABUNK03];gs restoring this to proper state. The buildable one is up in the soviet section UIName=Name:CABUNK01 Name=Concrete Bunker 03 TechLevel=-1 Strength=2000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;Concrete Bunker 04 [CABUNK04];gs restoring this to proper state. The buildable one is up in the soviet section UIName=Name:CABUNK01 Name=Concrete Bunker 04 TechLevel=-1 Strength=2000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAMSC13] UIName=Name:CAMISC13 Name=Derelict Tank TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS6SM MaxDebris=5 MinDebris=2 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag CanBeOccupied=no Primary=none SecImmuneToPsionicWeapons=no ondary=none CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [CAPOL01E] UIName=Name:CAPOL01E Name=Telephone Pole TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAPOL01N] UIName=Name:CAPOL01N Name=Telephone Pole TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAPOL01S] UIName=Name:CAPOL01S Name=Telephone Pole TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAPOL01W] UIName=Name:CAPOL01W Name=Telephone Pole TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAURB01] Name=Telephone Booth UIName=Name:CAURB01 TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAURB02] Name=Fire Hydrant UIName=Name:CAURB02 TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CAURB03] Name=Hollywood Spotlight UIName=Name:CAURB03 TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch [CASIN01E] Name=Stop Sign TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes [CASIN01W] Name=Stop Sign TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes [CASIN01S] Name=Stop Sign TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ImmuneToPsionicWeapons=no CanC4=yes [CASIN01N] Name=Stop Sign TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes ; Kremlin Walls [CAKRMW] UIName=Name:CAKRMW Name=Kremlen Walls BuildCat=Combat Strength=300 Prerequisite=BARRACKS Armor=wood CrushSound=WallCrushKremlin Crushable=no Wall=yes TechLevel=-1 Adjacent=4 Sight=0 Nominal=yes Selectable=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=25 Insignificant=yes Points=1 Repairable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ThreatPosed=0 ; This value MUST be 0 for all building addons ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag AIBuildThis=no ImmuneToPsionicWeapons=no CanC4=yes ;RU Flag Left [CARUFGL] UIName=Name:RUSSIANFLAG Name=Flag Russian Left TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;FR Flag Left [CAFRFGL] UIName=Name:FRENCHFLAG Name=Flag French Left TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;IR Flag Left [CAIRFGL] UIName=Name:IRAQFLAG Name=Flag Iraq Left TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;CU Flag Left [CACUFGL] UIName=Name:CUBANFLAG Name=Flag Cuba Left TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;SK Flag Left [CASKFGL] UIName=Name:KOREAFLAG Name=Flag Korea Left TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;LB Flag Left [CALBFGL] UIName=Name:LYBIAFLAG Name=Flag Lybia Left TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;GE Flag Left [CAGEFGL] UIName=Name:GERMANFLAG Name=Flag Germany Left TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;UK Flag Left [CAUKFGL] UIName=Name:UKFLAG Name=Flag UK Left TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes ;PO Flag Left [CAPOFGL] UIName=Name:POLISHFLAG Name=Flag Poland Left TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no MaxNumberOccupants=0 DistributedFire=no DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch DeathWeapon=NormalPayloadCV Explodes=yes [AMMOCRAT] UIName=Name:AMMOCRAT Name=Ammo Crates Image=AMMO01 Selectable=no TechLevel=-1 Strength=10 EligibleForDelayKill=yes ;If hit with a DelayKill weapon, this building will timed explode instead of instantly die Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=special_1 Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,SCFX,SCFX MaxDebris=3 PlaceAnywhere=yes ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ThreatPosed=10 SpecialThreatValue=1 Explodes=yes DeathWeapon=BarrelExplosion CanC4=yes ; like spyable and captureable DamageSound=BuildingMetalDamaged ImmuneToPsionicWeapons=no CanC4=yes VoiceSelect=CameraSwitch ; ************************************************************************** ; **************************** Unused Assets ******************************* ; ************************************************************************** ;If there's any old tibsun stuff that we want to get out of the way, move ;it down here. [UFO] Name=Scrin Ship TechLevel=1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=8 PlaceAnywhere=yes ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ; ************************************************************************** ; ***************************** Weapons ************************************ ; ************************************************************************** ; ******* 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 directional variation] ; AreaFire = indicates that the weapon fires at the current cell and does damage in a radius (def=no). Warning: This only works for secondary weapons right now. ; Bright = Does this weapons bullet cause a lighting effect when it impacts (def=no)? If set, this will override the warheads 'Bright' flag. ; Burst = number of rapid succession shots from this weapon (def=1) ; Camera = Reveals area around firer (def=no)? ; Charges = SJM: I have disabled this system. Use IsAnimDelayedFire in ART.INI instead. Does it have charge-up-before-firing logic (def=no)? ; Damage = the amount of damage (unattenuated) dealt with every bullet ; Floater = floats like a frizbee ; IonSensitive = Shuts down during an ion storm (def=no)? ; Lobber = does the projectile fly to target in a high arc (def=no)? ; MinimumRange = minimum range to target (def=0) ; Projectile = projectile characteristic to use ; RadLevel = the radiation level left by the weapon. (def=0) ; Range = maximum cell range ; ROF = delay between shots [15 = 1 second at middle speed setting] ; Report = List of sounds to random play when firing ; Speed = speed of projectile to target (100 is maximum) ; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)? ; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft? ; UseFireParticles = Should the weapon spawn a flame particle system? (def = no) ; Warhead = warhead to attach to projectile [DefaultDeathWeapon] Damage=500 Projectile=Invisible Warhead=DeathWH Bright=yes [SAirDefaultDeathWeapon] Damage=500 Projectile=Invisible Warhead=SADeathWH Bright=yes [V3DeathWeapon] Damage=500 Projectile=Invisible Warhead=V3DeathWH Bright=yes [APOCDeathWeapon] Damage=500 Projectile=Invisible Warhead=APOCDeathWH Bright=yes [TeslaDeathWeapon] Damage=500 Projectile=Invisible Warhead=TeslaDeathWH Bright=yes [ShipDeathWeapon] Damage=500 Projectile=Invisible Warhead=ShipDeathWH Bright=yes [ShipSDeathWeapon] Damage=500 Projectile=Invisible Warhead=ShipSDeathWH Bright=yes [ShipBDeathWeapon] Damage=500 Projectile=Invisible Warhead=ShipBDeathWH Bright=yes [ShipCDeathWeapon] Damage=500 Projectile=Invisible Warhead=ShipCDeathWH Bright=yes [SubDeathWeapon] Damage=500 Projectile=Invisible Warhead=SubDeathWH Bright=yes [BSubDeathWeapon] Damage=500 Projectile=Invisible Warhead=BSubDeathWH Bright=yes [ChaosDeathWeapon] Damage=500 Projectile=Invisible Warhead=ChaosDeathWH Bright=yes [PrismDeathWeapon] Damage=500 Projectile=Invisible Warhead=PrismDeathWH Bright=yes [MindDeathWeapon] Damage=500 Projectile=Invisible Warhead=MindDeathWH Bright=yes [OilExplosion] Projectile=Invisible Damage=400 Warhead=OilExplosionWH Anim=RING1 [BarrelExplosion] Projectile=Invisible Damage=200 Warhead=OilExplosionWH Anim=RING1 [TerrorBomb] Projectile=Invisible Damage=225 Warhead=TerrorBombWH Anim=RING1 Range=1.5 ROF=10 Suicide=yes FireInTransport=no;can't fire out of the BattleFortress [Workerz] Projectile=Invisible Damage=1 Warhead=WorkerzWH Range=1.5 ROF=10 Suicide=yes FireInTransport=no;can't fire out of the BattleFortress [SHKz] Projectile=Invisible Damage=1 Warhead=SHKzWH Range=1.5 ROF=10 Suicide=yes FireInTransport=no;can't fire out of the BattleFortress [WorkerzS] Projectile=Invisible Damage=1 Warhead=WorkerzSWH Range=1.5 ROF=10 Suicide=yes FireInTransport=no;can't fire out of the BattleFortress [Clegz] Projectile=Invisible Damage=1 Warhead=ClegDeathWH Range=1.5 ROF=10 Suicide=yes FireInTransport=no;can't fire out of the BattleFortress ;Light infantry Rifle [Minigun] Damage=8 ROF=21 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=GIAttack ;Rocket Infantry [BAZOOKA] Damage=25 ROF=60 Range=6 Projectile=AAHeatSeeker2 Speed=25 Warhead=AP Report=FlakCannonAttack ;Jump Jet Cannon [JumpCannon] Damage=15 ; was 20 Burst=2 ROF=40 Range=5 ; was 4 Projectile=Invisible3 Speed=100 Warhead=SA Report=JUMPJET1 ;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW [BlimpBomb] Damage=200 Burst=1 ROF=60 Range=1 CellRangefinding=yes Projectile=BlimpBombP Speed=25 Warhead=KTSTLEXP Report=KirovAttack OmniFire=yes Bright=yes [BlimpBombE] Damage=200 Burst=1 ROF=60 Range=1 CellRangefinding=yes Projectile=BlimpBombP Speed=25 Warhead=KTSTLEXPE Report=KirovAttack OmniFire=yes Bright=yes [BlimpBombEffect];gs To make crashing guys use a big blimp bomb explosion, but not be forced to do a lot of damage to get the effect Damage=250 Burst=1 ROF=50 Range=1.5 CellRangefinding=yes Projectile=BlimpBombP Speed=20 Warhead=BlimpHEEffect Report=KirovAttack OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing) ;Assault Suit Cannon [AssaultCannon] Damage=40 ROF=50 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SA Report=GIAttackDeployed ;Cyborg Commando Plasma Cannon [CyCannon] Damage=120 ROF=50 Range=7 Projectile=ProtonBlast Speed=70 Warhead=PlasmaWH Report=scrin5b ;Harpy Vulcan Cannon [HarpyClaw] Damage=60 ROF=36 Range=5 Projectile=Invisible2 Speed=100 Warhead=SA Report=CYGUN1 ;Assault Buggy Cannon [RaiderCannon] Damage=40 ROF=55 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=PillboxAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ;sentry gun [VulcanTower] Damage=30 ROF=6 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=SA Report=PillboxAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=true ; pill box gun [Vulcan2] Damage=25 ROF=6 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=SAT Report=IFVAttackGround Anim=FMGUN-N,FMGUN-NE,FMGUN-E,FMGUN-SE,FMGUN-S,FMGUN-SW,FMGUN-W,FMGUN-NW ;Rocket Tower Grenade [RPGTower] Damage=110 ROF=80 Range=8 Projectile=Lobbed2 Speed=30 ; 5 Warhead=RPG MinimumRange=2 Report=GLNCH4 ;Sub Torpedo [SubTorpedo] Damage=65 ROF=75 Range=6.75 Projectile=Torpedo Speed=25 ;18 Report=SubAttack Warhead=APSplash DecloakToFire=no [SubTorpedoE] Damage=65 ROF=75 Range=6.75 Projectile=Torpedo Speed=25 ;18 Report=SubAttack Bright=yes Warhead=APSplashE DecloakToFire=no ;Boomer Sub Torpedo [BoomerTorpedo] Damage=60 ROF=100 Range=6.75 Projectile=TorpedoB Speed=25 ;18 Report=BoomerAttack2 Warhead=APSplash2 DecloakToFire=no Burst=2 ;Bike Missile [BikeMissile] Damage=40 ROF=60 Range=5 Projectile=HeatSeeker Speed=30 Report=SeawolfAttack Warhead=AP [SpyAnim] Damage=0 ROF=65 Range=512 Projectile=PsiTorpedo Speed=100 Warhead=SLAVNONE OmniFire=no Anim=REVEALSAT [MEPLaser] Damage=0 ROF=20 Range=12.75 Projectile=InvisibleHigh Speed=40 Warhead=MEPNONE Report=ChaosDroneAttackCommand Bright=yes Anim= OmniFire=yes LaserInnerColor = 255,0,0 LaserOuterColor = 127,0,0;0,0,0 LaserOuterSpread= 40,80,80;20,40,40 LaserDuration = 15 IsLaser=yes FireWhileMoving=no [MEPLaserB] Damage=0 ROF=5 Range=12.75 Projectile=InvisibleHigh Speed=40 Warhead=MEPNONE Report=ChaosDroneAttackCommand Bright=yes Anim= OmniFire=yes LaserInnerColor = 255,0,0 LaserOuterColor = 255,0,0;0,0,0 LaserOuterSpread= 40,80,80;20,40,40 LaserDuration = 10 IsLaser=yes FireWhileMoving=no [MEPBomb] Damage=10 ROF=250 Range=13.75 Projectile=MEPHeatSeeker Speed=25 OmniFire=yes Warhead=MEPNHE Report= Bright=yes Anim=MSAMP LaserInnerColor = 255,0,0 LaserOuterColor = 255,0,0;0,0,0 LaserOuterSpread= 255,80,80 LaserDuration = 40 IsLaser=yes FireWhileMoving=no [MEPBombS] Damage=160 ROF=250 Range=13.75 Projectile=MEPHeatSeekerS Speed=15 OmniFire=yes Warhead=MEPHE Report=PatriotAttack Bright=yes Anim=MSAMB ;SAM missile [RedEye2] Damage=40 ROF=50 Range=11.75 Projectile=AAHeatSeeker Speed=-50 Warhead=SAMWH Report=PatriotAttack Bright=yes Burst=2 Anim=MSAMB LaserInnerColor = 255,0,0 LaserOuterColor = 127,0,0;0,0,0 LaserOuterSpread= 40,80,80;20,40,40 LaserDuration = 25 IsLaser=yes [RedEye2K] Damage=40 ROF=50 Range=7.75 Projectile=AAHeatSeekerL Speed=20 Warhead=SAMAGWH Report=PatriotAttack Burst=2 Anim=MSAMB Bright=yes LaserInnerColor = 255,0,0 LaserOuterColor = 127,0,0;0,0,0 LaserOuterSpread= 40,80,80;20,40,40 LaserDuration = 25 IsLaser=yes [RedEye2L] Damage=0 ROF=50 Range=11.75 Projectile=AAHeatSeekerL Speed=50 Warhead=ALLNULL Report=PatriotAttack Burst=2 Anim=MSAMB [PhalRocket] Damage=45 ROF=70 Range=9.75 Burst=4 Projectile=PhalHeatSeeker Speed=40 Warhead=PHALHE Report=AegisAttack Anim=MSAMB Bright=yes TurboBoost=yes [PhalAARocket] Damage=30 ROF=70 Range=9.75 Burst=6 Projectile=PhalAAHeatSeeker Speed=70 Warhead=PHALHE Report=AegisAttack Anim=MSAMB Bright=yes TurboBoost=yes ;Hover Missile [HoverMissile] Damage=38 ROF=65 Range=6.75 Burst=2 Projectile=AAHeatSeeker2 Speed=-20 Warhead=FVHE Report=SeawolfAttack Anim=HSAMB ;MinimumRange=1 Bright=yes TurboBoost=yes [HoverMissileE] Damage=38 ROF=65 Range=6.75 Burst=2 Projectile=AAHeatSeeker2 Speed=-20 Warhead=FVHEE Report=SeawolfAttack Anim=HSAMB ;MinimumRange=1 Bright=yes TurboBoost=yes [HoverMissilePA] Damage=24 ROF=15 Range=9.75 Burst=2 Projectile=AAHeatSeekerOP Speed=40 Warhead=FVHE Report=GuardianGIDeployedAttack Anim=MSAMB Bright=yes TurboBoost=yes [HoverMissileP] Damage=125 ROF=40 Range=9.75 MinimumRange=2.75 Burst=1 Projectile=CannonInvisoOP Speed=100 Warhead=OPHE Report=RobotTankAttack Anim=RGUNFIREA Bright=yes AttachedParticleSystem=OPBulletSys IsRailgun=yes ;GI Missile Launcher [MissileLauncher] Damage=40 ROF=55 Range=7.75 Burst=1 Projectile=GGIHeatSeeker ;AirToGroundMissile Speed=-10 ;40 Warhead=GUARDWH Report=GuardianGIDeployedAttack Bright=yes Anim=GGIMUZZ TurboBoost=yes [MissileLauncherE] Damage=40 ROF=55 Range=7.75 Burst=1 Projectile=GGIHeatSeeker ;AirToGroundMissile Speed=-10 ;40 Warhead=GUARDWHE Report=GuardianGIDeployedAttack Bright=yes Anim=GGIMUZZ TurboBoost=yes [MissileLaunchers] Damage=40 ROF=55 Range=6.75 Burst=1 Projectile=GGIHeatSeekers ;AirToGroundMissile Speed=-10 Warhead=GUARDWH Report=GuardianGIDeployedAttack Bright=yes Anim=GGIMUZZ TurboBoost=yes [MissileLaunchersE] Damage=40 ROF=55 Range=6.75 Burst=1 Projectile=GGIHeatSeekers ;AirToGroundMissile Speed=-10 Warhead=GUARDWHE Report=GuardianGIDeployedAttack Bright=yes Anim=GGIMUZZ TurboBoost=yes ;Cruise Missile [CruiseMissile] Damage=25 ROF=50 Range=22.75 Burst=1 Projectile=NavalToGroundSeeker Speed=40 Warhead=HE Report=SeawolfAttack MinimumRange=1 ; Dreadnought missile [CruiseLauncher] Damage=25 ;35 ROF=2 Burst=2 Range=22.75 MinimumRange=8; the missiles need time to align Spawner=yes Projectile=InvisibleHigh Speed=15 Warhead=Special OmniFire=yes Report=BoomerAttack1 ;Hover Missile - AA only [HoverMissile2] Damage=25 ROF=50 Range=10 Burst=2 Projectile=AAHeatSeeker Speed=40 Warhead=AP Report=SeawolfAttack ;MinimumRange=1 ; Aegis missile [Medusa] Damage=25 ROF=25 Range=10.75 Speed=-80 Projectile=MedusaProjectile Warhead=MEDUSAWH Report=AegisAttack TurboBoost=no OmniFire=yes Burst=3 Bright=yes Anim=MSAMB ProjectileRange=20.75 [MedusaE] Damage=25 ROF=25 Range=10.75 Speed=-80 Projectile=MedusaProjectile Warhead=MEDUSAWHE Report=AegisAttack TurboBoost=no OmniFire=yes Burst=3 Bright=yes Anim=MSAMB ProjectileRange=20.75 [MedusaI] Damage=50 ROF=16 Range=10.75 Speed=-90 Projectile=MedusaProjectileI Warhead=MEDUSAIWH Report=AegisAttack TurboBoost=no OmniFire=yes Burst=1 Bright=yes Anim=MSAMB ProjectileRange=20.75 [MedusaIE] Damage=50 ROF=16 Range=10.75 Speed=-90 Projectile=MedusaProjectileI Warhead=MEDUSAIWHE Report=AegisAttack TurboBoost=no OmniFire=yes Burst=1 Bright=yes Anim=MSAMB ProjectileRange=20.75 ;Ghost's Rail Gun [LtRail] Damage=0 ; this should be 0 for railgun shots AmbientDamage=150 ; use this for the railgun damage field. Leave damage = 0 ROF=60 ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle Range=6 Projectile=InvisibleLow Speed=100 Warhead=RailShot2 Anim=GUNFIRE IsRailgun=true AttachedParticleSystem=SmallRailgunSys Report=BIGGGUN1 ;Mammoth Rail Gun [MechRailgun] AmbientDamage=200 ; use this for the railgun damage field. Leave damage = 0 Damage=0 ; this should be 0 for railgun shots ROF=60 ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle Range=8 Projectile=InvisibleLow Speed=100 Warhead=RailShot Report=RAILUSE5 Anim=GUNFIRE IsRailgun=true AttachedParticleSystem=LargeRailgunSys ; rapid fire machine gun [Vulcan] Damage=50 ROF=30 Range=7.75 Projectile=InvisibleVDelay Speed=100 Warhead=SSAT Burst=2 Report=ApocalypseAttackGround;SentryGunAttack Anim=LTANKFIRE AttachedParticleSystem=SentryBulletSys IsRailgun=yes LaserOuterSpread= 250,250,0 LaserInnerSpread= 255,0,0 LaserOuterColor= 20,20,225 LaserInnerColor= 255,200,200 LaserDuration = 10 IsLaser=no [OPVulcan] Damage=60 ROF=55 Burst=2 Range=7.75 Projectile=InvisibleOPVDelay Speed=120 Report=TeslaTroopEliteAttack Warhead=SAOP Bright=yes Anim=SAOFIRE LaserOuterSpread= 250,250,0 LaserInnerSpread= 255,0,0 LaserOuterColor= 20,20,225 LaserInnerColor= 255,200,200 LaserDuration = 10 IsLaser=true ; rapid fire machine gun [Gattling] Damage=150 ROF=10 Range=6.75;5.5 Projectile=Invisible3 ;GEF Anti air and anti ground ;SA Speed=100 Warhead=GattWH Report=SentryGunAttack Anim=GUNFIRE ;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; rapid fire anti-ground machine gun [AGGattling] Damage=25;50 ROF=16 Range=6.75 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GGattWHM Report=GattlingGunAttackLoop1 DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes [AGGattlingE] Damage=25;50 ROF=16 Range=6.75 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GGattWHME Report=GattlingGunAttackLoop1 DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes [AGGattCann] Damage=30;50 ROF=16 Range=6.75 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GattWHM Report=GattlingGunAttackLoop1 DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes ; rapid fire anti-air machine gun [AAGattling] Damage=25 ROF=16 Range=8.75 Projectile=Invisible4G ;GEF Anti air ;SA Speed=-150 Warhead=GattWHM Report=GattlingGunAttackLoop1 DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes [AAGattlingE] Damage=25 ROF=16 Range=8.75 Projectile=Invisible4G ;GEF Anti air ;SA Speed=-150 Warhead=GattWHME Report=GattlingGunAttackLoop1 DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes ; rapid fire anti-ground machine gun [AGGattling2] Damage=25;50 ROF=8 Range=6.75 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GGattWH Report=GattlingGunAttackLoop2 DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 Bright=yes [AGGattling2E] Damage=25;50 ROF=8 Range=6.75 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GGattWHE Report=GattlingGunAttackLoop2 DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 Bright=yes [AGGattCann2] Damage=30;50 ROF=8 Range=6.75 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop2 DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 Bright=yes ; rapid fire anti-air machine gun [AAGattling2] Damage=25 ROF=8 Range=9.75 Projectile=Invisible4G ;GEF Anti air ;SA Speed=-200 Warhead=GattWH Report=GattlingGunAttackLoop2 DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 Bright=yes [AAGattling2E] Damage=25 ROF=8 Range=9.75 Projectile=Invisible4G ;GEF Anti air ;SA Speed=-200 Warhead=GattWHE Report=GattlingGunAttackLoop2 DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 Bright=yes ; rapid fire anti-ground machine gun [AGGattling3] Damage=25;50 ROF=2 Range=6.75 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GGattWHF Report=GattlingGunAttackLoop3 DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLEK Burst = 2 Bright=yes [AGGattling3E] Damage=25;50 ROF=2 Range=6.75 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GGattWHFE Report=GattlingGunAttackLoop3 DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLEK Burst = 2 Bright=yes [AGGattCann3] Damage=30;50 ROF=2 Range=6.75 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GattWHF Report=GattlingGunAttackLoop3 DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLEK Burst = 2 Bright=yes ; rapid fire anti-air machine gun [AAGattling3] Damage=25 ROF=2 Range=10.75 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWHF Report=GattlingGunAttackLoop3 DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLEK Burst = 2 Bright=yes [AAGattling3E] Damage=25 ROF=2 Range=10.75 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWHFE Report=GattlingGunAttackLoop3 DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLEK Burst = 2 Bright=yes ; rapid fire anti-air machine gun [AAGattCann] Damage=30;40;50 ROF=16 Range=10.75 Projectile=Invisible4G ;GEF Anti air ;SA Speed=-150 Warhead=GattWHM Report=GattlingGunAttackLoop1 DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes ; rapid fire anti-air machine gun [AAGattCann2] Damage=30;40;50 ROF=8 Range=11.75 Projectile=Invisible4G ;GEF Anti air ;SA Speed=-200 Warhead=GattWH Report=GattlingGunAttackLoop2 DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 Bright=yes ; rapid fire anti-air machine gun [AAGattCann3] Damage=30;40;50 ROF=2 Range=12.75 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWHF Report=GattlingGunAttackLoop3 DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLEK Burst = 2 Bright=yes ; rapid fire machine gun for the neutral outpost [OutpostMachineGun] Damage=100 ROF=60 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=TechOutpostAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ;Cyborg's Vulcan cannon [Vulcan3] Damage=10 ROF=30 Burst=3 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=CYGUN1 ;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; fireball from flame tank [FireballLauncher] Damage=0 AmbientDamage=2 ROF=50 Range=4.25 Projectile=Invisible Speed=1 Warhead=Fire Report=FLAMTNK1 UseFireParticles=yes AttachedParticleSystem=FireStreamSys Burst=2 ; sniper rifle [Sniper] Damage=150 ROF=20 Range=8 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint Report=SILENCER [Sapper] Damage=2500 ; a boatload (get it?) ROF=30 Range=1.75 Speed=21 CellRangefinding=yes Projectile=InvisibleLowArc AntiOrganic=no;to make exception for squid and dolphin Warhead=MechanicalSap;gs please do not use the warhead marked "do not use" Super Report=SealPlaceBomb SabotageCursor=yes ;gs instead of normal fire cursor to avoid confusion Anim=TANYABOMBMUZ [SapperE] Damage=2500 ; a boatload (get it?) ROF=25 Range=1.75 Speed=26 CellRangefinding=yes Projectile=InvisibleLowArc AntiOrganic=no Warhead=MechanicalSapE Report=SealPlaceBomb SabotageCursor=yes Anim=TANYABOMBMUZ Bright=yes [SapperP] Damage=2500 ; a boatload (get it?) ROF=30 Range=1.75 Speed=21 CellRangefinding=yes Projectile=InvisibleLowArc AntiOrganic=no;to make exception for squid and dolphin Warhead=MechanicalSap;gs please do not use the warhead marked "do not use" Super Report=SealPlaceBomb SabotageCursor=yes ;gs instead of normal fire cursor to avoid confusion Anim=TANYABOMBMUZ [SapperPE] Damage=2500 ; a boatload (get it?) ROF=25 Range=1.75 Speed=26 CellRangefinding=yes Projectile=InvisibleLowArc AntiOrganic=no Warhead=MechanicalSapE Report=SealPlaceBomb SabotageCursor=yes Anim=TANYABOMBMUZ Bright=yes [RangeIndicator] Damage=0 Range=24 Warhead=ALLNULL Projectile=invisibleHigh ROF=1 NeverUse=yes FireOnce=yes [Sapperdrake] Damage=350 ; a boatload (get it?) ROF=150 Range=1.5 Speed=16 CellRangefinding=yes Projectile=InvisibleLowArc Warhead=MechanicalSapJ Report=SealPlaceBomb SabotageCursor=no FireInTransport=no Anim=SEALBOMBMUZ [SapperdrakeE] Damage=350 ; a boatload (get it?) ROF=150 Range=1.5 Speed=16 CellRangefinding=yes Projectile=InvisibleLowArc Warhead=MechanicalSapJE Report=SealPlaceBomb SabotageCursor=no FireInTransport=no Anim=SEALBOMBMUZ Bright=yes ; rifle soldier weapons (multiple shots) [M1Carbine] Damage=10 ;20 ROF=8 ;15 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=MSA Report=SlyAttack ;ConscriptAttack Anim=cons_ib OccupantAnim=UCCONS OpenToppedAnim=UCCONS [M1CarbineE] Damage=10 ;20 ROF=8 ;15 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=MSAE Report=SlyAttack ;ConscriptAttack Anim=cons_ib Bright=yes OccupantAnim=UCCONS OpenToppedAnim=UCCONS [UCM1Carbine] Damage=12 ROF=8 Range=6.75 Projectile=InvisibleUC Speed=100 Warhead=SSAB Report=SovietOccupiedAttack OccupantAnim=LASERMUZZLE;UCCONS [UCEliteM1Carbine] Damage=18 ROF=8 Range=6.75 Projectile=InvisibleUC Speed=100 Warhead=SSABE Report=SovietOccupiedAttack OccupantAnim=LASERMUZZLE;UCCONS Bright=yes [PsychicJab] Damage=12 ROF=8 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=SAFlame Report=InitiateAttack OccupantAnim=UCINITX OpenToppedAnim=UCINITX Anim=MZINIT [PsychicJabE] Damage=12 ROF=8 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=SAFlameE Report=InitiateAttack OccupantAnim=UCINITX OpenToppedAnim=UCINITX Anim=MZINIT Bright=yes ;LaserInnerColor=180,0,240 ;LaserOuterColor=60,0,240 ;LaserOuterSpread=160,0,210 [UCPsychicJab] Damage=12 ROF=8 Range=6.75 Projectile=InvisibleUC Speed=100 Warhead=SSABFlame Report=InitiateAttack OccupantAnim=UCINITX [UCElitePsychicJab] Damage=18 ROF=8 Range=6.75 Projectile=InvisibleUC Speed=100 Warhead=SSABFlameE Report=InitiateAttack OccupantAnim=UCINITX [M60] Damage=10 ROF=8 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=MSA Report=GIAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH [M60E] Damage=10 ROF=8 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=MSAE Report=GIAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH Bright=yes [Para] Damage=12;23 ROF=8 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=MSA Report=GIAttackDeployed Anim=FMGUN-N,FMGUN-NE,FMGUN-E,FMGUN-SE,FMGUN-S,FMGUN-SW,FMGUN-W,FMGUN-NW OccupantAnim=UCFLASH [ParaE] Damage=12;23 ROF=8 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=MSAE Report=GIAttackDeployed Anim=FMGUN-N,FMGUN-NE,FMGUN-E,FMGUN-SE,FMGUN-S,FMGUN-SW,FMGUN-W,FMGUN-NW OccupantAnim=UCFLASH Bright=yes [UCPara] Damage=12 ROF=8 Range=6.75 Projectile=InvisibleUC Speed=100 Warhead=SSAB Report=GIAttackDeployed Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH [UCElitePara] Damage=18 ROF=8 Range=6.75 ;7 Projectile=InvisibleUC Speed=100 Warhead=SSABE Report=GIAttackDeployed;AlliedOccupiedAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH Bright=yes [20mmRapid] Damage=30 ROF=8 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=SABF Bright=yes Report=PillboxAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW AttachedParticleSystem=AutoBulletShortSys IsRailgun=yes [20mmRapidE] Damage=30 ROF=8 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=SABFE Bright=yes Report=PillboxAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW AttachedParticleSystem=AutoBulletShortSys IsRailgun=yes [20mmRapidS] Damage=25 ROF=15 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=SMINA Report=SentryGunAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW [20mmRapidSE] Damage=25 ROF=15 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=SMINAE Bright=yes Report=SentryGunAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW [20mmRapidD] Damage=25 ROF=15 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=SMINA Report=SentryGunAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW [20mmRapidDE] Damage=25 ROF=15 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=SMINAE Report=SentryGunAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes [20mmRapidA] Damage=16 ROF=15 Range=7.75 Projectile=Invisible4 Speed=100 Warhead=SMINAA Report=SentryGunAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes [20mmRapidAE] Damage=16 ROF=15 Range=7.75 Projectile=Invisible4 Speed=100 Warhead=SMINAAE Report=SentryGunAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes [20mmRapidR] Damage=20 ROF=12 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=HARVWH Report=WarMinerAttack Anim=GUNFIRE [20mmRapidRE] Damage=20 ROF=12 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=HARVWHE Bright=yes Report=WarMinerAttack Anim=GUNFIRE [20mm] Damage=25 ROF=30 Range=5.75 Projectile=Invisible Speed=100 Warhead=SSA Report=ArnoldAttack ;RocketeerAttack Bright=yes Anim=ROCKMUZ [20mmE] Damage=25 ROF=30 Range=5.75 Projectile=Invisible Speed=100 Warhead=SSAE Report=ArnoldAttack ;RocketeerAttack Bright=yes Anim=ROCKMUZ [20AAmm] Damage=35 ROF=30 Range=6.75 Projectile=Invisible4 Speed=100 Warhead=SSA Report=ArnoldAttack ;RocketeerAttack Bright=yes Anim=ROCKMUZ [20AAmmE] Damage=35 ROF=30 Range=6.75 Projectile=Invisible4 Speed=100 Warhead=SSAE Report=ArnoldAttack ;RocketeerAttack Bright=yes Anim=ROCKMUZ [MP5] Damage=25 ROF=4 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=SAS ;HollowPoint Report=SealAttack AssaultAnim=SEALASS;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Bright=yes Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW [MP5E] Damage=25 ROF=4 Range=5.75 Projectile=InvisibleLow Speed=100 Warhead=SASE Report=SealAttack AssaultAnim=SEALASS;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Bright=yes Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW [DoublePistols] Damage=500 ROF=5 Range=6.75 Projectile=InvisibleTanya Speed=100 Warhead=HollowPoint2 Report=TanyaAttack AssaultAnim=SEALASS AttachedParticleSystem=BulletSys IsRailgun=yes Anim=PMGUN-N,PMGUN-NE,PMGUN-E,PMGUN-SE,PMGUN-S,PMGUN-SW,PMGUN-W,PMGUN-NW Burst=2 [DoublePistolsE] Damage=500 ROF=5 Range=6.75 Projectile=InvisibleTanya Speed=100 Warhead=HollowPoint2E Report=TanyaAttack AttachedParticleSystem=BulletSys IsRailgun=yes Anim=PMGUN-N,PMGUN-NE,PMGUN-E,PMGUN-SE,PMGUN-S,PMGUN-SW,PMGUN-W,PMGUN-NW Burst=2 Bright=yes [DoublePistolsP] Damage=500 ROF=5 Range=6.75 Projectile=InvisibleTanya Speed=100 Warhead=HollowPoint2P Report=TanyaAttack AssaultAnim=SEALASS AttachedParticleSystem=BulletSys IsRailgun=yes Anim=PMGUN-N,PMGUN-NE,PMGUN-E,PMGUN-SE,PMGUN-S,PMGUN-SW,PMGUN-W,PMGUN-NW Burst=2 [DoublePistolsPE] Damage=500 ROF=5 Range=6.75 Projectile=InvisibleTanya Speed=100 Warhead=HollowPoint2PE Report=TanyaAttack AssaultAnim=SEALASS AttachedParticleSystem=BulletSys IsRailgun=yes Anim=PMGUN-N,PMGUN-NE,PMGUN-E,PMGUN-SE,PMGUN-S,PMGUN-SW,PMGUN-W,PMGUN-NW Burst=2 Bright=yes [UCDP] Damage=12 ROF=8 Range=6.75 Projectile=InvisibleUC Speed=100 Warhead=HollowPoint2B Report=TanyaAttack OccupantAnim=UCFLASHB [UCEDP] Damage=18 ROF=8 Range=6.75 Projectile=InvisibleUC Speed=100 Warhead=HollowPoint2BE Report=TanyaAttack OccupantAnim=UCFLASHB Bright=yes [AKM] Damage=200 ;40 ROF=6 Range=7.75 Projectile=InvisibleBoris Speed=100 Warhead=BORISWH Report=BorisAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Bright=yes Anim=BORISFIRE AttachedParticleSystem=BorisBulletSys IsRailgun=yes [AKME] Damage=200 ROF=6 Range=7.75 Projectile=InvisibleBoris Speed=100 Warhead=BORISWHE Report=BorisAttack AssaultAnim=UCBLOOD Bright=yes Anim=BORISFIRE AttachedParticleSystem=BorisBulletSys IsRailgun=yes [BorisFragment] Damage=0 ROF=70 Range=.5 Projectile=BorisFragP ProjectileRange=.5 Speed=35 Warhead=ALLNULL [TERMIGUN] Damage=125 ROF=5 Range=6 Projectile=InvisibleLow Speed=100 Warhead=SSA;HollowPoint Report=ArnoldAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [STALGUN] Damage=125 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint4 Report=SlyAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [STALGREN] Damage=10000 ROF=10 Range=6 Projectile=Cannon Speed=100 Warhead=NukeB Report=SlyGrenadeLauncher AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [CLINTGUN] Damage=125 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint Report=ClintAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [ChronoMP5] Damage=50 ROF=4 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=HollowPointNoBuilding Report=SealAttack Bright=yes Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW [ChronoMP5E] Damage=50 ROF=4 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=HollowPointNoBuildingE Report=SealAttack Bright=yes Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW [FakeC4] Damage=500 ROF=120 Range=1.5 Warhead=FakeC4WH Speed=16 CellRangefinding=yes Projectile=InvisibleLowArc Report=SealPlaceBomb SabotageCursor=no FireInTransport=no Anim=SEALBOMBMUZ [FakeC4E] Damage=500 ROF=120 Range=1.5 Warhead=FakeC4WHE Speed=16 CellRangefinding=yes Projectile=InvisibleLowArc Report=SealPlaceBomb SabotageCursor=no FireInTransport=no Anim=SEALBOMBMUZ Bright=yes [AWP] Damage=210;625 ROF=50;150 Range=12.75 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired AttachedParticleSystem=TDBulletSys IsRailgun=yes Anim=AWPMUZ OpenToppedAnim=AWPMUZ [AWPE] Damage=210;625 ROF=50;150 Range=12.75 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPointE RevealOnFire=no ; Doesn't clear shroud when fired AttachedParticleSystem=TDBulletSys IsRailgun=yes Anim=AWPMUZ OpenToppedAnim=AWPMUZ Bright=yes [AWPOC] Damage=625;125 ROF=150 Range=12.75 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired AttachedParticleSystem=TDBulletSys IsRailgun=yes Anim=AWPMUZ [AFlare] Damage=1 ROF=250 Range=10.75 MinimumRange=2.5 Warhead=AirstrikeFlareA MigAttackCursor=yes FireInTransport=no Projectile=Invisible [AFlareE] Damage=1 ROF=175 Range=10.75 MinimumRange=2.5 Warhead=AirstrikeFlareA MigAttackCursor=yes FireInTransport=no Projectile=Invisible [SFlare] Damage=1 ROF=250 Range=9.75 Warhead=AirstrikeFlareA MigAttackCursor=yes FireInTransport=no Projectile=Invisible [SFlareE] Damage=1 ROF=175 Range=9.75 Warhead=AirstrikeFlareA MigAttackCursor=yes FireInTransport=no Projectile=Invisible [Virusgun] Damage=90;120 ROF=75;100 Range=9.75 Projectile=InvisibleV Speed=100 Report=VirusAttack Warhead=Virus;HollowPoint OpenToppedAnim=VIRUSMUZ Bright=yes LaserInnerColor = 20,10,35 LaserOuterColor = 15,200,15 LaserOuterSpread= 10,10,10 LaserDuration = 1 IsLaser=yes IsBigLaser=no Anim=VIRUSMUZ AmbientDamage=0 IsRailgun=true AttachedParticleSystem=SmallRailgunSys [VirusgunE] Damage=90;120 ROF=75;100 Range=9.75 Projectile=InvisibleV Speed=100 Report=VirusAttack Warhead=VirusE OpenToppedAnim=VIRUSMUZ Bright=yes LaserInnerColor = 20,10,35 LaserOuterColor = 200,15,15 LaserOuterSpread= 10,10,10 LaserDuration = 4 IsLaser=yes IsBigLaser=no Anim=VIRUSMUZ AmbientDamage=0 IsRailgun=true AttachedParticleSystem=SmallRailgunSys [VirusAAgun] Damage=65;85 ROF=75;100 Range=9.75 Projectile=InvisibleVA Speed=-100 Report=VirusAttack Warhead=VirusAA RevealOnFire=no ; Doesn't clear shroud when fired OpenToppedAnim=VIRUSMUZ Bright=yes LaserInnerColor = 20,10,35 LaserOuterColor = 15,200,15 LaserOuterSpread= 10,10,10 LaserDuration = 2 IsLaser=yes IsBigLaser=no Anim=VIRUSMUZ [VirusAAgunE] Damage=65 ROF=75 Range=9.75 Projectile=InvisibleVA Speed=-100 Report=VirusAttack Warhead=VirusAAE RevealOnFire=no ; Doesn't clear shroud when fired OpenToppedAnim=VIRUSMUZ Bright=yes LaserInnerColor = 20,10,35 LaserOuterColor = 250,15,15 LaserOuterSpread= 10,220,10 LaserInnerSpread= 250,20,10 LaserDuration = 5 IsLaser=yes IsBigLaser=no Anim=VIRUSMUZ ; Half-track's gun [QuadCannon] Damage=35 ROF=40 Range=6 Projectile=QuadShell Speed=100 Warhead=SA Report=FlakTrackAttackGround Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; Blackhawks gun (from QuadCannon) [BlackHawkCannon] Damage=50 ROF=8 Range=5.75 Projectile=InvisibleUC Speed=100 Warhead=SAH Report=BlackOpsAttack Anim=FAGUN-N,FAGUN-NE,FAGUN-E,FAGUN-SE,FAGUN-S,FAGUN-SW,FAGUN-W,FAGUN-NW OmniFire=yes Bright=yes AttachedParticleSystem=AutoBulletSys IsRailgun=yes [BlackHawkCannonE] Damage=50 ROF=8 Range=5.75 Projectile=InvisibleUC Speed=100 Warhead=SAHE Report=BlackOpsAttack Anim=FAGUN-N,FAGUN-NE,FAGUN-E,FAGUN-SE,FAGUN-S,FAGUN-SW,FAGUN-W,FAGUN-NW OmniFire=yes Bright=yes AttachedParticleSystem=AutoBulletSys IsRailgun=yes [BlackHawkRocket] Damage=25 ROF=8 Range=5.75 Projectile=InvisibleUC Speed=100 Warhead=HWC Burst=2 Report=IFVAttackGround Anim=GUNFIREH Bright=yes OmniFire=yes AttachedParticleSystem=AutoBulletSys IsRailgun=yes [ChopperCannon] Damage=11 ;20 ROF=2 ;10 Range=5.75 Projectile=QuadShell Speed=100 Warhead=SSAC Report=IFVAttackGround Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OmniFire=yes Bright=yes AttachedParticleSystem=BulletSys IsRailgun=yes Burst=2 [MammothTuskC] Damage=38 ROF=30 Range=5.75 Projectile=ChopperSeeker Speed=35 Warhead=HEC Burst=2 Report=ApocalypseAttackAir Anim=TUSKCMUZ Bright=yes [MammothTuskCE] Damage=38 ROF=30 Range=5.75 Projectile=ChopperSeeker Speed=35 Warhead=HECE Burst=2 Report=ApocalypseAttackAir Anim=TUSKCMUZ Bright=yes [MammothTuskCP] Damage=38 ROF=30 Range=5.75 Projectile=ChopperSeekerP Speed=35 Warhead=HEC Burst=2 Report=ApocalypseAttackAir Anim=TUSKCMUZ Bright=yes [MammothTuskCPE] Damage=38 ROF=30 Range=5.75 Projectile=ChopperSeekerP Speed=35 Warhead=HECE Burst=2 Report=ApocalypseAttackAir Anim=TUSKCMUZ Bright=yes [ChopperCannonP] Damage=11 ;20 ROF=2 ;10 Range=5.75 Projectile=InvisibleUC Speed=100 Warhead=SSAC Report=IFVAttackGround Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OmniFire=yes Bright=yes AttachedParticleSystem=BulletSys IsRailgun=yes Burst=2 ; man-packed anti-tank missile (bazooka type) [Dragon] Damage=30 ROF=50 Burst=2 Range=6 Projectile=AAHeatSeeker2 Speed=25 Warhead=AP Report=SeawolfAttack ; air-to-surface homing missile (launched from helicopter) [Hellfire] Damage=30 ; 25 ROF=50 Range=6 Projectile=AAHeatSeeker2 ; was HeatSeeker Speed=30 Warhead=ORCAAP Report=ORCAMIS1 Burst=2 ; air-to-surface homing missile (launched from helicopter) [Maverick] Damage=100 ROF=5 Range=5.75 Projectile=AirToGroundMissile Speed=40 Warhead=ORCAMAP Report=IntruderAttack Burst=1;2 Anim=JETFIRE [MaverickE] Damage=100 ROF=5 Range=5.75 Projectile=AirToGroundMissile Speed=40 Warhead=ORCAMAPE Report=IntruderAttack Burst=1;2 Bright=yes Anim=JETFIRE [MaverickI] Damage=100 ROF=5 Range=5.75 Projectile=AirToGroundMissile Speed=40 Warhead=ORCAMAPI Report=IntruderAttack Burst=1;2 Anim=JETFIRE [MaverickIE] Damage=100 ROF=5 Range=5.75 Projectile=AirToGroundMissile Speed=40 Warhead=ORCAMAPIE Report=IntruderAttack Burst=1;2 Bright=yes Anim=JETFIRE [Maverick2] Damage=80 ROF=15 Range=5.75 Projectile=AirToGroundMissile2 Speed=30 Warhead=ORCAMAPG Report=BlackEagleAttack Burst=2 Anim=JETFIRE Bright=yes [Maverick2E] Damage=80 ROF=15 Range=5.75 Projectile=AirToGroundMissile2 Speed=30 Warhead=ORCAMAPGE Report=BlackEagleAttack Burst=2 Anim=JETFIRE Bright=yes [Maverick2I] Damage=80 ROF=15 Range=5.75 Projectile=AirToGroundMissile2 Speed=30 Warhead=ORCAMAPGI Report=BlackEagleAttack Burst=2 Anim=JETFIRE Bright=yes [Maverick2IE] Damage=80 ROF=15 Range=5.75 Projectile=AirToGroundMissile2 Speed=30 Warhead=ORCAMAPGIE Report=BlackEagleAttack Burst=2 Anim=JETFIRE Bright=yes [Maverick3] Damage=130 ROF=0 Range=7.75 Projectile=MigBomb Speed=20 Warhead=MIGWH Report=MigAttack Anim=JETFIRE OmniFire=yes [Maverick3E] Damage=185 ROF=0 Range=7.75 Projectile=MigBomb Speed=20 Warhead=MIGWHE Report=MigAttack Anim=JETFIRE Bright=yes OmniFire=yes [ParaDropWeapon] ; Dummy weapon, not actually fired. Damage=60 ROF=130 Range=4 Projectile=AAHeatSeeker2 ; was HeatSeeker Speed=30 Warhead=MaverickHE Burst=1 [SpyCameraWeapon] Damage=6;range of shroud to reveal Range=20;howfar away to start revealing Burst=1 Projectile=InvisibleHigh Warhead=DummyWarhead Report=SpyPlaneSnapshot [Proton] Damage=30 ROF=3 Range=5 Projectile=ProtonTorpedo Speed=30 Warhead=HE Report=scrin5b [HornetBomb] Damage=44 ROF=4 Range=6.75 Projectile=NormalBomb Speed=45 Warhead=HORNETAP Report=HornetAttack Burst=2 Anim=GUNFIREH OmniFire=yes [HornetBombE] Damage=44 ROF=4 Range=6.75 Projectile=NormalBomb Speed=45 Warhead=HORNETAPE Report=HornetAttack Burst=2 Bright=yes Anim=GUNFIREH OmniFire=yes [Hornetgun] Damage=15 ROF=6 Range=6.75 Projectile=CannonInvisoHG Speed=100 Warhead=ROBOAI Report=IronCurtainDeflect Anim=SMOKEYL Bright=yes LaserOuterColor=235,40,40 LaserInnerColor=255,120,120 LaserDuration=4 IsLaser=true Burst=2 [ABomb] Damage=15 ROF=6 Range=6.75 Projectile=NormalABomb Speed=18 Warhead=APLNAP Report=IntruderAttack Burst=2 Anim=GUNFIREH [SATBomb] Damage=0 ROF=1 Range=2.1 Projectile=InvisibleHigh Speed=18 Warhead=SATCAMERA Report= Burst=1 Anim= CellRangefinding=yes [ABombE] Damage=21 ROF=5 Range=6.75 Projectile=NormalABomb Speed=18 Warhead=APLNAPE Report=IntruderAttack Burst=2 Bright=yes Anim=GUNFIREH [APLNBomb] Damage=22 ROF=6 Range=6.75 Projectile=NormalBomb Speed=30 Warhead=HORNETAP Report=HornetAttack Burst=2 Anim=GUNFIREH [ASWBomb] Damage=80 ROF=8 Range=5.75 Projectile=ASWTorpedo;DepthCharge Speed=-300 Warhead=ASWSplashWH Report=OspreyAttack Anim=ASWB [ASWBombE] Damage=80 ROF=8 Range=5.75 Projectile=ASWTorpedo;DepthCharge Speed=-300 Warhead=ASWSplashWHE Report=OspreyAttack Anim=ASWB [ASWStrike] Damage=25 ROF=0 Range=5.75 Projectile=DepthStrike Speed=120 Warhead=ASWStrikeWH Report=OspreyAttack Anim=GUNFIRE [V3Airburst] Damage=25 ; just a little extra Range=.55 Projectile=V3AirburstP Warhead=V3HE [HornetCollision] ;A crashing Hornet turns into this bullet at the last second Damage=100 ROF=20 Range=3 Projectile=AAHeatSeeker2 ; will be Hornet shaped bullet Speed=30 Warhead=AP Report=HornetCollision Bright=yes [DredCollision] ;dread missile does this when it hits Damage=200 ROF=20 Range=1.75 Projectile=DredMissile Speed=30 Warhead=AP ;Report=120MMF Bright=yes CellRangefinding=yes [ASWCollision] ;A crashing ASW turns into this bullet at the last second Damage=100 ROF=20 Range=3 Projectile=AAHeatSeeker2 ; will be ASW shaped bullet Speed=30 Warhead=AP Report=OspreyCollision Bright=yes ; hand grenade (discus) [Grenade] Damage=40 ROF=60 Range=4.5 Projectile=Lobbed ;Floater=yes Speed=5 Warhead=HE ;Lobber=yes Bright=yes ; hand grenade (discus) [Flare] Damage=1 ROF=150 Range=11.75 Warhead=AirstrikeFlare MigAttackCursor=yes;like Tanya's SabotageCursor override ;Charges=no ;LaserInnerColor = 255,0,0 ;LaserOuterColor = 127,0,0;0,0,0 ;LaserOuterSpread= 40,80,80;20,40,40 ;LaserDuration = 90;15 Projectile=Invisible;LLine2 ;IsLaser=true ; this flag tells the game to use the special laser draw effect IsLine=true IsHouseColor=true [FlareE] Damage=1 ROF=100 Range=11.75 Warhead=AirstrikeFlare MigAttackCursor=yes;like Tanya's SabotageCursor override Projectile=Invisible;LLine2 IsLine=true IsHouseColor=true [FlareP] Damage=1 ROF=120 Range=11.75 Warhead=AirstrikeFlareP MigAttackCursor=yes;like Tanya's SabotageCursor override ;Charges=no ;LaserInnerColor = 255,0,0 ;LaserOuterColor = 127,0,0;0,0,0 ;LaserOuterSpread= 40,80,80;20,40,40 ;LaserDuration = 90;15 Projectile=Invisible;LLine2 ;IsLaser=true ; this flag tells the game to use the special laser draw effect IsLine=true IsHouseColor=true ; small anti-armor cannon [75mm] Damage=35 ROF=40 Range=6 Projectile=Cannon Speed=40 Warhead=AP Anim=GUNFIRE Bright=yes ; light anti-armor cannon [90mm] Damage=75;36 ROF=30;50 Range=5.75 Projectile=Cannon Speed=40 Warhead=AP Report=LightTankAttack Anim=GUNFIRE Bright=yes ; anti-armor weapon [105mm] Damage=200 ROF=45;85 Range=5.75 Projectile=NCannonInviso Speed=50 Warhead=GRIZAPE Report=GrizzlyTankAttack Anim=GGUNFIREG Bright=yes AttachedParticleSystem=CannonBulletSys IsRailgun=yes ; anti-armor weapon [105mmE] Damage=200 ROF=45 Range=5.75 Projectile=NCannonInviso Speed=50 Warhead=GRIZAPEE Report=GrizzlyTankAttack Anim=GGUNFIREG Bright=yes AttachedParticleSystem=CannonBulletSys IsRailgun=yes ; large anti-armor cannon (two shooter) [120mmx] Damage=200 ROF=50 ;90 Range=6.75 Projectile=NCannonInviso Speed=80 Warhead=ApocAP Report=ApocalypseAttackGround Anim=GUNFIRES Burst=4 Bright=yes AttachedParticleSystem=ApocBulletSys IsRailgun=yes ;LaserInnerColor=255,225,175 ;LaserDuration = 2 ;IsLaser=true [120mmxE] Damage=200 ROF=50 ;90 Range=6.75 Projectile=NCannonInviso Speed=80 Warhead=ApocAPE Report=ApocalypseAttackGround Anim=GUNFIRES Burst=4 Bright=yes AttachedParticleSystem=ApocBulletSys IsRailgun=yes ; large anti-armor cannon (single shooter) [120mm] Damage=250 ROF=95 Range=5.75 Projectile=NCannonInviso Speed=50 Warhead=RHINAPE Report=RhinoTankAttack Anim=RNGUNFIREA Bright=yes AttachedParticleSystem=CannonBulletSys IsRailgun=yes AmbientDamage=0 [120mmE] Damage=250 ROF=95 Range=5.75 Projectile=NCannonInviso Speed=50 Warhead=RHINAPEE Report=RhinoTankAttack Anim=RNGUNFIREA Bright=yes AttachedParticleSystem=CannonBulletSys IsRailgun=yes AmbientDamage=0 [120mmH] Damage=100 ROF=15 Range=8.75 Projectile=HCannonInviso Speed=100 Warhead=FORTAP Report=RhinoTankAttack Anim=RNGUNFIREA Bright=yes AttachedParticleSystem=OPBulletSys IsRailgun=yes AmbientDamage=0 OmniFire=yes Burst=2 [120mmEX] Damage=250 ROF=95 Range=6.75 Projectile=NCannonInviso Speed=50 Warhead=RHINAPE Report=CrateFirePower Anim=RNGUNFIREA Bright=yes LaserInnerColor=255,225,175 LaserDuration = 3 IsLaser=true ; War-Miner HE gun [120HE] Damage=80 ROF=50 Range=5.75 Projectile=Cannon Speed=40 Warhead=HowitzerWH Report=RhinoTankAttack Anim=GUNFIRE Bright=yes ; Lasher Light Tank gun [ATGUN] Damage=105 ROF=40 Range=5.75 Projectile=NCannonInviso Speed=50 Warhead=MBTAP Report=LasherTankAttack Anim=LTANKFIRE Bright=yes AttachedParticleSystem=CannonBulletSys IsRailgun=yes [ATGUNE] Damage=105 ROF=40 Range=5.75 Projectile=NCannonInviso Speed=50 Warhead=MBTAPE Report=LasherTankAttack Anim=LTANKFIRE Bright=yes AttachedParticleSystem=CannonBulletSys IsRailgun=yes [ATGAS] Damage=120 ROF=45 Range=5.75 Projectile=GASBall Speed=30 Warhead=MBTGAS Report=SlyGrenadeLauncher Anim=BVIRUSMUZ Bright=yes Burst=2 [ATGASE] Damage=120 ROF=45 Range=5.75 Projectile=GASBall Speed=30 Warhead=MBTGASE Report=SlyGrenadeLauncher Anim=BVIRUSMUZ Bright=yes Burst=2 [Robogun] Damage=65 ROF=20 Range=6.75 Projectile=CannonInviso Speed=50 Warhead=ROBOAP Report=RobotTankAttack Anim=RBGUNFIRE AttachedParticleSystem=CannonBulletSys IsRailgun=yes [RobogunN] Damage=25 ROF=25 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=ROBOAI Report=IronCurtainDeflect Anim=SMOKEYL Bright=yes LaserOuterColor=235,40,40 LaserInnerColor=255,120,120 LaserDuration=6 IsLaser=true [RobogunE] Damage=65 ROF=20 Range=6.75 Projectile=CannonInviso Speed=50 Warhead=ROBOAPE Bright=yes Report=RobotTankAttack Anim=RBGUNFIRE AttachedParticleSystem=CannonBulletSys IsRailgun=yes [RobogunNE] Damage=25 ROF=25 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=ROBOAIE Report=IronCurtainDeflect Anim=SMOKEYL Bright=yes LaserOuterColor=235,140,140 LaserInnerColor=255,220,220 LaserDuration=12 IsLaser=true [MBTFragment] Damage=0 ROF=70 Range=1.75 Projectile=MBTFragP ProjectileRange=1 Speed=25 Warhead=ALLNULL [TDFragment] Damage=0 ROF=70 Range=1.75 Projectile=TDFragP ProjectileRange=1 Speed=25 Warhead=ALLNULL [VFragment] Damage=0 ROF=70 Range=1.75 Projectile=VFragP ProjectileRange=1 Speed=25 Warhead=ALLNULL ; Tank Destroyer gun [SABOT] Damage=270 ;was 130 ROF=1;70 Range=7.75 Projectile=TDCannon Speed=90 Warhead=UltraAP Report=TankDestroyerAttack Anim=DAPMUZZLET Bright=yes PenetratesBunker=yes AttachedParticleSystem=SabotBulletSys IsRailgun=yes [SABOTE] Damage=270 ;was 130 ROF=1;70 Range=7.75 Projectile=TDCannon Speed=90 Warhead=UltraAPE Report=TankDestroyerAttack Anim=DAPMUZZLET Bright=yes PenetratesBunker=yes AttachedParticleSystem=SabotBulletSys IsRailgun=yes [SABOTS] Damage=130 ;was 125 ROF=1;70 Range=7.75 Projectile=CannonInviso;InvisibleLow Speed=90 Warhead=UltraAPS Report=TankDestroyerAttack Anim=DAPMUZZLET Bright=yes LaserInnerColor=255,225,175 LaserDuration = 1 IsLaser=true ; Howitzer gun [HowitzerGun] Damage=200 ROF=10:105 Range=14.75 MinimumRange=4.5 Projectile=HowiBall Speed=10 Warhead=HowitzerWH Report=GrandCannonAttack Anim=GUNFIREFLASHS Bright=yes Floater=yes Lobber=yes [Bomb] Damage=160 ROF=10 ; was 1 Range=5 Projectile=Cannon2 Speed=0 Warhead=ORCAHE Floater=yes [SuicideBomb] Damage=11000 ROF=1 Range=.5 Projectile=Invisible Speed=0 Warhead=HE Bright=yes Report=HUNTER2 ; Vehicle carried anti-tank missile [MammothTusk] Damage=26 ROF=50 Range=9.75 Projectile=MMSeeker Speed=-15 Warhead=HE Burst=4 Report=ApocalypseAttackAir Anim=APMUZZLE Bright=yes [MammothTuskE] Damage=26 ROF=50 Range=9.75 Projectile=MMSeeker Speed=-15 Warhead=HEE Burst=4 Report=ApocalypseAttackAir Anim=APMUZZLE Bright=yes [MammothTuskM] Damage=50 ROF=50 Range=11.75 Projectile=MMSeekerP Speed=35 Warhead=SAMWH Burst=2 Report=ApocalypseAttackAir Anim=APMUZZLEP Bright=yes OmniFire=yes ; artillery cannon [155mm] Damage=80 ROF=1;100 Range=7.75 MinimumRange=0 Projectile=CannonInvisoHigh Speed=60 Warhead=ARTYHE Report=DestroyerAttack Anim=RGUNFIREA Lobber=no AttachedParticleSystem=CannonBulletSys IsRailgun=yes ;Lobber=yes [155mmE] Damage=80 ROF=1;100 Range=7.75 MinimumRange=0 Projectile=CannonInvisoHigh Speed=60 Warhead=ARTYHEE Report=DestroyerAttack Anim=RGUNFIREA Lobber=no Bright=yes AttachedParticleSystem=CannonBulletSys IsRailgun=yes ; artillery cannon [160mm] Damage=100 ROF=110 Range=13.75 MinimumRange=3.5 Projectile=CannonInvisoSchp ;Ballistic Speed=40 Warhead=SCHOPWH Report=SeigeChopperAttackDeployed Anim=GUNFIREFLASHC;GCMUZZLE Lobber=no Bright=yes [160mmE] Damage=100 ROF=110 Range=13.75 MinimumRange=3.5 Projectile=CannonInvisoSchp ;Ballistic Speed=40 Warhead=SCHOPWHE Report=SeigeChopperAttackDeployed Anim=GUNFIREFLASHC;GCMUZZLE Lobber=no Bright=yes [CannonInvisoSchp] ShrapnelWeapon=SchpFragment ShrapnelCount=3 Arm=200 Shadow=no Proximity=no Ranged=yes AG=yes ROT=40 SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no Acceleration=50 [SchpFragment] Damage=0 ROF=70 Range=0.75 Projectile=SchpFragP ProjectileRange=1 Speed=25 Warhead=ALLNULL [SchpFragP] Arm=0 Image=SCHPFRAG ROT=4 Ranged=yes Proximity=yes AG=yes Acceleration=100 ; V3's rangefinder virtual weapon [V3Launcher] Damage=1 ROF=20 Range=18.75 MinimumRange=5.75 Spawner=yes Projectile=InvisibleHigh Speed=10 Warhead=Special ; Dreadnought missile [DredLauncher] Damage=50 ROF=2 Burst=2 Range=24.75 ;Range=-2 MinimumRange=5.5; the missiles need time to align Spawner=yes Projectile=InvisibleHigh Speed=15 Warhead=SpawnWH OmniFire=yes [DroneBeam] Damage=70 ROF=40 Range=7.75 Projectile=InvisibleMedium Speed=50 Warhead=DroneGasWH Report=MessageText Anim=MAGMUZB LaserInnerColor = 216,160,184 LaserOuterColor = 80,60,88 LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect Bright=yes UseSparkParticles=yes AttachedParticleSystem=DroneRingSys [ChaosMist] Damage=100 ROF=60 Range=8.75 Projectile=ChaosMistP Speed=50 Warhead=PsychGasWH Report=ApocalypseAttackAir Anim=PODRING [ChaosBreathe] Damage=150 ROF=100 Range=8.75 Projectile=ChaosBreatheP Speed=40 Warhead=HeadGasWH Report=ChaosDroneAttack Anim=PODRING Floater=yes ; Drone emmiting gas on your head [ChaosAttack] Damage=200 ROF=70 Range=4;1.83;GEF Since we have a new long range gas effect now, might as well make the Chaos Drone only approach as much as it needs to in order to affect the target Projectile=InvisibleLow Speed=40 Warhead=PsychGasCreate Report=ChaosDroneAttack ;Burst=4 OmniFire=yes AreaFire=yes [SubWave] Damage=200 ROF=550 Range=4;1.83;GEF Since we have a new long range gas effect now, might as well make the Chaos Drone only approach as much as it needs to in order to affect the target Projectile=InvisibleSub Speed=40 Bright=yes Warhead=SubwaveWH FireOnce=yes OmniFire=yes AreaFire=yes Anim=SUBPREEXP [SubWaveE] Damage=200 ROF=550 Range=4;1.83;GEF Since we have a new long range gas effect now, might as well make the Chaos Drone only approach as much as it needs to in order to affect the target Projectile=InvisibleSub Speed=40 Bright=yes Warhead=SubwaveWHE FireOnce=yes OmniFire=yes AreaFire=yes Anim=SUBPREEXP ; Drone jumping on your head [DroneJump] Damage=3 ROF=3 Range=1.83 Projectile=JUMP Speed=30 Warhead=Parasite LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=TerrorDroneAttack PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bright=yes FireInTransport=no;can't fire out of the BattleFortress [DroneJumpE] Damage=3 ROF=2 Range=1.83 Projectile=JUMP Speed=30 Warhead=Parasite LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=TerrorDroneAttack PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bright=yes FireInTransport=no;can't fire out of the BattleFortress [Parateeth] Damage=250 ROF=35 Range=1.83 CellRangefinding=yes Projectile=InvisibleLowPunch ;DOGJUMP Speed=30 Warhead=Parabite ; infantry only version Report=TerrorDroneAttack FireInTransport=no;can't fire out of the BattleFortress Bright=yes Anim=DRONSWING [ParateethE] Damage=250 ROF=35 Range=1.83 CellRangefinding=yes Projectile=InvisibleLowPunch ;DOGJUMP Speed=30 Warhead=ParabiteE ; infantry only version Report=TerrorDroneAttack FireInTransport=no;can't fire out of the BattleFortress Bright=yes Anim=DRONSWING ; Dog humping [BadTeeth] Damage=120 ROF=20 Range=1.5 CellRangefinding=yes Projectile=InvisibleLowPunch ;DOGJUMP Speed=30 Warhead=ParasiteDog ; infantry only version ;LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=DogAttack FireInTransport=no;can't fire out of the BattleFortress [BadTeethE] Damage=120 ROF=20 Range=1.5 CellRangefinding=yes Projectile=InvisibleLowPunch ;DOGJUMP Speed=30 Warhead=ParasiteDogE ; infantry only version Bright=yes ;LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=DogAttack FireInTransport=no;can't fire out of the BattleFortress ; Dog humping [GoodTeeth] Damage=120 ROF=20 Range=1.5 CellRangefinding=yes Projectile=InvisibleLowGT Speed=30 Warhead=ParasiteDog ; infantry only version ;LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=DogAttack FireInTransport=no;can't fire out of the BattleFortress [GoodTeethE] Damage=120 ROF=20 Range=1.5 CellRangefinding=yes Projectile=InvisibleLowGT Speed=30 Warhead=ParasiteDogE ; infantry only version Bright=yes ;LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=DogAttack FireInTransport=no;can't fire out of the BattleFortress [CRBark] Damage=125 Range=5.75 ROF=150 Projectile=InvisibleLow Speed=1 Warhead=CRBarking Report=DogAttackCommand Anim=CRDOGWAVE Bright=yes UseSparkParticles=yes AttachedParticleSystem=BarkForceSys [Bark] Damage=125 Range=1 ROF=1 Projectile=Psychic Speed=1 Warhead=Barking AreaFire=yes FireOnce=yes Report=DogAttackCommand Anim=DOGWAVE Bright=yes [BarkP] Damage=125 Range=3.25 ROF=180 Projectile=PsiTorpedo Speed=1 Warhead=Barking Report=DogAttackCommand Anim=DOGWAVE Bright=yes [AlligatorBite] ; Alligator bite Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Damage=30 ROF=30 Warhead=HollowPoint Report=AlligatorAttack [BearBite] ; Bear bite Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Damage=30 ROF=30 Warhead=HollowPoint Report=BearAttack [ChimpBite] ; Chim bite Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Damage=30 ROF=30 Warhead=HollowPoint Report=ChimpAttack [TRexBite] ; T-Rex bite Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Damage=200 ROF=30 Warhead=TRexWH; need to change InfDeath HowitzerWH Report=TrexAttack [TRexInfBite] ; T-Rex bite Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Damage=200 ROF=30 Warhead=TRexInfWH; need to change InfDeath HowitzerWH Report=TrexAttack [SHOVELMONEY] Range=512 Projectile=PsiTorpedo Speed=100 Damage=0 ROF=200 Warhead=SLAVNONE Anim=MONEYMUZ OmniFire=yes FireOnce=yes RevealOnFire=no [SHOVEL] Range=512 Projectile=PsiTorpedo Speed=100 Damage=1 ROF=30 Warhead=SLAVNONE Suicide=yes OmniFire=yes [SHOVELF] Range=1.83 Projectile=InvisibleLowPunch Speed=100 Damage=30 ROF=50 Warhead=Shoveling CellRangefinding=yes Report=SlaveAttack Anim=SLAVSWING [VirtualScanner]; This is so units with range one weapons will scan out farther when looking for targets in guard Damage=1 Range=5 NeverUse=yes Projectile=InvisibleAll Warhead=SA Speed=100 ; Squid wants some boat lovin' [SquidGrab] Damage=15 ROF=100 ; SJM: This is now ignored. Damage frequency handled by special Squid code. Range=2.5 CellRangefinding=yes Projectile=SQDJUMP Speed=60 DecloakToFire=no Warhead=ParasitePlus ; Plus paralysis LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=SquidAttack Anim=SQDG_N,SQDG_NE,SQDG_E,SQDG_SE,SQDG_S,SQDG_SW,SQDG_W,SQDG_NW ; order matches 0=N & CW ; Squid wants some boat lovin' [SquidGrabE] Damage=15 ROF=100 ; SJM: This is now ignored. Damage frequency handled by special Squid code. Range=2.5 CellRangefinding=yes Projectile=SQDJUMP Speed=60 DecloakToFire=no Warhead=ParasitePlusE ; Plus paralysis LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet) Report=SquidAttack Anim=SQDG_N,SQDG_NE,SQDG_E,SQDG_SE,SQDG_S,SQDG_SW,SQDG_W,SQDG_NW ; order matches 0=N & CW ; Squid attacking non boat [SquidPunch] Damage=90;60 ROF=50 ;hard 16*2 until unit sprites get more complicated Range=4.75 Projectile=InvisibleYSquid Speed=30 Warhead=SQDHE Report=TrexAttack [SquidPunchE] Damage=90;60 ROF=50 ;hard 16*2 until unit sprites get more complicated Range=4.75 Projectile=InvisibleYSquid Speed=30 Warhead=SQDHEE Bright=yes Report=TrexAttack [SquidPunchY] Damage=210 ROF=70 Range=1.84 Projectile=InvisibleLow Speed=20 Warhead=YSQDHE DecloakToFire=yes Report=SquidAttack Anim=XGRYMED2 [SquidPunchYE] Damage=210 ROF=70 Range=1.84 Projectile=InvisibleLow Speed=20 Warhead=YSQDHEE Bright=yes DecloakToFire=yes Report=SquidAttack Anim=XGRYMED2E ; Carrier's rangefinder virtual weapon [HornetLauncher] Damage=1 ROF=2 Range=24.75 ;Range=-2 ; infinite Spawner=yes Projectile=Invisible Speed=10 Warhead=SpawnWH OmniFire=yes FireOnce=yes [SATLauncher] Damage=1 ROF=200 Range=-2 Spawner=yes Projectile=Invisible Speed=10 Warhead=SATCAMERA OmniFire=yes FireOnce=yes [HeadLauncher] Damage=1 ROF=2 Range=10.75 Spawner=yes Projectile=Invisible Speed=10 Warhead=Special OmniFire=yes ; Destroyer's rangefinder virtual weapon for Helicopters [ASWLauncher] Damage=1 ROF=2 Range=9.75 ; infinite ma ass Spawner=yes Projectile=ASWVirt ;AntiUnderwater=yes Speed=10 Warhead=Special OmniFire=yes ; Sonic Zap [SonicZap] Damage=120 ROF=10 Range=5.75 Projectile=SonicLimp Speed=25 Warhead=SonicWarhead Report=DolphinAttack IsSonic=no DecloakToFire=no AmbientDamage=0 [SonicZapE] Damage=120 ROF=10 Range=5.75 Projectile=SonicLimp Speed=25 Warhead=SonicWarheadE Report=DolphinAttack IsSonic=no Bright=yes DecloakToFire=no AmbientDamage=0 [LeSonic] Damage=50 ROF=60 Range=7.75 MinimumRange=2 Projectile=Sonic Speed=20 Warhead=SonicWarhead Report=DolphinAttack IsSonic=yes AmbientDamage=30 ; repair bot repairing [RepairBullet] Damage=-50 ROF=75 Range=3.75 Projectile=Invisible Speed=100 Warhead=Mechanical Report=IFVRepair UseSparkParticles=yes AttachedParticleSystem=RepairSys Anim=WRENCH Bright=yes [RepairBulletE] Damage=-75 ROF=75 Range=3.75 Projectile=Invisible Speed=100 Warhead=Mechanical Report=IFVRepair UseSparkParticles=yes AttachedParticleSystem=RepairSys Anim=WRENCH Bright=yes ; medic healing [Heal] Damage=12 ROF=1 Range=4.75 Projectile=Invisible Speed=100 Warhead=Organic Report=HEALER1 LaserInnerColor = 85,240,180 LaserOuterColor = 0,0,0 LaserOuterSpread= 250,250,250 LaserDuration = 2 IsLaser=yes IsBigLaser=true OmniFire=yes ; Infantry smashing by Brute [Punch] Damage=50 ROF=30 Range=1.74 Speed=30 Warhead=Battering Report=BruteSmashAttack Projectile=InvisibleLowPunch Anim=BRUTESWING FireInTransport=no;can't fire out of the BattleFortress ; Tank smashing by Brute [Smash] Damage=50 ROF=30 Range=1.74 Speed=30 Warhead=Smashing Report=BruteSmashAttack Projectile=InvisibleLowPunch FireInTransport=no;can't fire out of the BattleFortress ; Fire by Brute [PunchE] Damage=50 ROF=24 Range=1.74 Speed=30 Warhead=BatteringE Report=BruteSmashAttack Projectile=InvisibleLowPunch Anim=BRUTESWING FireInTransport=no;can't fire out of the BattleFortress Bright=yes ; Tank smash by Brute [SmashE] Damage=50 ROF=24 Range=1.74 Speed=30 Warhead=SmashingE Report=BruteSmashAttack Projectile=InvisibleLowPunch FireInTransport=no;can't fire out of the BattleFortress Bright=yes ;mummy infantry puncher [Mummypunch] Damage=100 ROF=60 Range=1.4 Speed=100 Warhead=Battering ;Report=BruteSmashAttack Projectile=InvisibleLow FireInTransport=no;can't fire out of the BattleFortress ; mummy tank smasher [Mummysmash] Damage=100;150 ROF=60 ;30 Range=1.1 Speed=100 Warhead=Smashing ;Report=BruteSmashAttack Projectile=InvisibleLow [HeadBomb] Damage=50 ROF=30 Range=5.75 MinimumRange=0.5 Projectile=MindBallT Speed=100 Report=YuriBustAttack Bright=yes Warhead=MindBallTWH Anim=MASTERFX [HeadBombE] Damage=21 ROF=80 Range=5.75 Speed=40 Projectile=HRifleP; InvisibleMedium;GEF Chrono Legionaires can now shoot over walls ;InvisibleLow Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes Anim=CHRONOFS ProjectileRange=6.75 [HeadBombS] Damage=150 ROF=30 Range=5.75 MinimumRange=0.5 Projectile=MindBallT Speed=70 Report=YuriBustAttack Bright=yes Warhead=MindBallTWH Anim=MASTERFX [HeadBombSE] Damage=225 ROF=30 Range=5.75 MinimumRange=0.5 Projectile=MindBallT Speed=70 Report=YuriBustAttack Bright=yes Warhead=MindBallTWHE Anim=MASTERFX ; Fire by Chrono Legion [NeutronRifle] Damage=10 ROF=100 Range=5.75 Speed=40 Projectile=NRifleP Warhead=ChronoBeam Report=ChronoLegionAttack LaserOuterSpread= 250,0,0 LaserInnerSpread= 0,150,250 LaserOuterColor= 250,250,55 LaserInnerColor= 55,85,250 LaserDuration = 28 IsLaser=true IsRadBeam=yes Anim=CHRONOFS ProjectileRange=6.75 UseSparkParticles=yes AttachedParticleSystem=WaveForceSys [NeutronRifleE] Damage=15 ROF=100 Range=5.75 Speed=40 Projectile=NRifleP Warhead=ChronoBeamE Report=ChronoLegionAttack LaserOuterSpread= 250,0,0 LaserInnerSpread= 250,50,50 LaserOuterColor= 250,50,55 LaserInnerColor= 255,85,50 LaserDuration = 38 IsLaser=true IsRadBeam=yes Anim=CHRONOFS UseSparkParticles=yes AttachedParticleSystem=WaveForceSys Bright=yes ; Fire by Desolater [RadBeamWeapon] Damage=625 ROF=50 Range=5.75 Speed=100 Projectile=InvisibleLow Warhead=RadBeamWarhead IsRadBeam=yes Report=DesolatorAttack Bright=yes Anim=RADMUZZ ;UseSparkParticles=yes ;AttachedParticleSystem=GreenRingSys AmbientDamage=0 IsRailgun=true AttachedParticleSystem=RadRailgunSys [RadBeamWeaponE] Damage=625 ROF=50 Range=5.75 Speed=100 Projectile=InvisibleLow Warhead=RadBeamWarheadE IsRadBeam=yes Report=DesolatorAttack Bright=yes Anim=RADMUZZ AmbientDamage=0 IsRailgun=true AttachedParticleSystem=RadRailgunESys ; The Desolater's desolation effect [RadEruptionWeapon] Damage=150 ; Irrelevant as long as it is greater than 0. Establishes that this unit can fire this weapon. ROF=70 Range=4 ; SJM: changed from 1 so distance check won't fail on bridges -- only fired at own cell so should be OK Speed=1 AreaFire=yes FireOnce=yes ; SJM: Desolator should maintain radiation at site when deployed Projectile=InvisibleDeso Warhead=RadEruptionWarhead RadLevel=60;300 Report= Anim=ERUPMUZ IsRadEruption=no [RadEruptionWeaponE] Damage=150 ; Irrelevant as long as it is greater than 0. Establishes that this unit can fire this weapon. ROF=70 Range=4 ; SJM: changed from 1 so distance check won't fail on bridges -- only fired at own cell so should be OK Speed=1 AreaFire=yes FireOnce=yes ; SJM: Desolator should maintain radiation at site when deployed Projectile=InvisibleDeso Warhead=RadEruptionWarhead RadLevel=60;450 Report= Anim=ERUPMUZ IsRadEruption=no ; Fire by Prism Cannon [PrismShot] Damage=150 ROF=60 Range=8.75 Speed=100 Projectile=InvisibleHighPT Warhead=PrismWarhead LaserOuterSpread= 0,0,250 LaserDuration = 12 IsLaser=true ; this flag tells the game to use the special laser draw effect IsHouseColor=true Report=PrismTowerAttack UseSparkParticles=yes AttachedParticleSystem=PrismForceSys Anim=INITMUZZLE [Yuribustshot] Damage=120 ROF=45 ;60 Range=8.75 Speed=100 Projectile=InvisibleHigh Warhead=PrismWarhead ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect IsHouseColor=true Report=PrismTowerAttack ;Prism shot coming from the Mayan cannon [MayanPrism] Damage=1000 ROF=20 Range=12 Speed=25 Projectile=InvisibleHigh Warhead=PrismWarhead ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect IsHouseColor=true Report=PrismTowerAttack ; Prism Cannon support beam [PrismSupport] Damage=250 ROF=60 ;60 Range=8.75 Speed=40 Projectile=InvisibleHigh Warhead=DummyWarhead ;LaserInnerColor = 32,48,216 ;LaserOuterColor = 24,24,96 LaserOuterSpread= 0,0,0 LaserDuration = 12 IsLaser=true ; this flag tells the game to use the special laser draw effect IsHouseColor=true ; Fire by Telsa Trooper [ElectricBolt] Damage=100 ROF=90 Range=4.75 Speed=100 Warhead=Shock Report=TeslaTroopAttack Projectile=InvisibleHigh IsElectricBolt=true Bright=yes AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Anim=TSLFIRES [ElectricBoltE] Damage=100 ROF=90 Range=4.75 Speed=100 Warhead=ShockE Report=TeslaTroopAttack Projectile=InvisibleHigh IsElectricBolt=true IsAlternateColor=true Bright=yes AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Anim=TSLFIRES [ElectricBoltFrag] Damage=25 ROF=90 Range=1.75 Speed=100 Warhead=Shock Report=TeslaTroopAttack Projectile=InvisibleHighShockFP IsElectricBolt=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Anim=TSLFIRES ; Fire by Telsa Tank [TankBolt] Damage=65 ROF=40;75 ; Range=5.75 Speed=100 Warhead=Electric Report=TeslaTankAttack Projectile=Electricbounce IsElectricBolt=true Bright=yes Burst=2 Anim=TTSLFIRE ;UseSparkParticles=yes ;AttachedParticleSystem=TTNKSys [TankBoltE] Damage=65 ROF=40;75 ; Range=5.75 Speed=100 Warhead=ElectricE Report=TeslaTankAttack Projectile=ElectricbounceE IsElectricBolt=true IsAlternateColor=true Bright=yes Burst=2 Anim=TTSLFIRE [TeslaFragment] Damage=55 ROF=50 Range=4.75 Projectile=SmallTeslaP Speed=80 Report=TeslaCoilAttack Warhead=Electric IsElectricBolt=true Bright=yes [TeslaFragmentE] Damage=55 ROF=50 Range=4.75 Projectile=SmallTeslaPE Speed=80 Report=TeslaCoilAttack Warhead=ElectricE IsElectricBolt=true IsAlternateColor=true Bright=yes [TeslaFragmentB] Damage=40 ROF=50 Range=2.75 Projectile=FinalTeslaP Speed=80 Report=TeslaCoilAttack Warhead=Electric IsElectricBolt=true Bright=yes [TeslaFragmentBE] Damage=40 ROF=50 Range=2.75 Projectile=FinalTeslaP Speed=80 Report=TeslaCoilAttack Warhead=ElectricE IsElectricBolt=true IsAlternateColor=true Bright=yes ; Fire by Telsa Trooper at Tesla Coil [AssaultBolt] Damage=10 ROF=25 Range=2.75 Speed=100 Warhead=ElectricAssault Report=TeslaTroopRechargeCoil Projectile=InvisibleDelay IsElectricBolt=true [AssaultBoltE] Damage=10 ROF=25 Range=2.75 Speed=100 Warhead=ElectricAssault Report=TeslaTroopRechargeCoil Projectile=InvisibleDelay IsElectricBolt=true IsAlternateColor=true ; Fire by Telsa Coil [CoilBolt] Damage=250 ROF=80 ;120 Range=8.75 Speed=100 Warhead=ElectricB Report=TeslaCoilAttack ;Projectile=InvisibleHigh Projectile=Invisible IsElectricBolt=true Bright=yes Anim=CTSLFIRE ; SJM: Now using home-grown DelayedFire system. Charges=yes ; Fire by Telsa Coil while overpowered [OPCoilBolt] Damage=350 ROF=80 ;100 Range=8.75 Speed=100 Warhead=ElectricB Report=TeslaCoilSuper Projectile=Invisible IsElectricBolt=true IsAlternateColor=true Bright=yes Anim=CTSLFIRE ; Fired by the ginourmous Eiffel Telsa Coil of DEATH [EiffelBolt] Damage=2000 ROF=20 Range=20 Speed=100 Warhead=Electric Report=ParisTowerAttack Projectile=InvisibleHigh IsElectricBolt=true ;DrawBoltAsLaser=yes ; Not actually a laser, but draws electric parts as lasers (with blendy fancy stuff) ;The DrawBoltAsLaser flag has pretty serious frame rate problems right now. ; SJM: Um, worse than that, I've removed the code. Creating a LaserClass object for each of ; SJM: potentially hundreds of line segments will grind the game to a halt. Besides that, ; SJM: I've drastically modified the Laser code for the Prism effects and using it for the ; SJM: lightning would probably now have very strange, unanticipated effects. Sorry! [Headgun] Damage=100 ROF=45 Range=8.75 Speed=100 Warhead=HeadBeamWarhead Projectile=CannonInvisoHigh IsRadBeam=yes Report=DesolatorAttack Bright=yes Anim=RADMUZZ Burst=2 ; Solid laser beam. [LaserFire] Damage=250 ROF=120 Range=10.5 Speed=100 Warhead=HE Report=PrismTowerAttack LaserInnerColor = 255,0,0 LaserOuterColor = 0,0,0 LaserOuterSpread= 20,40,40 LaserDuration = 15 Projectile=LLine IsBigLaser=true IsLaser=true ; this flag tells the game to use the special laser draw effect Charges=yes ; non-charging lasers should use LaserFire2 instead ; Laser Turret Beam [LaserFire2] Damage=30 ROF=40 Range=5.5 Speed=100 Warhead=HE Report=LASTUR1 Charges=no LaserInnerColor = 255,0,0 LaserOuterColor = 0,0,0 LaserOuterSpread= 20,40,40 LaserDuration = 15 Projectile=LLine2 IsLaser=true ; this flag tells the game to use the special laser draw effect [EMPulseWeapon] Damage=1200 ; Damage is duration for EM Pulse ROF=1 Speed=25 Warhead=EMPuls Projectile=PulsPr Range=40 ; was 30 Lobber=yes Report=PLSECAN2 ; Visceroid attack [SlimeAttack] Damage=100 ROF=80 Range=1.3 ;2.83 Projectile=Invisible Speed=25 ;100 Warhead=Slimer Report=VICER1 ; Chemical missile launcher [ChemLauncher] Damage=100 ROF=1 ; 0 Range=6 Projectile=ChemMissile Speed=30 Warhead=Gas Report=ICBM1 [FiendShard] Damage=35 ROF=30 Burst=3 Range=5 Projectile=DogShard Speed=25 Warhead=Shard Report= [DefuseKit] Damage=1 ROF=70 Range=1.5 CellRangefinding=yes Projectile=InvisibleAll Speed=100 Report=DefuseKit Warhead=BombDisarm FireOnce=yes FireInTransport=no;can't fire out of the BattleFortress [NukePayload] Damage=600 Range=30 Projectile=GiantNukeDown ;MultiMissile Speed=10 RadLevel=2000 Warhead=NUKE Report= [NikePayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 RadLevel=500 Warhead=NUKENONE Report= [NormalPayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONEWH Bright=yes [NormalPayloadCV] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONECVWH Bright=yes [NormalSPayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONESINGLEWH Bright=yes [MCTPayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONEMCTWH Bright=yes [PrismPayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONEPTWH Bright=yes [BioPayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONEBIOWH Bright=yes [WCPayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONEWCWH Bright=yes [PDPayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONEPDWH Bright=yes [MiniPayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONEMINIWH Bright=yes Anim=MININUKEEXP [TeslaPayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONETESLAWH Bright=yes Anim=TSTLEXP [APPPayload] Damage=600 Range=30 Projectile=Invisible ;MultiMissile Speed=10 Warhead=NONEAPPWH Bright=yes Anim=gtpowexp [NukeCarrier] Projectile=GiantNukeUp Speed=100 Warhead=NukeMaker [Pistola] Damage=3 ROF=20 Range=3 Projectile=InvisibleLow Speed=100 Warhead=SA Report=CivAttack [MindControl] Damage=1;Number of mind control links ROF=125 Range=6.75 Projectile=PsychicControlP Speed=100 Warhead=Controller Report= Anim=MINDFS;YURICNTL FireOnce=yes Lobber=yes [MindControlE] Damage=1 ROF=125 Range=6.75 Projectile=PsychicControlP Speed=100 Warhead=ControllerE Report= Anim=MINDFS;YURICNTL FireOnce=yes Lobber=yes Bright=yes [MindControlP] Damage=1;Number of mind control links ROF=125 Range=6.75 Projectile=PsychicControlP Speed=100 Warhead=ControllerP Report= Anim=MINDFS;YURICNTL FireOnce=yes Lobber=yes [MindControlPE] Damage=1 ROF=125 Range=6.75 Projectile=PsychicControlP Speed=100 Warhead=ControllerPE Report= Anim=MINDFS FireOnce=yes Lobber=yes Bright=yes [SuperMindControl] Damage=1;Number of mind control links ROF=125 Range=7.75 Projectile=PsychicControlSP Speed=100 Warhead=ControllerBuilding Report= Anim=MINDFS;PULSEFX2 FireOnce=yes Lobber=yes [SuperMindControlE] Damage=1 ROF=125 Range=7.75 Projectile=PsychicControlSP Speed=100 Warhead=ControllerBuildingE Report= Anim=MINDFS FireOnce=yes Lobber=yes Bright=yes [MultipleMindControlTank] Damage=3; this is an infinite mind control, so this just affects pips InfiniteMindControl=yes; this will let infinite, it will look up on the table of "MasterMind Overload" damage way above (where there is a 0 damage level) ROF=1;75 Range=6.75 Projectile=PsychicControlP Speed=80 Warhead=Controller Report= Anim=MINDFS;YURICNTL FireOnce=yes OmniFire=yes;doesn't need turret to shoot any direction Lobber=yes [MultipleMindControlTower] Damage=3; number of mind control links ROF=100;125 Range=8.75 Projectile=PsychicControlTP Speed=60 Warhead=Controller Anim=MINDFS;PULSEFX3 Report= FireOnce=yes Lobber=no UseSparkParticles=yes AttachedParticleSystem=TeslaSmallSys [PsiWave] Damage=250;Needed to be considered offensive unit Range=1 ROF=50 ;200 needs to be closer to animation time (Kills everything anyway) Projectile=Psychic Speed=1 Warhead=PsiPulse AreaFire=yes ; just shoot straight at ground under feet FireOnce=yes ; Only fire once; don't stay in attack mission Report=YuriDeploy Anim=TREESPRD Bright=yes [PsiWaveE] Damage=250;Needed to be considered offensive unit Range=1 ROF=50 ;200 needs to be closer to animation time (Kills everything anyway) Projectile=Psychic Speed=1 Warhead=PsiPulseE AreaFire=yes ; just shoot straight at ground under feet FireOnce=yes ; Only fire once; don't stay in attack mission Report=YuriDeploy Anim=TREESPRDE Bright=yes [PsiWaveP] Damage=250 Range=4.5 ROF=140 Projectile=PsiTorpedo Speed=1 Warhead=PsiPulse Report=YuriDeploy Anim=TREESPRD Bright=yes [PsiWavePE] Damage=250 Range=4.5 ROF=140 Projectile=PsiTorpedo Speed=1 Warhead=PsiPulseE Report=YuriDeploy Anim=TREESPRDE Bright=yes [PsiWaveS] Damage=250 Range=4.5 ROF=100 Projectile=PsiTorpedo Speed=1 Warhead=PsiPulseS Report=YuriDeploy Anim=TREESPRDS Bright=yes [PsiWaveSE] Damage=250 Range=4.5 ROF=100 Projectile=PsiTorpedo Speed=1 Warhead=PsiPulseSE Report=YuriDeploy Anim=TREESPRDSE Bright=yes [PPsiWave] Damage=250;Needed to be considered offensive unit Range=5.5 ROF=150 ;200 needs to be closer to animation time (Kills everything anyway) Projectile=Psychic Speed=1 Warhead=PsiPulse AreaFire=yes ; just shoot straight at ground under feet Report=YuriDeploy Anim=TREESPRD Bright=yes [SuperPsiWave] Damage=400;Needed to be considered offensive unit Range=1 ROF=50 ;200 needs to be closer to animation time (Kills everything anyway) Projectile=Psychic Speed=1 Warhead=SuperPsiPulse AreaFire=yes ; just shoot straight at ground under feet FireOnce=yes ; Only fire once; don't stay in attack mission Report=YuriDeploy Anim=PULSEFX1 Bright=yes [SuperPsiWaveE] Damage=400 Range=1 ROF=50 Projectile=Psychic Speed=1 Warhead=SuperPsiPulseE AreaFire=yes FireOnce=yes Report=YuriDeploy Anim=PULSEFX1E Bright=yes [SuperPsiWaveP] Damage=400 Range=4.5 ROF=80 Projectile=PsiTorpedo Speed=1 Warhead=SuperPsiPulse Report=YuriDeploy Anim=PULSEFX1 Bright=yes [SuperPsiWavePE] Damage=400 Range=4.5 ROF=80 Projectile=PsiTorpedo Speed=1 Warhead=SuperPsiPulseE Report=YuriDeploy Anim=PULSEFX1E Bright=yes [BombSelf] Damage=1 ; Damage is used only for death explosion ROF=1000 Range=1.5 Speed=1 CellRangefinding=yes FireOnce=yes ; Only fire once don't stay in attack mission Projectile=InvisibleIvan Warhead=IvanBombSelf AreaFire=yes ; just shoot straight at ground under feet FireOnce=yes ; Only fire once; don't stay in attack mission FireInTransport=no;can't fire out of the BattleFortress Bright=yes [IvanBomber] Damage=400 ; Damage is used only for death explosion ROF=120 Speed=60 Range=3.75 CellRangefinding=yes FireOnce=yes ; Only fire once don't stay in attack mission Projectile=IvanProj Warhead=IvanBomb FireInTransport=no;can't fire out of the BattleFortress AssaultAnim=IVANASS Floater=yes Lobber=yes [IvanBomberC] Damage=400 ; Damage is used only for death explosion ROF=150 Speed=60 Range=4.75 CellRangefinding=yes FireOnce=no ; Only fire once don't stay in attack mission Projectile=IvanProjC Warhead=IvanBombC FireInTransport=no;can't fire out of the BattleFortress AssaultAnim=IVANASS Floater=yes Lobber=yes [IvanBomberS] Damage=400 ; Damage is used only for death explosion ROF=120 Speed=60 Range=1.5 CellRangefinding=yes FireOnce=yes ; Only fire once don't stay in attack mission Projectile=Invisible Warhead=IvanBombS FireInTransport=no;can't fire out of the BattleFortress AssaultAnim=IVANASS [IvanDeath] Damage=300 ; Damage is used only for death explosion ROF=50 Range=1.5 CellRangefinding=yes FireOnce=yes ; Only fire once don't stay in attack mission Projectile=Invisible Warhead=IvanWH [IvanBomberE] Damage=600 ; Damage is used only for death explosion ROF=75 Range=3.75 ; you can't change the target, but you can change yourself for CellRangefinding, so target could still be far side infantry CellRangefinding=yes FireOnce=yes ; Only fire once; don't stay in attack mission Projectile=IvanProj Warhead=IvanBomb ;Report=CrazyIvanAttack FireInTransport=no;can't fire out of the BattleFortress AssaultAnim=IVANASS Floater=yes Lobber=yes [IvanBomberCE] Damage=400 ; Damage is used only for death explosion ROF=150 Speed=60 Range=4.75 CellRangefinding=yes FireOnce=no ; Only fire once don't stay in attack mission Projectile=IvanProjC Warhead=IvanBombCE FireInTransport=no;can't fire out of the BattleFortress AssaultAnim=IVANASS Floater=yes Lobber=yes Bright=yes [IvanBomberSE] Damage=400 ; Damage is used only for death explosion ROF=75 Speed=60 Range=1.5 CellRangefinding=yes FireOnce=yes ; Only fire once don't stay in attack mission Projectile=Invisible Warhead=IvanBombS FireInTransport=no;can't fire out of the BattleFortress AssaultAnim=IVANASS Floater=yes Lobber=yes [PCBomber] Damage=400 ROF=300 Range=1.5 CellRangefinding=yes FireOnce=yes Projectile=Invisible Warhead=PCBomb FireInTransport=no AssaultAnim=PTASS [PCBomberE] Damage=600 ROF=200 Range=1.5 CellRangefinding=yes FireOnce=yes Projectile=Invisible Warhead=PCBomb FireInTransport=no AssaultAnim=PTASS [SpyBomber] Damage=400 ROF=100 Range=1.5 CellRangefinding=yes FireOnce=yes Projectile=Invisible Warhead=SpyBomb FireInTransport=no SabotageCursor=yes [V3Cluster] Damage=80 ROF=80 Projectile=ClusterBits Range=6 Speed=20 Warhead=V3HE ; MultiMissile Cluster Missiles ;[MultiCluster] ;Damage=65 ;ROF=80 ;Range=6 ;Projectile=HeatSeeker ;Speed=20 ;Warhead=HE ;Burst=2 ;Report=Dummy ;Spy's 'weapon' for picking his disguise [MakeupKit] Damage=1 ROF=100 Range=-2 ; infinite Projectile=InvisibleAll Speed=100 FireOnce=yes ; Firing clears TarCom so only one shot is fired Warhead=Snapshot RevealOnFire=no ; Doesn't clear shroud when fired Report=SpyAttack FireInTransport=no;can't fire out of the BattleFortress Anim=MAKEUPMUZB [MakeupKitP] Damage=1 ROF=100 Range=-2 ; infinite Projectile=InvisibleAll Speed=100 FireOnce=yes ; Firing clears TarCom so only one shot is fired Warhead=Snapshot RevealOnFire=no ; Doesn't clear shroud when fired Report=SpyAttack FireInTransport=no;can't fire out of the BattleFortress AssaultAnim=PTASS Anim=MAKEUPMUZ SabotageCursor=no [TankMakeupKit] ; Mirage tank's version since he targets different things Damage=1 ROF=100 Range=-2 ; infinite Projectile=Invisible Speed=100 FireOnce=yes ; Firing clears TarCom so only one shot is fired Warhead=TankSnapshot RevealOnFire=no ; Doesn't clear shroud when fired TerrainFire=yes ; I get an attack cursor on Trees and rocks. Report=MirageTankDisguise [MirageGun] Damage=95 ROF=1;65 Range=4.75 Projectile=InvisibleLow Speed=100 Warhead=MirageWH DisguiseFireOnly=no ; SJM: design change, tank can fire always Report=MirageTankAttack Bright=yes Anim=MIRAGEMUZ DisguiseFakeBlinkTime=25 ; when a mirage fires, its disguise blinks for this long for VISUAL ONLY, not a logic blink RevealOnFire=no ; Doesn't clear shroud when fired LaserOuterColor=235,40,40 LaserInnerColor=255,120,120 LaserDuration=3 IsLaser=true IsRailgun=true AttachedParticleSystem=MirageRailgunSys [MirageGunE] Damage=95 ROF=1;65 Range=4.75 Projectile=InvisibleLow Speed=100 Warhead=MirageWHE DisguiseFireOnly=no ; SJM: design change, tank can fire always Report=MirageTankAttack Bright=yes Anim=MIRAGEMUZ DisguiseFakeBlinkTime=25 ; when a mirage fires, its disguise blinks for this long for VISUAL ONLY, not a logic blink RevealOnFire=no ; Doesn't clear shroud when fired LaserOuterColor=235,140,140 LaserInnerColor=255,220,220 LaserDuration=6 IsLaser=true IsRailgun=true AttachedParticleSystem=MirageRailgunESys [GrandCannonWeapon] Damage=150 ROF=120 Range=15.75 MinimumRange=3.5 Projectile=GrandCannonBall Speed=1 Report=GrandCannonAttack Bright=yes Warhead=GrandCannonWH Anim=GCMUZZLE AttachedParticleSystem=PlasmaSys IsRailgun=yes [MindBlast] Damage=80 ROF=90 Range=7.75 MinimumRange=0.5 Projectile=MindBallB Speed=50 Report=SlyGrenadeLauncher Bright=yes Warhead=MindBallWH Anim=MASTERFX CellRangefinding=yes [MindBlastE] Damage=80 ROF=90 Range=7.75 MinimumRange=0.5 Projectile=MindBallB Speed=50 Report=SlyGrenadeLauncher Bright=yes Warhead=MindBallWHE Anim=MASTERFX CellRangefinding=yes Bright=yes [MindCharge] Damage=10 ROF=35 Range=2.75 Speed=100 Warhead=MindAssault Report=TeslaTroopRechargeCoil Projectile=ChargeBallB Anim=WARPIN Lobber=yes [MindBlastTower] Damage=225 ROF=100 Range=8.75 MinimumRange=0.5 Projectile=MindBallT Speed=100 Report=YuriBustAttack Bright=yes Warhead=MindBallTWH Anim=MASTERFX [FlakWeapon] ; This belongs to Flak Cannon Damage=40 ROF=25 Range=11.75 Projectile=FlakProj ; AA bullet shared with Flak Track Speed=-100 Report=FlakCannonAttack Warhead=FlakCannonWH Anim=GUNFIREA Bright=yes AttachedParticleSystem=FlakBulletSys IsRailgun=yes [FlakWeaponL] ; This belongs to Flak Cannon Damage=0 ROF=25 Range=11.75 Projectile=FlakProjL ; AA bullet shared with Flak Track Speed=100 Report=FlakCannonAttack Warhead=ALLNULL Anim=GUNFIREA [SCFlak] ; This belongs to Flak Cannon Damage=40 ROF=25 Range=9.75 Projectile=FlakProj ; AA bullet shared with Flak Track Speed=-100 Report=FlakCannonAttack Warhead=FlakWH Anim=GUNFIREA Bright=yes AttachedParticleSystem=FlakBulletSys IsRailgun=yes [SCFlakE] ; This belongs to Flak Cannon Damage=40 ROF=25 Range=9.75 Projectile=FlakProj ; AA bullet shared with Flak Track Speed=-100 Report=FlakCannonAttack Warhead=FlakWHE Anim=GUNFIREA Bright=yes AttachedParticleSystem=FlakBulletSys IsRailgun=yes [FlakTrackAAGun] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=35 ROF=25 Range=8.75 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=-100 Report=FlakTrackAttackAir Warhead=FlakWH Anim=GUNFIREA Bright=yes AttachedParticleSystem=FlakBulletSys IsRailgun=yes [FlakTrackAAGunE] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=35 ROF=25 Range=8.75 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=-100 Report=FlakTrackAttackAir Warhead=FlakWHE Bright=yes Anim=GUNFIREA Bright=yes AttachedParticleSystem=FlakBulletSys IsRailgun=yes [FlakGuyAAGun] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=25 ROF=25 Range=8.75 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=-100 Report=FlakTrackAttackAir Warhead=FlakGuyWH Anim=GUNFIREA Bright=yes [FlakGuyAAGunE] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=25 ROF=25 Range=8.75 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=-100 Report=FlakTrackAttackAir Warhead=FlakGuyWHE Anim=GUNFIREA Bright=yes [GuySmoke] Damage=0 ROF=20 Range=8.75 Projectile=Invisible Speed=100 Report= Warhead=FlakGuySmokeWH [SeaTrackGun] Damage=50 ROF=55 Range=6.75 Projectile=FlakCProj Speed=50 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FlakSWH Anim=GUNFIREA [SeaTrackGunE] Damage=50 ROF=55 Range=6.75 Projectile=FlakCProj Speed=50 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FlakSWHE Bright=yes Anim=GUNFIREA [FlakTrackGun] ; Anti-surface gun Damage=25 ;25 -changed by DB on 7/18/01 ROF=30 ;40 -changed by DB on 7/18/01 Range=6.75 Projectile=FlakSProj Speed=30 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FlakTWH Anim=GUNFIREA [FlakTrackGunE] ; Anti-surface gun Damage=25 ;25 -changed by DB on 7/18/01 ROF=30 ;40 -changed by DB on 7/18/01 Range=6.75 Projectile=FlakSProj Speed=30 Bright=yes Report=FlakTrackAttackGround ; put in new sound for this Warhead=FlakTWHE Anim=GUNFIREA [FlakGuyGun] ; Anti-surface gun for the Flak Trooper Damage=44 ROF=30 Range=6.75 Projectile=FlakGProj;CannonInviso Speed=25 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FTGUYWH Anim=GUNFIREA ;AttachedParticleSystem=GuyBulletSys ;IsRailgun=yes [FlakGuyGunE] ; Anti-surface gun for the Flak Trooper Damage=44 ROF=30 Range=6.75 Projectile=FlakGProj;CannonInviso Speed=25 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FTGUYWHE Anim=GUNFIREA Bright=yes ;AttachedParticleSystem=GuyBulletSys ;IsRailgun=yes [Lunarlaser] Damage=25 ROF=20 Range=6.75 Projectile=InvisibleAll Speed=40 Report=LaserCosmoAttack Warhead=LUNARWH Bright=yes IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect [LunarlaserE] Damage=25 ROF=20 Range=6.75 Projectile=InvisibleAll Speed=40 Report=LaserCosmoAttack Warhead=LUNARWHE Bright=yes IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 30 IsLaser=true Bright=yes [LunarlaserK] Damage=25 ROF=40 Range=6.75 Projectile=Invisible4Delay Speed=120 Report=TeslaTroopEliteAttack Warhead=LUNARKWH Bright=yes LaserOuterSpread= 250,250,0 LaserInnerSpread= 255,0,0 LaserOuterColor= 20,20,225 LaserInnerColor= 255,200,200 LaserDuration = 12 IsLaser=true IsLaser=true TurboBoost=yes Anim=TSTIMPCT Burst=1 AmbientDamage=0 IsRailgun=true AttachedParticleSystem=EHRailgunSys [LunarlaserKE] Damage=25 ROF=40 Range=6.75 Projectile=Invisible4Delay Speed=120 Report=TeslaTroopEliteAttack Warhead=LUNARKWHE Bright=yes LaserOuterSpread= 250,20,0 LaserInnerSpread= 255,0,0 LaserOuterColor= 220,20,20 LaserInnerColor= 255,200,200 LaserDuration = 16 IsLaser=true IsLaser=true TurboBoost=yes Anim=TSTIMPCT Burst=1 AmbientDamage=0 IsRailgun=true AttachedParticleSystem=EHRailgunSys [LunarlaserAAK] Damage=35 ROF=40 Range=6.75 Projectile=Invisible4Delay Speed=120 Report=TeslaTroopEliteAttack Warhead=LUNARKAAWH Bright=yes LaserOuterSpread= 250,250,0 LaserInnerSpread= 255,0,0 LaserOuterColor= 20,20,225 LaserInnerColor= 255,200,200 LaserDuration = 12 IsLaser=true IsLaser=true TurboBoost=yes Anim=TSTIMPCT Burst=1 [DiskLaser] Damage=30 ROF=80 Range=6.75 Projectile=Diskray Speed=40 Report=FloatingDiscAttack Warhead=DiskWH Bright=yes LaserInnerColor=220,0,240 LaserOuterColor=240,0,160 LaserOuterSpread=250,0,250 LaserDuration=3 IsLaser=no DiskLaser=yes OmniFire=yes Burst=5 [DiskLaserE] Damage=30 ROF=80 Range=6.75 Projectile=Diskray Speed=40 Report=FloatingDiscAttack Warhead=DiskWHE Bright=yes LaserInnerColor=255,0,0 LaserOuterColor=240,0,0 LaserOuterSpread=250,0,0 LaserDuration=8 IsLaser=no DiskLaser=yes OmniFire=yes Burst=5 [DiskDrain] Damage=1 Burst=1 ROF=50 Range=1.5 CellRangefinding=yes Projectile=InvisibleVertical Speed=20 Warhead=AntiB Report=KirovAttack OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing) FireOnce=yes DrainWeapon=yes FireWhileMoving=no [FortPlasma] Damage=25 ROF=25 Range=8.75 Projectile=FortPlasmaJ Speed=50 Report=RocketeerAttack Warhead=LUNARPWH Bright=yes TurboBoost=yes Burst=4 Anim=EMP_FX01 OmniFire=yes [UltraPlasmaCutter] Damage=25 ROF=35 Range=5.75 Projectile=UltraPlasmaJ Speed=-18 Report=RocketeerAttack Warhead=LUNARPWH Bright=yes TurboBoost=yes Burst=2 Anim=BBBSMOKE [UltraPlasmaCutterE] Damage=25 ROF=35 Range=5.75 Projectile=UltraPlasmaJ Speed=-18 Report=RocketeerAttack Warhead=LUNARPWHE Bright=yes TurboBoost=yes Burst=2 Anim=BBBSMOKE [UltraPlasmaCutterFragment] Damage=25 ROF=30 Range=3.75 Projectile=Invisible Speed=30 Report=RocketeerAttack Warhead=LUNARPWH Bright=yes TurboBoost=yes Anim=EMP_FX01 [Comet] Damage=25 ;100 ROF=120 Range=4.5 ;10 Projectile=LargeCometP Speed=75 Report=PrismTankAttack Warhead=CometWHF Bright=yes ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 10 IsLaser=true ; this flag tells the game to use the special laser draw effect [CometFragment] Damage=15 ROF=120 Range=3.5 Projectile=SmallCometPtoT Speed=75 Warhead=CometWHB Bright=no ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 10 IsLaser=true ; this flag tells the game to use the special laser draw effect [CometT] Damage=12 ;25 ROF=120 Range=2.5 Projectile=SmallCometTtoF Speed=75 Warhead=CometWHB Bright=no ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 10 IsLaser=true ; this flag tells the game to use the special laser draw effect [CometF] Damage=8 ;25 ROF=120 Range=1.5 Projectile=SmallCometP Speed=75 Warhead=CometWHB Bright=no ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 10 IsLaser=true ; this flag tells the game to use the special laser draw effect ; Fire by Magnetron [MagneticBeam] Damage=5000 ROF=60 Range=12.75 MinimumRange=3 Speed=100 Projectile=InvisibleHigh Warhead=LocomotorBeam Report=MagnetronAttack Bright=yes IsMagBeam=yes Anim=MAGMUZ [MagneticBeamE] Damage=5000 ROF=60 Range=12.75 MinimumRange=3 Speed=100 Projectile=InvisibleHigh Warhead=LocomotorBeamE Report=MagnetronAttack Bright=yes IsMagBeam=yes Anim=MAGMUZ ;Magnetron's shaking weapon for buildings [MagneShake] Damage=300 ROF=75 Range=12.75 Projectile=InvisibleMag Spread=2 Speed=55 Report=;MagnetronMagneShake Warhead=MagneShakeWH Bright=yes ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 ;LaserOuterSpread= 0,0,0 ;LaserDuration = 15 ;IsLaser=true ; this flag tells the game to use the special laser draw effect IsMagBeam=yes ;GEF Weapons used by units in IFV Anim=MAGMUZS [MagneShakeE] Damage=300 ROF=75 Range=12.75 Projectile=InvisibleMag Spread=2 Speed=55 Report=;MagnetronMagneShake Warhead=MagneShakeWHE Bright=yes IsMagBeam=yes ;GEF Weapons used by units in IFV Anim=MAGMUZS [CRM60] Damage=16;23 ROF=4 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=CRMSA Report=IFVAttackGround Anim=FMGUN-N,FMGUN-NE,FMGUN-E,FMGUN-SE,FMGUN-S,FMGUN-SW,FMGUN-W,FMGUN-NW [CRM60E] Damage=16 ROF=4 Range=6.75 Projectile=InvisibleLow Speed=100 Warhead=CRMSAE Report=IFVAttackGround Anim=FMGUN-N,FMGUN-NE,FMGUN-E,FMGUN-SE,FMGUN-S,FMGUN-SW,FMGUN-W,FMGUN-NW Bright=yes ; Fire by Telsa Trooper [CRElectricBolt] Damage=120 ROF=72 Range=4.75 Speed=100 Warhead=Shock Report=TeslaTroopAttack Projectile=InvisibleHigh IsElectricBolt=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Anim=TSLFIRES [CRElectricBoltE] Damage=120 ROF=72 Range=4.75 Speed=100 Warhead=ShockE Report=TeslaTroopAttack Projectile=InvisibleHigh IsElectricBolt=true IsAlternateColor=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Anim=TSLFIRES Bright=yes ;Rocket Infantry [CRBAZOOKA] Damage=35;25 ROF=24;60 Range=8;6 Projectile=AAHeatSeeker2 Speed=25 Warhead=AP Report=FlakCannonAttack [CRMP5] ;reimplementing this as an anti-infantry IFV weapon Damage=30 ROF=3 Range=5.75;8;6 Projectile=InvisibleLow Speed=100 Warhead=SAS Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes [CRMP5E] ;reimplementing this as an anti-infantry IFV weapon Damage=30 ROF=3 Range=5.75;8;6 Projectile=InvisibleLow Speed=100 Warhead=SASE Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW Bright=yes [CRMakeupKit] ; Mirage tank's version since he targets different things Damage=1 ROF=100 Range=-2 ; infinite Projectile=InvisibleAll Speed=100 FireOnce=yes ; Firing clears TarCom so only one shot is fired Warhead=TankSnapshot RevealOnFire=no ; Doesn't clear shroud when fired Report=MirageTankDisguise ; Fire by Chrono Legion [CRNeutronRifle] Damage=12 ROF=80 Range=5.75 Speed=40 Projectile=InvisibleMedium Warhead=ChronoBeam LaserOuterSpread= 250,0,0 LaserInnerSpread= 0,150,250 LaserOuterColor= 250,250,55 LaserInnerColor= 55,85,250 LaserDuration = 28 IsLaser=true IsRadBeam=yes Report=ChronoLegionAttack Anim=CHRONOFS UseSparkParticles=yes AttachedParticleSystem=WaveForceSys [CRNeutronRifleE] Damage=18 ROF=80 Range=5.75 Speed=40 Projectile=InvisibleMedium Warhead=ChronoBeamE LaserOuterSpread= 250,0,0 LaserInnerSpread= 250,50,50 LaserOuterColor= 250,50,55 LaserInnerColor= 255,85,50 LaserDuration = 38 IsLaser=true IsRadBeam=yes Report=ChronoLegionAttack Anim=CHRONOFS UseSparkParticles=yes AttachedParticleSystem=WaveForceSys Bright=yes ; rifle soldier weapons (multiple shots) [CRM1Carbine] Damage=30;20 ROF=12;20 Range=6.75;4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=GIAttack [CRNuke];CRTanya Damage=600 ROF=4 Range=6.75 Projectile=InvisibleTanya Speed=100 Warhead=HollowPoint2 Report=TanyaAttack AttachedParticleSystem=BulletSys IsRailgun=yes Anim=PMGUN-N,PMGUN-NE,PMGUN-E,PMGUN-SE,PMGUN-S,PMGUN-SW,PMGUN-W,PMGUN-NW [CRNukeE];CRTanya Damage=600 ROF=4 Range=6.75 Projectile=InvisibleTanya Speed=100 Warhead=HollowPoint2E Report=TanyaAttack AttachedParticleSystem=BulletSys IsRailgun=yes Anim=PMGUN-N,PMGUN-NE,PMGUN-E,PMGUN-SE,PMGUN-S,PMGUN-SW,PMGUN-W,PMGUN-NW Bright=yes [CRTerrorBomb] Projectile=Invisible Damage=300 Warhead=CRTerrorBombWH Anim=CRIVEXP2 ;RING1 Range=1.5 ROF=10 Suicide=yes RadLevel=300 [CRPsychicJab];Master Damage=96 ROF=72 Range=7.75 MinimumRange=0.5 Projectile=MindBall Speed=50 Report=SlyGrenadeLauncher Bright=yes Warhead=MindBallWH Anim=MASTERFX [CRPsychicJabE];Master Damage=96 ROF=72 Range=7.75 MinimumRange=0.5 Projectile=MindBall Speed=50 Report=SlyGrenadeLauncher Bright=yes Warhead=MindBallWHE Anim=MASTERFX Bright=yes [CRVirusGun] Damage=108;145 ROF=60;80 Range=9.75 Projectile=InvisibleV Speed=100 Report=VirusAttack Warhead=Virus;HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired Bright=yes FireWhileMoving=no LaserInnerColor = 20,10,35 LaserOuterColor = 15,200,15 LaserOuterSpread= 10,10,10 LaserDuration = 1 IsLaser=yes IsBigLaser=true Anim=VIRUSMUZ AmbientDamage=0 IsRailgun=true AttachedParticleSystem=SmallRailgunSys [CRVirusGunE] Damage=108 ROF=60 Range=9.75 Projectile=InvisibleV Speed=100 Report=VirusAttack Warhead=VirusE RevealOnFire=no Bright=yes FireWhileMoving=no LaserInnerColor = 20,10,35 LaserOuterColor = 200,15,15 LaserOuterSpread= 10,10,10 LaserDuration = 4 IsLaser=yes IsBigLaser=true Anim=VIRUSMUZ AmbientDamage=0 IsRailgun=true AttachedParticleSystem=SmallRailgunSys [CRSuperMindBlast] Damage=240;Needed to be considered offensive unit Range=4.75 ROF=60 ;200 needs to be closer to animation time (Kills everything anyway) Projectile=Psychic Speed=1 Warhead=SuperPsiPulse AreaFire=yes ; just shoot straight at ground under feet Report=YuriDeploy Anim=PULSEFX1 ;RING1 Bright=yes [CRSuperMindBlastE] Damage=240 Range=4.75 ROF=60 Projectile=Psychic Speed=1 Warhead=SuperPsiPulseE AreaFire=yes Report=YuriDeploy Anim=PULSEFX1E Bright=yes ;GI Missile Launcher [CRMissileLauncher] Damage=16 ROF=40 Range=7.75 Projectile=GGIHeatSeeker ;AirToGroundMissile Speed=-10 ;40 Warhead=GUARDWH Report=GuardianGIDeployedAttack Bright=yes Anim=GGIMUZZ Burst=4 [CRMissileLauncherE] Damage=16 ROF=40 Range=7.75 Projectile=GGIHeatSeeker Speed=-10 Warhead=GUARDWHE Report=GuardianGIDeployedAttack Bright=yes Anim=GGIMUZZ Burst=4 [Demobomb] Damage=360 ;was 400, changed 11/30 ROF=80 Range=1 Projectile=InvisibleLow Speed=35 RadLevel=200 Warhead=DemobombWH Report=DemoTruckDie Suicide=yes OmniFire=yes [Flatabomb] Damage=550 ;was 400, changed 11/30 ROF=80 Range=1 Projectile=InvisibleLow Speed=35 Warhead=FlatabombWH Report=DemoTruckDie Suicide=yes OmniFire=yes ; Fire by Desolater [CRRadBeamWeapon] Damage=750;150 ROF=40;50 Range=5.75;5 Speed=100 Projectile=InvisibleLow Warhead=RadBeamWarhead IsRadBeam=yes Report=DesolatorAttack Bright=yes Anim=RADMUZZ AmbientDamage=0 IsRailgun=true AttachedParticleSystem=RadRailgunSys [CRRadBeamWeaponE] Damage=750 ROF=40 Range=5.75 Speed=100 Projectile=InvisibleLow Warhead=RadBeamWarheadE IsRadBeam=yes Report=DesolatorAttack Bright=yes Anim=RADMUZZ AmbientDamage=0 IsRailgun=true AttachedParticleSystem=RadRailgunESys [CRMindControl] Damage=150;Needed to be considered offensive unit Range=4.75 ROF=60;200 needs to be closer to animation time (Kills everything anyway) Projectile=Psychic Speed=1 Warhead=PsiPulse AreaFire=yes ; just shoot straight at ground under feet ;FireOnce=yes ; Only fire once; don't stay in attack mission Report=YuriDeploy Anim=TREESPRD Bright=yes [CRMindControlE] Damage=150;Needed to be considered offensive unit Range=4.75 ROF=60;200 needs to be closer to animation time (Kills everything anyway) Projectile=Psychic Speed=1 Warhead=PsiPulseE AreaFire=yes ; just shoot straight at ground under feet ;FireOnce=yes ; Only fire once; don't stay in attack mission Report=YuriDeploy Anim=TREESPRDE Bright=yes [CRAWP] Damage=248;750; ROF=40;120; Range=12.75 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired FireWhileMoving=no AttachedParticleSystem=TDBulletSys IsRailgun=yes Anim=AWPMUZ [CRAWPE] Damage=248 ROF=40 Range=12.75 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPointE RevealOnFire=no ; Doesn't clear shroud when fired FireWhileMoving=no AttachedParticleSystem=TDBulletSys IsRailgun=yes Anim=AWPMUZ Bright=yes [CowShot] Damage=20 ROF=30 Range=3 Projectile=UltraPlasmaP Speed=18 Report=RocketeerAttack Warhead=LUNARPBWH Bright=no TurboBoost=yes Anim=EMP_FX01 [CRAKM] Damage=200 ROF=4 Range=7.75 Projectile=InvisibleBoris Speed=100 Warhead=BORISWH Report=BorisAttack Bright=yes Anim=BORISFIRE AttachedParticleSystem=BorisBulletSys IsRailgun=yes [CRAKME] Damage=200 ROF=4 Range=7.75 Projectile=InvisibleBoris Speed=100 Warhead=BORISWHE Report=BorisAttack Bright=yes Anim=BORISFIRE AttachedParticleSystem=BorisBulletSys IsRailgun=yes [Nukebomb] Damage=1500 ROF=1 Range=1.0 Projectile=InvisibleLow Speed=100 Warhead=NUKE RadLevel=500 ;Report=Dummy [CRFlakGuyGun] ; Anti-surface gun for the Flak Trooper Damage=50 ROF=24;20 Range=6.75 Projectile=FlakTProj Speed=35 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FTGUYWH Anim=GUNFIREA ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;ELITE WEAPONS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [FlakWeaponE] ; This belongs to Flak Cannon Damage=35 ROF=20 Range=10 Projectile=FlakProj ; AA bullet shared with Flak Track Speed=100 Report=FlakCannonAttack Warhead=FlakWH Anim=GUNFIRE Burst=2 AttachedParticleSystem=FlakBulletSys IsRailgun=yes ; light anti-armor cannon [90mmE] Damage=75;36 ROF=30;50 Range=5.75 Projectile=Cannon Speed=40 Warhead=GRIZAPE Report=LightTankAttack Anim=VTMUZZLE Bright=yes Burst=2 ; large anti-armor cannon (single shooter) [ElectricFragment] Damage=50 ROF=40 Range=5 Speed=100 Warhead=Shock Report=TeslaTroopAttack Projectile=Invisiblelow IsElectricBolt=true IsAlternateColor=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) Bright=yes [SuperComet] Damage=100 ROF=110 Range=10.75 Projectile=SuperCometP Speed=75 Report=PrismTankAttack Warhead=CometWH Bright=yes ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 10 IsLaser=true ; this flag tells the game to use the special laser draw effect Anim=INITMUZZLE [SuperCometE] Damage=100 ROF=110 Range=10.75 Projectile=SuperCometPE Speed=75 Report=PrismTankAttack Warhead=CometWHE Bright=yes ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 30 IsLaser=true ; this flag tells the game to use the special laser draw effect Anim=INITMUZZLE [SuperCometFragment] Damage=40 ROF=100 Range=5.5 Projectile=SuperSmallCometP Speed=75 Report= Warhead=CometWHF Bright=yes ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 10 IsLaser=true ; this flag tells the game to use the special laser draw effect [SuperCometFragmentE] Damage=40 ROF=100 Range=5.5 Projectile=SuperSmallCometP Speed=75 Report= Warhead=CometWHFE Bright=yes ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 30 IsLaser=true ; this flag tells the game to use the special laser draw effect [BiteTheDust] Damage=500 Burst=1 ROF=150 Range=1 CellRangefinding=yes Projectile=DustP Speed=20 Warhead=V3EWH Report=KirovAttack Bright=yes AreaFire=yes CellRangefinding=yes FireOnce=yes OmniFire=yes [DustP] Arm=2 Shadow=no Proximity=no;yes Ranged=no AA=no AG=yes Image=TORPEDO Acceleration=1 ROT=80 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [BlimpDeath] Damage=250 Burst=1 ROF=60 Range=1.5 CellRangefinding=yes Projectile=BlimpBombP Speed=25 Warhead=KTSTLDIE Report=KirovAttack OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing) Bright=yes [BoomerTorpedoE] Damage=60 ROF=120 Range=7 Projectile=TorpedoB Speed=18 Report=BoomerAttack2 Warhead=APSplash2 DecloakToFire=no Burst=4 [SonicZapU] Damage=120 ROF=10 Range=5.75 Projectile=SonicLimp Speed=50 Warhead=SonicWarhead Report=DolphinAttack IsSonic=no ;Yes DecloakToFire=no ;Hover Missile - AA only [HoverMissile2e] Damage=25 ROF=50 Range=10 Burst=2 Projectile=AAHeatSeeker Speed=40 Warhead=AP Report=SeawolfAttack MinimumRange=1 ; ************************************************************************** ; ************************** Projectiles *********************************** ; ************************************************************************** ; ******* Projectile Statistics ******* ; Projectiles describe how and what image to use as the weapon flies ; to its target. Think of the projectile as the "delivery method" used ; to get the warhead to the desired target. ; AA = Can this weapon fire upon flying aircraft (def=no)? ; AG = Can this weapon fire upon ground objects (def=yes)? ; AN = Can this weapon fire upon naval objects (def=yes)? ; AS = Can this weapon fire upon sub-marine objects (def=no)? ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)? ; Acceleration = amount to increase missile speed (def=3) ; Airburst = Does it try to fly over the target instead of hit it (def=no)? ; Arcing = Does the bullet travel using an arcing path rather than a straight line? (def=no) ; Arm = arming delay (def=0) ; Bouncy = Does it bounce a bit upon impact (def=no)? ; Cluster = number of explosions attached to projectile [cluster-bomb] (def=1) ; Color = Color to use for special remapping projectiles (def = none) ; CourseLockDuration = How many frames the projectile keep its initial course locked for. (def=0) ; Degenerates = Does the bullet strength weaken as it travels (def=no)? ; Dropping = Does it fall from a starting height (def=no)? ; Level = Does it stay at the same altitude in flight? (Currently also acts as IsTorpedo) ; Elasticity = "bounciness" of the object [should be 0.0 through 1.0] (def=0.75) ; Image = image to use during flight ; Inaccurate = Is it inherently inaccurate (def=no)? ; Inviso = Is the projectile invisible as it travels (def=no)? ; Parachuted = Equipped with a parachute for dropping from plane (def=no)? ; Proximity = Does it blow up when near its target (def=no)? ; ROT = Rate Of Turn [non zero implies homing] (def=0) ; Ranged = Can it run out of fuel (def=no)? ; Scalable = Can its animations be tuned up and down on the fly? (def=no) ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes) ; SubjectToCliffs = Can this bullet be stopped by upward cliffs? No effect on homing projectiles. (def=no) ; SubjectToElevation = Can this bullet get a range bonus from height? No effect on homing projectiles. (def=no) ; SubjectToWalls = Can this bullet be stopped by walls? (def=no) ; VeryHigh = Does it fly at a very high cruise altitude (def=no)? ; invisible flight to target [Invisible] Inviso=yes Image=none ; Harpy Claw tracking projectile [Invisible2] Inviso=yes Image=none ROT=3 AA=yes AG=yes ; Jump jet cannon [Invisible3] Inviso=yes Image=none AA=yes AG=yes [Invisible4] Inviso=yes Image=none AA=yes AG=no [Invisible4G] Arm=200 ROT=65 Acceleration=-200 Image=none AA=yes AG=no [InvisibleVA] Arm=200 ROT=65 Acceleration=-200 Image=none AA=yes AG=no [InvisibleGatt] Image=50CAL Ranged=no Proximity=no AA=yes AG=no ROT=70 Acceleration=-90 Proximity=yes Arm=-200 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [InvisibleGattEnd] Image=GATTBULLET Ranged=no Proximity=no AA=yes AG=no ROT=70 Acceleration=-90 Proximity=yes Arm=-200 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [Invisible5] Inviso=yes Image=none AA=no AG=no ;AN=yes [InvisibleVertical] Inviso=yes Image=none Vertical=yes [InvisibleDeso] Acceleration=1 Image=none Vertical=yes DetonationAltitude=20000 Image=none SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes ; PCG; Use this for weapons that are invisble but are subject to cliffs, elevation and walls. [InvisibleLow] Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes [InvisibleSub] Acceleration=1 Image=none Vertical=yes DetonationAltitude=20000 SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=yes [InvisibleTanya] Inviso=yes AG=yes Image=none SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes [InvisibleIvan] Image=none Acceleration=1 Vertical=yes ; Not a missile or a projectile. Just go up until... DetonationAltitude=20000 [InvisibleYSquid] Arm=100 ROT=25 Proximity=yes Ranged=no Acceleration=25 Image=SQUIDSPLASH SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=yes Level=yes [InvisibleSquid] Arcing=true Proximity=yes Ranged=no SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=yes FlakScatter=yes Inaccurate=yes [InvisibleBoris] Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes [InvisibleV] ShrapnelWeapon=VFragment ShrapnelCount=2 Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes [TDCannon] ShrapnelWeapon=TDFragment ShrapnelCount=2 ;Inviso=yes ROT=50 Arm=200 Acceleration=60 Image=none SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes ; PCG; Use this for weapons that are invisble but are subject to cliffs, elevation and walls. [InvisibleMedium] Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=no ; PCG; Use this for weapons that can fire over walls and up cliffs. [InvisibleHigh] Inviso=yes Image=none SubjectToElevation=no;yes [InvisibleHighPT] Inviso=yes Image=none SubjectToElevation=no;yes ShrapnelWeapon=Comet ShrapnelCount=2 ; Non neg means absolutely 3 [InvisibleHighPrism] ROT=1 Arm=0 Image=SPRISM SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=100 [InvisibleUC] Inviso=yes Image=none SubjectToElevation=no AG=yes [InvisibleMag] ROT=55 Acceleration=50 Image=none SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no AG=yes ; Invisible All Purpose [InvisibleAll] ; used by all the things with infinite range (-2) so do not let it be SubjectTo Anything Inviso=yes Image=none AA=yes AG=yes ;AN=yes ;AS=yes [InvisibleG] Inviso=yes Image=none AA=yes AG=yes SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes ; Used by mind control [PsychicControl] Inviso=yes Image=none [Psychic] Inviso=yes Image=none ; APC Quad Cannon shells [QuadShell] Inviso=yes Image=none AA=yes ;no AG=yes SubjectToElevation=no SubjectToCliffs=no SubjectToWalls=no [Null] Inviso=yes Arm=9999999 Image=none [IvanProj] Image=BOMB Arm=200 Arcing=yes Proximity=yes Ranged=no SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=yes Acceleration=10 VeryHigh=yes [IvanProjC] Image=BOMB Arm=200 Arcing=yes Proximity=yes Ranged=no SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=yes Acceleration=10 VeryHigh=yes ShrapnelWeapon=IvanBomber ShrapnelCount=2 ; straight high-speed ballistic shot [Cannon] Image=120MM Arcing=true SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes ; orca bomber bomblets [Cannon2] Image=120MM AA=no ; chemical missile [ChemMissile] Arm=2 VeryHigh=yes Cluster=8 ;Shadow=no Proximity=yes Ranged=yes AA=no Image=MISLCHEM ROT=4 Color=DarkGreen IgnoresFirestorm=yes [MEPHeatSeeker] Arm=200 VeryHigh=yes Airburst=yes AirburstWeapon=MEPBombS Shadow=yes Proximity=yes Ranged=yes AA=no Image=MISLCHEM ROT=12 Color=DarkGreen IgnoresFirestorm=yes Acceleration=1 [MEPHeatSeekerS] Arm=0 VeryHigh=yes Shadow=yes Proximity=no Ranged=yes Cluster=2 AA=no Image=MISLORCA ROT=9 Color=DarkGreen IgnoresFirestorm=yes Inaccurate=yes FlakScatter=yes CourseLockDuration=8 Acceleration=1 [V3AirburstP] ;this is transition between unit rocket and little missiles Proximity=yes Dropping=yes Cluster=9 Image=none Airburst=yes AirburstWeapon=V3Cluster Ranged=yes AA=no ROT=4 [JUMP] Image=DRONP ;Hmm...Requires an Image entry to get at Rotates=. Violates the same name default rule AA=no Arm=2 ROT=8 ;requires to use Rotates Shadow=no Proximity=yes Ranged=yes FirersPalette=yes ; Borrows the convertClass from the firing unit - gets house color too SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=yes [DOGJUMP] Image=DOGP ;Hmm...Requires an Image entry to get at Rotates=. Violates the same name default rule AA=no ;AN=no Arm=2 ROT=8 ;requires to use Rotates Shadow=no Proximity=yes Ranged=yes FirersPalette=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=yes [ADOGJUMP] Image=ADOGP ;Hmm...Requires an Image entry to get at Rotates=. Violates the same name default rule AA=no ;AN=no Arm=2 ROT=8 ;requires to use Rotates Shadow=no Proximity=yes Ranged=yes FirersPalette=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=yes [SQDJUMP] Image=SQDWP ;Hmm...Requires an Image entry to get at Rotates=. Violates the same name default rule Inviso=no ;### temp AA=no ;AN=yes ;AS=yes ; tricky. Needed to attack a sub, the non organic underwater guy, but Anti Organic will override for Dolphins Arm=200 ROT=18 ;requires to use Rotates Shadow=no Proximity=yes Ranged=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=yes [GiantNukeUp] Arm=2 Shadow=no Image=NKMSLUP Acceleration=1 Vertical=yes ; Not a missile or a projectile. Just go up until... DetonationAltitude=20000; All this does is create the downward pointing one over the target FirersPalette=yes [GiantNukeDown] Arm=2 Shadow=no Image=NKMSLDN Acceleration=2 Vertical=yes ; //like blimp bomb DetonationAltitude=30000; FirersPalette=yes ; small homing missile (targets vehicles best) [HeatSeeker] Arm=10 Shadow=no Proximity=yes Ranged=yes AA=no AG=yes Image=UPLASMA ROT=8 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=10 High=yes ShrapnelWeapon=DiskLaserE ShrapnelCount=1 [GASBall] Image=DISCUS;GASB SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=yes Inaccurate=no FlakScatter=yes Proximity=yes ROT=15 Arm=200 Acceleration=10 [MindBall] Arm=100 Level=no Proximity=no Image=DRAGONM ROT=21 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Inaccurate=no FlakScatter=yes Acceleration=100 [MindBallB] Arm=100 Level=no Proximity=no Image=DRAGONM Arcing=true SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Inaccurate=no FlakScatter=yes [ChargeBallB] Arm=100 Level=no Proximity=no Image=DRAGONMC Arcing=true SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Inaccurate=no FlakScatter=yes High=yes [MindBallT] Arm=100 Level=no Proximity=no Image=DRAGONMT ROT=25 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=20 ; Basic Torpedo for Subs [Torpedo] Arm=100 Shadow=no ;Proximity=yes Ranged=no Image=PATRIOT ROT=28 AA=no AG=yes Level=yes Acceleration=25 [ASWTorpedo] Arm=100 Shadow=no ;Proximity=yes Ranged=no Image=TORPEDO;ASWP ROT=48 AA=no AG=yes Level=no VeryHigh=yes Acceleration=-10 [TorpedoB] Arm=100 Shadow=no ;Proximity=yes Ranged=no Image=SUBT ROT=25 ;4 AA=no ;AN=yes AG=yes ;AS=yes Level=yes Acceleration=25 CourseLockDuration=4 VeryHigh=no [PsiTorpedo] Shadow=no Image=none AG=yes Dropping=yes ;Vertical=yes ;DetonationAltitude=20000 ; virtual projectile for dolphin sonic attack [Sonic] ;Level=yes Arcing=true Arm=100 [SonicLimp] Arm=100 Image=LIMP Level=yes ROT=45 Acceleration=10 ; virtual projectile for destroyer helicoptor attack [ASWVirt] AG=no ;AS=yes AA=no ;AN=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [ClusterBits] Arm=2 Shadow=no Proximity=yes Ranged=yes Image=DRAGON ROT=60 [NRifleP] Arm=0 Shadow=no Proximity=yes Ranged=yes Image=NRP Inviso=yes SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no Acceleration=100 [HRifleP] Arm=100 Shadow=no Proximity=yes Ranged=yes Image=NRP ROT=25 SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no Acceleration=100 [ProtonTorpedo] Arm=2 Shadow=no Proximity=yes Ranged=yes Image=TORPEDO ROT=1 IgnoresFirestorm=yes [NormalBomb] Arm=20 Shadow=no Proximity=no Ranged=no Image=TORPEDO;DRAGONES ROT=1 IgnoresFirestorm=yes Acceleration=1 [NormalABomb] Arm=200 Shadow=yes Proximity=no Ranged=yes AA=no AG=yes Image=TORPEDO;MISL ROT=1 ;was 60 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=1 CourseLockDuration=1 VeryHigh=yes [MigBomb] Arm=200 Shadow=yes Proximity=no Ranged=no Image=MISLMLTI ROT=3 IgnoresFirestorm=yes Acceleration=1 VeryHigh=yes [BlimpBombP] Image=ZBOMB Arm=10 Shadow=no Acceleration=1 Vertical=yes ;can't turn or do much of anything. Just stays on the vector of its initial shooting (up or down) DetonationAltitude=20000 ; Needs this to prevent premature explosionation since uses same system as nuke [BlimpBombPE] ShrapnelWeapon=SuperCometFragment ShrapnelCount=8 Image=ZBOMB Arm=10 Shadow=no Acceleration=1 Vertical=yes ;can't turn or do much of anything. Just stays on the vector of its initial shooting (up or down) DetonationAltitude=20000 ; Needs this to prevent premature explosionation since uses same system as nuke [DepthStrike] Arm=200 Shadow=no Proximity=no Ranged=yes Image=DRAGON ROT=1 IgnoresFirestorm=yes Acceleration=20 [DepthCharge] Arm=100 Shadow=no Proximity=yes Ranged=yes Image=TORPEDO;DRAGON ROT=8 IgnoresFirestorm=yes Acceleration=20 ;AS=yes [ProtonBlast] Shadow=no Proximity=yes Ranged=yes Image=TORPEDO ROT=1 IgnoresFirestorm=yes [ChaosMistP] Arm=200 Shadow=no AG=yes Image=SMOKEYK ROT=18 SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no Acceleration=10 [ChaosBreatheP] Arm=0 Shadow=no AG=yes Image=SMOKEYHK;MISLCHEM Arcing=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=5 [InvisibleLowGT] Arm=200 Shadow=no AG=yes Image=none ROT=45 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=yes Acceleration=10 [InvisibleLowPunch] Arm=200 Shadow=no AG=yes Image=none ROT=45 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=yes Acceleration=10 [InvisibleLowArc] Arm=300 Shadow=no AG=yes Image=none ROT=45 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=yes Acceleration=10 High=yes [UltraPlasmaP] Arm=10 Proximity=yes AA=no AG=yes Image=UCINIT ROT=4 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=10 [UltraPlasmaJ] ShrapnelWeapon=CowShot ShrapnelCount=1 Arm=10 Shadow=no Proximity=yes Ranged=yes AA=no AG=yes Image=UCINIT;UPLASMA ROT=37 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=17 High=yes [FortPlasmaJ] ShrapnelWeapon=CowShot ShrapnelCount=2 Arm=100 Shadow=no Proximity=no Ranged=yes AA=no AG=yes Image=UCINIT ROT=17 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=20 High=yes [Diskray] High=yes Arm=100 Shadow=no Proximity=yes Ranged=yes AA=yes AG=yes Image=none ROT=55 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=30 [InvisibleOPVDelay] High=yes Arm=100 Shadow=no Proximity=yes Ranged=yes AA=no AG=yes Image=none ROT=45 SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no Acceleration=15 [InvisibleVDelay] ShrapnelWeapon=MBTFragment ShrapnelCount=1 High=yes Arm=100 Shadow=no Proximity=yes Ranged=yes AA=no AG=yes Image=none ROT=45 SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no Acceleration=15 [InvisibleDelay] High=yes Arm=100 Shadow=no Proximity=yes Ranged=yes AA=no AG=yes Image=none ROT=55 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=30 [Invisible4Delay] High=yes Arm=100 Shadow=no Proximity=yes Ranged=yes AA=yes AG=yes Image=none ROT=55 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=30 ; aircraft-only heatseeker [AAHeatSeeker] Arm=200 Shadow=no Proximity=yes Ranged=yes AA=yes AG=no ;AN=no Image=MISSILE;DRAGON ROT=18 ;10 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=-8 CourseLockDuration=5 [AAHeatSeekerL] Arm=200 Shadow=no Proximity=yes Ranged=yes AA=no AG=yes ;AN=no Image=MISSILE ROT=12 ;10 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=15 [MMSeeker] Arm=200 Shadow=no AA=yes AG=no Proximity=yes Ranged=yes Image=DRAGONC ROT=12 ;10 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=-7 CourseLockDuration=18 VeryHigh=yes [ChopperSeeker] Arm=100 Shadow=no AA=yes AG=yes Proximity=no Ranged=no Image=DRAGONC ROT=22 ;10 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=10 CourseLockDuration=7 High=yes [HawkSeeker] Arm=100 Shadow=yes AA=no AG=yes Proximity=no Ranged=no Image=DRAGON ROT=20 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=3 CourseLockDuration=9 FlakScatter=yes Inaccurate=yes [ChopperSeekerP] Arm=200 Shadow=no AA=no AG=yes Proximity=yes Ranged=yes Image=DRAGONC ROT=22 ;10 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=10 CourseLockDuration=7 [MMSeekerP] Arm=200 Shadow=no AA=yes AG=no Proximity=yes Ranged=yes Image=DRAGONC ROT=18 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=20 CourseLockDuration=16 VeryHigh=yes [PhalHeatSeeker] Shadow=yes Proximity=yes AA=no AG=yes Image=MISLORCA Arcing=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=20 Inaccurate=yes FlakScatter=yes [PhalAAHeatSeeker] Shadow=yes Proximity=yes AA=yes AG=no Image=MISLORCA ROT=18 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=10 ; aircraft and ground heatseeker [AAHeatSeeker2] Arm=200 Shadow=no Proximity=yes Ranged=yes AA=yes AG=yes Image=MISSILE;DRAGON ROT=16 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=-5 CourseLockDuration=4 [GGIHeatSeeker] Arm=200 Shadow=no Proximity=yes Ranged=yes AA=yes AG=yes Image=MISSILE;DRAGONGGI ROT=16 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=-4 CourseLockDuration=7 [GGIHeatSeekers] Arm=200 Shadow=no Proximity=yes Ranged=yes AA=yes AG=yes Image=MISSILE;DRAGONGGI ROT=16 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=-4 CourseLockDuration=1 [AAHeatSeeker3] Arm=200 Shadow=no ;Proximity=yes Proximity=no Ranged=yes AA=yes AG=yes Image=DRAGON2 ROT=30 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=50 [TDFragP] Arm=0 Image=TDFRAG ROT=8 Ranged=yes Proximity=yes AG=yes Acceleration=100 [MBTFragP] Arm=0 Image=MBTFRAG ROT=8 Ranged=yes Proximity=yes AG=yes Acceleration=100 [VFragP] Arm=0 Image=VFRAG ROT=8 Ranged=yes Proximity=yes AG=yes Acceleration=100 [BorisFragP] Arm=0 Image=BORISSP ROT=8 Ranged=yes Proximity=yes AG=yes Acceleration=100 [HCannonInviso] ShrapnelWeapon=MBTFragment ShrapnelCount=1 Arm=200 Shadow=yes Proximity=no Ranged=yes AG=yes ROT=40 SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no Acceleration=50 [NCannonInviso] ShrapnelWeapon=MBTFragment ShrapnelCount=1 Arm=200 Shadow=yes Proximity=no Ranged=yes AG=yes ROT=40 SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes Acceleration=50 [CannonInviso] Arm=200 Shadow=yes Proximity=no Ranged=yes AG=yes ROT=40 SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes Acceleration=50 [CannonInvisoHG] Arm=200 Shadow=no Proximity=no Ranged=yes AG=yes ROT=40 SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no Acceleration=50 High=yes [CannonInvisoOP] ShrapnelWeapon=TDFragment ShrapnelCount=2 Arm=200 Shadow=no Proximity=no Ranged=yes AG=yes ROT=40 SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no Acceleration=50 [CannonInvisoHigh] Arm=200 Shadow=no Proximity=no Ranged=yes AG=yes ROT=40 SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no Acceleration=50 [PsychicControlP] Image=CTRLP Arm=200 Shadow=no Proximity=no Ranged=no AG=yes Arcing=true FlakScatter=yes SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no Acceleration=20 [PsychicControlTP] Image=;CTRLP Arm=0 Shadow=no Proximity=no Ranged=no AG=yes ROT=55 FlakScatter=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=50 [PsychicControlSP] Image=CTRLSP Arm=200 Shadow=no Proximity=no Ranged=no AG=yes Arcing=true FlakScatter=yes SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no Acceleration=20 High=yes ; aircraft and ground heatseeker [AirToGroundMissile] Arm=200 Shadow=yes Proximity=no Ranged=yes AA=no AG=yes Image=MISLSAM;DRAGONA ROT=24 ;was 60 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=5 CourseLockDuration=1 VeryHigh=yes [AirToGroundMissile2] Arm=200 Shadow=yes Proximity=yes Ranged=yes AA=no AG=yes Image=MISL;DRAGONG ROT=48 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=4 CourseLockDuration=0 VeryHigh=yes [AAHeatSeeker3] Arm=2 Shadow=no Proximity=yes Ranged=yes AA=yes AG=yes Image=DRAGON ROT=16 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=yes ; aircraft and ground heatseeker [NavalToGroundSeeker] Arm=2 Shadow=no ;Proximity=yes Proximity=no Ranged=yes AG=yes AN=no Image=DRAGON ROT=60 Acceleration=1 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [DredMissile] Arm=2 Shadow=no Proximity=yes Ranged=yes AG=yes Image=DREDMISS ROT=16 FirersPalette=yes ; Take the palette from the thing that shot you (art thing) [AAHeatSeekerOP] Arm=200 High=yes Shadow=no AA=yes AG=no Proximity=no Ranged=yes Image=MISLORCA CourseLockDuration=14 ROT=24 Scalable=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=10 VeryHigh=yes ; Aircraft-only heatseeker for the Aegis [MedusaProjectile] Arm=200 High=yes Shadow=no AA=yes AG=no Proximity=no Ranged=yes Image=MEDUSA CourseLockDuration=23 ROT=12 Scalable=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=-4 VeryHigh=yes [MedusaProjectileI] Arm=200 Shadow=no AA=yes AG=no Proximity=yes Ranged=yes Image=MEDUSA CourseLockDuration=18 ROT=15 Scalable=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=-5 VeryHigh=yes [Lobbed] ;Image=DISCUS Arm=10 Shadow=yes Proximity=no Ranged=yes AA=no AG=yes Image=UPLASMA ROT=12 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=10 [Lobbed2] High=yes Image=CANISTER Arcing=true AG=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no ; arcing ballistic projectile [Ballistic] Image=120MM Arcing=true SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no [PulsPr] Image=PULSBALL [LLine] Inviso=yes Image=none AA=no AG=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [LLine2] Inviso=yes Image=none AA=no AG=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [DogShard] Image=CRYSTAL4 Arcing=true [GrandCannonBall] Level=no Image=TORPEDO; ; put in new art for this Arcing=true Shadow=yes SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no FlakScatter=yes [HowiBall] Cluster=3 Level=no Image=HOWIB ; put in new art for this Arcing=true Shadow=yes SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no FlakScatter=yes Inaccurate=yes Arm=0 Proximity=no VeryHigh=yes [FlakProj] ; AA bullet for Flak Cannon and Flak Track. Image=none Arm=200 ;Inviso=yes ROT=65 Acceleration=-200 AA=yes AG=no ;AN=no Shadow=no ;Inaccurate=yes ; Bullets do not snap onto targets when "close enough". ;FlakScatter=yes ; This weapon scatters its shots. SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no [FlakGuyProj] ; AA bullet for Flak Cannon and Flak Track. Image=none Inviso=yes AA=yes AG=no Shadow=no Ranged=yes ; Not homing, but ranged -- check fuse, explode if near target coords SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no Cluster=1 Airburst=yes AirburstWeapon=GuySmoke [FlakProjL] ; AA bullet for Flak Cannon and Flak Track. Image=none Inviso=yes AA=no AG=yes Shadow=no Ranged=yes ; Not homing, but ranged -- check fuse, explode if near target coords SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=no [FlakTProj] ; Anti-surface bullet for Flak Track. Image=120MM ROT=16 Arm=100 AA=no AG=yes Shadow=yes ;Inaccurate=yes ; Bullets do not snap onto targets when "close enough". ;FlakScatter=yes ; This weapon scatters its shots. SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes Acceleration=50 [FlakSProj] ; Anti-surface bullet for Flak Track. Image=SMOKEY2 Arm=100 ROT=16 AG=yes Shadow=yes SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes Acceleration=25 [FlakGProj] ; Anti-surface bullet for Flak Track. Image=SMOKEY2 Arm=100 ROT=16 AG=yes Shadow=yes SubjectToCliffs=yes SubjectToElevation=no;yes SubjectToWalls=yes Acceleration=25 [FlakCProj] ; Anti-surface bullet for Flak Track. Image=SMOKEY2 Arm=100 ROT=13 AG=yes Shadow=yes SubjectToCliffs=no SubjectToElevation=no;yes SubjectToWalls=yes Acceleration=10 [Electricbounce] ShrapnelWeapon=TeslaFragment ShrapnelCount=1 Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no High=yes [ElectricbounceE] ShrapnelWeapon=TeslaFragmentE ShrapnelCount=1 Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no High=yes [SuperCometP] ShrapnelWeapon=SuperCometFragment ShrapnelCount=2 ; Means (10 - (Range in cells)) Inviso=yes Image=none SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [SuperCometPE] ShrapnelWeapon=SuperCometFragmentE ShrapnelCount=2 ; Means (10 - (Range in cells)) Inviso=yes Image=none SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [SuperSmallCometP] ROT=50 Arm=100 ShrapnelWeapon=Comet ;Fragment ShrapnelCount=2 ; Non neg means absolutely 3 ;Inviso=yes Image=none SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=40 [LargeCometP] ROT=50 Arm=100 ShrapnelWeapon=CometFragment ShrapnelCount=2 Image=none SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=40 [SmallCometP] ROT=50 Arm=100 ;Inviso=yes Image=none SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=40 [SmallCometPtoT] ROT=50 Arm=100 ShrapnelWeapon=CometT ShrapnelCount=2 ; Non neg means absolutely 3 ;Inviso=yes Image=none SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=40 [SmallCometTtoF] ROT=50 Arm=100 ShrapnelWeapon=CometF ShrapnelCount=2 ; Non neg means absolutely 3 ;Inviso=yes Image=none SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no Acceleration=40 [SmallTeslaP] ShrapnelWeapon=TeslaFragmentB ShrapnelCount=1 Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no High=yes [SmallTeslaPE] ShrapnelWeapon=TeslaFragmentBE ShrapnelCount=1 Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no High=yes [FinalTeslaP] Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no High=yes [InvisibleHighShock] ShrapnelWeapon=ElectricBoltFrag ShrapnelCount=1 Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no High=yes [InvisibleHighShockFP] ROT=50 Arm=100 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no High=yes ; ************************************************************************** ; ************************ Particle Systems ******************************** ; ************************************************************************** ; *** Particle Systems *** ; ; HoldsWhat = type of particle (see below) that this system manages (required) ; Spawns = does this system spawn particles by itself (def = no) ; SpawnFrames = number of frames to wait before spawning another particle ; ParticleCap = maximum number of particles that can be in this system [MindBlastSys] HoldsWhat=MindPlast BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.005;.06125 SpiralDeltaPerCoord=0 MovementPerturbationCoefficient=0 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=0 Slowdown=0 ParticleCap=1 Laser=no [BarkForceSys] HoldsWhat=BarkForcePart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.020 SpiralDeltaPerCoord=0 MovementPerturbationCoefficient=0 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=0 [BarkForcePart] Image=CHRONOSK BehavesLike=Smoke MaxDC=0 StartFrame=0 EndStateAI=10 MaxEC=12 Velocity=.3 StateAIAdvance=4 Translucency=0 [WaveForceSys] HoldsWhat=WaveForcePart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.026 SpiralDeltaPerCoord=0 MovementPerturbationCoefficient=0 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=0 [WaveForcePart] Image=PIPS2;TWNK1 BehavesLike=Smoke MaxDC=0 StartFrame=0 EndStateAI=5;10 MaxEC=40 Velocity=.3 StateAIAdvance=50 Translucency=0 [RepairSys] HoldsWhat=RepairPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.015 SpiralDeltaPerCoord=0.05 MovementPerturbationCoefficient=0 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=0 [RepairPart] Image=TSTIMPCT BehavesLike=Smoke MaxDC=0 StartFrame=7 EndStateAI=13 MaxEC=10 Velocity=.3 StateAIAdvance=1 Translucency=0 [DroneRingSys] HoldsWhat=DroneRingPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.011 SpiralDeltaPerCoord=0 MovementPerturbationCoefficient=0 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=0 [DroneRingPart] Image=EMP_FX01 BehavesLike=Smoke MaxDC=0 StartFrame=0 EndStateAI=20 MaxEC=18 Velocity=.3 StateAIAdvance=2 Translucency=0 [GreenRingSys] HoldsWhat=GreenRingPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.007 SpiralDeltaPerCoord=0 MovementPerturbationCoefficient=0 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=0 [GreenRingPart] Image=TXGASG BehavesLike=Smoke MaxDC=0 StartFrame=0 EndStateAI=3 MaxEC=3 Velocity=.3 StateAIAdvance=1 Translucency=25 [PrismForceSys] HoldsWhat=PrismForcePart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.0023 SpiralDeltaPerCoord=0 MovementPerturbationCoefficient=0 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=0 [PrismForcePart] Image=TWNK1 Translucency=0 BehavesLike=Smoke MaxDC=0 StartFrame=0 EndStateAI=10 MaxEC=10 Velocity=.3 StateAIAdvance=2 [TeslaSmallSys] HoldsWhat=TeslaSmallPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.01 SpiralDeltaPerCoord=0 MovementPerturbationCoefficient=0 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=0 [TeslaSmallPart] Image=YURICNTL BehavesLike=Smoke MaxDC=0 StartFrame=0 EndStateAI=10 MaxEC=18 Velocity=.3 StateAIAdvance=3 [IVANCloudSys] HoldsWhat=IVANCloudPart BehavesLike=Smoke Spawns=yes SpawnFrames=10 SpawnRadius=250 SpawnCutoff=15.6 SpawnTranslucencyCutoff=10 Slowdown=.0025 ParticleCap=120 [PrismSys] HoldsWhat=PrismPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.1 SpiralDeltaPerCoord=.005 MovementPerturbationCoefficient=0 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=0 Slowdown=0 ParticleCap=1 Laser=no [MirageRailgunSys] HoldsWhat=MirageRailgunPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.2 SpiralDeltaPerCoord=.2 MovementPerturbationCoefficient=.3 PositionPerturbationCoefficient=20 VelocityPerturbationCoefficient=.6 [MirageRailgunESys] HoldsWhat=MirageRailgunEPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.2 SpiralDeltaPerCoord=.2 MovementPerturbationCoefficient=.3 PositionPerturbationCoefficient=20 VelocityPerturbationCoefficient=.6 [RadarRailgunSys] HoldsWhat=RadarRailgunPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.0028 SpiralDeltaPerCoord=0 MovementPerturbationCoefficient=0 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=0 [RoboRailgunSys] HoldsWhat=RoboRailgunPart BehavesLike=Railgun SpiralRadius=4 ParticlesPerCoord=.1 SpiralDeltaPerCoord=.035 MovementPerturbationCoefficient=.3 PositionPerturbationCoefficient=20 VelocityPerturbationCoefficient=.6 [IVANCloudPart] Image=FIRE03 MaxDC=60 MaxEC=400 Damage=20 ;gs Warhead=FireWH StartFrame=0 EndStateAI=28 Translucency=25 WindEffect=0 BehavesLike=Gas StateAIAdvance=2 Radius=12 [PrismPart] BehavesLike=Railgun MaxEC=15 Image=SPRISMP [MirageRailgunPart] BehavesLike=Railgun MaxEC=10 ColorList=(255,20,20),(15,25,160) ColorSpeed=.04 Velocity=.4 [MirageRailgunEPart] BehavesLike=Railgun MaxEC=10 ColorList=(255,170,170),(25,25,160) ColorSpeed=.04 Velocity=.4 [RadarRailgunPart] Image=RING BehavesLike=Smoke MaxDC=0 StartFrame=0 EndStateAI=20 MaxEC=8 Velocity=.3 StateAIAdvance=1 [RoboRailgunPart] BehavesLike=Railgun MaxEC=4 ColorList=(255,20,20),(15,25,255) ColorSpeed=.02 Velocity=.4 [MindPlast] BehavesLike=Smoke MaxEC=10 Image=YURICNTL Deacc=0 Velocity=1.0 WindEffect=0 DeleteOnStateLimit=yes EndStateAI=10 StateAIAdvance=1 Translucency=0 Translucent=no Translucent25State=9999 Translucent50State=9999 [BorisBulletSys] HoldsWhat=BorisBullet BehavesLike=Fire Lifetime=1 ParticleCap=200 [GattBulletSys] HoldsWhat=GattBullet BehavesLike=Fire Lifetime=2 ParticleCap=200 [BorisBullet] Image=BULLET Deacc=0 Velocity=520 BehavesLike=Fire MaxEC=3 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=yes Normalized=no [GattBullet] Image= Deacc=0 Velocity=420 BehavesLike=Fire MaxEC=3 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=yes Normalized=no [BulletSys] HoldsWhat=Bullet BehavesLike=Fire Lifetime=1 ParticleCap=200 [Bullet] Image=BULLET Deacc=0 Velocity=520 BehavesLike=Fire MaxEC=2 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=yes Normalized=no [ASWBullet] Image=DURASMOKE Deacc=0 Velocity=220 BehavesLike=Fire MaxEC=3 StartStateAI=0 EndStateAI=0 StateAIAdvance=1 DeleteOnStateLimit=yes Normalized=no [PlasmaBullet] Image=TWLT100 Deacc=15 Velocity=30 BehavesLike=Fire MaxEC=20 StartStateAI=1 EndStateAI=0 StateAIAdvance=1 DeleteOnStateLimit=yes Normalized=no Translucency=50 [BarkBulletSys] HoldsWhat=BarkBullet BehavesLike=Fire Lifetime=4 ParticleCap=100 [GuyBulletSys] HoldsWhat=GuyBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [SabotBulletSys] HoldsWhat=SabotBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [CannonBulletSys] HoldsWhat=CannonBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [AutoCannonBulletSys] HoldsWhat=AutoCannonBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [AutoBulletSys] HoldsWhat=AutoBullet BehavesLike=Fire Lifetime=3 ParticleCap=100 [AutoBulletShortSys] HoldsWhat=AutoBulletShort BehavesLike=Fire Lifetime=2 ParticleCap=100 [SentryBulletSys] HoldsWhat=SentryBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [PlasmaSys] HoldsWhat=PlasmaBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [ASWSys] HoldsWhat=ASWBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [TDBulletSys] HoldsWhat=TDBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [TDBullet] Image=TDCANNON Deacc=0 Velocity=580 BehavesLike=Fire MaxEC=4 StartStateAI=1 EndStateAI=2 StateAIAdvance=1 DeleteOnStateLimit=no Normalized=no [AutoCannonBullet] Image=TWNK1;CANNON Deacc=0 Velocity=160 BehavesLike=Fire MaxEC=6 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=no Normalized=no [AutoBulletShort] Image=TWNK1 Deacc=0 Velocity=190 BehavesLike=Fire MaxEC=4 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=no Normalized=no [BarkBullet] Image=CHRONOSK Deacc=0 Velocity=25 BehavesLike=Fire MaxEC=10 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=no Normalized=no Translucency=0 [AutoBullet] Image=TWNK1;AUTOCANNON Deacc=0 Velocity=190 BehavesLike=Fire MaxEC=5 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=no Normalized=no [CannonBullet] Image=DURASMOKE;CANNON Deacc=0 Velocity=160 BehavesLike=Fire MaxEC=6 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=no Normalized=no Translucency=0 [SentryBullet] Image=DURASMOKE Deacc=0 Velocity=175 BehavesLike=Fire MaxEC=6 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=no Normalized=no Translucency=0 [SabotBullet] Image=UCFLASH Deacc=0 Velocity=175 BehavesLike=Fire MaxEC=6 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=no Normalized=no Translucency=0 [GuyBullet] Image=SMOKEY2 Deacc=0 Velocity=85 BehavesLike=Fire MaxEC=10 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=no Normalized=no Translucency=0 [OPBulletSys] HoldsWhat=OPBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [OPBullet] Image=DURASMOKE;APOCCANNON Deacc=0 Velocity=190 BehavesLike=Fire MaxEC=9 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=no Normalized=no [ApocBulletSys] HoldsWhat=ApocBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [ApocBullet] Image=IRONFX Deacc=0 Velocity=160 BehavesLike=Fire MaxEC=7 StartStateAI=0 EndStateAI=0 StateAIAdvance=0 DeleteOnStateLimit=no Normalized=no [RadBulletSys] HoldsWhat=RadBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [RadBullet] Image=V3TRAIL Deacc=0 Velocity=0 BehavesLike=Fire MaxEC=20 StartStateAI=1 EndStateAI=0 StateAIAdvance=1 DeleteOnStateLimit=yes Normalized=no Translucency=0 [FlakBulletSys] HoldsWhat=FlakBullet BehavesLike=Fire Lifetime=1 ParticleCap=100 [FlakBullet] Image=S_BRNL30 Deacc=15 Velocity=30 BehavesLike=Fire MaxEC=24 StartStateAI=1 EndStateAI=0 StateAIAdvance=3 DeleteOnStateLimit=yes Normalized=no Translucency=50 [RadRailgunSys] HoldsWhat=RadRailgunPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.14 SpiralDeltaPerCoord=.35 MovementPerturbationCoefficient=.3 PositionPerturbationCoefficient=20 VelocityPerturbationCoefficient=.6 [RadRailgunESys] HoldsWhat=RadRailgunEPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.22 SpiralDeltaPerCoord=.35 MovementPerturbationCoefficient=.3 PositionPerturbationCoefficient=20 VelocityPerturbationCoefficient=.6 [SmallRailgunSys] HoldsWhat=SmallRailgunPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.05 SpiralDeltaPerCoord=.035 MovementPerturbationCoefficient=.3 PositionPerturbationCoefficient=20 VelocityPerturbationCoefficient=.6 [OPRailgunSys] HoldsWhat=OPRailgunPart BehavesLike=Railgun SpiralRadius=10 ParticlesPerCoord=.20 SpiralDeltaPerCoord=.5 MovementPerturbationCoefficient=.3 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=.6 [EHRailgunSys] HoldsWhat=EHRailgunPart BehavesLike=Railgun SpiralRadius=0 ParticlesPerCoord=.17 SpiralDeltaPerCoord=.5 MovementPerturbationCoefficient=.3 PositionPerturbationCoefficient=0 VelocityPerturbationCoefficient=.6 [LargeRailgunSys] HoldsWhat=LargeRailgunPart BehavesLike=Railgun SpiralRadius=15 ParticlesPerCoord=.15 SpiralDeltaPerCoord=.03 MovementPerturbationCoefficient=.4 PositionPerturbationCoefficient=30 VelocityPerturbationCoefficient=.6 Laser=yes LaserColor=25,20,255 ;R,G,B for laser color [WeldingSys] HoldsWhat=WeldingSpark BehavesLike=Spark ParticleCap=15;gs25 SparkSpawnFrames=- LightSize=25 OneFrameLight=true SpawnSparkPercentage=0;.4 [TTNKSys] HoldsWhat=NoSpark BehavesLike=Spark ParticleCap=55 SparkSpawnFrames=10 LightSize=25 OneFrameLight=true SpawnSparkPercentage=.2 [GenericFireSys] HoldsWhat=LightSpark BehavesLike=Spark ParticleCap=55 SparkSpawnFrames=5 LightSize=40 OneFrameLight=true SpawnSparkPercentage=0 [FirestormSparkSys] HoldsWhat=FirestormSpark BehavesLike=Spark ParticleCap=20;gs25 SparkSpawnFrames=1 LightSize=21 SpawnSparkPercentage=1 ; this is the global gas system [GasCloudSys] HoldsWhat=GasCloud1 BehavesLike=Gas ; this is the global psych gas system [PsychCloudSys] HoldsWhat=PsychCloud BehavesLike=Gas ; a system for large amounts of smoke (damaged buildings, destroyed things) [BigGreySmokeSys] HoldsWhat=LargeGreySmoke Spawns=yes SpawnFrames=10 SpawnRadius=10 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke [BuildSmokeSys] HoldsWhat=BuildSmoke Spawns=yes SpawnFrames=2 SpawnRadius=200 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=50 [ABuildSmokeSys] HoldsWhat=ABuildSmoke Spawns=yes SpawnFrames=1 SpawnRadius=200 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=60 [YBuildSmokeSys] HoldsWhat=YBuildSmoke Spawns=yes SpawnFrames=2 SpawnRadius=200 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=50 [BuildSSmokeSys] HoldsWhat=BuildSmoke Spawns=yes SpawnFrames=5 SpawnRadius=110 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=40 [ABuildSSmokeSys] HoldsWhat=ABuildSmoke Spawns=yes SpawnFrames=4 SpawnRadius=140 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=50 [YBuildSSmokeSys] HoldsWhat=YBuildSmoke Spawns=yes SpawnFrames=4 SpawnRadius=110 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=40 [BuildBSmokeSys] HoldsWhat=BuildSmoke Spawns=yes SpawnFrames=2 SpawnRadius=400 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=70 [ABuildBSmokeSys] HoldsWhat=ABuildSmoke Spawns=yes SpawnFrames=1 SpawnRadius=400 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=80 [YBuildBSmokeSys] HoldsWhat=YBuildSmoke Spawns=yes SpawnFrames=2 SpawnRadius=400 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=70 [GreenSmokeSys] HoldsWhat=GreenSmoke Spawns=yes SpawnFrames=3 SpawnRadius=900 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=60 [NukeSmokeSys] HoldsWhat=NukeSmoke Spawns=yes SpawnFrames=1 SpawnRadius=1300 Slowdown=.0025 ParticleCap=100;gs30 SpawnCutoff=100.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=170 [DominatorSys] HoldsWhat=DominatorSmoke Spawns=yes SpawnFrames=1 SpawnRadius=1100 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=25 [LargeGreySWHSys] HoldsWhat=LargeGreyWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=75 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=80 [HEGreySWHSys] HoldsWhat=HEGreyWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=275 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=35 [DiskSmokeSys] HoldsWhat=DiskSmoke Spawns=yes SpawnFrames=3 SpawnRadius=0.1 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=6 [DiskESmokeSys] HoldsWhat=DiskESmoke Spawns=yes SpawnFrames=3 SpawnRadius=0.1 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=6 [ForceSmokeSys] HoldsWhat=ForceSmoke Spawns=yes SpawnFrames=1 SpawnRadius=900 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=10 [RadESys] HoldsWhat=RadESmoke Spawns=yes SpawnFrames=1 SpawnRadius=75 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=8 [PIFFsSys] HoldsWhat=PIFFsSmoke Spawns=yes SpawnFrames=4 SpawnRadius=70 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=2 [PIFFSys] HoldsWhat=PIFFSmoke Spawns=yes SpawnFrames=1 SpawnRadius=100 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=6 [BFSys] HoldsWhat=BFSmoke Spawns=yes SpawnFrames=3 SpawnRadius=80 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=2 [BFESys] HoldsWhat=BFESmoke Spawns=yes SpawnFrames=3 SpawnRadius=90 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=2 [PXSys] HoldsWhat=PXSmoke Spawns=yes SpawnFrames=3 SpawnRadius=100 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=2 [PXESys] HoldsWhat=PXESmoke Spawns=yes SpawnFrames=2 SpawnRadius=110 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=3 [PIFFESys] HoldsWhat=PIFFESmoke Spawns=yes SpawnFrames=2 SpawnRadius=85 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=4 [PIFFHSys] HoldsWhat=PIFFHSmoke Spawns=yes SpawnFrames=2 SpawnRadius=70 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=5 [PIFFHESys] HoldsWhat=PIFFHESmoke Spawns=yes SpawnFrames=2 SpawnRadius=70 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=5 [CellSmokeSys] HoldsWhat=CellSmoke Spawns=yes SpawnFrames=1 SpawnRadius=1 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=8 [CellSparkSys] HoldsWhat=CellSpark Spawns=yes SpawnFrames=1 SpawnRadius=100.1 Slowdown=.0025 ParticleCap=30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=4 [SmallHEGreySWHSys] HoldsWhat=SmallHEGreyWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=220 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=30 [TinyHEGreySWHSys] HoldsWhat=TinyHEGreyWHSmoke Spawns=yes SpawnFrames=4 SpawnRadius=150 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=20 [Tiny2HEGreySWHSys] HoldsWhat=TinyHEGreyWHSmoke Spawns=yes SpawnFrames=8 SpawnRadius=150 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=25 [TeslaHEGreySWHSys] HoldsWhat=TeslaHEGreyWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=600 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=500 [SubWaveWHSys] HoldsWhat=SubWaveWHSmoke Spawns=yes SpawnFrames=4 SpawnRadius=490 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=30 [DiskDrainSys] HoldsWhat=DiskDrainSmoke Spawns=yes SpawnFrames=1 SpawnRadius=150 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=20 [MagWHSys] HoldsWhat=MagWHSmoke Spawns=yes SpawnFrames=1 SpawnRadius=270 Slowdown=.0025 ParticleCap=20;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=20 [LargeBGreySWHSys] HoldsWhat=LargeBGreyWHSmoke Spawns=yes SpawnFrames=4 SpawnRadius=400 Slowdown=.0025 ParticleCap=40;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=50 [SmallBGreySWHSys] HoldsWhat=SmallBGreyWHSmoke Spawns=yes SpawnFrames=5 SpawnRadius=200 Slowdown=.0025 ParticleCap=40;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=40 [DiskGreySWHSys] HoldsWhat=DiskGreyWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=100 Slowdown=.0025 ParticleCap=40;gs30 SpawnCutoff=15.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke Lifetime=10 ; a system for small amounts of smoke (damaged units) [SmallGreySSys] HoldsWhat=SmallGreySmoke Spawns=yes SpawnFrames=10 SpawnRadius=5 Slowdown=.0025 ParticleCap=17;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke [RefnSys] HoldsWhat=RefnSmoke Spawns=yes SpawnFrames=10 SpawnRadius=25 Slowdown=.0025 ParticleCap=17;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke [SRefnSys] HoldsWhat=SRefnSmoke Spawns=yes SpawnFrames=10 SpawnRadius=25 Slowdown=.0025 ParticleCap=17;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke [YRefnSys] HoldsWhat=YRefnSmoke Spawns=yes SpawnFrames=8 SpawnRadius=25 Slowdown=.0025 ParticleCap=17;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke [SparkSys] HoldsWhat=Spark BehavesLike=Spark ParticleCap=20;gs12 SparkSpawnFrames=4 LightSize=20 ; SJM 07-12-2000: Made lighting more effective so that smaller radii may be used SpawnSparkPercentage=1 [Flame5SmokeSys] HoldsWhat=Flame5SmokeSmoke Spawns=yes SpawnFrames=5 SpawnRadius=1 Slowdown=.0025 ParticleCap=17;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke [Flame4SmokeSys] HoldsWhat=Flame4SmokeSmoke Spawns=yes SpawnFrames=6 SpawnRadius=1 Slowdown=.0025 ParticleCap=17;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke [Flame3SmokeSys] HoldsWhat=Flame3SmokeSmoke Spawns=yes SpawnFrames=7 SpawnRadius=1 Slowdown=.0025 ParticleCap=17;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke [Flame2SmokeSys] HoldsWhat=Flame2SmokeSmoke Spawns=yes SpawnFrames=5 SpawnRadius=1 Slowdown=.0025 ParticleCap=17;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke [FlameSmokeSys] HoldsWhat=FlameSmokeSmoke Spawns=yes SpawnFrames=8 SpawnRadius=1 Slowdown=.0025 ParticleCap=17;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke [SmallGreySWHSys] HoldsWhat=SmallGreyWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=90 Slowdown=.0025 ParticleCap=20;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke Lifetime=8 [MedGreySWHSys] HoldsWhat=MedGreyWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=90 Slowdown=.0025 ParticleCap=20;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke Lifetime=8 [BSUBGreySWHSys] HoldsWhat=BSUBGreyWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=280 Slowdown=.0025 ParticleCap=20;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke Lifetime=8 [MLGreySWHSys] HoldsWhat=MLGreyWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=120 Slowdown=.0025 ParticleCap=20;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke Lifetime=30 [GGIWHSys] HoldsWhat=GGIWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=150 Slowdown=.0025 ParticleCap=20;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke Lifetime=5 [SAMWHSys] HoldsWhat=SAMWHSmoke Spawns=yes SpawnFrames=10 SpawnRadius=180 Slowdown=.0025 ParticleCap=20;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke Lifetime=3 [FlakWHSys] HoldsWhat=FlakWHSmoke Spawns=yes SpawnFrames=3 SpawnRadius=380 Slowdown=.0025 ParticleCap=20;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke Lifetime=1 [FlakBWHSys] HoldsWhat=FlakBWHSmoke Spawns=yes SpawnFrames=3 SpawnRadius=480 Slowdown=.0025 ParticleCap=20;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke Lifetime=1 ; a system for small amounts of smoke (damaged units) [TestSmokeSys] HoldsWhat=TestSmoke Spawns=yes SpawnFrames=10 SpawnRadius=5 Slowdown=.0025 ParticleCap=7;gs15 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke [DebrisSmokeSys] HoldsWhat=SmallGreySmoke Spawns=yes SpawnFrames=2 SpawnRadius=3 ParticleCap=7;gs15 SpawnCutoff=13.0 SpawnTranslucencyCutoff=13.0 BehavesLike=Smoke [FireStreamSys] HoldsWhat=FireStream Spawns=yes SpawnFrames=4 BehavesLike=Fire Image=TWLT036 Lifetime=30 ; was 100 [LGSparkSys] HoldsWhat=LargeSpark BehavesLike=Spark ParticleCap=7;gs15 SparkSpawnFrames=5 LightSize=25 OneFrameLight=true SpawnSparkPercentage=.2 ; ************************************************************************** ; *************************** Particles ************************************ ; ************************************************************************** ; *** Particles *** ; ; Image = Imagelist to use for particle ; Persistent = Does this particle stick around; should always be yes ; MaxDC = How many frames go by before this particle damages the things near it? (def = 0) ; MaxEC = How many frames does this object last (def = 0) ; Damage = How much damage does it do (def = 0) ; Warhead = What warhead to use for damage purposes (def = WARHEAD_NONE) ; StartFrame = what frame of image to start on? (def = 0) ; NumLoopFrames = how many frames form a single loop? (def = 1) ; WindEffect = to what degree does the wind affect his particle, 0 = not at all, 5 = a lot (def = 0) ; Velocity = speed at which particle travels (def = 0.0) ; Radius = how big is this particle? (used for attract/repel) ; ; BehavesLike, DeleteOnStateLimit, EndStateAI, StateAIAdvance are things that ; shouldn't be messed with ; the particle that makes up the fire stream of flamethrowers, and flame tanks [FireStream] ;GEF taking out flameall, so avoiding asserts till this can be removed premenatly (or put back in, or whatever) Image=FIRE01;FLAMEALL Deacc=0.01 Velocity=8.0 BehavesLike=Fire MaxEC=20 MaxDC=3 Warhead=Fire Damage=2 StartStateAI=4 EndStateAI=5 StateAIAdvance=1 Translucent50State=15 Translucent25State=10 DeleteOnStateLimit=no Normalized=yes FinalDamageState=14 Report=FLAMTNK1 [WeldingSpark] BehavesLike=Spark MaxEC=500 XVelocity=16 YVelocity=16 MinZVelocity=40 ZVelocityRange=15 ColorList=(0,128,255),(255,255,255),(200,200,150),(80,80,80),(0,0,0) StartColor1=0,50,250 StartColor2=0,105,255 ColorSpeed=.13 [NoSpark] BehavesLike=Spark MaxEC=500 XVelocity=16 YVelocity=16 MinZVelocity=40 ZVelocityRange=15 ColorList=(0,128,255),(0,50,255),(0,150,250),(0,200,250),(0,100,250) StartColor1=0,0,0 StartColor2=0,0,0 ColorSpeed=.8 [LightSpark] BehavesLike=Spark MaxEC=500 XVelocity=1 YVelocity=1 MinZVelocity=4 ZVelocityRange=1 ColorList=(0,0,0),(0,0,0),(0,0,0),(0,0,0),(0,0,0) StartColor1=0,0,0 StartColor2=0,0,0 ColorSpeed=0 [Spark] BehavesLike=Spark MaxEC=4 XVelocity=28 YVelocity=28 MinZVelocity=80 ZVelocityRange=35 ColorList=(255,255,255),(255,255,150),(200,200,75),(100,100,25) ColorSpeed=.1 [FirestormSpark] BehavesLike=Spark MaxEC=500 XVelocity=16 YVelocity=16 MinZVelocity=40 ZVelocityRange=15 ColorList=(0,0,255),(255,255,255),(200,200,80),(200,10,10),(0,0,0) ColorSpeed=.13 ; Cloud of Poison Gas #1 Formation particle [GasCloudM1] Image=gaslrgmk MaxDC=60 MaxEC=448 Damage=0 Warhead=Gas StartFrame=0 EndStateAI=11 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=3 NextParticle=GasCloud1 DeleteOnStateLimit=yes NextParticleOffset=0,0,150 ; Cloud of Poison Gas #2 formation particle [GasCloudM2] Image=gaslrgmk MaxDC=60 MaxEC=448 Damage=0 Warhead=Gas StartFrame=0 EndStateAI=11 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=3 NextParticle=GasCloud2 DeleteOnStateLimit=yes NextParticleOffset=0,0,150 ; Cloud of Poison Gas #1 [GasCloud1] Image=WCCLOUD1 ;GEF fending off possible future asserts ;Image=CLOUD1 MaxDC=60 MaxEC=1000 Damage=5 ;gs Warhead=Gas StartFrame=0 EndStateAI=28 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 NextParticle=GasCloudD1 ; Cloud of Poison Gas #2 [GasCloud2] Image=WCCLOUD1 ;GEF fending off possible future asserts ;Image=CLOUD2 MaxDC=60 MaxEC=1000 Damage=40 Warhead=Gas StartFrame=0 EndStateAI=28 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 NextParticle=GasCloudD2 ; Cloud of Poison Gas #1 Dissipation particle [GasCloudD1] Image=WCCLOUD1 ;GEF fending off possible future asserts ;Image=CLOUD1D MaxDC=60 MaxEC=50 Damage=10 Warhead=Gas StartFrame=0 EndStateAI=12 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 DeleteOnStateLimit=yes ; Cloud of Poison Gas #2 dissipating [GasCloudD2] Image=WCCLOUD1 ;GEF fending off possible future asserts ;Image=CLOUD2D MaxDC=60 MaxEC=50 Damage=10 Warhead=Gas StartFrame=0 EndStateAI=12 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 DeleteOnStateLimit=yes OneFrameLight=true ; Cloud of Poison Gas #1 [VirusCloud1] Image=TXGASG MaxDC=30;60 MaxEC=1000 Damage=5 ;gs Warhead=VirusGas StartFrame=0 EndStateAI=20;28 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 NextParticle=VirusCloudD1 OneFrameLight=true ; Cloud of Poison Gas #2 [VirusCloud2] Image=LGRYSMK1 MaxDC=30;60 MaxEC=1000 Damage=10;40 Warhead=VirusGas StartFrame=0 EndStateAI=20;28 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 NextParticle=VirusCloudD2 OneFrameLight=true ; Cloud of Poison Gas #1 Dissipation particle [VirusCloudD1] Image=TXGASG MaxDC=80 MaxEC=70 Damage=5 Warhead=VirusGas StartFrame=0 EndStateAI=20;12 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 DeleteOnStateLimit=yes OneFrameLight=true ; Cloud of Poison Gas #2 dissipating [VirusCloudD2] Image=LGRYSMK1 MaxDC=80 MaxEC=70 Damage=5 Warhead=VirusGas StartFrame=0 EndStateAI=20;12 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 DeleteOnStateLimit=yes OneFrameLight=true ; Cloud of Poison Gas #1 [PsychCloud] Image=TXGASR MaxDC=20 MaxEC=50;1000 Damage=600;5 ;gs Warhead=PsychGas StartFrame=0 EndStateAI=20;28 ;Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 NextParticle=PsychCloudD OneFrameLight=true ; Cloud of Poison Gas #1 Dissipation particle [PsychCloudD] Image=TXGASR MaxDC=60 MaxEC=50 Damage=10 Warhead=PsychGas StartFrame=0 EndStateAI=20;12 ;Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 DeleteOnStateLimit=yes OneFrameLight=true [ChronoSpark] Image=PIPS2 MaxEC=300 StartFrame=0 EndStateAI=4;28 Translucency=25 WindEffect=1 BehavesLike=Gas StateAIAdvance=4 OneFrameLight=true Velocity=100 Radius=2000 [DamageSpark] Image=50CAL MaxEC=20 StartStateAI=0 EndStateAI=1 UseNormalLight=yes Translucency=75 WindEffect=0 BehavesLike=Smoke StateAIAdvance=1 Velocity=2 Radius=200 OneFrameLight=yes NextParticle=DamageSparkB NextParticleOffset=0,0,250 [DamageSparkB] Image=XGRYMED1;NUKEPUFF MaxEC=20 StartStateAI=7 EndStateAI=14 UseNormalLight=yes Translucency=50 WindEffect=3 BehavesLike=Smoke StateAIAdvance=3 Velocity=3 Radius=300 OneFrameLight=yes [NukeMoveSpark] Image=NUKEPUFF MaxEC=70 StartStateAI=0 EndStateAI=20 UseNormalLight=yes Translucency=25 WindEffect=1 BehavesLike=Smoke StateAIAdvance=4 Velocity=0 Radius=200 OneFrameLight=yes [NukeMoveSparkD] Image=50CAL MaxEC=1 StartStateAI=0 EndStateAI=1 UseNormalLight=yes Translucency=75 WindEffect=1 BehavesLike=Smoke StateAIAdvance=1 Velocity=0 Radius=200 NextParticle=NukeMoveSparkDB NextParticleOffset=0,0,600 [NukeMoveSparkDB] Image=NUKEPUFF MaxEC=60 StartStateAI=0 EndStateAI=20 UseNormalLight=yes Translucency=25 WindEffect=0 BehavesLike=Smoke StateAIAdvance=4 Velocity=1 Radius=200 OneFrameLight=yes [V3MoveSpark] Image=V3TRAIL MaxEC=2 StartStateAI=0 EndStateAI=1 UseNormalLight=yes Translucency=0 WindEffect=0 BehavesLike=Smoke StateAIAdvance=1 Velocity=0 Radius=200 OneFrameLight=yes NextParticle=V3MoveSparkB [V3MoveSparkB] Image=V3TRAIL MaxEC=50 StartStateAI=3 EndStateAI=20 UseNormalLight=yes Translucency=0 WindEffect=1 BehavesLike=Smoke StateAIAdvance=4 Velocity=2 Radius=200 OneFrameLight=yes [BMMoveSpark] Image=V3TRAIL MaxEC=1 StartStateAI=0 EndStateAI=1 UseNormalLight=yes Translucency=0 WindEffect=0 BehavesLike=Smoke StateAIAdvance=1 Velocity=0 Radius=200 OneFrameLight=yes NextParticle=BMMoveSparkB [BMMoveSparkB] Image=TXGASG MaxEC=12 StartStateAI=1 EndStateAI=8 UseNormalLight=yes Translucency=50 WindEffect=1 BehavesLike=Smoke StateAIAdvance=1 Velocity=2 Radius=200 OneFrameLight=yes [MoveSpark] Image=SMOKEY2 MaxEC=90 StartFrame=5 StartStateAI=5 EndStateAI=25;28 UseNormalLight=yes Translucency=0 WindEffect=2 BehavesLike=Smoke StateAIAdvance=6 Velocity=5 Radius=2000 OneFrameLight=yes [MigSpark] Image=SMOKEY2 MaxEC=30 StartFrame=0 StartStateAI=0 EndStateAI=6 UseNormalLight=yes Translucency=0 WindEffect=1 BehavesLike=Smoke StateAIAdvance=4 Velocity=2 Radius=2000 OneFrameLight=yes [UCSmoke] Image=NUKEPUFF MaxEC=50 StartFrame=0 EndStateAI=10;28 Translucency=25 WindEffect=1 BehavesLike=Smoke StateAIAdvance=8 OneFrameLight=true Velocity=11 Radius=2000 [ICSpark] Image=CELLSEL MaxEC=30 StartStateAI=5 EndStateAI=7;28 Translucency=50 WindEffect=0 BehavesLike=Smoke StateAIAdvance=4 OneFrameLight=no Velocity=2 Radius=2000 [V3Spark] Image=GCMUZZLE MaxEC=5 StartFrame=0 EndStateAI=4;28 Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=1 OneFrameLight=true Velocity=100 Radius=1000 [BuildSmoke] Image=GCMUZZLE MaxEC=90 Translucency=50 Velocity=8.0 Deacc=.05 WindEffect=2 BehavesLike=Smoke DeleteOnStateLimit=yes StartStateAI=4 EndStateAI=19;28 LightSize=25 OneFrameLight=true StateAIAdvance=1 [ABuildSmoke] Image=V3TRAIL; MaxEC=70 Translucency=25 Velocity=8.0 Deacc=.05 WindEffect=1 BehavesLike=Smoke DeleteOnStateLimit=yes StartStateAI=7 EndStateAI=19 LightSize=25 OneFrameLight=true StateAIAdvance=2 [YBuildSmoke] Image=NUKEPUFF MaxEC=90 Translucency=50 Velocity=6.0 Deacc=.05 WindEffect=2 BehavesLike=Smoke DeleteOnStateLimit=yes StartStateAI=5 EndStateAI=19 LightSize=25 OneFrameLight=true StateAIAdvance=1 [GreenSmoke] Image=GTPOWEXP;FIRE03 MaxEC=30 Translucency=50 Velocity=1.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=2 [NukeSmoke] Image=NUKEPUFF MaxEC=60 Translucency=0 Velocity=0 Deacc=100 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=6 StateAIAdvance=6 [DominatorSmoke] Image=YURIDIE MaxEC=18 Translucency=0 Velocity=1.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=no StartFrame=5 EndStateAI=20 StateAIAdvance=2 [LargeGreyWHSmoke] Image=LGRYSMK1 MaxEC=80 Translucency=50 Velocity=1.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=4 [HEGreyWHSmoke] Image=GCMUZZLE MaxEC=20 Translucency=50 Velocity=1.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=4 [DiskSmoke] Image=WARPIN;IRONFX MaxEC=10 Translucency=50 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=2 StateAIAdvance=3 [DiskESmoke] Image=WARPIN;CHRONODB MaxEC=12 Translucency=25 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=;22 StartStateAI=1;22 EndStateAI=6;30 StateAIAdvance=3 [ForceSmoke] Image=PLACE MaxEC=10 Translucency=50 Velocity=8.0 Persistent=yes Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=no StartFrame=2 EndStateAI=2 StateAIAdvance=1 [ForceSmokeB] Image=PLACE MaxEC=8 Translucency=50 Velocity=8.0 Persistent=yes Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=2 EndStateAI=4 StateAIAdvance=12 [BFSmoke] Image=S_BANG16 MaxEC=25 Translucency=0 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=10 StateAIAdvance=1 [BFESmoke] Image=S_BRNL20 MaxEC=25 Translucency=0 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=10 StateAIAdvance=1 [PXSmoke] Image=S_BANG16 MaxEC=30 Translucency=0 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=10 StateAIAdvance=2 [PXESmoke] Image=TWLT026 MaxEC=10 Translucency=0 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=10 StateAIAdvance=1 [RadESmoke] Image=NUKEDIE MaxEC=60 Translucency=50 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=50 StartStateAI=50 EndStateAI=59 StateAIAdvance=12 [PIFFsSmoke] Image=PIFF MaxEC=20 Translucency=0 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=10 StateAIAdvance=1 [PIFFESmoke] Image=S_BANG16 MaxEC=20 Translucency=25 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=10 StateAIAdvance=1 [PIFFSmoke] Image=PIFF MaxEC=30 Translucency=0 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=10 StateAIAdvance=2 [PIFFHSmoke] Image=S_BANG24 MaxEC=30 Translucency=0 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=10 StateAIAdvance=1 [PIFFHESmoke] Image=S_BANG34 MaxEC=30 Translucency=25 Velocity=0.0 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=10 StateAIAdvance=1 [CellSmoke] Image=CELLSEL MaxEC=56 Translucency=25 Velocity=46.0 Deacc=-0.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=7 EndStateAI=7 StateAIAdvance=1 [PulsSpark] Image=PULSBALL MaxEC=60 Translucency=25 WindEffect=0 BehavesLike=Smoke StateAIAdvance=8 StartFrame=0 EndStateAI=27 OneFrameLight=no Velocity=4 Radius=2000 [CellSpark] Image=CELLSEL MaxEC=5 Translucency=25 Velocity=15.0 Deacc=0.1 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=5 StateAIAdvance=1 [SmallHEGreyWHSmoke] Image=FIRE03 MaxEC=15 Translucency=25 Velocity=0.1 Deacc=.01 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=1 [TinyHEGreyWHSmoke] Image=SMOKEY2;V3TRAIL MaxEC=30 Translucency=0 Velocity=1.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=no StartFrame=2 EndStateAI=3 StateAIAdvance=1 [TeslaHEGreyWHSmoke] Image=TSTLEXP;TSTIMPCT MaxDC=10 MaxEC=1800 Translucency=50 Velocity=1.0 Deacc=.05 WindEffect=0 BehavesLike=Gas;Smoke DeleteOnStateLimit=yes Damage=35 Warhead=BallLightningWH; StartFrame=0 EndStateAI=20 StateAIAdvance=1 Radius=40 [SubWaveWHSmoke] Image=TSTIMPCT MaxEC=20 Translucency=0 Velocity=1.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=2 [MagWHSmoke] Image=BBBLELRG MaxEC=25 Translucency=0 Velocity=10.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=0 EndStateAI=20 StateAIAdvance=2 [DiskDrainSmoke] Image=V3TRAIL MaxEC=10 Translucency=0 Velocity=50.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=0 EndStateAI=3 StateAIAdvance=8 [LargeBGreyWHSmoke] Image=NUKEPUFF;GCMUZZLE MaxEC=50 Translucency=50 Velocity=3.5 Deacc=0.05 WindEffect=3 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=4 [SmallBGreyWHSmoke] Image=NUKEPUFF MaxEC=50 Translucency=50 Velocity=5.5 Deacc=.05 WindEffect=2 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=4 [LargeGreySmoke] Image=LGRYSMK1 MaxEC=80 Translucency=25 Velocity=8.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=4 [DiskGreyWHSmoke] Image=LGRYSMK1;BEHIND MaxEC=10 Translucency=75 Velocity=0.00 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=4 [RefnSmoke] Image=XGRYSML2 MaxEC=100 Translucency=0;25 Velocity=10.0 Deacc=.05 WindEffect=1 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=3 EndStateAI=9 StateAIAdvance=8 [SRefnSmoke] Image=XGRYSML1 MaxEC=100 Translucency=0;25 Velocity=10.0 Deacc=.05 WindEffect=1 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=1 EndStateAI=8 StateAIAdvance=8 [YRefnSmoke] Image=V3TRAIL MaxEC=100 Translucency=0;25 Velocity=10.0 Deacc=.05 WindEffect=1 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=0 EndStateAI=5 StateAIAdvance=8 [SmallGreySmoke] Image=SGRYSMK1 MaxEC=80 Translucency=25 Velocity=9.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=4 [Flame5SmokeSmoke] Image=SREDSMK1 MaxEC=80 Translucency=25 Velocity=13.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=2 [Flame4SmokeSmoke] Image=NUKEPUFF MaxEC=50 Translucency=50 Velocity=12.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=2 [Flame3SmokeSmoke] Image=V3TRAIL MaxEC=80 Translucency=25 Velocity=13.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=2 [Flame2SmokeSmoke] Image=FIRE01 MaxEC=60 Translucency=25 Velocity=0.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=1 [FlameSmokeSmoke] Image=FIRE02 MaxEC=80 Translucency=25 Velocity=0.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=1 [SmallGreyWHSmoke] Image=SGRYSMK1 MaxEC=140 Translucency=50 Velocity=1.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=120 StateAIAdvance=4 [MedGreyWHSmoke] Image=SGRYSMK1 MaxEC=50 Translucency=50 Velocity=0.15 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=4 [BSUBGreyWHSmoke] Image=TXGASG MaxEC=50 Translucency=25 Velocity=0.15 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=2 [MLGreyWHSmoke] Image=SGRYSMK1 MaxEC=80 Translucency=50 Velocity=0.5 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=4 [GGIWHSmoke] Image=TWLT070 MaxEC=3 Translucency=50 Velocity=0.1 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=4 EndStateAI=6 StateAIAdvance=1 [SAMWHSmoke] Image=TWLT070 MaxEC=4 Translucency=50 Velocity=0.1 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes StartFrame=6 EndStateAI=8 StateAIAdvance=1 [FlakWHSmoke] Image=HTRKPUFF MaxEC=60 Translucency=25 Velocity=0.01 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=no StartFrame=0 EndStateAI=20 StateAIAdvance=4 [FlakBWHSmoke] Image=SMKPUFF MaxEC=60 Translucency=25 Velocity=0.01 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=no StartFrame=0 EndStateAI=20 StateAIAdvance=4 [TestSmoke] Image=SGRYSMK1 MaxEC=80 Translucency=25 Velocity=6.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=3 [RadRailgunPart] BehavesLike=Railgun MaxEC=11 ColorList=(0,0,100),(20,255,20) ColorSpeed=.05 Velocity=4.2 [RadRailgunEPart] BehavesLike=Railgun MaxEC=16 ColorList=(255,20,20),(0,100,0) ColorSpeed=.03 Velocity=4.2 [OPRailgunPart] BehavesLike=Railgun MaxEC=8 ColorList=(50,50,250),(250,250,0) ColorSpeed=.06 Velocity=3.4 [EHRailgunPart] BehavesLike=Railgun MaxEC=6 ColorList=(50,50,250),(250,250,0) ColorSpeed=.06 Velocity=1.2 [SmallRailgunPart] BehavesLike=Railgun MaxEC=10 ColorList=(20,255,20),(0,130,0) ColorSpeed=.04 Velocity=.4 [LargeRailgunPart] BehavesLike=Railgun MaxEC=70 ColorList=(25,70,205),(150,150,150) ColorSpeed=.009 Velocity=.3 [LargeSpark] BehavesLike=Spark MaxEC=500 XVelocity=13 YVelocity=13 MinZVelocity=40 ZVelocityRange=15 ColorList=(255,255,255),(200,200,80),(200,10,10),(0,0,0) ColorSpeed=.13 ; ************************************************************************** ; **************************** Warheads ************************************ ; ************************************************************************** ; ******* 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 = Obsolete. Kept entries to give benchmark for new spread system ; Wall = Does this warhead damage concrete walls (def=no)? ; WallAbsoluteDestroyer = Does this warhead do killing damage to a wall, instead of one wound? (def=no) ;gs ; Wood = Does this warhead damage wood walls (def=no)? ; Fire = Does this produce great heat and thus will melt ice (def=no)? ; Radiation = Is this a radiation weapon? Certains units will be immune to this. (def=no) ; Tiberium = Does this warhead destroy tiberium (def=no)? ; Sparky = Does this warhead cause residual flames (def=no)? ; Conventional = Is explosive warhead big enough to cause a splash when it hits water [nukes are too big for this] (def=no)? ; Rocker = Can this warhead cause nearby units to rock upon impact (def=no)? ; AnimList = list of animations to play when warhead explodes [listed from lesser to greater damage] ; Verses = damage value verses various armor types (as percentage of full damage)... ; -vs- None, Flak, Plate //infantry ; Light, Medium, Heavy //units ; Wood, Steel, Concrete //buildings ; Special_1, Special_2 //dunno yet ; 3-17 Special_1 is the Shock Trooper's electric armor. ; 5-11 Special_1 is now the Terror Drone's "I'm a unit with infantry vulnerabilities" armor ; 5-11 Special_2 is now spawn rockets' armor to keep them from blowing each other up when shot ; NOTE: (Double Note, a float math bug caused 2% to be used when 1% broke down. Fixing the bug is why I made 2%) ; A 0% means no force fire, no retaliate, no passive aquire ; A 1% means no retaliate, no passive aquire ; A 2% means no passive aquire ; InfDeath = which infantry death animation to use (def=0) ; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro ; NEW ONES 6=Yuri head explode 7=Nuke Melt ; Even Newer 8=Virus explosion 9=Brute transformation ; Brand spankin new 10=get smashed into pieces by a brute ; Deform = % chance that this warhead will damage the ground when it hits. (def=0) ; DeformThreshhold = damage must exceed this amount before deformation can occur (def=0) ; Particle = Particle effect to use when explosion occurs (def=none) ; ProneDamage = Damage modifer for infantry when prone (def=1.0) ; Bright = Does this warhead normally cause a lighting effect when it goes off (def=no). This is overridden in the case of bullets by the weapon 'Bright' flag. ; CombatLightSize = % of max size; > 0% means force size of combat light, overriding damage-based value (def=0%) ; Bullets = Is this weapon a bunch of bullet-like gunfire? (def=no). ; CellSpread (def 0)= Replaces Spread and WideDamage. This is actually how far damage from this warhead can spread ; 0 will explicitly only hurt the target, anything higher will at least search some cells around and compare distance ; CellInset (def 0)=Use this to tell autodeploy how much inside CellSpread we need to get before autodeploying. ; This way, the desolater won't just blast as soon as the target is on the very edge -- he'll move in a bit. ; PercentAtMax (def 1.0)= And this is the percent of damage it does at max range; to control fade linearly ; EM Pulse cannon warhead. [EMPuls];gs disabled in code ;Spread=11 ; Spread is radius of EM pulse effect. EMEffect=yes ;GEF AnimList=PULSEFX1,PULSEFX2 ; warhead for the sonic zap [SonicWarhead] Wood=yes Verses=50%,50%,50%,75%,50%,50%,50%,25%,35%,75%,100% InfDeath=3 Rocker=yes ProneDamage=75%;50% AnimList=SONICSPLASH ;PULSBALL Bullet=yes Sonic=yes Sparky=yes [SonicWarheadE] Wood=yes Verses=50%,50%,50%,75%,50%,50%,50%,25%,35%,75%,100% InfDeath=3 Rocker=yes ProneDamage=75%;50% AnimList=SONICSPLASHE ;PULSBALL Bullet=yes Sonic=yes Sparky=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% ; warhead for the flying tank of gas [TankOGas] ;Spread=8 CellSpread=.5 PercentAtMax=.9 Wall=yes Wood=yes Tiberium=yes Sparky=yes Rocker=no AnimList=TWLT026,TWLT036,TWLT050,TWLT070 Verses=90%,90%,90%,80%,60%,25%,100%,50%,10%,90%,100% ;Verses=90%,100%,60%,25%,10% Fire=yes InfDeath=4 ProneDamage=75%;50% [RailShot] ;Spread=1 ;Verses=200%,175%,160%,100%,25% Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Rocker=no ProneDamage=75%;100% InfDeath=2 ; Ghost's Railgun [RailShot2] ;Spread=1 ;Verses=100%,130%,150%,110%,5% Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Rocker=no ProneDamage=75%;100% InfDeath=2 [SMINA] Verses=100%,90%,80%,40%,30%,30%,25%,20%,20%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes [SMINAE] Verses=100%,90%,80%,40%,30%,30%,25%,20%,20%,100%,100% InfDeath=1 AnimList=BFEXP Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes CombatLightSize=60% CLDisableBlue=true CLDisableGreen=true Particle=PXSys [SMINAA] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes [SMINAAE] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,100% InfDeath=1 AnimList=BFEXP Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes CombatLightSize=60% CLDisableBlue=true CLDisableGreen=true Particle=PXSys ; general multiple small arms fire [SA] ;Verses=20%,16%,16%,8%,6%,6%,8%,6%,6%,40%,20% Verses=100%,80%,80%,40%,30%,30%,40%,30%,30%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes [SAH] CellSpread=0.9 PercentAtMax=.5 Verses=50%,40%,40%,18%,15%,15%,10%,9%,9%,50%,50% InfDeath=1 AnimList=HAWKEXP Bullets=yes ProneDamage=75%;70% Conventional=yes Wood=yes Sparky=yes CombatLightSize=25% Particle=PIFFHSys [SAHE] CellSpread=0.9 PercentAtMax=.5 Verses=50%,40%,40%,18%,15%,15%,10%,9%,9%,50%,50% InfDeath=1 AnimList=HAWKEXPE Bullets=yes ProneDamage=75%;70% Conventional=yes Wood=yes Sparky=yes CombatLightSize=60% CLDisableBlue=true CLDisableGreen=true Particle=PIFFHESys [HWC] Verses=0%,0%,0%,35%,30%,30%,20%,17%,17%,0%,0% InfDeath=1 AnimList=HAWKEXP Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Wood=yes Wall=yes CombatLightSize=35% [SABF] Verses=50%,40%,40%,20%,17.5%,17.5%,20%,17.5%,17.5%,50%,50% InfDeath=1 AnimList=BFEXP Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes CombatLightSize=35% Particle=BFSys [SABFE] Verses=50%,40%,40%,20%,17.5%,17.5%,20%,17.5%,17.5%,50%,50% InfDeath=1 AnimList=BFEXPE Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes CombatLightSize=60% CLDisableBlue=true CLDisableGreen=true Particle=BFESys [SAP] Verses=100%,80%,80%,25%,20%,20%,25%,20%,20%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes [SAT] Verses=100%,80%,80%,30%,25%,25%,30%,25%,25%,100%,100% InfDeath=1 EMEffect=yes AnimList=PIFFPIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PXSys [SSAT] Verses=55%,45%,40%,80%,80%,100%,50%,45%,45%,120%,50% InfDeath=3 AnimList=SENTRYEXP Bullets=yes ProneDamage=75%;70% Sparky=yes Particle=SmallGreySWHSys Conventional=no Rocker=yes Wood=yes Wall=yes [SAOP] Verses=55%,45%,40%,80%,80%,100%,50%,45%,45%,120%,50% ;Verses=100%,80%,80%,35%,25%,25%,35%,25%,25%,100%,100% InfDeath=10 AnimList=SAOEXP Bullets=yes ProneDamage=75%;70% Conventional=no Sparky=yes Wood=yes Wall=yes [MSA] ;Verses=20%,16%,16%,8%,6%,6%,8%,6%,6%,40%,20% Verses=100%,80%,80%,30%,20%,20%,30%,25%,25%,100%,100% InfDeath=1 AnimList=PIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys [MSAE] Verses=100%,80%,80%,30%,20%,20%,30%,25%,25%,100%,100% InfDeath=1 AnimList=PIFFE Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFESys CLDisableBlue=true CLDisableGreen=true CombatLightSize=50% [CRMSA] Verses=100%,80%,80%,30%,20%,20%,30%,25%,25%,100%,100% InfDeath=1 AnimList=PIFFPIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys [CRMSAE] Verses=100%,80%,80%,30%,20%,20%,30%,25%,25%,100%,100% InfDeath=1 AnimList=PIFFE Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFESys CLDisableBlue=true CLDisableGreen=true CombatLightSize=50% [SAS] ;Verses=25%,24%,20%,6%,4%,4%,0%,0%,0%,30%,20% Verses=125%,120%,100%,25%,20%,20%,0%,0%,0%,150%,100% InfDeath=1 AnimList=PIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys [SASE] Verses=125%,120%,100%,25%,20%,20%,0%,0%,0%,150%,100% InfDeath=1,2,3 AnimList=PIFFE Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFESys CLDisableBlue=true CLDisableGreen=true CombatLightSize=50% [SAFlame];gs copied SA so I could change the animation ;Verses=20%,16%,16%,8%,6%,6%,8%,6%,6%,20%,20% Verses=100%,80%,80%,30%,20%,20%,30%,25%,25%,100%,100% InfDeath=4 AnimList=INITFIRE,INITFIREB,INITFIREC Bullets=yes ProneDamage=75%;70% Sparky=yes EMEffect=yes [SAFlameE];gs copied SA so I could change the animation ;Verses=20%,16%,16%,8%,6%,6%,8%,6%,6%,20%,20% Verses=100%,80%,80%,30%,20%,20%,30%,25%,25%,100%,100% InfDeath=4 AnimList=INITFIREE Bullets=yes ProneDamage=75%;70% Sparky=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=50% [SANoBuilding] Verses=100%,80%,80%,50%,25%,25%,1%,1%,1%,80%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=75%;70% Sparky=yes [GGattWHM] Verses=100%,80%,80%,35%,25%,30%,20%,15%,15%,200%,80% InfDeath=1 AnimList=PIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys [GGattWHME] Verses=100%,80%,80%,35%,25%,30%,20%,15%,15%,200%,80% InfDeath=1 AnimList=BFEXP Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys CLDisableBlue=true CLDisableGreen=true CombatLightSize=60% [GGattWH] Verses=100%,80%,80%,35%,25%,30%,20%,15%,15%,200%,80% InfDeath=1 AnimList=PIFFPIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys [GGattWHE] Verses=100%,80%,80%,35%,25%,30%,20%,15%,15%,200%,80% InfDeath=1 AnimList=HAWKEXP Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys CLDisableBlue=true CLDisableGreen=true CombatLightSize=60% [GGattWHF] Verses=100%,80%,80%,35%,25%,30%,20%,15%,15%,200%,80% InfDeath=3 AnimList=XGRYSML2B Bullets=yes ProneDamage=75%;70% Sparky=yes Conventional=yes Particle=PIFFsSys [GGattWHFE] Verses=100%,80%,80%,35%,25%,30%,20%,15%,15%,200%,80% InfDeath=3 AnimList=XGRYSML2BE Bullets=yes ProneDamage=75%;70% Sparky=yes Conventional=yes Particle=PIFFsSys CLDisableBlue=true CLDisableGreen=true CombatLightSize=60% [GattWHM] Verses=100%,80%,80%,40%,25%,30%,20%,15%,15%,200%,80% InfDeath=1 AnimList=PIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys [GattWHME] Verses=100%,80%,80%,40%,25%,30%,20%,15%,15%,200%,80% InfDeath=1 AnimList=BFEXP Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys CLDisableBlue=true CLDisableGreen=true CombatLightSize=60% [GattWH] Verses=100%,80%,80%,40%,25%,30%,20%,15%,15%,200%,80% InfDeath=1 AnimList=PIFFPIFF Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys [GattWHE] Verses=100%,80%,80%,40%,25%,30%,20%,15%,15%,200%,80% InfDeath=1 AnimList=HAWKEXP Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFsSys CLDisableBlue=true CLDisableGreen=true CombatLightSize=60% [GattWHF] Verses=100%,80%,80%,40%,25%,30%,20%,15%,15%,200%,80% InfDeath=3 AnimList=XGRYSML2B Bullets=yes ProneDamage=75%;70% Sparky=yes Conventional=yes Particle=PIFFsSys [GattWHFE] Verses=100%,80%,80%,40%,25%,30%,20%,15%,15%,200%,80% InfDeath=3 AnimList=XGRYSML2BE Bullets=yes ProneDamage=75%;70% Sparky=yes Conventional=yes Particle=PIFFsSys CLDisableBlue=true CLDisableGreen=true CombatLightSize=60% [HARVWH] Verses=100%,80%,80%,30%,20%,20%,20%,15%,15%,500%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=75%;50% Conventional=yes Sparky=yes Particle=PIFFsSys [HARVWHE] Verses=100%,80%,80%,30%,20%,20%,20%,15%,15%,500%,100% InfDeath=1 AnimList=BFEXP Bullets=yes ProneDamage=75%;50% Conventional=yes Sparky=yes Particle=PXSys CLDisableBlue=true CLDisableGreen=true CombatLightSize=60% ;super AP shot [SSA] Verses=100%,100%,100%,55%,40%,40%,32%,26%,26%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=75%;80% Conventional=yes Sparky=yes Particle=PIFFsSys [SSAE] Verses=100%,100%,100%,55%,40%,40%,32%,26%,26%,100%,100% InfDeath=1 AnimList=BFEXP Bullets=yes ProneDamage=75%;80% Conventional=yes Sparky=yes Particle=PXSys CLDisableBlue=true CLDisableGreen=true CombatLightSize=60% [SSAJ] Verses=50%,50%,50%,30%,20%,20%,20%,15%,15%,50%,50% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=75%;80% Conventional=yes Sparky=yes [SSAC] Verses=100%,100%,100%,50%,40%,40%,25%,20%,20%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=75%;80% Conventional=yes Sparky=yes [SSAS] Verses=100%,100%,100%,60%,40%,40%,40%,30%,30%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=75%;80% Sparky=yes ;the building war-head [SSAB] ;Verses=20%,16%,16%,8%,6%,6%,8%,6%,6%,20%,20% Verses=100%,80%,80%,30%,20%,20%,30%,25%,25%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=75%;50% Conventional=yes Sparky=yes [SSABE] Verses=100%,80%,80%,30%,20%,20%,30%,25%,25%,100%,100% InfDeath=1 AnimList=PIFFE ;Bright=yes Bullets=yes ProneDamage=75%;50% Conventional=yes Sparky=yes Particle=PIFFESys CLDisableBlue=true CLDisableGreen=true CombatLightSize=50% [SSABFlame];gs again, copied from SSAB to change the animation ;Verses=20%,16%,16%,8%,6%,6%,8%,6%,6%,20%,20% Verses=100%,80%,80%,30%,20%,20%,30%,25%,25%,100%,100% InfDeath=4 AnimList=INITFIRE,INITFIREB,INITFIREC ;Bright=yes Bullets=yes ProneDamage=75%;50% Sparky=yes EMEffect=yes [SSABFlameE];gs again, copied from SSAB to change the animation Verses=100%,80%,80%,30%,20%,20%,30%,25%,25%,100%,100% InfDeath=4 AnimList=INITFIREE ;Bright=yes Bullets=yes ProneDamage=75%;50% Sparky=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=50% ; high explosive (shrapnel) [HE] Wall=yes Wood=yes Verses=100%,100%,100%,70%,60%,70%,75%,40%,20%,150%,80% Conventional=yes Rocker=no InfDeath=2 AnimList=TUSKEXP ;XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Tiberium=yes Sparky=yes Bullets=yes ProneDamage=75%;70% ; Presumes air burst [HEE] Wall=yes Wood=yes Verses=100%,100%,100%,70%,60%,70%,75%,40%,20%,150%,80% Conventional=yes Rocker=no InfDeath=2 AnimList=TUSKEXPE Tiberium=yes Sparky=yes Bullets=yes ProneDamage=75%;70% ; Presumes air burst CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% [HEC] Wall=yes Wood=yes Verses=100%,100%,80%,50%,35%,40%,25%,20%,20%,100%,100% Conventional=yes Rocker=no InfDeath=2 AnimList=TUSKEXPB Tiberium=yes Sparky=yes Bullets=yes ProneDamage=75%;70% ; Presumes air burst [HECE] Wall=yes Wood=yes Verses=100%,100%,80%,50%,35%,40%,25%,20%,20%,100%,100% Conventional=yes Rocker=no InfDeath=2 AnimList=TUSKEXPBE Tiberium=yes Sparky=yes Bullets=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% ProneDamage=75%;70% ; Presumes air burst [APOCHE] Wall=yes Wood=yes Verses=100%,100%,100%,70%,70%,35%,75%,40%,20%,150%,100% Conventional=yes Rocker=no InfDeath=2 AnimList=HTRKNPUFF Tiberium=yes Sparky=yes Bullets=yes ProneDamage=75%;70% ; Presumes air burst [SQDHE] CellSpread=0 PercentAtMax=0 Wall=yes Wood=yes Verses=100%,80%,60%,50%,70%,40%,75%,40%,25%,50%,100% Conventional=no InfDeath=2 AnimList=H2O_EXP2 Tiberium=yes Sparky=yes ProneDamage=75%;70% ; Presumes air burst Sonic=yes [SQDHEE] CellSpread=0 PercentAtMax=0 Wall=yes Wood=yes Verses=100%,80%,60%,50%,70%,40%,75%,40%,25%,50%,100% Conventional=no InfDeath=2 AnimList=H2O_EXP1 Tiberium=yes Sparky=yes ProneDamage=75%;70% ; Presumes air burst Sonic=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% [YSQDHE] CellSpread=.5 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,80%,60%,50%,70%,35%,75%,40%,20%,200%,100% Conventional=no Rocker=no InfDeath=2 AnimList= Tiberium=yes Sparky=yes ProneDamage=75%;70% ; Presumes air burst Sonic=yes [YSQDHEE] CellSpread=.5 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,80%,60%,50%,70%,35%,75%,40%,20%,200%,100% Conventional=no Rocker=no InfDeath=2 AnimList= Tiberium=yes Sparky=yes ProneDamage=75%;70% ; Presumes air burst Sonic=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% [PHALHE] CellSpread=.9 PercentAtMax=.5 Wall=yes Wood=yes Verses=50%,40%,40%,100%,80%,80%,45%,45%,40%,100%,100% Conventional=no Rocker=no InfDeath=2 AnimList=SENTRYEXP Tiberium=yes Sparky=yes ProneDamage=75%;70% ; Presumes air burst Bullets=yes [MEPHE] CellSpread=.9 PercentAtMax=.5 Wall=yes Wood=yes Verses=60%,50%,45%,100%,60%,75%,15%,45%,12%,10%,10% Conventional=no Rocker=yes InfDeath=8 AnimList=BSUBRINGPE Tiberium=yes Sparky=yes ProneDamage=75%;70% ; Presumes air burst Conventional=no MinDebris=1 MaxDebris=1 Particle=BSUBGreySWHSys [MEPNHE] Wall=yes Wood=yes Verses=3%,3%,3%,3%,3%,3%,3%,3%,3%,3%,3% Conventional=no Rocker=yes AnimList=XGRYMED1 Tiberium=no Sparky=yes ProneDamage=75%;70% ; Presumes air burst Conventional=no [MEPNONE] Verses=3%,3%,3%,3%,3%,3%,3%,3%,3%,3%,3% AnimList= CLDisableBlue=yes CLDisableGreen=yes CombatLightSize=60% [FVHE] Wall=yes Wood=yes Verses=60%,50%,50%,80%,60%,60%,40%,40%,40%,100%,135% Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYSML2 Tiberium=yes Sparky=yes ProneDamage=75%;70% ; Presumes air burst Bullets=yes Wall=yes Tree=yes Particle=GGIWHSys [FVHEE] Wall=yes Wood=yes Verses=60%,50%,50%,80%,60%,60%,40%,40%,40%,100%,135% Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYSML2E Tiberium=yes Sparky=yes ProneDamage=75%;70% ; Presumes air burst Bullets=yes Wall=yes Tree=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% Particle=GGIWHSys [OPHE] Wall=yes Wood=yes Verses=80%,60%,50%,80%,80%,60%,50%,40%,40%,100%,125% Conventional=yes Rocker=yes InfDeath=2 AnimList=XGRYSML1,XGRYSML2,XGRYMED1,XGRYMED2,EXPLOMED Tiberium=yes Sparky=yes ProneDamage=75%;70% ; Presumes air burst Bullets=yes MinDebris=1 MaxDebris=1 ; high explosive (shrapnel) -- V3 Rocket warhead [V3WH] CellSpread=1.5 PercentAtMax=.25 Wall=yes Wood=yes Verses=150%,100%,100%,100%,75%,150%,35%,90%,35%,80%,0% ;Conventional=yes Rocker=yes InfDeath=2 ;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 AnimList=MININUKE Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=yes Bright=yes CombatLightSize=50% ProneDamage=75%;70% ; Presumes air burst Particle=HEGreySWHSys ; high explosive (shrapnel) -- V3 Rocket warhead when elite [V3EWH] CellSpread=1.5 PercentAtMax=.25 Wall=yes Wood=yes Verses=150%,100%,100%,100%,75%,150%,35%,90%,35%,80%,0% ;Conventional=yes Rocker=yes InfDeath=2 ;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 AnimList=MININUKEE Tiberium=yes Sparky=yes Bright=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=100% ProneDamage=75%;70% ; Presumes air burst Particle=HEGreySWHSys ; high explosive (shrapnel) -- DredMissile warhead [DMISLWH] CellSpread=1.5 PercentAtMax=.25 Wall=yes Wood=yes Verses=150%,100%,100%,100%,75%,150%,35%,75%,35%,80%,0% ;Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYMEDD Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=yes Bright=yes CombatLightSize=50% ProneDamage=75%;70% ; Presumes air burst Particle=HEGreySWHSys ; high explosive (shrapnel) -- DredMissile warhead when elite [DMISLEWH] CellSpread=1.5 PercentAtMax=.25 Wall=yes Wood=yes Verses=150%,100%,100%,100%,75%,150%,35%,75%,35%,80%,0% ;Conventional=yes Rocker=no InfDeath=2 AnimList=EXPLOLRGD Tiberium=yes Sparky=yes Bright=yes CombatLightSize=100% ProneDamage=75%;70% ; Presumes air burst Particle=HEGreySWHSys ; high explosive (shrapnel) -- DredMissile warhead [CMISLWH] CellSpread=1.5 PercentAtMax=.25 Wall=yes Wood=yes Verses=150%,100%,100%,100%,75%,150%,35%,90%,35%,80%,0% ;Conventional=yes Rocker=no InfDeath=8 ;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 AnimList=BSUBRINGP;EXPLOMED Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=yes Bright=yes CombatLightSize=50% ProneDamage=75%;70% ; Presumes air burst Particle=BSUBGreySWHSys CLDisableBlue=yes CLDisableRed=yes ; high explosive (shrapnel) -- DredMissile warhead when elite [CMISLEWH] CellSpread=1.5 PercentAtMax=.25 Wall=yes Wood=yes Verses=150%,100%,100%,100%,75%,150%,35%,90%,35%,80%,0% ;Conventional=yes Rocker=no InfDeath=8 AnimList=BSUBRINGPE;TWLT070 Tiberium=yes Sparky=yes Bright=yes CombatLightSize=100% ProneDamage=75%;70% ; Presumes air burst Particle=BSUBGreySWHSys CLDisableBlue=yes CLDisableRed=yes ; high explosive (shrapnel) [BlimpHE] CellSpread=2 PercentAtMax=.25 Wall=yes Wood=yes Verses=150%,125%,125%,100%,125%,125%,25%,35%,20%,100%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Tiberium=yes Sparky=yes Bright=yes ProneDamage=75%;70% [BlimpHEEffect] CellSpread=2 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,100%,100%,70%,35%,35%,85%,75%,50%,100%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=EXPLOMED Tiberium=yes Sparky=yes Bright=yes ProneDamage=75%;70% ; high explosive elite (shrapnel) [KTSTLEXP] CellSpread=2 PercentAtMax=.25 Wall=yes Wood=yes Verses=150%,125%,125%,100%,60%,125%,30%,90%,25%,100%,100% ;Conventional=yes Rocker=yes InfDeath=2 AnimList=KTSTLEXP Tiberium=yes Sparky=yes Bright=yes ProneDamage=75%;70% CLDisableRed=yes CLDisableGreen=yes CombatLightSize=80% [KTSTLEXPE] CellSpread=2 PercentAtMax=.25 Wall=yes Wood=yes Verses=150%,125%,125%,100%,60%,125%,30%,90%,25%,100%,100% ;Conventional=yes Rocker=yes InfDeath=2 AnimList=KTSTLEXPE Tiberium=yes Sparky=yes Bright=yes ProneDamage=75%;70% CLDisableBlue=yes CLDisableGreen=yes CombatLightSize=100% [KTSTLDIE] CellSpread=2 PercentAtMax=.25 Wall=yes Wood=yes Verses=150%,125%,125%,100%,60%,125%,30%,90%,25%,100%,100% ;Conventional=yes Rocker=yes InfDeath=2 AnimList=TWLT100D Tiberium=yes Sparky=yes Bright=yes ProneDamage=75%;70% CLDisableBlue=yes ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 MinDebris=1 MaxDebris=3 Particle=HEGreySWHSys CombatLightSize=100% ; high explosive (shrapnel) [MaverickHE] ;Spread=85 CellSpread=1 PercentAtMax=.5 Wall=yes Wood=yes Verses=25%,25%,25%,100%,50%,50%,100%,75%,50%,25%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN58,S_CLSN58 ;anime list from orca missile ;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Tiberium=yes Sparky=yes Bright=yes ProneDamage=75%;70% ;WideDamage=yes ;WideRange=1 ; Artillery shell [ARTYHE] ;Spread=6 ;CellSpread=1 ;PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,80%,80%,75%,80%,110%,60%,70%,60%,200%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=S_TUMU42 Tiberium=yes Bright=yes ProneDamage=75%;50% Sparky=yes Particle=MedGreySWHSys [ARTYHEE] ;Spread=6 ;CellSpread=1 ;PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,80%,80%,75%,80%,110%,60%,70%,60%,200%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=S_TUMU42E Tiberium=yes Bright=yes ProneDamage=75%;50% Sparky=yes Particle=MedGreySWHSys CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true [SCHOPWH] CellSpread=1 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,80%,80%,100%,60%,80%,30%,30%,30%,100%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=REDNEXP;VTEXPLOD Tiberium=yes ProneDamage=75%;50% MinDebris=1 MaxDebris=2 Sparky=yes Particle=SmallHEGreySWHSys [SCHOPWHE] CellSpread=1 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,80%,80%,100%,60%,80%,30%,30%,30%,100%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=REDNEXPE Tiberium=yes ProneDamage=75%;50% MinDebris=1 MaxDebris=2 Sparky=yes Particle=SmallHEGreySWHSys CombatLightSize=90% CLDisableBlue=true CLDisableGreen=true ; Ion storm strike ;lightning strike [IonWH] Wall=yes Wood=yes CellSpread=2.0 PercentAtMax=.5 Verses=50%,50%,50%,50%,65%,65%,25%,80%,7%,100%,100% Conventional=no Rocker=yes InfDeath=5 AnimList=EXPLOSML Bright=yes CombatLightSize=40% ; SJM: Force size of combat light, overriding damage-based value Sparky=yes Particle=TeslaHEGreySWHSys [BallLightningWH] Wall=yes Wood=yes CellSpread=2.0 PercentAtMax=.5 Verses=100%,100%,90%,80%,60%,80%,8%,18%,3.5%,100%,100% InfDeath=5 Sparky=yes [V3Special] CellSpread=0 PercentAtMax=0 Wall=yes Wood=yes Verses=2%,2%,2%,2%,2%,2%,2%,2%,2%,2%,2% Conventional=no AnimList=S_CLSN22 Bullets=yes Sparky=yes ; armor piercing (discarding sabot, narrow effect) [AP] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes Verses=25%,25%,15%,75%,100%,100%,65%,45%,60%,60%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22 ProneDamage=75%;50% Bullets=yes Sparky=yes [MBTAP] Wall=yes Wood=yes ;Verses=40%,35%,25%,80%,80%,100%,50%,50%,50%,30%,100% Verses=0%,0%,0%,40%,40%,50%,25%,25%,25%,15%,0% Conventional=yes InfDeath=3 AnimList=S_BRNL20 ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=SmallGreySWHSys CombatLightSize=50% Rocker=yes [MBTAPE] Wall=yes Wood=yes Verses=0%,0%,0%,40%,40%,50%,25%,25%,25%,15%,0% Conventional=yes InfDeath=3 AnimList=S_BRNL20E ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=SmallGreySWHSys CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true Rocker=yes [MBTGAS] Verses=20%,17%,14%,0%,0%,0%,0%,0%,0%,0%,50% AnimList=TWLT070AV ;PIFF ProneDamage=75%;100% Bullets=yes InfDeath=8 CLDisableRed=yes CLDisableBlue=yes CombatLightSize=40% [MBTGASE] Verses=20%,17%,14%,0%,0%,0%,0%,0%,0%,0%,50% AnimList=TWLT070AVE ProneDamage=75%;100% Bullets=yes InfDeath=8 CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=75% [GRIZAPI] Wall=yes Wood=yes Verses=20%,17%,13%,0%,0%,0%,0%,0%,0%,0%,50% Conventional=yes InfDeath=3 AnimList=S_CLSN22 ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=MedGreySWHSys CombatLightSize=50% ; armor piercing (discarding sabot, narrow effect) [GRIZAPE] Wall=yes Wood=yes Verses=20%,17%,13%,40%,40%,50%,25%,25%,25%,15%,50% Conventional=yes InfDeath=3 AnimList=S_CLSN22 ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=MedGreySWHSys CombatLightSize=50% Rocker=yes [GRIZAPEE] Wall=yes Wood=yes Verses=20%,17%,13%,40%,40%,50%,25%,25%,25%,15%,50% Conventional=yes InfDeath=3 AnimList=S_CLSN30 ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=MedGreySWHSys CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true Rocker=yes [RHINAPI] Wall=yes Wood=yes Verses=20%,17%,13%,0%,0%,0%,0%,0%,0%,0%,50% Conventional=yes InfDeath=3 AnimList=S_BRNL30 ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=MedGreySWHSys CombatLightSize=50% ; Elite Rhino armor piercing (discarding sabot, narrow effect) [RHINAPE] Wall=yes Wood=yes Verses=20%,17%,13%,40%,40%,50%,25%,25%,25%,15%,50% Conventional=yes InfDeath=3 AnimList=S_BRNL30 ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=MedGreySWHSys CombatLightSize=50% Rocker=yes [RHINAPEE] Wall=yes Wood=yes Verses=20%,17%,13%,40%,40%,50%,25%,25%,25%,15%,50% Conventional=yes InfDeath=3 AnimList=S_BRNL40E ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=MedGreySWHSys CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true Rocker=yes [FORTAP] Wall=yes Wood=yes Verses=0%,0%,0%,40%,40%,50%,25%,25%,25%,0%,0% Conventional=yes InfDeath=3 AnimList=S_CLSN30 ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=MedGreySWHSys CombatLightSize=50% Rocker=yes [ApocAP] Wall=yes Wood=yes Verses=30%,25%,15%,38%,50%,50%,40%,40%,30%,20%,50% Conventional=yes InfDeath=3 AnimList=APOCEXP ProneDamage=75%;50% CombatLightSize=50% Sparky=yes Particle=SAMWHSys Rocker=yes [ApocAPE] Wall=yes Wood=yes Verses=30%,25%,15%,38%,50%,50%,40%,40%,30%,20%,50% Conventional=yes InfDeath=3 AnimList=APOCEXPE ProneDamage=75%;50% CombatLightSize=85% CLDisableBlue=true CLDisableGreen=true Sparky=yes Particle=SAMWHSys Rocker=yes ; Torp Weapon [APSplash]; for units whose missiles are having trouble hitting CellSpread=.5 PercentAtMax=.8 Wall=yes Wood=yes Verses=50%,50%,40%,75%,100%,100%,65%,65%,60%,150%,100% Conventional=yes InfDeath=3 AnimList=TORPEDOEXP ProneDamage=75%;50% Sparky=yes [APSplashE]; for units whose missiles are having trouble hitting CellSpread=.5 PercentAtMax=.8 Wall=yes Wood=yes Verses=50%,50%,40%,75%,100%,100%,65%,65%,60%,150%,100% Conventional=yes InfDeath=3 AnimList=TORPEDOEXPE ProneDamage=75%;50% Sparky=yes CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true [ASWSplashWH] CellSpread=.5 PercentAtMax=.8 Wall=yes Wood=yes Verses=25%,25%,25%,75%,100%,100%,65%,65%,60%,25%,100% Conventional=no InfDeath=3 AnimList=XGRYMED2W ProneDamage=75%;50% Sparky=yes [ASWSplashWHE] CellSpread=.5 PercentAtMax=.8 Wall=yes Wood=yes Verses=25%,25%,25%,75%,100%,100%,65%,65%,60%,25%,100% Conventional=no InfDeath=3 AnimList=XGRYMED2WE ProneDamage=75%;50% Sparky=yes CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true [ASWStrikeWH] CellSpread=.5 PercentAtMax=.8 Wall=yes Wood=yes Verses=0%,0%,0%,75%,0%,0%,0%,0%,0%,0%,0% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN58,S_CLSN58 ProneDamage=75%;50% Sparky=yes ; Torp Weapon 2 [APSplash2]; for units whose missiles are having trouble hitting CellSpread=.5 PercentAtMax=.8 Wall=yes Wood=yes Verses=100%,100%,100%,75%,100%,100%,65%,65%,60%,150%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN58,S_CLSN58 ProneDamage=75%;50% Sparky=yes ; armor piercing (discarding sabot, narrow effect) [UltraAP] ;CellSpread=0 ;PercentAtMax=1 Wall=yes Wood=yes ;Verses=15%,12%,12%,100%,60%,150%,12%,10%,10%,40%,100% ; can only be used on armor Verses=8%,6%,6%,50%,30%,75%,6%,5%,5%,20%,50% Conventional=yes InfDeath=1 AnimList=T_CLSN30 Rocker=yes ProneDamage=75%;50% MinDebris=0 MaxDebris=2 PenetratesBunker=yes Sparky=yes Particle=MLGreySWHSys CombatLightSize=80% [UltraAPS] Wall=yes Wood=yes Verses=15%,12%,12%,0%,0%,0%,12%,10%,10%,0%,0% ; Conventional=yes InfDeath=1 AnimList=S_CLSN30 Rocker=yes ProneDamage=75%;50% Sparky=yes Particle=MLGreySWHSys ; armor piercing Elite(discarding sabot, narrow effect) [UltraAPE] Wall=yes Wood=yes Verses=8%,6%,6%,50%,30%,75%,6%,5%,5%,20%,50% Conventional=yes InfDeath=1 AnimList=T_CLSN30E Rocker=yes ProneDamage=75%;50% MinDebris=0 MaxDebris=2 PenetratesBunker=yes Sparky=yes Particle=MLGreySWHSys CombatLightSize=80% CLDisableBlue=true CLDisableGreen=true ; Guardian GI warhead [GUARDWH] Wall=yes Wood=yes Verses=40%,30%,30%,100%,70%,80%,45%,40%,40%,100%,100% Conventional=yes InfDeath=2 AnimList=GUARDEXP ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=GGIWHSys [GUARDWHE] Wall=yes Wood=yes Verses=40%,30%,30%,100%,70%,80%,45%,40%,40%,100%,100% Conventional=yes InfDeath=2 AnimList=GUARDEXPE ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=GGIWHSys CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true [FTGUYWH] Wall=yes Wood=yes Verses=20%,15%,15%,50%,35%,40%,20%,20%,20%,50%,50% Conventional=yes InfDeath=2 AnimList=EXPLOS16 ProneDamage=75%;50% Bullets=yes Sparky=yes Wall=yes Tree=yes [FTGUYWHE] Wall=yes Wood=yes Verses=20%,15%,15%,50%,35%,40%,20%,20%,20%,50%,50% Conventional=yes InfDeath=2 AnimList=EXPLOS16E ProneDamage=75%;50% Bullets=yes Sparky=yes Wall=yes Tree=yes CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true ;Howitzer [HowitzerWH] CellSpread=1.8 PercentAtMax=.5 Wall=yes Wood=yes Verses=45%,40%,35%,30%,22%,27%,6%,17%,6%,40%,50% Conventional=yes InfDeath=10 AnimList=HOWIEXP ProneDamage=75%;50% Sparky=yes Rocker=yes MinDebris=1 MaxDebris=1 [TRexWH] CellSpread=.5 PercentAtMax=.5 Wall=yes Wood=yes Verses=0%,0%,0%,60%,40%,40%,50%,40%,25%,80%,100% Conventional=yes InfDeath=10 ;AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN58,S_CLSN58 ProneDamage=75%;50% Rocker=yes MinDebris=1 MaxDebris=3 Sparky=yes [TRexInfWH] CellSpread=.5 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,90%,80%,0%,0%,0%,0%,0%,0%,0%,0% Conventional=yes InfDeath=10 ProneDamage=75%;50% Sparky=yes ;Chrono commando's fake C4 [FakeC4WH] CellSpread=0 AnimList=S_CLSN58 Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,100% Sparky=yes [FakeC4WHE] CellSpread=0 AnimList=S_CLSN58E Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,100% Sparky=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=90% [HollowPointNoBuilding] Verses=100%,80%,80%,20%,15%,15%,0%,0%,0%,75%,100% ; see note in comments above about 1% InfDeath=1 AnimList=PIFFPIFF ProneDamage=75%;100% Bullets=yes Sparky=yes [HollowPointNoBuildingE] Verses=100%,80%,80%,20%,15%,15%,0%,0%,0%,75%,100% ; see note in comments above about 1% InfDeath=1 AnimList=PIFFE Bullets=yes ProneDamage=75%;70% Conventional=yes Sparky=yes Particle=PIFFESys CLDisableBlue=true CLDisableGreen=true CombatLightSize=50% ; RPG Warhead [RPG] Wall=yes ;CellSpread=.3 ;PercentAtMax=.5 Wood=yes Rocker=yes Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% ;Verses=30%,75%,90%,100%,70% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN58,S_CLSN58 ProneDamage=75%;100% Sparky=yes ; Poison Gas Cloud [Gas] ;Spread=512 CellSpread=1.5 PercentAtMax=1 Verses=200%,175%,175%,100%,100%,100%,100%,100%,100%,100%,100% ;Verses=200%,150%,100%,20%,0% InfDeath=1 Particle=GasCloudSys ProneDamage=75%;300% ; Gas concentrates at gound level Sparky=yes ; Virus Gas Cloud [VirusGas] ;Spread=512 CellSpread=1.5 PercentAtMax=1.5 Verses=200%,175%,175%,80%,60%,60%,0%,0%,0%,100%,0% InfDeath=8 Poison=yes Particle=GasCloudSys ProneDamage=75%;300% ; Gas concentrates at gound level Sparky=yes ; Psych Gas Generator [PsychGasCreate] CellSpread=4.25 PercentAtMax=1 Verses=100%,100%,100%,100%,0%,100%,0%,0%,0%,100%,100% InfDeath=1 AnimList=CDGAS Psychedelic=yes Sparky=yes [Barking] CellSpread=3.5 PercentAtMax=1 Verses=100%,100%,0%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=1 AnimList= Psychedelic=yes Sparky=yes CLDisableBlue=yes CLDisableGreen=yes [CRBarking] CellSpread=.75 PercentAtMax=1 Verses=100%,100%,0%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=1 AnimList=BARKRING Psychedelic=yes Sparky=yes CLDisableBlue=yes CLDisableGreen=yes [DroneGasWH] Verses=0%,0%,0%,100%,0%,100%,0%,0%,0%,0%,0% InfDeath=1 AnimList=EMP_FX01 Psychedelic=yes Conventional=no Sparky=yes [PsychGasWH] CellSpread=.75 PercentAtMax=1 Verses=50%,50%,50%,100%,0%,100%,0%,0%,0%,100%,100% InfDeath=1 AnimList=S_CLSN42 ;SMOKEY Psychedelic=yes Conventional=no Sparky=yes [HeadGasWH] CellSpread=4.5 PercentAtMax=1 Verses=0%,0%,0%,100%,0%,100%,0%,0%,0%,0%,0% InfDeath=1 AnimList=CDGAS Psychedelic=yes Conventional=no Sparky=yes ;Old Psych Gas Generator [OldPsychGasCreate] CellSpread=1 PercentAtMax=1 Verses=1%,1%,1%,1%,1%,1%,1%,1%,1%,1%,1% InfDeath=1 Particle=PsychCloudSys Sparky=yes ; Psych Gas Cloud [PsychGas] ;Spread=512 CellSpread=1 PercentAtMax=1 Verses=100%,100%,100%,50%,0%,50%,25%,25%,25%,100%,100% ;Verses=200%,150%,100%,20%,0% InfDeath=1 Particle=GasCloudSys ProneDamage=75%;300% ; Gas concentrates at gound level Psychedelic=yes Sparky=yes ; napalm and fire in general [Fire] CellSpread=.5 PercentAtMax=.5 Wood=yes Verses=600%,500%,200%,60%,30%,5%,150%,100%,2%,200%,100% ;Verses=600%,148%,59%,6%,2% InfDeath=4 Sparky=tes ProneDamage=75%;600% ; napalm and fire in general, that doesn't set other things on fire (weird, but necessary) [Fire2] CellSpread=.5 PercentAtMax=.5 Wood=yes Verses=600%,500%,200%,60%,30%,5%,150%,100%,2%,200%,100% ;Verses=600%,148%,59%,6%,2% InfDeath=4 Sparky=yes ProneDamage=75%;600% ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint] Verses=50%,40%,35%,0%,0%,0%,1%,1%,1%,20%,20% ; see note in comments above about 1% InfDeath=1 AnimList=PIFF ProneDamage=75%;100% Bullets=yes [HollowPointE] Verses=50%,40%,35%,0%,0%,0%,1%,1%,1%,20%,20% ; see note in comments above about 1% InfDeath=1 AnimList=BFEXP ProneDamage=75%;100% Bullets=yes CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=75% ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint2] Verses=35%,30%,8%,0%,0%,0%,1%,0%,0%,25%,5% InfDeath=1 AnimList=TANYAEXP ProneDamage=75%;100% Bullets=yes Particle=PIFFsSys [HollowPoint2E] Verses=35%,30%,8%,0%,0%,0%,1%,0%,0%,25%,5% InfDeath=1 AnimList=TANYAEXPE ProneDamage=75%;100% Bullets=yes Particle=PIFFsSys CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=50% [HollowPoint2P] Verses=35%,30%,8%,0%,0%,0%,0%,0%,0%,25%,5% InfDeath=1 AnimList=TANYAEXP ProneDamage=75%;100% Bullets=yes Particle=PIFFsSys [HollowPoint2PE] Verses=35%,30%,8%,0%,0%,0%,0%,0%,0%,25%,5% InfDeath=1 AnimList=TANYAEXPE ProneDamage=75%;100% Bullets=yes Particle=PIFFsSys CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=50% [HollowPoint2B] Verses=800%,700%,320%,20%,10%,10%,10%,10%,10%,250%,500% InfDeath=1 AnimList=TANYAEXP ProneDamage=75%;100% Bullets=yes [HollowPoint2BE] Verses=800%,700%,320%,20%,10%,10%,10%,10%,10%,250%,500% InfDeath=1 AnimList=TANYAEXPE ProneDamage=75%;100% Bullets=yes Particle=PIFFsSys CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=50% [HollowPoint3] Verses=100%,100%,100%,2%,2%,2%,2%,2%,2%,100%,100% InfDeath=1 AnimList=PIFF ProneDamage=75%;100% Bullets=yes Sparky=yes ;GEF What HollowPoint2 Used to be ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint4] Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,100%,100% InfDeath=1 AnimList=PIFF ProneDamage=75%;100% Bullets=yes Sparky=yes ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [Virus] Verses=100%,80%,75%,30%,20%,20%,0%,0%,0%,50%,100% ; see note in comments above about 1% AnimList=TWLT070V ;PIFF ProneDamage=75%;100% Bullets=yes InfDeath=8 CLDisableRed=yes CLDisableBlue=yes CombatLightSize=40% [VirusE] Verses=100%,80%,75%,30%,20%,20%,0%,0%,0%,50%,100% ; see note in comments above about 1% AnimList=TWLT070VE ProneDamage=75%;100% Bullets=yes InfDeath=8 CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=75% [VirusAA] Verses=120%,120%,120%,70%,60%,50%,0%,0%,0%,50%,120% ; see note in comments above about 1% AnimList=TWLT070V ProneDamage=75%;100% Bullets=yes InfDeath=8 CLDisableRed=yes CLDisableBlue=yes CombatLightSize=40% [VirusAAE] Verses=120%,120%,120%,70%,60%,50%,0%,0%,0%,50%,120% ; see note in comments above about 1% AnimList=TWLT070VE ProneDamage=75%;100% Bullets=yes InfDeath=8 CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=75% ; special case damage effect (DO NOT USE for regular weapons) [Super] ; this is used when something in the code needs to do "absolute damage" Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Tiberium=yes ProneDamage=75%;100% Sparky=yes InfDeath=2 PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 ; special case damage effect (DO NOT USE for regular weapons) ;Modified from Super, this is what happens when you drop someone on something. Absolute damage over a small area [Crush] ; this is used when something in the code needs to do "absolute damage" Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Tiberium=yes ProneDamage=75%;100% Sparky=yes InfDeath=2 PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 CellSpread=.5 PercentAtMax=1 ; special case to only affect mechanical units [Mechanical] Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,100% InfDeath=0 CombatLightSize=60% [MechanicalSap] Verses=0%,0%,0%,100%,100%,100%,500%,500%,500%,0%,100% InfDeath=0 AnimList=TWLT070 Sparky=yes [MechanicalSapE] Verses=0%,0%,0%,100%,100%,100%,500%,500%,500%,0%,100% InfDeath=0 AnimList=TWLT070E Sparky=yes CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=90% [MechanicalSapJ] Verses=0%,0%,0%,100%,100%,100%,90%,125%,110%,0%,100% InfDeath=0 AnimList=TWLT070 Sparky=yes [MechanicalSapJE] Verses=0%,0%,0%,100%,100%,100%,90%,125%,110%,0%,100% InfDeath=0 AnimList=TWLT070E Sparky=yes CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=90% ; special case to only affect infantry (do not use for regular weapons) [Organic] Verses=-100%,-100%,-100%,0%,0%,0%,0%,0%,0%,0%,-100% InfDeath=0 [Controller];Mind control warhead. Will skip normal damage like EMP did Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% MindControl=yes AnimList=YURICNTL [ControllerE] Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% MindControl=yes AnimList=YURICNTL CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=75% [ControllerTank];Mind control warhead. Will skip normal damage like EMP did CellSpread=2 PercentAtMax=1 Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% MindControl=yes AnimList=YURICNTL [ControllerP] Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,100% MindControl=yes AnimList=YURICNTL [ControllerPE] Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,100% MindControl=yes AnimList=YURICNTL CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=75% [ControllerBuilding];Mind control warhead. Will skip normal damage like EMP did Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% MindControl=yes AnimList=MCHEAD [ControllerBuildingE] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% MindControl=yes AnimList=MCHEADE CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=90% [ControllerBuildingP];Mind control warhead. Will skip normal damage like EMP did Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0% MindControl=yes AnimList=MCHEAD [Parasite]; Terror Drone Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0% Parasite=yes InfDeath=1 Rocker=yes Bright=yes CLDisableBlue=yes CombatLightSize=60% [Parabite]; Terror Drone Verses=500%,500%,100%,20%,0%,30%,0%,0%,0%,20%,0% InfDeath=2 CombatLightSize=35% AnimList=UCBLOOD [ParabiteE]; Terror Drone Verses=500%,500%,100%,20%,0%,30%,0%,0%,0%,20%,0% InfDeath=2 CombatLightSize=35% AnimList=UCBLOOD CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=60% [ParasiteDog];Woof woof Verses=120%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=1 AnimList=sredsmk1 ProneDamage=125% [ParasiteDogE];Woof woof Verses=120%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=1 AnimList=sredsmk1 ProneDamage=125% CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=60% [ParasitePlus]; SquidGrab Verses=100%,100%,100%,120%,120%,120%,0%,0%,0%,200%,100% Parasite=yes Culling=yes ; kills instead of damages if victim in Red Paralyzes=2 ; SJM: Last a long time. Will be reset in code to last as long as Squid grapples. InfDeath=1 Rocker=yes AnimList= [ParasitePlusE]; SquidGrabE Verses=150%,150%,150%,160%,160%,160%,0%,0%,0%,300%,150% Parasite=yes Culling=yes ; kills instead of damages if victim in Red Paralyzes=2 ; SJM: Last a long time. Will be reset in code to last as long as Squid grapples. InfDeath=1 Rocker=yes AnimList= [V3HE] ; SJM: This is not used on V3ROCKET. CellSpread=1.5 PercentAtMax=.5 Wall=yes Wood=yes Verses=125%,100%,100%,15%,10%,10%,65%,50%,30%,100%,0% ;Verses=100%,85%,30%,5%,30% Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Tiberium=yes Sparky=yes [PsiPulse] CellSpread=5 ; gs moved a designer fix from the weapon because it was put in the old WideAreaDamage way instead of the new damage way. This number used to be 3 PercentAtMax=.5 Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=2 PsychicDamage=no ;gs psychic, but not mind control AffectsAllies=no CLDisableGreen=yes CombatLightSize=125% [PsiPulseE] CellSpread=5 ; gs moved a designer fix from the weapon because it was put in the old WideAreaDamage way instead of the new damage way. This number used to be 3 PercentAtMax=.5 Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=2 PsychicDamage=no AffectsAllies=no CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=185% [PsiPulseS] CellSpread=5 PercentAtMax=.5 Verses=100%,100%,50%,60%,60%,60%,0%,0%,0%,50%,50% InfDeath=1 AffectsAllies=no; Defaults to yes. CLDisableGreen=yes CLDisableRed=yes CombatLightSize=125% Rocker=yes Sparky=yes [PsiPulseSE] CellSpread=5 PercentAtMax=.5 Verses=100%,100%,50%,60%,60%,60%,0%,0%,0%,50%,50% InfDeath=1 AffectsAllies=no CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=185% Rocker=yes Sparky=yes [SuperPsiPulse] CellSpread=5 PercentAtMax=1 Verses=100%,100%,50%,60%,60%,60%,4%,18%,3%,50%,50% InfDeath=6 AffectsAllies=no; Defaults to yes. CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=125% Rocker=yes Sparky=yes [SuperPsiPulseE] CellSpread=5 PercentAtMax=1 Verses=100%,100%,50%,60%,60%,60%,4%,18%,3%,50%,50% InfDeath=6 AffectsAllies=no; Defaults to yes. CLDisableGreen=yes CombatLightSize=185% Rocker=yes Sparky=yes [IvanBomb] ; Placing Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% IvanBomb=yes [IvanBombC] Verses=100%,100%,80%,50%,50%,50%,0%,0%,0%,50%,50% InfDeath=3 CellSpread=1.5 PercentAtMax=.25 AnimList=CRIVEXP Sparky=yes [IvanBombCE] Verses=100%,100%,80%,50%,50%,50%,0%,0%,0%,50%,50% InfDeath=3 CellSpread=1.5 PercentAtMax=.25 AnimList=CRIVEXPE Sparky=yes CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=90% [IvanBombS] ; Placing Verses=0%,0%,0%,0%,0%,0%,100%,250%,75%,0%,0% IvanBomb=yes [IvanBombSelf] ; Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=IVANTIMER Particle=IVANCloudSys CLDisableBlue=yes CLDisableGreen=yes CombatLightSize=125% [FireWH] CellSpread=.5 PercentAtMax=.5 Wood=yes Verses=100%,85%,70%,15%,15%,15%,15%,15%,15%,15%,50% InfDeath=4 Sparky=yes ProneDamage=100% [PCBomb] ; Placing Verses=0%,0%,0%,100%,100%,100%,100%,250%,75%,100%,100% IvanBomb=yes [SpyBomb] ; Placing Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,100% IvanBomb=yes [IvanWH] ;Explosion Verses=100%,100%,100%,100%,80%,100%,100%,250%,100%,35%,100% InfDeath=3 CellSpread=1.5 PercentAtMax=.25 AnimList=CRIVEXP Sparky=yes [DeathWH] ; Default explosion warhead for any exploding unit's death. Damage is based on unit's MaxStrength - TR Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=3 CLDisableBlue=yes CombatLightSize=100% AnimList=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 EMEffect=yes MinDebris=1 DebrisTypes=TIRE DebrisMaximums=3 [SADeathWH] ; Default explosion warhead for any exploding unit's death. Damage is based on unit's MaxStrength - TR Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=3 CLDisableBlue=yes CombatLightSize=40% AnimList=TWLT050,S_BRNL40,S_BRNL30,S_CLSN30 EMEffect=yes MinDebris=1 DebrisTypes=TIRE DebrisMaximums=3 [V3DeathWH] ; Default explosion warhead for any exploding unit's death. Damage is based on unit's MaxStrength - TR Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=V3EXPLB InfDeath=3 CLDisableBlue=yes CombatLightSize=100% MinDebris=1 MaxDebris=4 [APOCDeathWH] ; Default explosion warhead for any exploding unit's death. Damage is based on unit's MaxStrength - TR Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=APOCEXPLB InfDeath=3 CLDisableBlue=yes CombatLightSize=100% MinDebris=1 MaxDebris=4 [TeslaDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=TSTLEXPT InfDeath=3 CLDisableBlue=yes CombatLightSize=100% MinDebris=1 MaxDebris=4 [ShipDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=SHIPBANG InfDeath=3 CLDisableBlue=yes CombatLightSize=120% MinDebris=1 MaxDebris=4 [ShipSDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=SHIPBING InfDeath=3 CLDisableBlue=yes CombatLightSize=120% MinDebris=1 MaxDebris=4 [ShipCDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=SHIPBONG InfDeath=3 CLDisableBlue=yes CombatLightSize=120% MinDebris=1 MaxDebris=4 [SubDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=SUBBONG InfDeath=3 CLDisableBlue=yes CombatLightSize=120% MinDebris=1 MaxDebris=4 [BSubDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=BSUBBONG InfDeath=3 CLDisableBlue=yes CombatLightSize=120% MinDebris=1 MaxDebris=4 [ShipBDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=SHIPBENG InfDeath=3 CLDisableBlue=yes CombatLightSize=120% MinDebris=1 MaxDebris=4 [ChaosDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=S_CLSN42D InfDeath=3 CLDisableBlue=yes CombatLightSize=100% MinDebris=1 MaxDebris=4 [PrismDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=EXPLOLBEXP InfDeath=3 CLDisableBlue=yes CombatLightSize=100% MinDebris=1 MaxDebris=4 [MindDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=MMTPRE InfDeath=3 CLDisableBlue=yes CombatLightSize=100% MinDebris=1 MaxDebris=4 [OilExplosionWH] Verses=150%,100%,100%,90%,70%,50%,200%,200%,200%,100%,100% Sparky=yes Fire=yes InfDeath=4 CellSpread=4 PercentAtMax=.25 CausesDelayKill=yes ;Hooks up with EligibleForDelayKill to do timer death instead of instant death DelayKillFrames=5 ; Frame delay if hits Eligible building directly DelayKillAtMax=7.0 ; multiply this by above to get delay at CellSpread. This is an upward sloping line, not like damage's fade Wood=yes Wall=yes AnimList=BRRLEXPO [TerrorBombWH] Verses=150%,125%,100%,60%,75%,75%,40%,60%,30%,35%,100% Sparky=yes Fire=yes InfDeath=4 CellSpread=2 PercentAtMax=1 Bright=true AnimList=CRIVEXP2 AffectsAllies=no Wall=yes Wood=yes [SHKzWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% Sparky=yes Fire=yes InfDeath=4 CellSpread=0 PercentAtMax=0 AnimList=OREGATHDIE AffectsAllies=no [WorkerzWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% Sparky=yes Fire=yes InfDeath=4 CellSpread=0 PercentAtMax=0 AnimList=OREGATHDIE AffectsAllies=no [ClegDeathWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% Sparky=yes Fire=yes InfDeaeth=4 CellSpread=0 PercentAtMax=0 AnimList=WARPDIE AffectsAllies=no Particle=CellSmokeSys [WorkerzSWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% Sparky=yes Fire=yes InfDeath=4 CellSpread=0 PercentAtMax=0 AnimList=OREGATHDIES AffectsAllies=no [SLAVNONE] Verses=3%,3%,3%,3%,3%,3%,3%,3%,3%,3%,3% AnimList= [DETECTWH] CellSpread=0 Verses=2%,2%,2%,2%,2%,2%,0%,0%,0%,2%,2% AnimList=DETECTORRING CombatLightSize=90% CLDisableRed=yes PreventScatter=yes [DETECTAAWH] Verses=2%,2%,2%,2%,2%,2%,0%,0%,0%,2%,2% AnimList=DETECTORRING CombatLightSize=70% CLDisableBlue=yes CLDisableGreen=yes [SATNONE] Verses=3%,3%,3%,3%,3%,3%,3%,3%,3%,3%,3% AnimList=REVEALSAT [SATCAMERA] Verses=0%,0%,0%,0%,0%,0%,3%,3%,3%,0%,0% [ALLNULL] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList= [NUKE] CellSpread=10 PercentAtMax=.02 ;used to be .8 WallAbsoluteDestroyer=yes Wall=yes Wood=yes Verses=100%,100%,100%,200%,200%,250%,60%,200%,21%,100%,100% InfDeath=3; Sparky=yes Tiberium=yes AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim ShakeXlo=4 ShakeXhi=4 ShakeYlo=10 ShakeYhi=10 Deform=50% Particle=NukeSmokeSys [NUKENONE] CellSpread=10 PercentAtMax=.02 ;used to be .8 WallAbsoluteDestroyer=yes Wood=yes Verses=100%,100%,100%,200%,200%,200%,60%,200%,20%,100%,100% InfDeath=7; Sparky=yes Tiberium=yes AnimList=NUKEANIMB ; SJM: This is once again the warhead-related anim ShakeXlo=4 ShakeXhi=4 ShakeYlo=10 ShakeYhi=10 Particle=LargeBGreySWHSys [OrepSmokeWH] Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% Particle=SmallBGreySWHSys [NONEWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 Bright=yes Particle=LargeBGreySWHSys Conventional=no [NONECVWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% Bright=yes Particle=LargeBGreySWHSys CombatLightSize=250% [NONESINGLEWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 Bright=yes Particle=SmallBGreySWHSys [NONEWCWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=WCEXP ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 Bright=yes Particle=LargeBGreySWHSys [NONEPTWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=EXPLOLBEXP ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 Bright=yes Particle=SmallBGreySWHSys [NONEMCTWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=MCTPRE ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 Bright=yes Particle=SmallBGreySWHSys [NONEBIOWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=BRRLEXP ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 Bright=yes Particle=LargeBGreySWHSys [NONEPDWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=PDFX1 ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 Bright=yes Particle=LargeBGreySWHSys [NONEMINIWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=MININUKEEXP ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 Bright=yes Particle=LargeBGreySWHSys [NONETESLAWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=TSTLEXP ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 Bright=yes Particle=SmallBGreySWHSys [NONEAPPWH] CellSpread=2 Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% AnimList=gtpowexp ShakeXlo=2 ShakeXhi=2 ShakeYlo=2 ShakeYhi=2 Bright=yes Particle=LargeBGreySWHSys [Mutate] Verses=6%,7%,4%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=9 CombatLightSize=250% [MutateExplosion] CellSpread=5.5;2 PercentAtMax=.15 Verses=6%,6%,4%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=9 CombatLightSize=250% [NukeMaker] NukeMaker=yes ; I couldn't think of a better name for this flag. It applies only to the weapon that shoots straight up and then uses the houses' targeting for where to come down [CRNUKEWH] ;WideDamage=yes ;WideRange=2 CellSpread=5 PercentAtMax=.25 Verses=100%,100%,100%,90%,50%,50%,60%,150%,20%,100%,100% ;;chanaged to this line on 11/30 ;Verses=100%,100%,100%,90%,50%,50%,100%,150%,20%,100%,100% InfDeath=4 Sparky=yes Tiberium=yes AnimList=MININUKE [CRTerrorBombWH] Verses=150%,125%,125%,60%,75%,75%,50%,75%,30%,35%,100% Sparky=yes InfDeath=4 CellSpread=5 PercentAtMax=.2 Bright=true AnimList=CRIVEXP2 Wall=yes Wood=yes [DemobombWH] CellSpread=7 PercentAtMax=.1 ;was .25 Verses=85%,75%,70%,100%,80%,100%,50%,100%,20%,35%,100% InfDeath=4 Sparky=yes Tiberium=yes AnimList=MININUKED;DEMTEXP ShakeXlo=2 ShakeXhi=2 ShakeYlo=4 ShakeYhi=4 Particle=GreenSmokeSys Wall=yes Wood=yes [FlatabombWH] CellSpread=7 PercentAtMax=.1 ;was .25 Verses=100%,80%,80%,100%,80%,100%,60%,120%,25%,100%,100% InfDeath=9 Sparky=yes Tiberium=yes AnimList=NUKEANIMB ShakeXlo=2 ShakeXhi=2 ShakeYlo=4 ShakeYhi=4 Particle=GreenSmokeSys Wall=yes Wood=yes [ChronoBeam] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,0% Temporal=yes AnimList=WARPEXP Particle=CellSparkSys [ChronoBeamE] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,0% Temporal=yes AnimList=WARPEXPE Particle=CellSparkSys CLDisableBlue=yes CLDisableGreen=yes CombatLightSize=75% [LocomotorBeam] ;GEF can only grab units and terror drones Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,0% ;Verses=100%,0%,20%,10%,0% ;InfDeath=5 IsLocomotor=yes Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} CLDisableGreen=yes CombatLightSize=120% AnimList=LOCEXP [LocomotorBeamE] ;GEF can only grab units and terror drones Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,0% ;Verses=100%,0%,20%,10%,0% ;InfDeath=5 IsLocomotor=yes Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} CLDisableBlue=yes CLDisableGreen=yes CombatLightSize=180% AnimList=LOCEXP ; Flare that calls in an airstrike [AirstrikeFlare] Verses=0%,0%,0%,0%,0%,0%,1%,1%,1%,1%,0% Rocker=no Sparky=yes Airstrike=yes [AirstrikeFlareP] Verses=0%,0%,0%,0%,0%,0%,3%,3%,3%,3%,0% Rocker=no Sparky=yes Airstrike=yes [AirstrikeFlareA] Verses=0%,0%,0%,0%,0%,0%,9%,9%,9%,9%,0% Rocker=no Sparky=yes Airstrike=yes [SpawnWH] Verses=3%,3%,3%,3%,3%,3%,3%,3%,3%,3%,3% AnimList=LOCEXP [Shoveling] Verses=100%,80%,80%,70%,60%,60%,40%,30%,30%,75%,100% InfDeath=2 Wall=no Wood=yes Sparky=yes [Battering] Verses=126%,80%,80%,0%,0%,0%,35%,30%,30%,75%,100% InfDeath=10 ;GEF Unles we decide to put it back in DirectRocker=yes Wall=yes Wood=yes Sparky=yes [BatteringE] Verses=126%,80%,80%,0%,0%,0%,35%,30%,30%,75%,100% InfDeath=10 ;GEF Unles we decide to put it back in DirectRocker=yes Wall=yes Wood=yes Sparky=yes CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=75% [Smashing] Verses=0%,0%,0%,75%,60%,100%,0%,0%,0%,0%,0% InfDeath=10 Wall=yes Wood=yes Rocker=yes AnimList=BRUTEEXP MinDebris=0 MaxDebris=2 [SmashingE] Verses=0%,0%,0%,75%,60%,100%,0%,0%,0%,0%,0% InfDeath=10 Wall=yes Wood=yes Rocker=yes AnimList=BRUTEEXPE MinDebris=0 MaxDebris=2 CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=75% [RadBeamWarhead] ;Verses=150%,125%,100%,40%,20%,30%,0%,0%,0%,100%,100% Verses=30%,25%,20%,8%,4%,6%,0%,0%,0%,20%,20% InfDeath=7 Radiation=yes CLDisableRed=yes CLDisableBlue=yes AnimList=RADMELT CombatLightSize=60% [RadBeamWarheadE] Verses=30%,25%,20%,8%,4%,6%,0%,0%,0%,20%,20% InfDeath=7 Radiation=yes CLDisableGreen=yes CLDisableBlue=yes AnimList=RADMELTE CombatLightSize=75% Particle=RadESys [HeadBeamWarhead] Verses=150%,125%,100%,40%,20%,30%,0%,0%,0%,100%,100% InfDeath=7 Radiation=yes CLDisableRed=yes CLDisableBlue=yes AnimList=RADMELT [PrismWarhead] Verses=125%,100%,100%,100%,100%,100%,50%,50%,50%,200%,100% InfDeath=5 Wall=yes ; SJM: This allows Prism Cannons to destroy bridges (approved by DB) AnimList=EXPLOLBP Sparky=yes [DummyWarhead] ; Makes weapon ineffective and unlikely to be selected by What_Weapon_Should_I_Use() Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% [RadEruptionWarhead] Verses=100%,100%,100%,30%,10%,10%,0%,0%,0%,100%,100% InfDeath=7 Radiation=yes CellSpread=9 PercentAtMax=.5 ;CellInset=8 ; PCG: This means that the desolater won't autodeploy unless the target is 3 cells inside the max radius. AnimList=DEMTEXPS ; Used by radiation that sits around on the map. [RadSite] Verses=100%,100%,100%,50%,10%,10%,0%,0%,0%,100%,100% InfDeath=7 Radiation=yes [Electric] Verses=100%,100%,80%,80%,100%,100%,40%,40%,40%,200%,100% InfDeath=5 Wood=yes ; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead. Wall=yes ; SJM: This allows Tesla Coils to destroy bridges (approved by DB) ;CellSpread=.3 ;PercentAtMax=.5 AnimList=TSTIMPCT CLDisableRed=yes CLDisableGreen=yes CombatLightSize=60% Sparky=yes [ElectricE] Verses=100%,100%,80%,80%,100%,100%,40%,40%,40%,200%,100% InfDeath=5 Wood=yes ; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead. Wall=yes ; SJM: This allows Tesla Coils to destroy bridges (approved by DB) ;CellSpread=.3 ;PercentAtMax=.5 AnimList=TSTIMPCT CLDisableBlue=yes CLDisableGreen=yes CombatLightSize=75% Sparky=yes [ElectricB] Verses=100%,100%,80%,80%,100%,100%,50%,50%,50%,200%,100% InfDeath=5 Wood=yes Wall=yes ; SJM: This allows Tesla Coils to destroy bridges (approved by DB) AnimList=TSTIMPCT CLDisableRed=yes CLDisableGreen=yes CombatLightSize=100% Sparky=yes [Shock] Verses=80%,100%,100%,80%,80%,100%,40%,40%,40%,150%,100% InfDeath=5 Wood=yes Wall=yes ; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead. AnimList=TSTIMPCT CLDisableRed=yes CLDisableGreen=yes Sparky=yes CombatLightSize=60% [ShockE] Verses=80%,100%,100%,80%,80%,100%,40%,40%,40%,150%,100% InfDeath=5 Wood=yes Wall=yes AnimList=TSTIMPCT CLDisableBlue=yes CLDisableGreen=yes Sparky=yes CombatLightSize=75% [ElectricAssault] ElectricAssault=yes Verses=0%,0,250%,0%,0%,150%,100%,100%,100%,50%,100% InfDeath=5 AnimList=CHARGEMUZ [MindAssault] ElectricAssault=yes Verses=0%,0,0%,0%,0%,0%,100%,100%,100%,50%,100% InfDeath=5 AnimList=CHARGEMUZB [BombDisarm] BombDisarm=yes [Slimer] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=0 [Shard] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=1 [FirestormWH] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=4 [IonCannonWH] CellSpread=2 PercentAtMax=.5 Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=5 Wood=yes Wall=yes Fire=yes Deform=100% Sparky=yes ShakeXlo=10 ShakeXhi=10 ShakeYlo=10 ShakeYhi=20 [VeinholeWH] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=0 Veinhole=yes [PlasmaWH] Verses=100%,100%,100%,100%,100%,100%,100%,90%,100%,100%,100% InfDeath=5 Wall=yes Bright=yes Tiberium=yes ProneDamage=75%;350% AnimList=EXPLOMED,EXPLOLRG Sparky=yes AffectsAllies=no Particle=DiskDrainSys [ForceSparkWH] Verses=100%,100%,100%,100%,100%,100%,100%,90%,100%,100%,100% InfDeath=5 Wall=yes Bright=yes Tiberium=yes ProneDamage=75%;350% AnimList=EXPLOMED,EXPLOLRG Sparky=yes AffectsAllies=no Particle=ForceSmokeSys Conventional=no [SAMWH] Verses=110%,100%,100%,100%,90%,100%,0%,0%,0%,100%,125% InfDeath=3 AnimList=SAMEXP ProneDamage=75%;100% Bullets=yes Sparky=yes CombatLightSize=50% [SAMAGWH] Verses=50%,45%,40%,85%,80%,100%,70%,70%,70%,100%,100% InfDeath=2 AnimList=SAMEXP ProneDamage=75%;100% Bullets=yes Sparky=yes Wood=yes Wall=yes CombatLightSize=50% [MEDUSAWH] Verses=0%,0%,0%,100%,80%,100%,0%,0%,0%,0%,0% InfDeath=3 AnimList=EXPLOSML ProneDamage=75%;100% Bullets=yes Particle=GGIWHSys [MEDUSAWHE] Verses=0%,0%,0%,100%,80%,100%,0%,0%,0%,0%,0% InfDeath=3 AnimList=EXPLOSMLE ProneDamage=75%;100% Bullets=yes Particle=GGIWHSys CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true [MEDUSAIWH] Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,100%,100% InfDeath=3 AnimList=EXPLOSML ProneDamage=75%;100% Bullets=yes Particle=GGIWHSys [MEDUSAIWHE] Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,100%,100% InfDeath=3 AnimList=EXPLOSMLE ProneDamage=75%;100% Bullets=yes Particle=GGIWHSys CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true ; Special Orca AP missile [ORCAAP] Wall=yes Wood=yes Verses=100%,120%,80%,75%,50%,100%,50%,50%,50%,100%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN58 ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes Sparky=yes [ROBOAP] Wall=yes Wood=yes Verses=0%,0%,0%,37%,25%,50%,20%,20%,20%,0%,0% Conventional=yes InfDeath=2 AnimList=S_CLSN16 ProneDamage=75%;50% Bullets=yes Sparky=yes [ROBOAI] Verses=100%,120%,80%,0%,0%,0%,0%,0%,0%,100%,100% Conventional=no InfDeath=4 AnimList=ROBOFX ProneDamage=75%;50% Bullets=yes CLDisableBlue=true CLDisableGreen=true Sparky=yes [ROBOAPE] Wall=yes Wood=yes Verses=0%,0%,0%,37%,25%,50%,20%,20%,20%,0%,0% Conventional=yes InfDeath=2 AnimList=S_CLSN16E ProneDamage=75%;50% CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% Bullets=yes Sparky=yes [ROBOAIE] Verses=100%,120%,80%,0%,0%,0%,0%,0%,0%,100%,100% Conventional=no InfDeath=4 AnimList=ROBOFXE ProneDamage=75%;50% CombatLightSize=60% Bullets=yes Sparky=yes [HORNETAP] Wall=yes Wood=yes Verses=37.5%,50%,30%,25%,20%,32.5%,25%,25%,25%,50%,50% Conventional=yes InfDeath=3 AnimList=HORNETEXP ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes Sparky=yes [HORNETAPE] Wall=yes Wood=yes Verses=37.5%,50%,30%,25%,20%,32.5%,25%,25%,25%,50%,50% Conventional=yes InfDeath=3 AnimList=HORNETEXPE ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes Sparky=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% [APLNAP] Wall=yes Wood=yes Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0% Conventional=no InfDeath=2 AnimList=APLNEXP ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=SmallGreySWHSys [APLNAPE] Wall=yes Wood=yes Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0% Conventional=no InfDeath=2 AnimList=APLNEXPE ProneDamage=75%;50% Bullets=yes Sparky=yes Particle=SmallGreySWHSys CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% [ORCAMAP] Wall=yes Wood=yes Verses=0%,0%,0%,50%,50%,70%,45%,45%,40%,100%,100% Conventional=yes InfDeath=2 AnimList=H_CLSN58 ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes Sparky=yes [ORCAMAPE] Wall=yes Wood=yes Verses=0%,0%,0%,50%,50%,70%,45%,45%,40%,100%,100% Conventional=yes InfDeath=2 AnimList=H_CLSN58E ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes Sparky=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% Particle=TinyHEGreySWHSys [ORCAMAPI] CellSpread=1 PercentAtMax=.7 Wall=yes Wood=yes Verses=55%,75%,60%,0%,0%,0%,0%,0%,0%,0%,0% Conventional=yes InfDeath=2 AnimList=H_CLSN58 ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes Sparky=yes [ORCAMAPIE] CellSpread=1 PercentAtMax=.7 Wall=yes Wood=yes Verses=55%,75%,60%,0%,0%,0%,0%,0%,0%,0%,0% Conventional=yes InfDeath=2 AnimList=H_CLSN58E ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes Sparky=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=75% Particle=TinyHEGreySWHSys [ORCAMAPG] Wall=yes Wood=yes Verses=0%,0%,0%,50%,50%,70%,40%,40%,40%,100%,100% Conventional=yes InfDeath=4 AnimList=BEAGEXP ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=70% Sparky=yes [ORCAMAPGE] Wall=yes Wood=yes Verses=0%,0%,0%,50%,50%,70%,40%,40%,40%,100%,100% Conventional=yes InfDeath=4 AnimList=BEAGEXPE ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes CombatLightSize=75% Sparky=yes Particle=Tiny2HEGreySWHSys [ORCAMAPGI] CellSpread=1 PercentAtMax=.6 Wall=yes Wood=yes Verses=50%,70%,50%,0%,0%,0%,0%,0%,0%,0%,0% Conventional=yes InfDeath=4 AnimList=BEAGEXP ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=70% Sparky=yes [ORCAMAPGIE] CellSpread=1 PercentAtMax=.6 Wall=yes Wood=yes Verses=50%,70%,50%,0%,0%,0%,0%,0%,0%,0%,0% Conventional=yes InfDeath=4 AnimList=BEAGEXPE ProneDamage=75%;50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does Bullets=yes CombatLightSize=75% Sparky=yes Particle=Tiny2HEGreySWHSys ; Special Orca AP missile [MIGWH] Wall=yes Wood=yes Verses=100%,100%,100%,100%,100%,100%,200%,200%,200%,100%,100% Conventional=yes InfDeath=2 AnimList=TWLT100 ProneDamage=75%;50% Rocker=yes Sparky=yes [MIGWHE] Wall=yes Wood=yes Verses=100%,100%,100%,100%,100%,100%,200%,200%,200%,100%,100% Conventional=yes InfDeath=2 AnimList=TWLT100E ProneDamage=75%;50% Rocker=yes Sparky=yes CLDisableBlue=true CLDisableGreen=true CombatLightSize=100% ; Orca bomber HE bomb [ORCAHE] Wall=yes Sparky=yes Wood=yes Bright=yes Fire=yes Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% ;Verses=200%,90%,75%,32%,100% ; changed conc from 10% Conventional=yes Rocker=yes InfDeath=2 AnimList=EXPLOMED,EXPLOLRG Deform=8% DeformThreshhold=160 Tiberium=yes ProneDamage=75%;150% ;Takes picture for disguise [Snapshot] Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,100%,0% MakesDisguise=yes [TankSnapshot] Verses=0%,0%,0%,1%,1%,1%,0%,0%,0%,0%,0% ; the weapon that was this warhead has TerrainFire MakesDisguise=yes ; will need to be balanced in the second pass. [GrandCannonWH] CellSpread=2 PercentAtMax=.25 Wall=yes Wood=yes Sparky=yes Conventional=yes Rocker=yes Verses=80%,60%,60%,100%,90%,90%,25%,50%,20%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 ProneDamage=75%;30% InfDeath=2 Particle=MLGreySWHSys CombatLightSize=80% [MindBallWH] CellSpread=1 PercentAtMax=.5 Wall=yes Wood=yes Sparky=yes Rocker=yes Conventional=no InfDeath=6 ;10 Verses=100%,80%,70%,80%,35%,60%,20%,35%,20%,150%,100% AnimList=XGRYSML1B;BRUTDIEX; CLDisableGreen=yes ProneDamage=75%;30% CombatLightSize=80% [MindBallWHE] CellSpread=1 PercentAtMax=.5 Wall=yes Wood=yes Sparky=yes Rocker=yes Conventional=no InfDeath=6 Verses=100%,80%,70%,80%,35%,60%,20%,35%,20%,150%,100% AnimList=XGRYSML1BE CLDisableGreen=yes CLDisableBlue=yes ProneDamage=75% CombatLightSize=100% [MindBallTWH] Wall=yes Wood=yes Sparky=yes Rocker=yes Conventional=no InfDeath=6 ;10 Verses=120%,120%,80%,80%,100%,100%,40%,40%,40%,100%,100% AnimList=XGRYMED2B;BRUTDIEX; CLDisableGreen=yes ProneDamage=75%;30% CombatLightSize=80% [MindBallTWHE] Wall=yes Wood=yes Sparky=yes Rocker=yes Conventional=no InfDeath=6 ;10 Verses=120%,120%,80%,80%,100%,100%,40%,40%,40%,100%,100% AnimList=XGRYMED2BE CLDisableGreen=yes CLDisableBlue=yes ProneDamage=75% CombatLightSize=100% [FlakWH] ; For anti-air flak weapons. CellSpread=.8 PercentAtMax=.5 Verses=120%,100%,100%,75%,50%,75%,0%,0%,0%,100%,100% ; no buildings AnimList=BIGPUFF;SMKPUFF InfDeath=3 Particle=FlakBWHSys [FlakWHE] ; For anti-air flak weapons. CellSpread=.8 PercentAtMax=.5 Verses=120%,100%,100%,75%,50%,75%,0%,0%,0%,100%,100% ; no buildings AnimList=BIGPUFFE;SMKPUFF InfDeath=3 Particle=FlakBWHSys CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true [FlakCannonWH] ; For anti-air flak weapons. CellSpread=.8 PercentAtMax=.5 Verses=120%,100%,100%,75%,75%,60%,0%,0%,0%,100%,100% ; no buildings AnimList=BIGPUFF;SMKPUFF InfDeath=3 Particle=FlakBWHSys [FlakSWH] CellSpread=1 PercentAtMax=.35 Verses=150%,125%,100%,80%,50%,60%,20%,20%,20%,300%,100% AnimList=HTRKNPUFF InfDeath=3 Conventional=yes Sparky=yes Wall=yes Tree=yes [FlakSWHE] CellSpread=1 PercentAtMax=.35 Verses=150%,125%,100%,80%,50%,60%,20%,20%,20%,300%,100% AnimList=HTRKNPUFFE InfDeath=3 Conventional=yes Sparky=yes Wall=yes Tree=yes CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true [FlakTWH] ; For the Flak Track's anti-surface weapon. CellSpread=1 PercentAtMax=.35 Verses=150%,125%,100%,80%,50%,60%,20%,20%,20%,300%,100% AnimList=HTRKNPUFF InfDeath=3 Conventional=yes ; Go splash in the water. Sparky=yes Wall=yes Tree=yes [FlakTWHE] ; For the Flak Track's anti-surface weapon. CellSpread=1 PercentAtMax=.35 Verses=150%,125%,100%,80%,50%,60%,20%,20%,20%,300%,100% AnimList=HTRKNPUFFE InfDeath=3 Conventional=yes ; Go splash in the water. Sparky=yes Wall=yes Tree=yes CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true [FlakGuyWH] ; For Flak Trooper Anti-Air CellSpread=.7 PercentAtMax=.5 Verses=100%,80%,80%,80%,65%,75%,0%,0%,0%,100%,90% ; no buildings AnimList=GUYPUFF InfDeath=3 Particle=FlakWHSys [FlakGuyWHE] ; For Flak Trooper Anti-Air CellSpread=.7 PercentAtMax=.5 Verses=100%,80%,80%,80%,65%,75%,0%,0%,0%,100%,90% ; no buildings AnimList=GUYPUFFE InfDeath=3 Particle=FlakWHSys CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true [FlakGuySmokeWH] CellSpread=0 PercentAtMax=0 Verses=1%,1%,1%,1%,1%,1%,1%,1%,1%,1%,1% ; no buildings AnimList=GUYPUFFF [CometWH] Wall=no Verses=100%,85%,85%,65%,50%,50%,200%,150%,200%,100%,100% AnimList=EXPLOLBP InfDeath=5 Sparky=yes [CometWHE] Wall=no Verses=100%,85%,85%,65%,50%,50%,200%,150%,200%,100%,100% AnimList=EXPLOLBPE CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true InfDeath=5 Sparky=yes [CometWHB] Wall=no Verses=100%,85%,85%,65%,50%,50%,100%,75%,100%,100%,100% AnimList= InfDeath=5 Sparky=yes [CometWHF] Wall=no Verses=100%,85%,85%,65%,50%,50%,100%,75%,100%,100%,100% AnimList=EXPLOLBP;XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 InfDeath=5 Sparky=yes [CometWHFE] Wall=no Verses=100%,85%,85%,65%,50%,50%,100%,75%,100%,100%,100% AnimList=EXPLOLBPE CombatLightSize=75% CLDisableBlue=true CLDisableGreen=true InfDeath=5 Sparky=yes [DiskWH] Wall=no Verses=60%,75%,50%,50%,40%,60%,40%,40%,35%,50%,100% AnimList= InfDeath=3;7 PenetratesBunker=yes ProneDamage=75% Sparky=yes Particle=DiskSmokeSys [DiskWHE] Wall=no Verses=60%,75%,50%,50%,40%,60%,40%,40%,35%,50%,100% AnimList= InfDeath=3;7 PenetratesBunker=yes ProneDamage=75% Sparky=yes Particle=DiskESmokeSys [LUNARWH] Wall=no Verses=100%,100%,100%,75%,50%,50%,100%,100%,100%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Bullets=yes ProneDamage=75% Sparky=yes [LUNARWHE] Wall=no Verses=100%,100%,100%,75%,50%,50%,100%,100%,100%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Bullets=yes ProneDamage=75% Sparky=yes CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=75% [LUNARPWH] Wall=yes Wood=yes Verses=100%,75%,60%,70%,50%,50%,40%,40%,30%,150%,100% AnimList=PLASMAX Bullets=yes InfDeath=5 CLDisableGreen=yes ProneDamage=75% Sparky=yes [LUNARPWHE] Wall=yes Wood=yes Verses=100%,75%,60%,70%,50%,50%,40%,40%,30%,150%,100% AnimList=PLASMAXE Bullets=yes InfDeath=5 CLDisableBlue=yes CLDisableGreen=yes CombatLightSize=75% ProneDamage=75% Sparky=yes [LUNARPBWH] Wall=yes Wood=yes Verses=100%,75%,60%,70%,50%,50%,40%,40%,30%,150%,100% AnimList= Bullets=yes InfDeath=5 CLDisableGreen=yes ProneDamage=75% Sparky=yes [LUNARKWH] Wall=no Verses=60%,100%,60%,125%,100%,200%,80%,120%,160%,100%,100% AnimList=LUNREXP;EXPLOSML Bullets=yes InfDeath=10 PenetratesBunker=yes ProneDamage=75% CLDisableGreen=yes CLDisableRed=yes CombatLightSize=70% Sparky=yes [LUNARKWHE] Wall=no Verses=60%,100%,60%,125%,100%,200%,80%,120%,160%,100%,100% AnimList=LUNREXPE Bullets=yes InfDeath=10 PenetratesBunker=yes ProneDamage=75% CLDisableGreen=yes CLDisableBlue=yes CombatLightSize=75% Sparky=yes [LUNARKAAWH] Wall=no Verses=75%,100%,75%,125%,90%,200%,0%,0%,0%,0%,75% AnimList=LUNREXP;EXPLOSML InfDeath=4 Bullets=yes PenetratesBunker=yes ProneDamage=75% CLDisableGreen=yes CLDisableRed=yes CombatLightSize=70% Sparky=yes [MirageWH] // Supposed to be a heat ray. CellSpread=1.8 PercentAtMax=.5 Verses=75%,60%,60%,100%,75%,65%,6%,15%,6%,150%,100% ; Needs balancing by designers AnimList=MIRAGEFX ; temp, should have flash-o-light InfDeath=4 ; Burn death Bright=true ; This says there should be Combat Lighting. It's ignored, but we'll say it anyway. CLDisableBlue=true ; This says the Combat Light should be red. (1) CLDisableGreen=true ; This says the Combat Light should be red. (2) CombatLightSize=100% Sparky=yes [MirageWHE] // Supposed to be a heat ray. CellSpread=1.8 PercentAtMax=.5 Verses=75%,60%,60%,100%,75%,65%,6%,15%,6%,150%,100% ; Needs balancing by designers AnimList=MIRAGEFXE ; temp, should have flash-o-light InfDeath=4 ; Burn death Bright=true ; This says there should be Combat Lighting. It's ignored, but we'll say it anyway. CombatLightSize=100% Sparky=yes [SubwaveWH] // Supposed to be a heat ray. CellSpread=2.75 PercentAtMax=.5 Verses=130%,130%,100%,120%,100%,100%,0%,0%,0%,150%,100% ; Needs balancing by designers AnimList=SUBWAVEEXP ; temp, should have flash-o-light InfDeath=5 Sonic=yes ; Burn death Bright=true ; This says there should be Combat Lighting. It's ignored, but we'll say it anyway. CLDisableRed=true ; This says the Combat Light should be red. (1) CLDisableGreen=true ; This says the Combat Light should be red. (2) CombatLightSize=200% Sparky=yes Rocker=yes Particle=SubWaveWHSys [SubwaveWHE] // Supposed to be a heat ray. CellSpread=2.75 PercentAtMax=.5 Verses=130%,130%,100%,120%,100%,100%,0%,0%,0%,150%,100% ; Needs balancing by designers AnimList=SUBWAVEEXP ; temp, should have flash-o-light InfDeath=5 Sonic=yes ; Burn death Bright=true ; This says there should be Combat Lighting. It's ignored, but we'll say it anyway. CLDisableBlue=true ; This says the Combat Light should be red. (1) CLDisableGreen=true ; This says the Combat Light should be red. (2) CombatLightSize=250% Sparky=yes Rocker=yes Particle=SubWaveWHSys [AntiB] Verses=0%,0%,0%,0%,100%,0%,100%,100%,100%,0%,0% Bullets=yes Sparky=yes ;GEF Needs to be able to hit the deployed Slave Miner as well [MagneShakeWH] Verses=0%,0%,0%,0%,25%,0%,25%,25%,25%,33%,0% Bullets=yes CLDisableGreen=yes CombatLightSize=120% Sparky=yes AnimList=SHAKEEXP Particle=MagWHSys [MagneShakeWHE] Verses=0%,0%,0%,0%,25%,0%,25%,25%,25%,33%,0% Bullets=yes CLDisableGreen=yes CombatLightSize=120% Sparky=yes AnimList=SHAKEEXPE Particle=MagWHSys CLDisableBlue=true CLDisableGreen=true CombatLightSize=180% [NukeB] Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0% Bullets=yes Bright=yes AnimList=MININUKE Sparky=yes [AntiPerson] Verses=125%,100%,100%,0%,0%,0%,0%,0%,0%,100%,0% Bullets=yes InfDeath=7 [DominatorWH] CellSpread=7;6; just for the damage now. Capture range is DominatorCaptureRange PercentAtMax=.1 Verses=90%,90%,90%,90%,90%,120%,100%,200%,13%,90%,90% Sparky=yes PsychicDamage=yes Wall=yes Wood=yes InfDeath=6 Particle=DominatorSys [PJABWH] Verses=100%,100%,100%,50%,25%,25%,25%,40%,15%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=75%;80% Sparky=yes [BORISWH] ;Verses=40%,33%,33%,10%,12%,12%,0%,0%,0%,10%,10% Verses=50%,45%,16%,10%,12%,12%,0%,0%,0%,20%,15% InfDeath=1 AnimList=BORISEXP,BORISEXB,BORISEXC EMEffect=yes Bullets=yes ProneDamage=75%;70% Conventional=no CombatLightSize=40% Particle=PIFFSys [BORISWHE] Verses=50%,45%,16%,10%,12%,12%,0%,0%,0%,20%,15% InfDeath=1 AnimList=BORISEXP,BORISEXB,BORISEXC EMEffect=yes Bullets=yes ProneDamage=75%;70% Conventional=no CombatLightSize=40% Particle=PXESys CLDisableBlue=true CLDisableGreen=true CombatLightSize=60% ; ************************************************************************** ; ***************************** Terrain ************************************ ; ************************************************************************** ; ******* Terrain Objects ******* ; This section lists all the terrain object types and ; specifies their characteristics. ; Immune = Is the terrain immune to combat damage (def=no)? ; WaterBound = Is the terrain only allowed on the water (def=no)? ; SpawnsTiberium = Does it spawn growth of Tiberium around it (def=no)? ; IsFlammable = Can "Forest Fires" spread to and damage this terrain type? [BOXES01] Name=Boxes Immune=yes [BOXES02] Name=Boxes Immune=yes [BOXES03] Name=Boxes Immune=yes [BOXES04] Name=Boxes Immune=yes [BOXES05] Name=Boxes Immune=yes [BOXES06] Name=Boxes Immune=yes [BOXES07] Name=Boxes Immune=yes [BOXES08] Name=Boxes Immune=yes [BOXES09] Name=Boxes Immune=yes [ICE01] Name=Ice Floe Immune=yes WaterBound=yes [ICE02] Name=Ice Floe Immune=yes WaterBound=yes [ICE03] Name=Ice Floe Immune=yes WaterBound=yes [ICE04] Name=Ice Floe Immune=yes WaterBound=yes [ICE05] Name=Ice Floe Immune=yes WaterBound=yes [TREE01] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=6 [TREE02] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE03] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=6 [TREE04] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=7 SnowOccupationBits=6 [TREE05] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=5 SnowOccupationBits=7 [TREE06] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE07] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE08] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=7 SnowOccupationBits=4 [TREE09] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=4 [TREE10] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=6 SnowOccupationBits=3 [TREE11] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=3 [TREE12] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE13] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=4 [TREE14] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=4 [TREE15] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE16] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE17] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE18] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE19] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=2 [TREE20] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=3 [TREE21] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=1 [TREE22] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=3 [TREE23] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=3 [TREE24] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=6 [TREE25] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE26] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE27] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE28] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE29] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE30] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE31] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE32] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE33] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE34] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE35] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TREE36] Name=Tree IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [LT_GEN01] Name=lightpost generic 1 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [LT_GEN02] Name=lightpost generic 2 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [LT_GEN03] Name=lightpost generic 3 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [LT_GEN04] Name=lightpost generic 4 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [LT_SGN01] Name=lightpost signed 1 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [LT_SGN02] Name=lightpost signed 2 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [LT_SGN03] Name=lightpost signed 3 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [LT_SGN04] Name=lightpost signed 4 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [LT_EUR01] Name=lightpost euro 1 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [LT_EUR02] Name=lightpost euro 2 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [POLE01] Name=utility pole 1 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [POLE02] Name=utility pole 2 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [SIGN01] Name=street sign 1 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [SIGN02] Name=street sign 2 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [SIGN03] Name=street sign 3 IsFlammable=no ;RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [SIGN04] Name=street sign 4 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [SIGN05] Name=street sign 5 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [SIGN06] Name=street sign 6 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TRFF01] Name=traffic light 1 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TRFF02] Name=traffic light 2 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TRFF03] Name=traffic light 3 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [TRFF04] Name=traffic light 4 IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [SPKR01] Name=Drive-In Speaker IsFlammable=no RadarInvisible=yes TemperateOccupationBits=4 SnowOccupationBits=7 [CASIN03E] Name=Road Block Sign UIName=Name:CASIN03 TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CASIN03S] Name=Road Block Sign UIName=Name:CASIN03 TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [TIBTRE01] Name=Tiberium Tree SpawnsTiberium=yes TiberiumToSpawn=1 RadarColor=192,192,0 IsAnimated=yes ;LightVisibility=4000 ;LightIntensity=0.01 ;LightRedTint=0.01 ;LightGreenTint=1.5 ;LightBlueTint=0.01 AnimationRate=2 AnimationProbability=0.006 Immune=yes [TIBTRE02] Name=Tiberium Tree SpawnsTiberium=yes TiberiumToSpawn=1 RadarColor=192,192,0 IsAnimated=yes ;LightVisibility=4000 ;LightIntensity=0.01 ;LightRedTint=0.01 ;LightGreenTint=1.5 ;LightBlueTint=0.01 AnimationRate=2 AnimationProbability=0.006 Immune=yes [TIBTRE03] Name=Tiberium Tree SpawnsTiberium=yes TiberiumToSpawn=1 RadarColor=192,192,0 IsAnimated=yes ;LightVisibility=4000 ;LightIntensity=0.01 ;LightRedTint=0.01 ;LightGreenTint=1.5 ;LightBlueTint=0.01 AnimationRate=2 AnimationProbability=0.006 Immune=yes [VEINTREE] Name=Veinhole Tree Image=None Armor=None IsVeinhole=true Strength=1000 [HDSTN01] Name=AlringtonStones IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 ; ************************************************************************** ; **************************** Overlays ************************************ ; ************************************************************************** ; ************************************************************************** ; **************************** Overlays ************************************ ; ************************************************************************** ; ******* Overlay Objects ******* ; These are graphic objects that can have an effect on the game. ; Tiberium = Is this tiberium [Tiberium grown and graphic logic applies] (def=no)? ; Crate = Is this overlay a crate (def=no)? ; CrateTrigger = Is crate to trigger game events (def=no)? ; RadarInvisible = Is this overlay not visible on the radar map (def=no)? ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)? ; LegalTarget = Can it be a legal target for attack (def=no)? ; ChainReaction = Does it explode and affect adjacent cells (def=no)? [TIB01] Name=Tiberium (Green) Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB02] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB03] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB04] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB05] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB06] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB07] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB08] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB09] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB10] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB11] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB12] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB13] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB14] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB15] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB16] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB17] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB18] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB19] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB20] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 UseNormalLight=no [TIB2_01] Image=TIB01 Name=Tiberium (Blue) Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_02] Image=TIB02 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_03] Image=TIB03 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_04] Image=TIB04 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_05] Image=TIB05 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_06] Image=TIB06 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_07] Image=TIB07 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_08] Image=TIB08 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_09] Image=TIB09 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_10] Image=TIB10 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_11] Image=TIB11 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_12] Image=TIB12 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_13] Image=TIB13 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_14] Image=TIB14 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_15] Image=TIB15 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_16] Image=TIB16 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_17] Image=TIB17 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_18] Image=TIB18 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_19] Image=TIB19 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB2_20] Image=TIB20 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 UseNormalLight=no [TIB3_01] Image=TIB01 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_02] Image=TIB02 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_03] Image=TIB03 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_04] Image=TIB04 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_05] Image=TIB05 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_06] Image=TIB06 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_07] Image=TIB07 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_08] Image=TIB08 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_09] Image=TIB09 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_10] Image=TIB10 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_11] Image=TIB11 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_12] Image=TIB12 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_13] Image=TIB13 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_14] Image=TIB14 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_15] Image=TIB15 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_16] Image=TIB16 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_17] Image=TIB17 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_18] Image=TIB18 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_19] Image=TIB19 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [TIB3_20] Image=TIB20 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no UseNormalLight=no [VEINHOLE] Name=Veinhole Monster LegalTarget=yes RadarColor=92,92,0 Land=Rock IsVeinholeMonster=true IsVeins=true NoUseTileLandType=true [VEINHOLEDUMMY] Name=Veinhole Monster Dummy Image=blahblahblah LegalTarget=no RadarColor=92,92,0 IsVeins=true [RUBBLE_OVERLAY] LegalTarget=false Name=SYSTEM OVERLAY !! DO NOT USE Image=SROCK01 ;Land=Rock RadarInvisible=yes ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=true IsRubble=yes [SROCK01] LegalTarget=false Name=Sand Rock #1 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE01] LegalTarget=true Name=Fence01 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE02] LegalTarget=true Name=Fence02 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE03] LegalTarget=true Name=Fence03 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE04] LegalTarget=true Name=Fence04 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE05] LegalTarget=true Name=Fence05 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE06] LegalTarget=true Name=Fence06 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE07] LegalTarget=true Name=Fence07 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE08] LegalTarget=true Name=Fence08 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE09] LegalTarget=true Name=Fence09 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE10] LegalTarget=true Name=Fence10 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE11] LegalTarget=true Name=Fence11 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE12] LegalTarget=false Name=Fence12 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE13] LegalTarget=false Name=Fence13 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE14] LegalTarget=false Name=Fence14 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE15] LegalTarget=false Name=Fence15 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE16] LegalTarget=false Name=Fence16 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE17] LegalTarget=false Name=Fence17 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE18] LegalTarget=false Name=Fence18 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE19] LegalTarget=false Name=Fence19 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE20] LegalTarget=false Name=Fence20 DEMO HACK Land=Rock RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE21] LegalTarget=false Name=Fence21 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [FENCE22] LegalTarget=false Name=Fence22 DEMO HACK Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false ;IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [SROCK02] LegalTarget=false Name=Sand Rock #2 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [SROCK03] LegalTarget=false Name=Sand Rock #3 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [SROCK04] LegalTarget=false Name=Sand Rock #4 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [SROCK05] LegalTarget=false Name=Sand Rock #5 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [TROCK01] LegalTarget=false Name=Clear Rock #1 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false; IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [TROCK02] LegalTarget=false Name=Clear Rock #2 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [TROCK03] LegalTarget=false Name=Clear Rock #3 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [TROCK04] LegalTarget=false Name=Clear Rock #4 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [TROCK05] LegalTarget=false Name=Clear Rock #5 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [LUNRK1] LegalTarget=false Name=Lunar Rock #1 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false; IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [LUNRK2] LegalTarget=false Name=Lunar Rock #2 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false; IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [LUNRK3] LegalTarget=false Name=Lunar Rock #3 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false; IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [LUNRK4] LegalTarget=false Name=Lunar Rock #4 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false; IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [LUNRK5] LegalTarget=false Name=Lunar Rock #5 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false; IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [LUNRK6] LegalTarget=false Name=Lunar Rock #6 Land=Rock ;RadarColor=64,64,64 NoUseTileLandType=true DrawFlat=false; IsARock=true ;WST 6/21/99 all pesky rocks need to have this RadarInvisible=yes [GEM01] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;Land=Rock ;ChainReaction=no ;CellAnim=BIGBLUE ;Image=GEM01 ;NoUseTileLandType=true ;DrawFlat=false [GEM02] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM02 ;NoUseTileLandType=true ;DrawFlat=false [GEM03] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM03 ;NoUseTileLandType=true ;DrawFlat=false [GEM04] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM04 ;NoUseTileLandType=true ;DrawFlat=false [GEM05] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM05 ;NoUseTileLandType=true ;DrawFlat=false [GEM06] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM06 ;NoUseTileLandType=true ;DrawFlat=false [GEM07] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM07 ;NoUseTileLandType=true ;DrawFlat=false [GEM08] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM08 ;NoUseTileLandType=true ;DrawFlat=false [GEM09] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM09 ;NoUseTileLandType=true ;DrawFlat=false [GEM10] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM10 ;NoUseTileLandType=true ;DrawFlat=false [GEM11] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM11 ;NoUseTileLandType=true ;DrawFlat=false [GEM12] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=200,0,200 ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=yes ;CellAnim=BIGBLUE ;Image=GEM12 ;NoUseTileLandType=true ;DrawFlat=false [TRACKS01] Name=Track NwSe Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS02] Name=Track NeSw Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS03] Name=Track NS Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS04] Name=Track EW Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS05] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS06] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible = false [TRACKS07] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS08] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS09] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS10] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS11] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS12] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS13] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS14] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS15] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKS16] Name=Train Tracks Land=Railroad LegalTarget=false ;RadarColor=92,92,92 RadarInvisible=yes [TRACKTUNNEL01] Name=Train Tracks Image=TRTUNN01 Land=Railroad LegalTarget=false ;RadarColor=92,92,92 [TRACKTUNNEL02] Name=Train Tracks Image=TRTUNN02 Land=Railroad LegalTarget=false ;RadarColor=92,92,92 [TRACKTUNNEL03] Name=Train Tracks Image=TRTUNN03 Land=Railroad LegalTarget=false ;RadarColor=92,92,92 [TRACKTUNNEL04] Name=Train Tracks Image=TRTUNN04 Land=Railroad LegalTarget=false ;RadarColor=92,92,92 [LOBRDG01] Image=LOBRDG01 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG02] Image=LOBRDG02 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG03] Image=LOBRDG03 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG04] Image=LOBRDG04 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG05] Image=LOBRDG05 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG06] Image=LOBRDG06 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG07] Image=LOBRDG07 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG08] Image=LOBRDG08 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG09] Image=LOBRDG09 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG10] Image=LOBRDG10 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG11] Image=LOBRDG11 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG12] Image=LOBRDG12 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG13] Image=LOBRDG13 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG14] Image=LOBRDG14 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG15] Image=LOBRDG15 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG16] Image=LOBRDG16 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG17] Image=LOBRDG17 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG18] Image=LOBRDG18 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG19] Image=LOBRDG19 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG20] Image=LOBRDG20 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG21] Image=LOBRDG21 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG22] Image=LOBRDG22 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG23] Image=LOBRDG23 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG24] Image=LOBRDG24 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG25] Image=LOBRDG25 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG26] Image=LOBRDG26 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDG27] Image=LOBRDG27 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=false RadarInvisible = true [LOBRDG28] Image=LOBRDG28 Name=Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=false RadarInvisible = true [LOBRDGE1] Image=LOBRDGE1 Name=Low Bridge End 1 Land=Road NoUseTileLandType=true RadarColor=92,92,92 [LOBRDGE2] Image=LOBRDGE2 Name=Low Bridge End 2 Land=Road NoUseTileLandType=true RadarColor=92,92,92 [LOBRDGE3] Image=LOBRDGE3 Name=Low Bridge End 3 Land=Road NoUseTileLandType=true RadarColor=92,92,92 [LOBRDGE4] Image=LOBRDGE4 Name=Low Bridge End 4 Land=Road NoUseTileLandType=true RadarColor=92,92,92 [LOBRDB01] Image=LOBRDB01 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB02] Image=LOBRDB02 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB03] Image=LOBRDB03 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB04] Image=LOBRDB04 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB05] Image=LOBRDB05 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB06] Image=LOBRDB06 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB07] Image=LOBRDB07 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB08] Image=LOBRDB08 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB09] Image=LOBRDB09 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB10] Image=LOBRDB10 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB11] Image=LOBRDB11 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB12] Image=LOBRDB12 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB13] Image=LOBRDB13 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB14] Image=LOBRDB14 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB15] Image=LOBRDB15 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB16] Image=LOBRDB16 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB17] Image=LOBRDB17 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB18] Image=LOBRDB18 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB19] Image=LOBRDB19 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB20] Image=LOBRDB20 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB21] Image=LOBRDB21 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB22] Image=LOBRDB22 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB23] Image=LOBRDB23 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB24] Image=LOBRDB24 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB25] Image=LOBRDB25 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB26] Image=LOBRDB26 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=true RadarInvisible = false [LOBRDB27] Image=LOBRDB27 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=false RadarInvisible = true [LOBRDB28] Image=LOBRDB28 Name=Concrete Low Bridge Land=Road RadarColor=92,92,92 NoUseTileLandType=false RadarInvisible = true [LOBRDGB1] Image=LOBRDGB1 Name=Concrete Low Bridge End 1 Land=Road NoUseTileLandType=true RadarColor=92,92,92 [LOBRDGB2] Image=LOBRDGB2 Name=Concrete Low Bridge End 2 Land=Road NoUseTileLandType=true RadarColor=92,92,92 [LOBRDGB3] Image=LOBRDGB3 Name=Concrete Low Bridge End 3 Land=Road NoUseTileLandType=true RadarColor=92,92,92 [LOBRDGB4] Image=LOBRDGB4 Name=Concrete Low Bridge End 4 Land=Road NoUseTileLandType=true RadarColor=92,92,92 ;gs[VEINS] ;gsImage=VEINS ;gsName=Tiberium Veins ;gsRadarColor=0,0,92 ;gsIsVeins=true ;gsLand=Weeds [RAILBRDG1] Image=RAILBRDG Name=Railroad Bridge 1 LegalTarget=true RadarColor=92,92,92 Overrides=yes NoUseTileLandType=false [RAILBRDG2] Image=RAILBRDG Name=Railroad Bridge 2 LegalTarget=true RadarColor=92,92,92 Overrides=yes NoUseTileLandType=false [BRIDGE1] Image=BRIDGE Name = Bridge 1 LegalTarget=true RadarColor=115,115,115;92,92,92 Overrides=yes NoUseTileLandType=false [BRIDGE2] Image=BRIDGE Name = Bridge 2 LegalTarget=true RadarColor=115,115,115;92,92,92 Overrides=yes NoUseTileLandType=false [BRIDGEB1] Image=BRIDGB Name = Wood Bridge 1 LegalTarget=true RadarColor=115,115,115;92,92,92 Overrides=yes NoUseTileLandType=false [BRIDGEB2] Image=BRIDGB Name = Wood Bridge 2 LegalTarget=true RadarColor=115,115,115;92,92,92 Overrides=yes NoUseTileLandType=false ; chainlink prison camp fence [CAFNCP] UIName=Name:CAFNCP Name=Fence Prison Camp BuildCat=Combat Strength=100 Prerequisite=BARRACKS Armor=wood CrushSound=WallCrushBlack Crushable=yes Wall=yes TechLevel=-1 Adjacent=4 Sight=0 Nominal=yes Selectable=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=25 Insignificant=yes Points=1 Repairable=false Explosion=TWLT070XB,S_BANG48XB,S_CLSN58XB,S_TUMU60XB,TWLT070X,,S_BANG48X,S_CLSN58X,S_TUMU60X,FLAMEGUYX,FLAMEGUYX,SCFX,SCFX ThreatPosed=0 ; This value MUST be 0 for all building addons ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag AIBuildThis=no RadarInvisible=yes [CRATE] Name=Goodie Crate RadarColor=92,92,92 Crate=yes CrateTrigger=yes RadarInvisible=yes Land=Clear DrawFlat=false [WCRATE] Name=Water Crate RadarColor=92,92,92 Crate=yes CrateTrigger=yes RadarInvisible=yes Land=Water DrawFlat=false [CRAT01] Name=Crate LegalTarget=true RadarColor=92,92,92 ;Crate=yes ;CrateTrigger=yes ;RadarInvisible=yes Land=Rock [CRAT02] Name=Crate LegalTarget=true RadarColor=92,92,92 ;Crate=yes ;RadarInvisible=yes Land=Rock [CRAT03] Name=Crate LegalTarget=true RadarColor=92,92,92 ;Crate=yes ;RadarInvisible=yes Land=Rock [CRAT04] Name=Crate LegalTarget=true RadarColor=92,92,92 Land=Rock [CRAT0A] Name=Crate LegalTarget=true RadarColor=92,92,92 Land=Rock [CRAT0B] Name=Crate LegalTarget=true RadarColor=92,92,92 Land=Rock [CRAT0C] Name=Crate LegalTarget=true RadarColor=92,92,92 Land=Rock [DRUM01] Name=Drum LegalTarget=true RadarColor=92,92,92 Land=Rock [DRUM02] Name=Drum LegalTarget=true RadarColor=92,92,92 Land=Rock [PALET01] Image=500CAL Name=Palette LegalTarget=true RadarColor=92,92,92 Land=Rock RadarInvisible=yes [PALET02] Image=500CAL Name=Palette LegalTarget=true RadarColor=92,92,92 Land=Rock RadarInvisible=yes [PALET03] Image=500CAL Name=Palette LegalTarget=true RadarColor=92,92,92 Land=Rock RadarInvisible=yes [PALET04] Name=Palette LegalTarget=true RadarColor=92,92,92 Land=Rock ; ******* Smudge Objects ******* ; These specify the objects (actually more of an artwork ; element than a game object) called smudges. These typically ; are used to mark the effects of battle. ; Crater = Is this a crater smudge [special growth logic] (def=no)? [CRATER01] Crater=yes [CRATER02] Crater=yes [CRATER03] Crater=yes [CRATER04] Crater=yes [CRATER05] Crater=yes [CRATER06] Crater=yes [CRATER07] Crater=yes [CRATER08] Crater=yes [CRATER09] Crater=yes [CRATER10] Crater=yes [CRATER11] Crater=yes Width=2 Height=2 [CRATER12] Crater=yes Width=2 Height=2 [BURNT01] Burn=yes [BURNT02] Burn=yes [BURNT03] Burn=yes [BURNT04] Burn=yes [BURNT05] Burn=yes [BURNT06] Burn=yes [BURNT07] Burn=yes Width=2 [BURNT08] Burn=yes Width=2 [BURNT09] Burn=yes Height=2 [BURNT10] Burn=yes Height=2 [BURNT11] Burn=yes Width=2 Height=2 [BURNT12] Burn=yes Width=2 Height=2 [CR1] [CR2] [CR3] [CR4] [CR5] [CR6] [BURN01] [BURN02] [BURN03] [BURN04] [BURN05] [BURN06] [BURN07] [BURN08] [BURN09] [BURN10] [BURN11] [BURN12] [BURN13] [BURN14] [BURN15] [BURN16] ; ******* 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) ; Hover = % of full speed for hovering vehicles [0 means impassable] (def=100) ; Amphibious = % of full speed for amphibious vehicles [0 impassable] (def=100) ; Buildable = Can buildings be built upon this terrain (def=no)? ; clear grassy terrain ;[Clear] ;Foot=90% ;Track=70% ;Wheel=70% ;Float=0% ;Hover=50% ;Amphibious=80% ;FloatBeach=0% ;Buildable=yes [Clear] Foot=100% Track=100% Wheel=100% Float=0% Hover=50% Amphibious=100% FloatBeach=0% Buildable=yes ; rocky terrain ;[Rough] ;Foot=80% ;Track=60% ;Wheel=40% ;Float=0% ;Hover=50% ;Amphibious=40% ;FloatBeach=0% ;Buildable=yes [Rough] Foot=100% Track=100% Wheel=100% Float=0% Hover=50% Amphibious=100% FloatBeach=0% Buildable=yes ; roads [Road] Foot=100% Track=100% Wheel=100% Hover=75% Float=0% FloatBeach=0% Amphibious=100% Buildable=yes ; open water [Water] Foot=0% Track=0% Wheel=0% Hover=100% Float=100% FloatBeach=100% Amphibious=100% Buildable=no ; cliffs [Rock] Foot=0% Track=0% Wheel=0% Float=0% FloatBeach=0% Hover=0% Amphibious=0% Buildable=no ; walls and other man made obstacles [Wall] Foot=0% Track=0% Wheel=0% Float=0% FloatBeach=0% Hover=0% Amphibious=0% Buildable=no ; Tiberium [Tiberium] Foot=90% Track=70% Wheel=50% Float=0% FloatBeach=0% Hover=50% Amphibious=50% Buildable=no ; Vein hole creater weeds [Weeds] Foot=50% Track=70% Wheel=50% Float=0% FloatBeach=0% Hover=100% Amphibious=50% Buildable=no ; sandy beach [Beach] Foot=0% Track=0% Wheel=0% Float=0% FloatBeach=100% Hover=75% Amphibious=60% Buildable=no ; ice [Ice] Foot=50% Track=80% Wheel=50% Float=0% FloatBeach=0% Hover=100% Amphibious=50% Buildable=no ; train tracks [Railroad] Foot=90% Track=100% Wheel=50% Float=0% FloatBeach=0% Hover=100% Amphibious=50% Buildable=no ; tunnels [Tunnel] Foot=100% Track=100% Wheel=100% Float=0% FloatBeach=0% Hover=100% Amphibious=100% 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 specifies whether this crate is available over water. ; ; The fourth parameter, if present, specifies ; the data value needed for that crate powerup. They mean different things ; for the different powerups. [Powerups] Armor=10,ARMOR,yes,1.5 ; armor of nearby objects increased (armor multiplier);gs Think of max strength being multiplied by this (in reality, damage is divided by this since you can't change the max in Type) Firepower=10,FIREPOWR,yes,1.5 ; firepower of nearby objects increased (firepower multiplier) HealBase=10,HEALALL,yes ; all buildings to full strength Money=20,MONEY,yes,5000 ; a chunk o' cash (maximum cash) Reveal=10,REVEAL,yes ; reveal entire radar map Speed=10,SPEED,yes,1.2 ; speed of nearby objects increased (speed multiplier) Veteran=20,VETERAN,yes,1 ; veteran upgrade (levels to upgrade) Unit=20,,no ; vehicle Invulnerability=0,ARMOR,yes,1.0 ; invulnerability (duration in minutes) IonStorm=0,,yes ; initiate ion storm Gas=0,,yes,100 ; tiberium gas (damage for each gas cloud) Tiberium=0,,no ; tiberium patch Pod=0,,no ; drop pod special Cloak=0,CLOAK,yes ; enable cloaking on nearby objects Darkness=0,SHROUDX,yes ; cloak entire radar map Explosion=0,,yes,500 ; high explosive baddie (damage per explosion) ICBM=0,CHEMISLE,yes ; nuke missile one time shot Napalm=0,,no,600 ; fire explosion baddie (damage) Squad=0,,no ; squad of random infantry ; ******* Tiberium Varieties ******* ; There are various kinds of tiberium. This lists their number and ; particulars. [Tiberiums] 0=Riparius 1=Cruentus 2=Vinifera 3=Aboreus ; Name = display name ; Image = image to use [1=small, 2=large, 3=vine] ; Value = credit value per 'bail' ; Growth = growth rate ; Spread = spread rate ; Power = explosive power per 'bail' (def=0) ; Color = display color of the Tiberium ; Shard = crystal to fly off when chain reacting (def=none) ; This is Ore [Riparius] Name=Tiberium Riparius Image=1 Power=0 Value=50 Growth=2200 GrowthPercentage=.06 Spread=2200 SpreadPercentage=.06 Color=NeonGreen ; **WARNING**: If you change this color, notify Bret_a ; These are Gems [Cruentus] Name=Tiberium Cruentus Image=2 Value=100 Growth=10000 GrowthPercentage=0 Spread=10000 SpreadPercentage=0 Power=0 ;10 Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ; This may also be ore - DB [Vinifera] Name=Tiberium Vinifera Image=3 Value=50 Growth=2200 GrowthPercentage=.06 Spread=2200 SpreadPercentage=.06 Power=0 ; 10 Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ; This might be ore, I'm not certain - DB [Aboreus] Name=Tiberium Aboreus Image=4 Value=50 Growth=2200 GrowthPercentage=.06 Spread=2200 SpreadPercentage=.06 Power=0 Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ; ******* 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 [Harmless] Recruitable=no NoThreat=yes Retaliate=no Rate=.5 [Sticky] Recruitable=no Paralyzed=yes Scatter=no Rate=.016 [Attack] Rate=.016 AARate=.016 Scatter=no [Move] Rate=.016 [Patrol] Rate=.030 [QMove] Rate=.016 [Retreat] Recruitable=no Retaliate=no Rate=.1 [Guard] Rate=.030 AARate=.016 [Enter] Retaliate=no Recruitable=no Rate=.016 [Eaten] Retaliate=no Recruitable=no Rate=.016 [Capture] Retaliate=no Recruitable=no Scatter=no Rate=.016 [Harvest] Retaliate=no Recruitable=no Scatter=no Rate=.016 [Area Guard] Recruitable=yes Rate=.040 AARate=.032 [Return] [Stop] [Ambush] [Hunt] Recruitable=no Retaliate=yes Rate=.016 [Unload] Recruitable=no Retaliate=no Scatter=no Rate=.016 [Sabotage] Recruitable=no Rate=.016 [Construction] Recruitable=no Retaliate=no Scatter=no [Selling] Recruitable=no NoThreat=yes Retaliate=no Scatter=no [Repair] Rate=.08 [Rescue] Rate=.016 [Missile] Rate=.1 [Open] Rate=.016 ; ******* Voxel Debris types ******* ; Translucent = is the debris to be drawn with translucency (def=no)? ; Elasticity = "bounciness" of the object [should be 0.0 through 1.0] (def=0.75) ; MinAngularVelocity = minimum rate at which the debris is to spin in degrees (def=0.0) ; MaxAngularVelocity = maximum rate at which the debris is to spin in degrees (def=10.0) ; Duration = max number of frames to let the debris exist (def=30) ; MinZVel = minimum starting Z velocity (def=3.5) ; MaxZVel = maximum starting Z velocity (def=5.0) ; MaxXYVel = maximim starting lateral velocity (def=15.0) ; ShareBodyData = Get the voxel data from another Type's body voxel data (def = no)? ; ShareTurretData = Get the voxel data from another Type's turret voxel data (def = no)? ; ShareBarrelData = Get the VOXEL data from another Type's barrel voxel data (def = no)? ; ShareSource = name of the object to share voxel data from (def = none) ; VoxelIndex = voxel piece within the voxel data to use (def = 0) ; StartSound = sound to play when the voxel anim is created (def = VOC_NONE). ; BounceSound = sound to play when the voxel anim bounces (def = VOC_NONE). ; ExpireSound = sound to play when the voxel anim expires (def = VOC_NONE). ; BounceAnim = animation to launch when the voxel anim bounces (def = ANIM_NONE). ; ExpireAnim = animation to launch when the voxel anim expires (def = ANIM_NONE). ; TrailerAnim = animation to trail behind the object (usually smoke or flame) ; DamageRadius = the debris damages objects that it hits if they're closer than this distance ; Damage = amount of damage to apply to objects that are hit ; Warhead = warhead to use for damage purposes ; AttachedSystem = particle system to attach to the voxel anim ; Spawns = the particle spawned when this voxel debris explodes (def = none) ; SpawnCount = number of particles spawned [on average] (def = 0) [GTNKTUR] Name=Grizzly Turret Elasticity=0 MinAngularVelocity=5.0 MaxAngularVelocity=13.0 MinZVel=34.0 MaxZVel=48.0 MaxXYVel=8.0 Duration=75 Damage=0 ExpireAnim=TWLT036 [DISKTUR] Name=DISK Elasticity=0 MinAngularVelocity=5.0 MaxAngularVelocity=13.0 MinZVel=1.0 MaxZVel=5.0 MaxXYVel=15.0 Duration=75 Damage=0 ExpireAnim=TWLT070 [PIECE] Name=Scrap Metal Debris Elasticity=0.6 MinAngularVelocity=5.0 MaxAngularVelocity=9.0 MinZVel=24.0 MaxZVel=28.0 MaxXYVel=15.0 Duration=75 ExpireAnim=TWLT036 DamageRadius=100 Warhead=TankOGas [TIRE] Name=Flying Tire Elasticity=0.8 MinAngularVelocity=12.0 MaxAngularVelocity=24.0 MinZVel=28.0 MaxZVel=32.0 MaxXYVel=10.0 Duration=150 [MTNKTUR] Name=AGTTur Elasticity=0 MinAngularVelocity=12.0 MaxAngularVelocity=24.0 MinZVel=28.0 MaxZVel=32.0 MaxXYVel=10.0 Duration=150 [GASTANK] Name=Flying Gas Tank Elasticity=0.0 MinAngularVelocity=9.0 MaxAngularVelocity=15.0 MinZVel=30.0 MaxZVel=35.0 MaxXYVel=8.0 Duration=100 ExpireAnim=TWLT036 Damage=0 DamageRadius=100 Warhead=TankOGas [SONICTURRET] Name=Disruptor Turret ShareTurretData=yes ShareSource=SONIC Elasticity=0.0 MinAngularVelocity=10.0 MaxAngularVelocity=14.0 MinZVel=30.0 MaxZVel=38.0 MaxXYVel=8.0 Duration=100 ExpireAnim=TWLT026 Damage=0 DamageRadius=100 Warhead=TankOGas [4TNKTURRET] Name=Mammoth Tank Turret ShareTurretData=yes ShareSource=4TNK Elasticity=0.0 MinAngularVelocity=10.0 MaxAngularVelocity=14.0 MinZVel=30.0 MaxZVel=38.0 MaxXYVel=8.0 Duration=100 ExpireAnim=TWLT036 Damage=0 DamageRadius=50 Warhead=TankOGas [CRYSTAL01] Name=TiberiumCrystal01 ShareTurretData=yes ShareSource=SONIC Elasticity=0.0 MinAngularVelocity=12.0 MaxAngularVelocity=24.0 MinZVel=28.0 MaxZVel=32.0 MaxXYVel=10.0 Duration=150 ExpireAnim=TWLT050 Damage=0 DamageRadius=100 Warhead=TankOGas IsTiberium=true [CRYSTAL02] Name=TiberiumCrystal02 Image=GASTANK Elasticity=0.0 MinAngularVelocity=12.0 MaxAngularVelocity=24.0 MinZVel=40.0 MaxZVel=45.0 MaxXYVel=18.0 Duration=150 ExpireAnim=TWLT050 Damage=0 DamageRadius=100 Warhead=TankOGas IsTiberium=true [METEOR01] Name=Meteorite01 Image=MTRS Elasticity=0.0 MinAngularVelocity=12.0 MaxAngularVelocity=30.0 MinZVel=-100.0 MaxZVel=-100.0 MaxXYVel=100.0 Duration=70 ExpireAnim=TWLT070 Damage=0 DamageRadius=300 Warhead=Meteorite IsMeteor=true Spawns=PEBBLE SpawnCount=5 [METEOR02] Name=Meteorite02 Image=MTRB Elasticity=0.0 MinAngularVelocity=12.0 MaxAngularVelocity=30.0 MinZVel=-100.0 MaxZVel=-100.0 MaxXYVel=100.0 Duration=70 ExpireAnim=TWLT100 Damage=0 DamageRadius=300 Warhead=Meteorite IsMeteor=true IsTiberium=true Spawns=PEBBLE SpawnCount=7 [PEBBLE] Name=TiberiumShard Image=MTRB Elasticity=0.0 MinAngularVelocity=12.0 MaxAngularVelocity=24.0 MinZVel=40.0 MaxZVel=45.0 MaxXYVel=18.0 Duration=150 ExpireAnim=TWLT036 Damage=0 DamageRadius=100 Warhead=TankOGas IsTiberium=true ; ******* Special Weapon types ******* ; IsPowered -- does this super weapon become inoperative in a low power situation? ; RechargeVoice -- Voice to use when weapon is fully recharged and ready. ; ChargingVoice -- Voice to use when weapon begins charging. ; ImpatientVoice -- Voice to use when user clicks on weapon that isn't finished charging. ; SuspendVoice -- Voice to use when special weapon charging is suspended. ; RechargeTime -- time in minutes to recharge this special ; Range -- How big a circle will be drawn in targeting mode. The default is 0 which means no circle will be drawn -GEF ; LineMultiplier -- Higher number means more densly packed lines in targeting mode. The default is zero which means just one line. -GEF ; Chem weapon. The logic will fail if this weapon is 'powered' [ChemicalSpecial] Name=Chemical Missile IsPowered=true RechargeVoice= ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=.4 Type=PsychicReveal Action=PsychicReveal SidebarImage=asaticon ShowTimer=no DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x Range=8 LineMultiplier=0 ;Name=Chemical Missile ;IsPowered=false ;RechargeVoice=00-I152 ;ChargingVoice= ;ImpatientVoice= ;SuspendVoice= ;RechargeTime=.2 ;Type=ChemMissile ;SidebarImage=asaticon ;Action=ChemBomb ;ManualControl=yes ;WeaponType=ChemLauncher ;This is the nuke special [NukeSpecial] UIName=Name:Nuke Name=N U K E !!! IsPowered=true RechargeVoice=00-I154 ChargingVoice= ImpatientVoice= SuspendVoice= ;RechargeTime=0.1 RechargeTime=10 Type=MultiMissile SidebarImage=NukeIcon Action=Nuke WeaponType=NukeCarrier ShowTimer=yes DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this Range=7 LineMultiplier=2 ;[EMPulseSpecial] ;Name=E.M. Pulse ;IsPowered=true ;RechargeVoice=00-I158 ;ChargingVoice= ;ImpatientVoice= ;SuspendVoice= ;RechargeTime=4.5 ;Type=EMPulse ;SidebarImage=PulsIcon ;Action=EMPulse ;[FirestormSpecial] ;Name=Firestorm Defense ;IsPowered=true ;RechargeVoice=00-I162 ;ChargingVoice= ;ImpatientVoice= ;SuspendVoice= ;RechargeTime=3 ;Type=Firestorm ;SidebarImage=FSTDICON ;UseChargeDrain=true [IonCannonSpecial] UIName=Name:Ion Name=Ion Cannon IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=0.5 Type=IonCannon Action=IonCannon SidebarImage=IONCICON ShowTimer=no [IronCurtainSpecial] UIName=Name:Iron Name=Iron Curtain IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=6 Type=IronCurtain Action=IronCurtain SidebarImage=IRCRICON ShowTimer=yes DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox Range=1.1 LineMultiplier=50 [ForceShieldSpecial] UIName=Name:ForceShield Name=Force Shield IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=8 Type=ForceShield Action=ForceShield SidebarImage=FORCICON ShowTimer=no DisableableFromShell=no SpecialSound=ForceShieldFading;gs wildcard sound hook. In this case, play at ForceShieldDuration - ForceShieldPlayFadeSoundTime after firing StartSound=ForceShieldStarting;gs no anim to hook this on to, so hook it here. FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x Range=4.25 LineMultiplier=3 [LightningStormSpecial] UIName=Name:Storm Name=Lightning Storm IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=10 Type=LightningStorm Action=LightningStorm SidebarImage=BOLTICON ShowTimer=yes DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this Range=9 LineMultiplier=2 [ChronoSphereSpecial] UIName=Name:Chrono Name=Chrono Sphere IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=6 Type=ChronoSphere Action=ChronoSphere SidebarImage=CHROICON PreClick=yes ShowTimer=yes DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox Range=1.1 LineMultiplier=50 ;Do we need a dummy weapon? [ChronoWarpSpecial] UIName=Name:Chrono2 Name=Chrono Warp IsPowered=false RechargeVoice= ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=1 Type=ChronoWarp Action=ChronoWarp SidebarImage=XXXXICON PostClick=yes PreDependent=ChronoSphere Range=1.1 LineMultiplier=50 [ParaDropSpecial] UIName=Name:Para Name=Paratrooper Drop IsPowered=false RechargeVoice= ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=4 Type=ParaDrop Action=ParaDrop SidebarImage=PARAICON ShowTimer=no DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox Range=1 LineMultiplier=1 [AmericanParaDropSpecial] UIName=Name:APara Name=American Paratrooper Drop IsPowered=true RechargeVoice= ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=4.5 Type=AmerParaDrop Action=AmerParaDrop SidebarImage=APARICON ShowTimer=no DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox Range=1 LineMultiplier=1 [PsychicDominatorSpecial] UIName=Name:YAPPET Name=Lightning Storm IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=10 Type=PsychicDominator Action=PsychicDominator SidebarImage=PDOMICON ShowTimer=yes DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox Range=4 LineMultiplier=5 AIDefendAgainst=yes [SpyPlaneSpecial] UIName=Name:SpyP Name=SpyPlane Flyby IsPowered=true RechargeVoice= ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=4 Type=SpyPlane Action=SpyPlane SidebarImage=SPYPICON ShowTimer=no DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x AuxBuilding=NARADR Range=8 LineMultiplier=0 [GeneticConverterSpecial] UIName=Name:YAGNTC Name=Genetic Converter IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=6 Type=GeneticConverter Action=GeneticConverter SidebarImage=MUTEICON ShowTimer=yes DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox Range=4.5 LineMultiplier=3 [PsychicRevealSpecial] UIName=Name:PsyReveal Name=Psychic Reveal IsPowered=true RechargeVoice= ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=4 Type=PsychicReveal Action=PsychicReveal SidebarImage=PSYRICON ShowTimer=no DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x Range=8 LineMultiplier=0 ; ******* Globals Variable Names ******* ; These must be constant throughout all scenarios based on these ; rules. These are numbered starting from zero. Do not change the ; number values or else all preexisting triggers using them will ; break. [VariableNames] 0= 1= 2= 3=Smithsonian Destroyed 4=Lincoln Destroyed 5=Jefferson Destroyed 6=Washington Destroyed 7=SmithCastle Destroyed 8=Completed 3B 9=Prisoners Freed 10=Train Stolen 11=Completed 9B 12=Machineshop 13=Hospital