; RULE*.INI ; *** Red Alert 2: Yuri's Revenge Rules *** ; If placed in game directory, it will override built in values. Values to be used as multipliers ; or percentages can be specified as either a simple floating point number (embed ".") or as a ; conventional percentage number (append "%"). Values used as distances or time delays ; are specified as simple floating point number. Distance values are expressed in cells. Time ; values are expressed in minutes. ; If multiple rules files are present, the Name field is used to identify between them. [General] UIName=Name:General Name=Red Alert 2 Yuri's Revenge -- Official Rules of Engagement ;' ; veteran factors ;gs checked up on these since Armor was broken. Now they are all multipliers. VeteranRatio=3.0 ; must destroy this multiple of self-value to become a veteran [per level] VeteranCombat=1.1 ; multiplier to damage VeteranSpeed=1.2 ; multiplier to max speed VeteranSight=0.0 ; multiplier to sight !!!going past ten is a hard code Vegas crash!!! VeteranArmor=1.5 ; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this VeteranROF=0.6 ; ROF delay multiplier VeteranCap=2 ; maximum veteran level that can be obtained InitialVeteran=no ; Do initial forces start as veterans? ; repair and refit RefundPercent=50% ; percent of original cost to refund when building/unit is sold ReloadRate=.3 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=15% ; percent cost to fully repair as ratio of full cost RepairRate=.016 ; minutes between applying repair step RepairStep=8 ; hit points to heal per repair 'tick' URepairRate=.016 ; [units only] minutes between applying repair step IRepairRate=.001 ; [infantry only] minutes between applying repair step IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium] SelfHealInfantryFrames=50 SelfHealInfantryAmount=20 SelfHealUnitFrames=75 SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital ; income and production ;BailCount=28 ; number of 'bails' carried by a harvester BuildSpeed=.7 ; general build speed [time (in minutes) to produce a 1000 credit cost item] BuildupTime=.06 ; average minutes that building build-up animation runs GrowthRate=5 ; minutes between ore (Tiberium) growth TiberiumGrows=yes ; Does ore grow denser over time? TiberiumSpreads=yes ; Does ore spread into adjacent areas? SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad? SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold ;gs This is no longer used, as the sell price of the building gives more control AlliedSurvivorDivisor=500 ; gs divide the sell cost of a building by this to get number of survivors SovietSurvivorDivisor=250 ; gs this split is needed since no longer have a common infantry ThirdSurvivorDivisor=750 PlacementDelay=.05 ; delay before retrying produced object deploy if temporary blockage detected WeedCapacity=56 ; Amount of weed that needs to be harvested by a house in order to build the chem missile ; computer and movement controls CurleyShuffle=yes ; Should helicopter shuffle position between shots [as in C&C]? BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat CloseEnough=2.25 ; If distance to destination less than this, then abort movement if otherwise blocked. DamageDelay=1 ; minutes between applying trivial structure damage when low on power GameSpeedBias=1.6 ; multiplier to overall game object movement speed ;was 1.2 Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action RelaxedStray=3.0 ;gs Gather commands will use this number instead, allowing for bigger teams in AIT CloakDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge SuspendDelay=2 ; minutes that suspended teams will remain suspended SuspendPriority=1 ; teams with less than this priority will suspend during base defense ops FlightLevel=1500 ;gs from 600 ; typical flight level for aircraft [above ground level] ParachuteMaxFallRate=-3 NoParachuteMaxFallRate=-100 GuardModeStray=2.0 ; BGC - how many cells away a unit can get from the unit it is guarding before it's told to move. MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating. ;-RTO TeamDelays=2000,2500,3500 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard) ;TeamDelays=1200,1350,1600 AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level AIAlternateProductionCreditCutoff=1000 ; When to start whimping out on spending money NodAIBuildsWalls=no AIBuildsWalls=no ; -RTO* MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200 AIVirtualPurifiers=4,2,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) AISlaveMinerNumber=4,3,2;gs can't use harvestersperrefinery since no refineries (changed from 3,2,1 per Todd) HarvestersPerRefinery=2,2,1;gs this used to hard coded. If it is here then design has control AIExtraRefineries=2,1,0;gs Again, formerly hardcoded. Does not apply to SlaveMiner HealScanRadius=10 ; how far should medic-type units scan for targets? Used to override the range ; of these units, because they need to have very short ranges FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest) ;-RTO MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest) MaximumAIDefensiveTeams=2,2,2 ; " " TotalAITeamCap=30,30,30 ; (by difficulty level, from hardest to easiest) UseMinDefenseRule=yes DissolveUnfilledTeamDelay=5000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only) LargeVisceroid=VISC_LRG ; when two small visceroids combine they turn into this SmallVisceroid=VISC_SML ; when infantry transmorgifies into a visceroid ; controls how the computer AI scores potential ion cannon targets ; the first value is for hard computer opponents, next for normal, and finally for easy ; right now, normal and hard are the same, because on hard, the computer will actually wait for ; production on an object to finish if that object is the best target; in this way all three ; difficulty levels are different. ;Also, note that these are not a weighted distribution. They are absolute ordering ;of targets. --gs AIIonCannonConYardValue=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=250 ; PCG; Number of frames between announcement of strike and its commencement. LightningDamage=250 ; Damage done by lightning strike. ;used to be 250 LightningStormDuration=180 ; Default ion storm duration in frames. This is overriden by the trigger control. ;used to be 420 LightningWarhead=IonWH ; Warhead used by ion storm strike. LightningHitDelay=10 ; How often the direct target gets hit in frames ;used to be 150 LightningScatterDelay=5 ; Frame delay between random bolts -- DO NOT DECREASE -- PERFORMANCE HIT ;used to be 14 LightningCellSpread=10 ; and how far away random bolts can go ( n by n square ) ;used to be 10 LightningSeparation=3 ; SJM: city-block distance in cells between clouds/bolts IonStorms=no ; Are random ion storms going to appear? ;*** ForceShield Control *** ForceShieldRadius=4 ;6;10 ;in cells ForceShieldDuration=500 ;300 ;in frames, force field duration ForceShieldBlackoutDuration=1000 ;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=150% ; Each Prism Cannon support beam adds this % to firing beam's damage PrismSupportMax=8 ; Max number of support beams that may assist a Prism Cannon PrismSupportDelay=45;60 ; Firing a support beam takes a Prism offline for this long PrismSupportDuration=15 ; A support beam is visible for this long PrismSupportHeight=420 ; Support beam is aimed this many leptons above target building ; V3 Rocket control ;SJM V3RocketPauseFrames=0 ; How many frames the rocket pauses on the launcher before tilting V3RocketTiltFrames=60 ; How many frames it takes for the V3 rocket to tilt to firing position V3RocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical) V3RocketPitchFinal=0.5 ; Ending pitch of the rocket after tilting up; now it fires V3RocketTurnRate=0.05 ; Pitch maneuverability of rocket in air. Adjust by trial and error. V3RocketRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) V3RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch V3RocketAltitude=768 ; Cruising altitude in leptons: at this height rocket BEGINS leveling off V3RocketDamage=200 ; Exploding V3 does this much damage (at center of explosion, presumably). V3RocketEliteDamage=400 ; Exploding V3 does this much damage (at center of explosion, presumably). V3RocketBodyLength=256 ; The body of the rocket is this many leptons long V3RocketLazyCurve=yes ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. V3RocketType=V3ROCKET ; Dreadnought Missile control ;SJM DMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting DMislTiltFrames=60 ; How many frames it takes for the missile to tilt to firing position DMislPitchInitial=0 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical) DMislPitchFinal=0.5 ; Ending pitch of the missile after tilting up; now it fires DMislTurnRate=0.08 ; Pitch maneuverability of missile in air. Adjust by trial and error. DMislRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) DMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch DMislAltitude=768 ; Cruising altitude in leptons: at this height missile BEGINS leveling off DMislDamage=300 ; Exploding DMisl does this much damage (at center of explosion, presumably). DMislEliteDamage=600 ; Exploding DMisl does this much damage (at center of explosion, presumably). DMislBodyLength=128 ; The body of the rocket is this many leptons long DMislLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. DMislType=DMISL ; Cruise Missile control ;GEF CMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting CMislTiltFrames=100 ; 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=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only) CMislAcceleration=1.0 ; This much is added to the missile's velocity each frame during launch CMislAltitude=768 ; Cruising altitude in leptons: at this height missile BEGINS leveling off CMislDamage=200 ; Exploding CMisl does this much damage (at center of explosion, presumably). CMislEliteDamage=250 ; Exploding CMisl does this much damage (at center of explosion, presumably). CMislBodyLength=128 ; 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=no ; Is fog of war enabled? Visceroids=no ; Are randomly appearing visceroids going to occur? Meteorites=no ; Are tiberium meteorites going to occur? CrewEscape=50% ; percent chance that crew will escape from destroyed vehicle CameraRange=9 ; distance around spy camera to reveal map FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings? Pilot=E1 ; pilot type that parachutes out of aircraft AlliedCrew=E1 ; soldier that emerges from destroyed unit or building SovietCrew=E2 ; for soviet ThirdCrew=INIT ; and for the third side Technician=CTECH ; civilian infantry type to serve as technician survivor [should be armed variety] Engineer=ENGINEER ; special (limited supply) infantry survivor from construction yards [probably engineer type] PParatrooper=E1 ; infantry that is dropped as a paratrooper ;*** Reinforcement/Chrono Stuff *** ChronoDelay=60 ;delay after teleport for chrono sphere ChronoReinfDelay=180 ;delay after teleport for chrono reinforcements ChronoDistanceFactor=48 ;default = 32 amount to divide the distance to destination by to get the warped out delay ChronoTrigger=yes ;defualt=yes, if yes, then delay varies by distance, if no, it's a constant ChronoMinimumDelay=16 ;default=0;this is the minimum delay for teleporting, no matter how short the distance ;this value will also be used if the ChronoTrigger flag is turned off ChronoRangeMinimum=0 ;this can be used to set a small range within which the delay is constant ;the range is measured in leptons (256 per cell) within this range the delay will be set to the minimum ;a value of 32 for ChronoDistanceFactor gives a delay of eight frames for every cell traveled. ;256 leptons per pixel, so to get frames delay per cell use 256/ChronoDistanceFactor ;this is an inverse function, so larger number means shorter delay ;minimum value can be one (not zero!) which would result in 256 frames of delay per cell traveled ;GEF ;************ American Paradrop Special Rules *********** ;These two lists _must_ have the same number of elements, otherwise bad crashiness will result ;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop ;AmerParaDropNum=6,6,6 ;How many of each of those infantry AmerParaDropInf=E1 ;Types of infantry for the planes to drop AmerParaDropNum=8 ;How many of each of those infantry AllyParaDropInf=E1 ;Types of infantry for the planes to drop AllyParaDropNum=6 ;How many of each of those infantry SovParaDropInf=E2 ;Types of infantry for the planes to drop SovParaDropNum=9 ;How many of each of those infantry YuriParaDropInf=INIT ;Types of infantry for the planes to drop YuriParaDropNum=6 ;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=yes ;gs If yes, the mouse will be an attack cursor on a disguised unit as if he is not disguised. ;If no, you will still get an attack cursor on a fake-blinking Mirage and a spy _always_ ; SJM: Default disguise for the Mirage Tank (object type) DefaultMirageDisguises=TREE01,TREE02,TREE03,TREE04 ; Must be a Terrain Type object (a tree or box; NOT a rock) InfantryBlinkDisguiseTime=20 ;must be bigger than 8 to be reliable, can be 0 to prevent infantry from detecting mirages; this is a logic blink so others will join in the shooting MaximumCheerRate=300 ;gs In frames, how often a team is allowed to cheer from the keyboard or ACB ;*** New AI type snippets *** AISafeDistance=20 ;gs cell distance the AI will consider in Gathering outside enemy base (from center of enemy base) AIMinorSuperReadyPercent=.7 ;gs When a Curtain or Sphere is this charged, the AI will consider it in its AITriggers HarvesterTooFarDistance=5 ;gs If a harvester is farther than this from the refinery it wants, it will move next to it instead of reserving it and refigure things out when it stops. This should be small to approximate the wait time concern versus driving to the next refinery. ChronoHarvTooFarDistance=50 ;gs Same as above, but for Chrono harvesters. Rather than have them teleport super far and then repick an ore patch (or teleport super far and drive super far back), they will stay on their side of the map (like for two bases) AlliedBaseDefenseCounts=25,20,6 ;gs h,m,e This is the explicit number of base defenses that easy, normal, and hard level will plan on making SovietBaseDefenseCounts=25,22,6 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1) ThirdBaseDefenseCounts=25,22,6 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1) AIPickWallDefensePercent=50,25,10 ;gs h,m,e Each time the computer picks to build a base defense, this is the percent chance he will override picking a gun type with picking a wall (if there are buildings that still need walls) AIRestrictReplaceTime=400 ;gs After a computer takes damage to a building, this is the number of frames to restrict the replacement of lost buildings to only walls and base defenses and power ThreatPerOccupant=10 ;gs This is the threat value a Occupied building gains per occupant ApproachTargetResetMultiplier=1.5 ;gs The ApproachTarget position should be recalculated if the target is now more than weapon range times this (My approach target picked a spot range 1x away, so if it gets beyond 1.5 I know it is moving and that I will need to refigure where he is.) CampaignMoneyDeltaEasy=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=20 ;gs distance in cells the Computer can place his Naval Yard from his Con Yard DisabledDisguiseDetectionPercent=15,5,2 ;gs h,m,e Damn I love this section. This is the percent chance that an individual unit will detect a Mirage Tank who is fake-blinking (from Firing). This is per unit, so even a lowish number is near automatic when the computer has 10 guys nearby AIAutoDeployFrameDelay=15,25,100 ;//gs h,m,e The number of frames that the AI will wait to deploy his GI's that are in Guard mode so that they don't bounce up and down MaximumBuildingPlacementFailures=3 ;gs If the computer gets hung up on thinking it can place something but being unable to clear the space (too jammed with people) then bail after this many failures. The computer will try every 45 (PlacementDelay) frames, so that can tell you how long he'll try for it TiberiumShortScan=6;//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=8;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=14;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=90,50,10; When a super is targeted AISDDistance cells away, this is the percent chance to use ForceShield AISuperDefenseFrames=50;this is how long the alert lasts, in case Force Shield is not quite ready AISuperDefenseDistance=12;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=75,5,5,15 AICaptureWounded=15,40,40,5 AICaptureLowPower=15,5,75,5 AICaptureLowMoney=15,75,5,5 ;In order of priority, Low Money, Low Power, Wounded, Nothing AICaptureLowMoneyMark=2000;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=120 ; height of hovering vehicles HoverDampen=40% ; dampening effect on hover vehicle bounciness HoverBob=.04 ; time between hover 'bobs' HoverBoost=150% ; hover speed when traveling on straight away HoverAcceleration=.02 ; time to accelerate to full speed HoverBrake=.03 ; time to decelerate to full stop ; balloon hover alternate characteristics BalloonHoverHeight=1000 ; height of hovering vehicles BalloonHoverDampen=20% ; dampening effect on hover vehicle bounciness BalloonHoverBob=1.2 ; time between hover 'bobs' BalloonHoverBoost=150% ; hover speed when traveling on straight away BalloonHoverAcceleration=.04 ; time to accelerate to full speed BalloonHoverBrake=.03 ; time to decelerate to full stop ; subterrainean vehicle characteristics TunnelSpeed=1 ; production & power effects MultipleFactory=0.8 ; Ick. This is now a straight discount multiplier that is cumulative. ie at .8 you get 1, .8, .64, .512 instead of 1, 1, 1.25,etc ;gs factory bonus for multiples [1=full bonus, 0=no bonus] (def=1) <--their way at 1 you get 1, 1, .5, .33, .25, etc MinLowPowerProductionSpeed=.5 ; minimum production speed as result of low power (def=.5) ;gs applies after modifer below MaxLowPowerProductionSpeed=.8 ; and since most of the time you will be short by only 10 or 20, this is the maximum speed you can build if you have low power (so 99% power is treated as this %) LowPowerPenaltyModifier=1 ;gs "double penalty" or "half penalty". multiply this by the power short to get the actual penalty ( def=1. 2 means 30% short = 60% penalty, .5 would mean 15% penalty.) ; hack section GDIGateOne=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 ;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=200 ; 25 WindDirection=1 ; Direction of wind (gets converted to a FacingType, so 0 is north ; and increasing numbers rotate clockwise) TrackedUphill=1.0 ; coefficient for tracked vehicle movement uphill TrackedDownhill=1.2 ; coefficient for tracked vehicle movement downhill WheeledUphill=1.0 ; coefficient for wheeled vehicle movement uphill WheeledDownhill=1.2 ; coefficient for wheeled vehicle movement downhill LeptonsPerSightIncrease=2000 ;how high does a unit have to go before it can see farther? LeptonsPerFireIncrease=2000 ; how high does a unit have to go before it can fire farther? AttackingAircraftSightRange=2 ; //gs 6 Makes the V3 ping the map. Hi, welcome to dumb ideas. BlendedFog=yes ; should we blend the fog (as opposed to dither it) CliffBackImpassability=2 ; how impassable is it behind cliffs? (0 = minimal, 2 = maximal) IceCrackingWeight=50.0 ; objects weighing more than this will crack ice IceBreakingWeight=50.0 ; objects weighing more than this well break through ice ShipSinkingWeight=3.0 ; Surface ships of this or greater weight will sink, not explode, when destroyed. CloakingStages=9 TiberiumTransmogrify=40 TreeFlammability=0.0 CraterLevel=1 ; controls how big the craters from meteorites are. ; 0 is no cratering, while 4 is the largest craters. ;StatisticTimeInterval=30; controls how many seconds pass between statistic calculations, for score screen graphs BridgeVoxelMax=3 ; maximum debris from each destroyed bridge section (def=3) WallBuildSpeedCoefficient=3.0 ;gs This is a multiplier to time, so it means SLOWER, duh, as in 5 times slower ; how much faster than normal objects do walls build? AllowShroudedSubteranneanMoves=true AircraftFogReveal=6 MaximumQueuedObjects=29 MaxWaypointPathLength=15 ; firestorm defense controls ChargeToDrainRatio=.333 DamageToFirestormDamageCoefficient=.1 ; veinhole monster parameters ; VeinholeMonsterStrength=1000 ; no longer used. To modify veinhole monster strength, edit the [VEINTREE] entry VeinholeGrowthRate=300 ; was 3000 VeinholeShrinkRate=100 ; was 500 MaxVeinholeGrowth=2000 VeinDamage=0 VeinholeTypeClass=VEINTREE ;-RTO ; AI trigger weighting parameters AITriggerSuccessWeightDelta=20 ;5 AITriggerFailureWeightDelta=-50 ; -20 AITriggerTrackRecordCoefficient=1 ; Some spotlight controls SpotlightSpeed=.015 ; speed in radians SpotlightMovementRadius=2000 ; offset of center of arc sweep SpotlightLocationRadius=1000 ; offset from building SpotlightAcceleration=.0025 ; acceleration in radians SpotlightAngle=.5 ; maximum suggest angle of arc sweep ; Controls for radar events ; The events, in order, are: ; (1) Generic Combat Event, ; (2) Generic Noncombat Event, ; (3) Dropzone Event, ; (4) Base Under Attack Event, ; (5) Harvester Under Attack Event, ; (6) Enemy Object Sensed Event ; So, for example, to change the visibility duration of the Harvester Under Attack Event, ; you would change the fifth number in the list for RadarEventVisibilityDurations ; RadarEventSuppressionDistances=8, 8, 8, 8, 8, 6 ; suppression distance in cells RadarEventVisibilityDurations=200,200,200,200,200,200 ; event visibility in frames RadarEventDurations=400,400,400,400,400,400 ; event duration in frames FlashFrameTime=7 RadarCombatFlashTime=49 ; this should ALWAYS be an odd multiple of FlashFrameTime, ie RadarCombatFlashTime / FlashFrameTime should be an odd number RadarEventMinRadius=8 RadarEventSpeed=1.2 RadarEventRotationSpeed=.05 RadarEventColorSpeed=.1 RevealTriggerRadius=9 ; the sight range of a "reveal around waypoint" trigger, 10 is maximum ; id holders for particle systems and voxel debris ExplosiveVoxelDebris=GASTANK,PIECE ; name of explosive voxel debris TireVoxelDebris=TIRE ; name of tire voxel debris ScrapVoxelDebris=PIECE ; name of scrap metal voxel debris OKBuildingSmokeSystem=SmokeStackSys DamagedBuildingSmokeSystem=SmallSmokeSys DamagedUnitSmokeSystem=VSSmokeSys DebrisSmokeSystem=VSSmokeSys ; Building prerequisite categories are specified here. PrerequisitePower=GAPOWR,NAPOWR,NANRCT,YAPOWR;gs NAAPWR PrerequisiteFactory=GAWEAP,NAWEAP,YAWEAP PrerequisiteBarracks=NAHAND,GAPILE,YABRCK PrerequisiteRadar=GAAIRC,NARADR,AMRADR,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=200 TargetEffectivenessCoefficientDefault=-200 TargetSpecialThreatCoefficientDefault=200 TargetStrengthCoefficientDefault=-200 TargetDistanceCoefficientDefault=-10 ; defaults for dumb threat evaluation DumbMyEffectivenessCoefficient=200 DumbTargetEffectivenessCoefficient=200 DumbTargetSpecialThreatCoefficient=200 DumbTargetStrengthCoefficient=200 DumbTargetDistanceCoefficient=-1 EnemyHouseThreatBonus=400 ;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=TWNK1 ; 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=DROPPOD,DROPPOD2 ; mark to leave after drop pod lands DeadBodies=DEATH_A,DEATH_B,DEATH_C,DEATH_D,DEATH_E,DEATH_F ; choice of dead bodies to leave around MetallicDebris=DBRIS1LG,DBRIS2LG,DBRIS3LG,DBRIS4LG,DBRIS5LG,DBRIS6LG,DBRIS7LG,DBRIS8LG,DBRIS9LG,DBRS10LG,DBRIS1SM,DBRIS2SM,DBRIS3SM,DBRIS4SM,DBRIS5SM,DBRIS6SM,DBRIS7SM,DBRIS8SM,DBRIS9SM,DBRS10SM BridgeExplosions=TWLT026,TWLT036,TWLT050,TWLT070 ; the explosions to use for the bridge explosion effect 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=1;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=PDFXLOC;gs this is the ring on the ground DominatorFireAtPercentage=20; ;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=CHRONOTG; SJM: Chrono transfer DESTINATION ACTIVATES WarpIn=WARPIN;WAKE2 ; animation when warping in WarpOut=WARPOUT;WAKE2 ; animation when warping out WarpAway=WARPAWAY;RING1 ; animation when warping something out of existance IronCurtainInvokeAnim=IRONBLST; anim that plays upon invocation of the Iron Curtain ForceShieldInvokeAnim=FORCSHLD WeaponNullifyAnim=IRONFX ; animation to play when a weapon is neutralized by Invulnerability ChronoSparkle1=CHRONOSK ;animation to play over something getting chronoed (teleported or out of time) InfantryExplode=S_BANG34 ; animation when infantry just explodes 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=4 Speed=14 Climb=5 CruiseHeight=500 ; cruiseheight should be higher than a bridge, just to be safe Acceleration=2 WobblesPerSecond=.15 ; was .25 WobbleDeviation=40 ; was 40 ; ******* Special Weapon rules ******* ; Special weapon rules are specified here. [SpecialWeapons] ;HSBuilding=GAPLUG,NATMPL ; list of buildings the hunter seeker tries to pop out of NukeWarhead=Nuke ; warhead used by falling nuke missile NukeDown=NukeDown ; nuclear missile as it descends NukeProjectile=NukeUp ; nuclear missile (from silo) projectile to launch EMPulseWarhead=EMPuls ; warhead used by falling nuke missile EMPulseProjectile=PulsPr ; nuclear missile (from silo) projectile to launch 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=15 ; If frame rate drops below this value, various visual effects switch off. DetailMinFrameRateMovie=20 ; As above, but applies when a movie is playing. DetailBufferZoneWidth=5 ; To restore effects, frame rate must equal or exceed MinFrameRate plus this. LineTrailColorOverride=0,0,0 ; For use in maps only! Leave this at 0,0,0 in Rules.INI. ChronoBeamColor=128,200,255 ; Chrono Legionnaire's zap ray color, in 24-bit RGB MagnaBeamColor=255,200,255 ; Magnetron's zap ray color, in 24-bit RGB OreTwinkleChance=30 ; 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 ;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=4;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=10 ; 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. ; 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=yes ; Show enemy health bar graph when selected? Gravity=6 ; gravity constant for ballistic projectiles IdleActionFrequency=.15 ; average minutes between infantry performing idle actions MessageDelay=.6 ; time duration of multiplayer messages displayed over map MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only) NamedCivilians=no ; Show true names over civilians and civilian buildings? SavourDelay=.1 ; delay between scenario end and ending movie [keep the delay short] ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep] FogRate=.01 IceGrowthRate=1.5 IceSolidifyFrameTime=1000 ; how many frames between when ice is cracked and when it gets solidified IceCrackSounds= AmbientChangeRate=.2 ; how many minutes between ambient light recalculations AmbientChangeStep=.2 ;GEF old value is below, changing this to speed up nuke blast, noit sure if it will affect anything else; step rate for gradually changing ambient lighting ;AmbientChangeStep=.1 ; step rate for gradually changing ambient lighting SpeakDelay=2 ; minutes between EVA repeating advice to the player TimerWarning=2 ; if mission timer is less than this many minutes, then display in red ExtraUnitLight=.2 ; Extra light to make units glow. ExtraInfantryLight=.2 ; Extra light to make infantry glow. ExtraAircraftLight=.2 ; Extra light to make aircraft glow. LocalRadarColor=0,255,0 ; PCG. This is the color that you show up as on the radar, no matter ; what your house color is. I.e. if you are blue in the game, and this ; color is green, then you show up as green on the radar. ; ******* Crate rules ******* ; General crate rules and controls are specified here. [CrateRules] CrateMaximum=255 ; crates can never exceed this quantity CrateMinimum=1 ; crates are normally one per human player but never below this number CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses CrateRegen=3 ; average minutes between random powerup crate regeneration SilverCrate=HealBase ; solo play silver crate bonus SoloCrateMoney=5000 ; money to give for money crate in solo play missions UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly] WoodCrate=Money ; solo play wood crate bonus WaterCrate=Money ; solo play water crate bonus HealCrateSound=HealCrate ; heal crate sound effect WoodCrateImg=CRATE ; wood crate overlay image to use CrateImg=CRATE ; normal crate overlay image to use WaterCrateImg=WCRATE ; Water crate image FreeMCV=yes ; Give free MCV from crate if no buildings but still has money [multiplay only]? ; ******* Combat and damage rules ******* ; General rules that control combat, damage, or related items are listed here. [CombatDamage] AmmoCrateDamage=200 ; damage generated from exploding ammo crate overlay IonCannonDamage=751 HarvesterImmune=no ; Are harvester immune to normal combat damage? DestroyableBridges=yes ; Can bridges be destroyed? TiberiumExplosive=no ; Is tiberium extra explosive? Scorches=BURN01,BURN02,BURN03,BURN04 ; scorch mark smudge types Scorches1=BURN05,BURN06,BURN07 ; scorch mark smudge types Scorches2=BURN08,BURN09,BURN10 ; scorch mark smudge types Scorches3=BURN11,BURN12,BURN13 ; scorch mark smudge types Scorches4=BURN14,BURN15,BURN16 ; scorch mark smudge types TiberiumExplosionDamage = 0 ; the amount of damage dealt out by explosion in a big tiberium chain reaction TiberiumStrength = -1 ; the higher this value, the harder it is to get big tiberium to explode Craters=CR1,CR2,CR3,CR4,CR5,CR6 ; crater smudge types AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source) BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles (Note: Flak Cannon uses this) BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed] C4Delay=.03 ; minutes to delay after placing C4 before building will explode C4Warhead=Super ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building. This warhead is used throughout the code to mean "Absolute damage" ; this is the warhead that C4 uses to damage buildings V3Warhead=V3WH ; this is the warhead on a V3 Rocket DMislWarhead=DMISLWH ; this is the warhead on a DredMissile V3EliteWarhead=V3EWH ; this is the warhead on a V3 Rocket when the launcher is elite DMislEliteWarhead=DMISLEWH ; this is the warhead on a DredMissile when the launcher is elite 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=450 ;gs frame delay of an Ivan Time Bomb CanDetonateTimeBomb=no ;gs Turn this on to restore double click functionality on enemy bombs (actually easier than pulling out the Event) CanDetonateDeathBomb=no ;gs and this one controls double clicking bombs on own guys; neither of these will give double click back to Ivan himself // 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=1.2;gs since weapon is now tied to actual occupant, these restore the control lost OccupyROFMultiplier=1.2; OccupyWeaponRange=5;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=1.3;1.5 BunkerROFMultiplier=1.3;1.5 BunkerWeaponRangeBonus=2;unlike the UC range entry, this is an actual bonus since there are no other shooters to worry about ;***MasterMind Overload*** OverloadCount=3,6,10,50 ;You fall into the biggest category you are equal or less than (last number arbitrary since past it will be last category anyway) OverloadDamage=0,50,100,500 ;You take this much damage OverloadFrames=30,60,60,60 ;This often ControlledAnimationType=MINDANIM PermaControlledAnimationType=MINDANIMR MindControlAttackLineFrames=20;gs how long to draw the act of mind controlling regardless of selection state ;***Floating Disk Draining*** DrainMoneyFrameDelay=30 DrainMoneyAmount=30 ;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=1.0 CurrentStrengthDamage=yes ;***Battle Fortress*** OpenToppedRangeBonus=2;bonuses for troops shooting from open topped transport OpenToppedDamageMultiplier=1.2 OpenToppedWarpDistance=7;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=750 ;gs In frames 900 is a minute for 15fps FirestormWarhead=FirestormWH ; the warhead that the firestorm defense uses when active IonCannonWarhead=IonCannonWH ; the warhead that the ion cannon uses VeinholeWarhead=VeinholeWH 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=1.8 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only) ExpSpread=.7 ; cell damage spread per 100 damage points for exploding object types [if Explodes=yes] FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found FlameDamage=Fire ; damage (warhead type) to use when on object is in flames FlameDamage2=Fire2 HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles MaxDamage=10000 ;gs from 1000 Why have a maximum? Kept boats from dying to SEAL ; maximum damage (after adjustments) per shot MinDamage=1 ;gs obsolete ; minimum damage (after adjustments) per shot PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry? PlayerReturnFire=no ; More aggressive return fire from player controlled objects? PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage? ;ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage SplashList=H2O_EXP3,H2O_EXP2,H2O_EXP1 ; water explosion set for conventional explosives TreeTargeting=no ; Automatically show target cursor when over trees? TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft Incoming=10 ; If an incoming projectile is as slow or slower than this, then ; object in the target location will try to run away. ; Grenades have this characteristic. CollapseChance=100 ; Percent chance that a cliff will collapse when hit. BerzerkAllowed=no ; Allow Cyborgs to go berzerk when at half damage? // PCG; Provides knobs to tweak for radiation used by desolater and friends. [Radiation] RadDurationMultiple=1 ; Number of frames site lasts per level of radiation. ; When rad level goes to zero, rad site deletes itself. ; --> Site lasts ( Level x RadDurationMultiple ) frames. ; For reference, the Nuke puts down 2000 units of radiation. ; A mult. of 3 frames means the rad site is active for 6000 ; frames -- something over 3 minutes at 30 Hz. RadApplicationDelay=16 ; Delay between times when radiation is applied to units. RadLevelMax=500 ; Maximum radiation allowable in a cell. The cell can actually have more radiation ; but it will only damage as if it had the maximum level. RadLevelDelay=90 ; Delay in frames between radiation level decrements. ; The level updates this often, but the rate is still as specified ; in RadDurationMultiple. RadLightDelay=90 ; Delay in frames between radiation lighting intensity decrements. ; This should never be less than the RadLevelDelay, as it will ; produce no visual benefit and just waste processor cycles. RadLevelFactor=0.2 ; Scales damage done by a given radiation level. RadLightFactor=0.1 ; Scales the factor brightness plays in the radiation display. RadTintFactor=1.0 ; Scales the factor tint plays in the radiation display. RadColor=0,255,0 ; The color of the radiation. RadSiteWarhead=RadSite ; Sets the warhead used by irradiated tiles. // PCG; Enables customization of the effects elevation has on firing. [ElevationModel] ElevationIncrement=4 ; Number of levels between source and target for a range bonus to kick in. ElevationIncrementBonus=2 ; Amount of range bonus to add for each elevation increment (NOT map level) between source and target. ; In other words, if the ElevationIncrement parameter is 4, this value will get applied for every ; four levels between and source target. Not once for each of the four map levels between the ; source and target. ElevationBonusCap=2 ; Cap on range bonuses, to prevent increased average scanning cost for rare situations. // PCG; Enables customization of the effects walls have on shots. [WallModel] AlliedWallTransparency=no ; If this is yes, allied walls have no effect on the shots of allied units. WallPenetratorThreshold=50% ; The amount of damage a unit must inflict before it attempts to fire through walls between it and its target. ; *** House (players) List *** ; Each side has some basic controls on how they behave (when ; controlled by the computer. Here is the list of available ; house types. ; ; PCG; WARNING; Do not remove, override or reorder the major 9 houses for skirmish ; or LAN game maps. These need to go into the house types array first and without ; interruption by other types of houses, or we will get evil crashes. [Countries] 0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name 1=Alliance 2=French 3=Germans 4=British 5=Africans 6=Arabs 7=Confederation 8=Russians 9=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 ; ******* Vehicle Type List ******* ; This lists all of the vehicles types in the game. Each vehicle ; type should have a matching section that specifies the data it ; requires. [VehicleTypes] 1=AMCV;Allied MCV 2=HARV 3=APOC 4=HTNK 5=SAPC 6=CAR 7=BUS 8=WINI 9=PICK 10=MTNK 11=HORV 12=TRUCKA 13=TRUCKB 14=CARRIER 15=V3 16=ZEP 17=DRON 18=HTK 19=DEST 20=SUB 21=AEGIS 22=LCRF 23=DRED 24=SHAD 25=SQD 26=DLPH 27=SMCV; soviet MCV 28=TNKD ;29=CARRIERB 30=HOWI ;31=DREDB 32=TTNK 33=HIND 34=LTNK 35=CMON 36=CMIN 37=SREF 38=XCOMET ; Not real unit. Weapons have to belong to a unit to be used for things like airburst and Shrapnel. Not my hack. 39=HYD 40=MGTK 41=FV 42=DeathDummy ;dummy object used to work around INI parsing problem for DeathWeapon - TR ;gs needs to be unit since infantry hard code require art 43=VLAD 44=DTRUCK 45=PROPA 46=CONA 47=COP 48=EUROC 49=LIMO 50=STANG 51=SUVB 52=SUVW 53=TAXI 54=PTRUCK 55=CRUISE 56=TUG 57=CDEST 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=DNOA ;made infantry ;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 ; ******* 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 ; ******* 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=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=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=CANFGL 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=YADEPT 311=YATECH 312=GAFWLL;temp wall for yuri YAWALL 313=YAGGUN 314=YAPSYT 315=NAINDP 316=YAGRND 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=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 ; *** 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. ;GEF 12=SMOKEY ;GEF 13=BURN-S ;GEF 14=BURN-M ;GEF 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 ;GEF 43=TWINKLE1 ;GEF 44=TWINKLE2 ;GEF 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 ;GEF 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=OLD_007;GACNST_C 120=OLD_008;GACNST_CD 121=OLD_009;GACNST_D 122=OLD_010;NAHAND_A 123=OLD_011;NAHAND_B 124=OLD_012;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 ;GEF 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 ;GEF 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 ;GEF 501=DIRTEXPL ;GEF 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 ;GEF619=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=NAYARD_S2 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=ARRWSE 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=OLD_051;NAINDP_B 979=OLD_052;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 ; *** Animation List *** ; This is the complete list of voxel animations available. ; VoxelAnims are meant to be flying debris. Things 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 ; *** 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 ; *** 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 ; *** 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 ; *** 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 ; ******* 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=5000 Money=10000 MaxMoney=10000 MoneyIncrement=100 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 ; barracks ratio based on these buildings BuildTech=NATECH,GATECH,YATECH ; should build on each of these BuildWeapons=GAWEAP,NAWEAP,YAWEAP ; 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 ConcreteWalls=GAWALL,NAWALL,GAFWLL; temp wall for yuriYAWALL NSGates=GADUMY ;GEF NAGATE_B,GAGATE_B EWGates=GADUMY ;GEF NAGATE_A,GAGATE_A BuildNavalYard=NAYARD,GAYARD,YAYARD BuildDummy=GAPILL,NALASR,YAGGUN NeutralTechBuildings=CAAIRP,CATHOSP,CAOILD,CAOUTP,CAMACH,CAPOWR AlliedBaseDefenses=GAPILL,ATESLA,NASAM SovietBaseDefenses=NALASR,NABNKR,TESLA,NAFLAK ThirdBaseDefenses=YAGGUN,YAPSYT,NATBNK AIForcePredictionFudge=5,25,80 ;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=60 ;gs Obsolete, see AI Force Prediction Fudge above ComputerBaseDefenseResponse=3 ; how much does the computer overrespond to attacks on its base? AttackInterval=0.5 ; average delay between computer attacks ; gs obsolete (since forever) use TeamDelays instead AttackDelay=0.5 ; 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=60 ; 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=.1 ; ratio of base that should be composed of war factories WarLimit=2 ; 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=1 ; allowed to choose repair or sell of damaged buildings AutoCrush=2 ; automatically try to crush antogonists if possible Scatter=2 ; 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=2 ; 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 ;VeteranAircraft=SHAD ;VeteranInfantry=GHOST,SNIPE [French] UIName=Name:French Name=France Suffix=Allied Prefix=G Color=Gold Multiplay=yes Side=GDI SmartAI=yes ;BuildTimeDefensesMult=.75 [Germans] UIName=Name:Germans Name=Germany Suffix=Allied Prefix=G Color=Gold Multiplay=yes Side=GDI SmartAI=yes ;VeteranUnits=MTNK [Americans] UIName=Name:Americans Name=America Suffix=Allied Prefix=G Color=Gold Multiplay=yes Side=GDI SmartAI=yes ;VeteranInfantry=E1 ;CostUnitsMult=.85 [Alliance] UIName=Name:Alliance Name=Asian Alliance Suffix=Allied Prefix=G Color=Gold Multiplay=yes Side=GDI SmartAI=yes ;VeteranInfantry=E1 ;CostInfantryMult=.8 [Russians] UIName=Name:Russians Name=Russia Suffix=Soviet Prefix=B Color=DarkRed Multiplay=yes Side=Nod SmartAI=yes ;VeteranInfantry=YURI ;CostUnitsMult=.85 [Confederation] UIName=Name:Confederation Name=Latin Confederation Suffix=Soviet Prefix=B Color=DarkRed Multiplay=yes Side=Nod SmartAI=yes ;VeteranInfantry=IVAN ;SpeedUnitsMult=1.15 [Africans] UIName=Name:Africans Name=African Empire Suffix=Soviet Prefix=B Color=DarkRed Multiplay=yes Side=Nod SmartAI=yes ;VeteranInfantry=SHK ;BuildTimeInfantryMult=.75 [Arabs] UIName=Name:Arabs Name=Arab Union Suffix=Soviet Prefix=B Color=DarkRed Multiplay=yes Side=Nod SmartAI=yes ;VeteranUnits=HTNK ;IncomeMult=1.2 [YuriCountry] UIName=Name:YuriCountry Name=YuriCountry Suffix=Soviet Prefix=B Color=DarkRed Multiplay=yes Side=ThirdSide SmartAI=yes [Special] UIName=Name:Special Name=JP Suffix=JP Prefix=J Color=Grey Side=Mutant SmartAI=yes MultiplayPassive=true [Neutral] UIName=Name:Neutral Name=Civilian Suffix=CIV Prefix=C Color=Grey MultiplayPassive=true SmartAI=yes Side=Civilian ; ******* 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 ; 0 Orange Gold=43,239,255 ;41,240,230; 1 MP Bright Yellow;Yellow LightGrey=0,0,240 ; 2 White Grey=0,0,131 ; 3 Grey Red=20,255,184 ; 4 Brown DarkRed=0,230,255 ; 5 MP Red Orange=25,230,255 ; 6 MP Orange Magenta=221,102,255 ; 7 MP Pink Purple=201,201,189 ; 8 MP Purple LightBlue=119,143,255 ; 9 Aqua DarkBlue=153,214,212 ; 10 MP Blue NeonBlue=185,156,238 ; 11 Violet DarkSky=131,200,230 ; 12 MP Periwinkle (i.e. aquaish) Green=104,241,195 ; 13 Bathroom green DarkGreen=81,200,210 ; 14 MP Light green NeonGreen=0,0,0 ; 15 Black Yellow=38,159,255 ; 16 Pastel yellow Purple2=211,201,189 Purple3=191,201,189 ;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=0,0,0 ;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=24,0,0 ;11000,000000,00000 4 HighGreen=0,56,0 ;00000,111000,00000 5 HighBlue=0,0,24 ;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=15,0,15 ;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=.8 Armor=1.2 ROF=.8 Cost=1.0 RepairDelay=.02 BuildDelay=.03 DestroyWalls=no ContentScan=yes [Normal] Groundspeed=1.0 Airspeed=1.0 BuildTime=1 Armor=1.0 ROF=1.0 Cost=1.0 RepairDelay=.02 BuildDelay=.03 BuildSlowdown=yes DestroyWalls=no ContentScan=yes [Difficult] Groundspeed=1.0 Airspeed=1.0 BuildTime=1.0 Armor=.8 ROF=1.2 Cost=1.0 RepairDelay=.05 BuildDelay=.1 BuildSlowdown=yes DestroyWalls=no ; ******* 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=10 ;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 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=125 Pip=white OccupyPip=PersonBlue Armor=none TechLevel=1 Sight=5 Speed=4 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 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 Crushable=yes DeploySound=GIDeploy UndeploySound=GIUndeploy ElitePrimary=M60E EliteSecondary=ParaE IFVMode=2 ; Attack dog [ADOG] UIName=Name:DOG Name=Allied Attack Dog NotHuman=yes Category=Soldier Primary=GoodTeeth Secondary=VirtualScanner NavalTargeting=6 Prerequisite=Barracks LeadershipRating=7 CrushSound=InfantrySquish Strength=100 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 TechLevel=2 Pip=white Sight=9 DetectDisguise=yes Speed=8 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance ForbiddenHouses=Russians,Confederation,Africans,Arabs,YuriCountry Cost=200 Soylent=100 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,FIREPOWER,ROF,SIGHT,FASTER,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToPsionics=yes IFVMode=0 Trainable=no Natural=yes ;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 CrushSound=InfantrySquish LeadershipRating=3 Strength=75 Armor=none TechLevel=1 Sight=4 BombSight=4 ; detecting ivan's little friends Speed=4 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 PreventAttackMove=yes IFVMode=1 Trainable=no ; GI ; GI [GGI] UIName=Name:GuardianGI Name=Guardian GI Category=Soldier Primary=M60 Secondary=MissileLauncher ;GEF New Guardian GI weapon OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress Occupier=no;yes ; I can Occupy UC buildings Prerequisite=GAPILE CrushSound=InfantrySquish Strength=100 Pip=white Armor=none TechLevel=2 Sight=6 Speed=3 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=400 Soylent=150 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 Crushable=yes DeployedCrushable=no DeploySound=GuardianGIDeploy UndeploySound=GIUndeploy ElitePrimary=M60E EliteSecondary=MissileLauncherE ;GEF New Guardian GI weapon ;EliteSecondary=ParaE IFVMode=16 PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket [JUMPJET] UIName=Name:JUMPJET Name=Rocketeer Image=ROCK Category=Soldier JumpJet=yes Primary=20mm Prerequisite=GAPILE,RADAR Crushable=yes Strength=125 Fearless=yes ;OpportunityFire=yes ;gs Doesn't work because will fly backwards to point towards it and never shoot Armor=none TechLevel=3 ;Sight=6 Sight=8 Pip=white Speed=9 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=600 Soylent=300 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF JumpjetSpeed=30 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=20 ;HY increase climb speed; used to be 10 JumpjetCrash=25 ; Climb, but down JumpJetAccel=10 JumpJetTurnRate=10 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=yes BalloonHover=yes ; ie never land MoveSound=RocketeerMoveLoop ElitePrimary=20mmE ; RA2 Spy [SPY] UIName=Name:SPY Name=Spy ;locked Category=Soldier Prerequisite=GAPILE,GATECH CrushSound=InfantrySquish LeadershipRating=3 Strength=100 Primary=MakeupKit ; virtual weapon that picks disguise CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Armor=flak TechLevel=5 Agent=yes Infiltrate=yes 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=9 Speed=4 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 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=yes IFVMode=2 Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player [GHOST] UIName=Name:GHOST Name=SEAL Image=SEAL Category=Soldier Prerequisite=GAPILE,RADAR PrerequisiteOverride=CAWA2A,CAWA2B,CAWA2C,CAWA2D ; SJM: any Pentagon building sufficient to build SEAL Primary=MP5 Secondary=Sapper OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 AlternateArcticArt=yes ; ie SEALA for arctic maps C4=yes Assaulter=no ; I clear out UC buildings CrushSound=InfantrySquish Crushable=yes TiberiumProof=yes Strength=125 Armor=flak TechLevel=9 Pip=red Sight=8 Speed=5 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1000 Soylent=500 Points=50 IsSelectableCombatant=yes VoiceSelect=SealSelect VoiceMove=SealMove VoiceAttack=SealAttackCommand VoiceFeedback= VoiceSpecialAttack=SealSpecialAttack CreateSound=SealCreated DieSound=SealDie 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,FIREPOWER,ROF,SIGHT,SCATTER,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER Size=1 DetectDisguise=no ElitePrimary=MP5E IFVMode=4 UseOwnName=true [TANY] UIName=Name:TANYA Name=Tanya Category=Soldier Prerequisite=GAPILE,GATECH Primary=DoublePistols Secondary=Sapper OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress NavalTargeting=4 LeadershipRating=8 C4=yes Assaulter=no ; I clear out UC buildings CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=200 Armor=flak TechLevel=9 Pip=red Sight=8 Speed=6 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1500 Soylent=750 Points=50 IsSelectableCombatant=yes VoiceSelect=TanyaPrimeSelect VoiceMove=TanyaPrimeMove VoiceAttack=TanyaPrimeAttackCommand VoiceFeedback=TanyaPrimeFear VoiceSpecialAttack=TanyaPrimeAttackCommand 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,FIREPOWER,ROF,SIGHT,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 ;DetectDisguise=yes ElitePrimary=DoublePistolsE EliteSecondary=Sapper IFVMode=4 BuildLimit=1 SelfHealing=yes UseOwnName=true ; Chrono Legionnaire [CLEG] UIName=Name:CLEG Name=Chrono Legionnaire Category=Soldier Primary=NeutronRifle Prerequisite=GAPILE,TECH PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute CrushSound=InfantrySquish Crushable=no Strength=125 Armor=none TechLevel=10 Pip=red Sight=8 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;CanPassiveAquire=no ;CanRetaliate=no; Won't fire back when hit ElitePrimary=NeutronRifleE ;PreventAttackMove=yes ;gs don't laugh, he can actually do this while in a plan loop IFVMode=10 [CCOMAND] ;anybody gets into an allied tech center UIName=Name:CCOMAND Name=Chrono Commando Category=Soldier Prerequisite=BARRACKS RequiresStolenAlliedTech=yes Primary=ChronoMP5 Secondary=FakeC4 ; otherwise he can teleport into a building and kill it before he unwarps. 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=100 Armor=none TechLevel=9 Pip=red Sight=8 Speed=5 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=2000 Soylent=1000 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=ChronoMP5E PreventAttackMove=yes MoveToShroud=no IFVMode=4 ;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:PCOMMANDO Name=Psi-Corp Trooper Category=Soldier Prerequisite=BARRACKS RequiresStolenThirdTech=yes Primary=MindControl LeadershipRating=8 C4=yes CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=100 Armor=none TechLevel=9 Pip=red Sight=8 Speed=5 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1000 Soylent=500 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF DetectDisguise=yes ImmuneToPsionics=yes ;Deployer=yes ;DeployFire=yes ;UndeployDelay=75 ElitePrimary=MindControlE IFVMode=4 ; **************************** Side Specific ******************************* ; British Sniper [SNIPE] UIName=Name:SNIPE Name=Sniper Category=Soldier Primary=AWP ;CanPassiveAquire=no ; Won't try to pick up own targets Prerequisite=GAPILE,RADAR CrushSound=InfantrySquish Strength=125 Pip=red Armor=none TechLevel=1 Sight=8 Speed=4 Owner=British,French,Germans,Americans,Alliance RequiredHouses=British Cost=600 Soylent=300 Points=10 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,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 AllowedToStartInMultiplayer=no ElitePrimary=AWPE PreventAttackMove=no IFVMode=5 UseOwnName=true ; ************************************************************************** ; ****************************Soviet Infantry ****************************** ; ************************************************************************** ; Conscript [E2] UIName=Name:E2 Name=Conscript Image=CONS Category=Soldier Primary=M1Carbine 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=125 Armor=flak TechLevel=1 Pip=white OccupyPip=PersonRed ; choices are green yellow white red blue purple Sight=5 Speed=4 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 ElitePrimary=M1CarbineE IFVMode=2 ; Attack dog [DOG] UIName=Name:DOG Name=Attack Dog NotHuman=yes Category=Soldier Primary=BadTeeth Secondary=VirtualScanner NavalTargeting=6 Prerequisite=Barracks LeadershipRating=7 CrushSound=InfantrySquish Strength=100 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 TechLevel=2 Pip=white Sight=9 DetectDisguise=yes Speed=8 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance ForbiddenHouses=British,French,Germans,Americans,Alliance,YuriCountry Cost=200 Soylent=100 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,FIREPOWER,ROF,SIGHT,FASTER,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;GEF going to be two dogs now DoubleOwned=Yes ImmuneToPsionics=yes IFVMode=0 Trainable=no Natural=yes ; Flak Trooper [FLAKT] UIName=Name:FLAKT Name=Flak Trooper ;Image=CONS Category=Soldier Primary=FlakGuyGun Secondary=FlakGuyAAGun Prerequisite=NAHAND,NARADR CrushSound=InfantrySquish Strength=100 Armor=none TechLevel=1 Pip=white Sight=5 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=300 Soylent=150 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no ElitePrimary=FlakGuyGunE EliteSecondary=FlakGuyAAGunE IFVMode=3 ;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 CrushSound=InfantrySquish LeadershipRating=3 Strength=75 Armor=none TechLevel=1 Sight=4 BombSight=4 ; detecting ivan's little friends Speed=4 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 PreventAttackMove=yes IFVMode=1 Trainable=no ; Soviet Tesla Trooper [SHK] UIName=Name:SHK Name=Shock Trooper Category=Soldier Primary=ElectricBolt Secondary=AssaultBolt Assaulter=no ; I clear out UC buildings Prerequisite=NAHAND CrushSound=InfantrySquish Crushable=no Strength=130 Armor=Plate TechLevel=5 Pip=white Sight=6 Speed=4 Owner=Russians,Confederation,Africans,Arabs Cost=500 Soylent=250 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no ElitePrimary=ElectricBoltE IFVMode=6 [IVAN] UIName=Name:IVAN Name=Crazy Ivan ;locked Prerequisite=NAHAND,NARADR Pip=red Category=Soldier Strength=125 Primary=IvanBomber Explodes=yes Armor=none TechLevel=5 CrushSound=InfantrySquish Insignificant=no Sight=6 Speed=4 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 DieSound=CrazyIvanDie 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;Deployer=yes ;UndeployDelay=20 Size=1 ElitePrimary=IvanBomberE ;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=7 Trainable=no ;Boris [BORIS] UIName=Name:Boris Name=Boris ;Image=TANY Category=Soldier Prerequisite=NAHAND,NATECH Primary=AKM Secondary=Flare 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=200 Armor=flak TechLevel=9 Pip=red Sight=9 Speed=5 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,FIREPOWER,ROF,SIGHT,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 ;DetectDisguise=yes ElitePrimary=AKME IFVMode=4 UseOwnName=true ;Airstrike stuff ;How many planes to call in AirstrikeTeam=2; EliteAirstrikeTeam=4; ;What type of planes to call in AirstrikeTeamType=BPLN EliteAirstrikeTeamType=BPLN ;How long after the planes either leave the map or are destroyed will the next team of planes be ready? AirstrikeRechargeTime=100;500 EliteAirstrikeRechargeTime=50;250 BuildLimit=1 SelfHealing=yes [CIVAN] ; anybody gets into a soviet tech center UIName=Name:CIVAN Name=Chrono Ivan Category=Soldier Prerequisite=BARRACKS RequiresStolenSovietTech=yes Primary=IvanBomber CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=100 Armor=none TechLevel=9 Pip=red Sight=8 Speed=6 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1750 Soylent=500 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;Deployer=yes ;UndeployDelay=20 AttackCursorOnFriendlies=yes MoveToShroud=no IFVMode=7 Teleporter=yes; Trainable=no ;gs like regular ivan, since can't gain experience [LUNR] UIName=Name:LUNR Name=Lunar Infantry Image=LUNR Category=Soldier JumpJet=yes Primary=Lunarlaser Prerequisite=NAPILE,RADAR Crushable=yes Strength=125 Fearless=yes Armor=none TechLevel=11 Sight=8 Pip=white Speed=9 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=600 Soylent=250 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF JumpjetSpeed=30 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=20 ;HY increase climb speed; used to be 10 JumpjetCrash=25 ; Climb, but down JumpJetAccel=10 JumpJetTurnRate=10 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=yes BalloonHover=yes ; ie never land MoveSound=RocketeerMoveLoop ElitePrimary=Lunarlaser JumpJetTurn=yes ;Use proper turn logic ; **************************** Side Specific ******************************* ;The evil Cuban Terrorist [TERROR] UIName=Name:TERROR Name=Terrorist Image=TRST ;Image=SPY Category=Soldier ;Prerequisite=NAHAND,NATECH Prerequisite=NAHAND,RADAR CrushSound=InfantrySquish LeadershipRating=3 Strength=75 ;changed on 11/29 from 50 to 75 ;Primary=MakeupKit ; virtual weapon that picks disguise ;C4=Yes Primary=TerrorBomb 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=9 Speed=6 Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Confederation AllowedToStartInMultiplayer=no ;Cost=1500 ;Soylent=200 Cost=200 Soylent=100 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=0 ; This value MUST be 0 for all building addons SpecialThreatValue=1 Trainable=no Explodes=yes DeathWeapon=TerrorBomb IFVMode=11 ; Desolator [DESO] UIName=Name:DESO Name=Desolater Category=Soldier Primary=RadBeamWeapon Secondary=RadEruptionWeapon Prerequisite=NAHAND,RADAR CrushSound=InfantrySquish Strength=150 Armor=plate TechLevel=8 Pip=red Sight=6 Speed=4 Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Arabs Cost=600 Soylent=300 Points=30 IsSelectableCombatant=yes VoiceSelect=DesolatorSelect VoiceMove=DesolatorMove VoiceAttack=DesolatorAttackCommand VoiceFeedback= 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 Fearless=yes SelfHealing=yes Crushable=no ElitePrimary=RadBeamWeaponE IFVMode=9 ; ************************************************************************** ; **************************** Yuri Infantry ******************************* ; ************************************************************************** ; Initiate [INIT] UIName=Name:INIT Name=Yuri Initiate Category=Soldier Primary=PsychicJab 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=100 ;91 Armor=none TechLevel=1 Pip=white OccupyPip=PersonPurple Sight=9 Speed=4 Owner=YuriCountry Cost=200 ;300 Soylent=100 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 ElitePrimary=PsychicJabE IFVMode=13 UseOwnName=true ; 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 Secondary=VirtualScanner NavalTargeting=6 Prerequisite=GAPILE LeadershipRating=7 CrushSound=InfantrySquish Strength=100 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 TechLevel=2 Pip=white Sight=9 DetectDisguise=yes Speed=8 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance RequiredHouses=YuriCountry Cost=200 Soylent=50 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,FIREPOWER,ROF,SIGHT,FASTER,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToPsionics=yes IFVMode=0 Trainable=no Natural=yes ; Attack dog [YDOG] UIName=Name:DOG Name=Attack Dog (Yuri version) Image=DOG NotHuman=yes Category=Soldier Primary=BadTeeth Secondary=VirtualScanner NavalTargeting=6 Prerequisite=NAHAND LeadershipRating=7 CrushSound=InfantrySquish Strength=100 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 TechLevel=2 Pip=white Sight=9 DetectDisguise=yes Speed=8 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance RequiredHouses=YuriCountry Cost=200 Soylent=50 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,FIREPOWER,ROF,SIGHT,FASTER,SCATTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;GEF going to be two dogs now DoubleOwned=Yes ImmuneToPsionics=yes IFVMode=0 Trainable=no Natural=yes [SLAV] UIName=Name:SLAV Name=Yuri Slave Worker Category=Soldier Primary=SHOVEL CrushSound=InfantrySquish Slaved=yes Strength=125 Armor=none TechLevel=-1 Pip=white Sight=5 Speed=3 Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=10 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=SlaveFreedAttackCommand VoiceFeedback=SlaveWorkerFear VoiceSpecialAttack=SlaveWorkerHarvest DieSound=SlaveWorkerDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=2 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes ImmuneToPsionics=yes Size=1 ElitePrimary=SHOVEL IFVMode=0 Storage=4;2 HarvestRate=150;180;210;75;frames between bale pickup PipScale=Tiberium DontScore=yes ;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 CrushSound=InfantrySquish LeadershipRating=3 Strength=75 Armor=none TechLevel=1 Sight=4 BombSight=4 ; detecting ivan's little friends Speed=4 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 PreventAttackMove=yes IFVMode=1 Trainable=no ; Brute [BRUTE] UIName=Name:Brute Name=Yuri Brute ;Image=SHK Category=Soldier Primary=Punch Secondary=Smash ;GEF Unles we decide to put it back in Pushy=yes Prerequisite=YABRCK CrushSound=InfantrySquish Crushable=no Strength=200 ;180 ;250 Armor=plate TechLevel=5 Pip=white Sight=8 Speed=6 Owner=YuriCountry Cost=500 Soylent=250 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=2;too big for IFV AllowedToStartInMultiplayer=no ElitePrimary=PunchE EliteSecondary=SmashE IFVMode=0 Unnatural=yes CloseRange=yes DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=2 SelfHealing=yes ImmuneToPsionics=yes PixelSelectionBracketDelta=-8 ;gs higher number draws lower. Pixel difference from normal for selection bracket ; Virus [VIRUS] UIName=Name:Virus Name=Yuri Virus ;Image=SNIPE Category=Soldier Primary=Virusgun Prerequisite=YABRCK,RADAR CrushSound=InfantrySquish Strength=100 Pip=red Armor=none TechLevel=1 Sight=9 Speed=4 Owner=YuriCountry Cost=700 Soylent=350 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,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=1 AllowedToStartInMultiplayer=no ElitePrimary=VirusgunE PreventAttackMove=no IFVMode=14 ImmuneToPoison=yes UseOwnName=true [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=100 LeadershipRating=8 Primary=MindControl Secondary=PsiWave TypeImmune=yes Armor=none TechLevel=10 CrushSound=InfantrySquish Insignificant=no Sight=12 Speed=4 Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance SecretHouses=YuriCountry AllowedToStartInMultiplayer=no Cost=800 Soylent=400 Points=5 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;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 [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 OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=150 Armor=flak TechLevel=10 Pip=red PixelSelectionBracketDelta=-26;gs higher number draws lower. Pixel difference from normal for selection bracket Sight=9 Speed=6 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 ;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}; ;MovementZone=Infantry ;SpeedType=Hover ;Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} ;MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon! ;gs Correct in theory, but Hover only works properly for units. 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToPsionics=yes ImmuneToPsionicWeapons=yes ;gs Patch Deployer=yes DeployFire=yes UndeployDelay=75 Size=1 BuildLimit=1 ;CanPassiveAquire=no ; Won't try to pick up own targets IFVMode=15 Unnatural=yes SelfHealing=yes ; ************************************************************************** ; *****************************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 [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 [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 [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 [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 [DNOA] UIName=Name:DNOA Name=Animal T-Rex NoShadow=yes Category=AFV Primary=TRexInfBite Secondary=TRexBite;VirtualScanner Strength=300 ;200 Organic=yes Armor=Plate 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=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 [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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true Crushable=no Parasiteable=no Trainable=no AmbientSound=BrontoAmbient NotHuman=yes ; ************************************************************************** ; ***************************** 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 [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 [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 ; 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 [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 [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 ; 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 ; 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 [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 [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 ; 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 [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 [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 [CLNT] UIName=Name:Hero1 Name=Cowboy 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=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 Trainable=no Primary=CLINTGUN IFVMode=4 UseOwnName=true [ARND] UIName=Name:Hero3 Name=Hero ;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=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 Trainable=no Primary=TERMIGUN IFVMode=4 PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket UseOwnName=true [STLN] UIName=Name:Hero2 Name=Bodybuilder ;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=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 Trainable=no Primary=STALGUN Secondary=STALGREN ;C4=yes IFVMode=4 UseOwnName=true [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 [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 [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 [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 ; 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 ; 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 ; Secret Service [SSRV] UIName=Name:SecretService Name=Secret Service 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=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 [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 [CTECH] UIName=Name:CTECH Name=Technician Image=CIV3 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 ;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 ; Hack to make MultiMissile work! Don't change data! [WEEDGUY] UIName=Name:WEEDGUY Name=ZZZ Chem Spray Infantry Category=Soldier Primary=NukeCarrier Secondary=V3Cluster ;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 Strength=300 Category=AFV Armor=heavy Turret=yes IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=7 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance Cost=700 Soylent=700 Points=25 ROT=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=GrizzlyTankMoveStart CrushSound=TankCrush MaxDebris=2 ; origional - 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=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes Size=3 OpportunityFire=yes ElitePrimary=105mmE BuildTimeMultiplier=1.5;Individual control of build time ; ************************************************************************** ; ********************************* IFV ************************************ ;Infantry Fighting Vehicle - IFV [FV] UIName=Name:FV Name=IFV Prerequisite=GAWEAP Primary=HoverMissile Strength=200 Category=Transport Armor=light DeployTime=.022 TechLevel=3 Sight=8 PipScale=Passengers Speed=10 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=600 Soylent=600 Points=20 ROT=5 Crusher=no TooBigToFitUnderBridge=true Turret=yes ;GEF should be no for ifv??? Passengers=1 Gunner=yes AirRangeBonus=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=4 WeaponCount=17 Weapon1=HoverMissile ;Normal EliteWeapon1=HoverMissileE ;Normal Weapon2=RepairBullet ;Engineer EliteWeapon2=RepairBullet ;Engineer Weapon3=CRM60 ;GI EliteWeapon3=CRM60 ;GI Weapon4=CRFlakGuyGun ;Flak Troop ;Rocketeer EliteWeapon4=CRFlakGuyGun ;Flak Troop ;Rocketeer Weapon5=CRMP5 ;Seal EliteWeapon5=CRMP5 ;Seal Weapon6=AWPE ;Sniper EliteWeapon6=AWPE ;Sniper Weapon7=CRElectricBolt ;ShockTrooper EliteWeapon7=CRElectricBolt ;ShockTrooper Weapon8=CRNuke ;Crazy Ivan EliteWeapon8=CRNuke ;Crazy Ivan Weapon9=CRMindControl ;Yuri EliteWeapon9=CRMindControl ;Yuri Weapon10=CRRadBeamWeapon;Desolator EliteWeapon10=CRRadBeamWeapon;Desolator Weapon11=CRNeutronRifle ;Chrono EliteWeapon11=CRNeutronRifle ;Chrono Weapon12=CRTerrorBomb ;Terrorist EliteWeapon12=CRTerrorBomb ;Terrorist Weapon13=CowShot ;Cow EliteWeapon13=CowShot ;Cow Weapon14=CRPsychicJab ;Initiate EliteWeapon14=CRPsychicJab ;Initiate Weapon15=CRVirusGun ;Virus EliteWeapon15=CRVirusGun ;Virus Weapon16=CRSuperMindBlast ;Yuri Prime EliteWeapon16=CRSuperMindBlast ;Yuri Prime Weapon17=CRMissileLauncher ;Guardian GI EliteWeapon17=CRMissileLauncher ;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=1 FlakTurretWeapon=3 PistolTurretIndex=1 PistolTurretWeapon=4 SniperTurretIndex=1 SniperTurretWeapon=5 ShockTurretIndex=3 ShockTurretWeapon=6 ExplodeTurretIndex=3 ExplodeTurretWeapon=7 BrainBlastTurretIndex=3 BrainBlastTurretWeapon=8 RadCannonTurretIndex=3 RadCannonTurretWeapon=9 ChronoTurretIndex=3 ChronoTurretWeapon=10 TerroristExplodeTurretIndex=3 TerroristExplodeTurretWeapon=11 CowTurretIndex=3 CowTurretWeapon=12 InitiateTurretIndex=3 InitiateTurretWeapon=13 VirusTurretIndex=3 VirusTurretWeapon=14 YuriPrimeTurretIndex=3 YuriPrimeTurretWeapon=15 GuardianTurretIndex=3 GuardianTurretWeapon=16 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=IFVSelect VoiceMove=IFVMove VoiceAttack=IFVAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=IFVMoveStart EnterTransportSound= IFVTransform LeaveTransportSound= IFVTransform CrushSound=TankCrush Maxdebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=10 ZFudgeTunnel=13 ImmuneToRadiation=no ImmuneToPsionics=no Size=3 SizeLimit=1 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false DeathWeapon=CRNuke ;GEF This will be a special case that only goes off if it's piloted by Ivan ElitePrimary=HoverMissileE ;Bombable=no ; ********************************* IFV ************************************ ; ************************************************************************** ; Mirage Tank [MGTK] UIName=Name:MGTK Name=Mirage Tank Image=RTNK Prerequisite=GAWEAP,GATECH Primary=MirageGun DisguiseWhenStill=yes;gs I can no longer pick a disguise nor deploy ;Primary=TankMakeupKit ;Secondary=MirageGun ;IsSimpleDeployer=yes ;gs yeah for alpha date rewrite! ;OmniFire=yes Strength=200 Category=AFV Armor=light Turret=no IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=9 Sight=9 Speed=7 CrateGoodie=yes Owner=British,French,Germans,Americans,Alliance Cost=1000 Soylent=1000 Points=25 ROT=5 IsSelectableCombatant=yes 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=MirageTankSelect VoiceMove=MirageTankMove VoiceAttack=MirageTankAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=MirageTankMoveStart MaxDebris=2 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys;gs the sparks look cool, but the smoke gives it away too easily ,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes Size=3 AllowedToStartInMultiplayer=no EliteSecondary=MirageGunE CrushSound=TankCrush ;Prism Tank [SREF] UIName=Name:SREF Name=Prism Tank Prerequisite=GAWEAP,GATECH ; SJM removed; see abusive section below... ; Primary=Comet ; ElitePrimary=SuperComet ; Elite Weapon Strength=150 Category=AFV Armor=light ; SJM: begin abuse of turret-changing code ---- Turret=yes ;temp until tank art done TurretCount=4 WeaponCount=1 Weapon1=Comet EliteWeapon1=SuperComet ; Elite Weapon IsChargeTurret=true ; SJM: end abuse ------------------------------ IsTilter=yes TooBigToFitUnderBridge=true TechLevel=8 Sight=8 Speed=4 CrateGoodie=yes Crusher=yes Owner=British,French,Germans,Americans,Alliance Cost=1200 Soylent=1200 Points=50 ROT=5 IsSelectableCombatant=yes AllowedToStartInMultiplayer=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=PrismTankSelect VoiceMove=PrismTankMove VoiceAttack=PrismTankAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=PrismTankMoveStart CrushSound=TankCrush Maxdebris=3 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=SparkSys,SmallGreySSys DamageSmokeOffset=100, 100, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 ;Battle Fortress [BFRT] UIName=Name:Battlefortress Name=Battle Fortress Prerequisite=GAWEAP,GATECH Primary=20mmRapid Strength=600 Category=AFV Armor=heavy IsTilter=yes TooBigToFitUnderBridge=true TechLevel=10 Sight=6 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=2000 Soylent=2000 Points=50 ROT=5 IsSelectableCombatant=yes AllowedToStartInMultiplayer=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=BattleFortressSelect VoiceMove=BattleFortressMove VoiceAttack=BattleFortressAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=BattleFortressMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport Maxdebris=3 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=CrusherAll;gs OmniCrush handles crushing tanks and such, this handles walls ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys DamageSmokeOffset=100, 100, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher ; Mobile Construction Vehicle [AMCV] UIName=Name:AMCV Name=Allied Construction Vehicle Image=MCV Prerequisite=GAWEAP,GADEPT Strength=1000 Category=Support Armor=heavy DeploysInto=GACNST TechLevel=10 Sight=6 Speed=4 Owner=British,French,Germans,Americans,Alliance CrateGoodie=yes Cost=3000 Soylent=3000 Points=60 ROT=5 Crewed=yes Crusher=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=MCVAlliedSelect VoiceMove=MCVAlliedMove VoiceAttack=MCVAlliedMove DieSound=GenVehicleDie VoiceFeedback= DeploySound=PlaceBuilding MoveSound=MCVMoveStart MaxDebris=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,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 ; Landing Craft [LCRF] UIName=Name:LCRF Name=Landing Craft Prerequisite=GAYARD Strength=300 MoveToShroud=yes Category=Transport DeployTime=.022 Armor=light Turret=no IsTilter=yes TechLevel=4 Sight=6 PipScale=Passengers Speed=6 ;;;CanBeach=yes Naval=yes Weight=1 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=900 Soylent=900 Points=15 ROT=5 Crusher=no ;gs yes Passengers=12 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=HoverAlliedSelect VoiceMove=HoverAlliedMove VoiceAttack=HoverAlliedMove VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport Maxdebris=3 ;;;;;SpeedType=Amphibious ;;;;;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;;;;;MovementZone=AmphibiousCrusher ;;;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} ;;;;SpeedType=FloatBeach ;;;;MovementZone=WaterBeach 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=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=7 ZFudgeTunnel=13 SizeLimit=6 Size=16 TooBigToFitUnderBridge=true VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;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 ;Destroyer [DEST] UIName=Name:DEST Name=Destroyer Prerequisite=GAYARD Primary=155mm Secondary=ASWLauncher NavalTargeting=1 Spawns=ASW SpawnsNumber=1 SpawnRegenRate=400 SpawnReloadRate=150 NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DESTWO) FireAngle=32 ToProtect=yes Category=Support Strength=600 Naval=yes ;GS Armor=heavy TechLevel=4 Sight=7 Speed=6 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1000 Soylent=1000 Turret=no ; can't have a turrett and a NoSpawnAlt (both go in AuxVoxel) Points=30 ROT=5 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= 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=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true Sensors=yes SensorsSight=8 OpportunityFire=yes ; since no turret, will only apply to helicopter (since ASWLauncher has OmniFire) ElitePrimary=155mmE Size=30 IsSelectableCombatant=yes ;Dolphin [DLPH] UIName=Name:DLPH Name=Dolphin NotHuman=yes Prerequisite=GAYARD,GATECH Primary=SonicZap NavalTargeting=5 LandTargeting=1 FireAngle=64 Category=AFV Strength=200 Naval=yes ;GS Armor=light TechLevel=5 Underwater=yes Sight=4 GuardRange=4 Sensors=yes SensorsSight=8 ;4 Speed=8 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=500 Soylent=500 Turret=no Points=15 ROT=6 ;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=true VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;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" ElitePrimary=SonicZapE Size=15 IsSelectableCombatant=yes ; Aegis Cruiser [AEGIS] UIName=Name:AEGIS Name=Aegis Cruiser Prerequisite=GAYARD,RADAR Primary=Medusa NavalTargeting=6 LandTargeting=1 ToProtect=yes Category=AFV Strength=800 Naval=yes Armor=light TechLevel=7 Sight=8 Speed=4 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1200 Soylent=1200 Points=35 ROT=1 Crusher=no ;gs yes Crewed=no IsSelectableCombatant=yes ;PipScale=Ammo ;PipWrap=10 ;InitialAmmo=0 Weight=4 ;Ammo=40 RadialFireSegments=10 ;OmniFire=yes ;GEF moved to weapon OpportunityFire=yes DistributedFire=yes ;Reload=60 ;;Reload=10 ; For testing. ;EmptyReload=180 ;;EmptyReload=10 ; For testing. ;ReloadIncrement=30 ;;ReloadIncrement=0 ; For testing. ;DamageReducesReadiness=yes ;ReadinessReductionMultiplier=1.5 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=AegisSelect VoiceMove=AegisMove VoiceAttack=AegisAttackCommand VoiceFeedback= 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=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;BuildLimit=2 ElitePrimary=MedusaE Size=30 TooBigToFitUnderBridge=true ;Aircraft Carrier [CARRIER] UIName=Name:CARRIER Name=Aircraft Carrier Prerequisite=GAYARD,TECH Primary=HornetLauncher CanPassiveAquire=no ; Won't try to pick up own targets Spawns=HORNET SpawnsNumber=3 SpawnRegenRate=600 SpawnReloadRate=150 FireAngle=32 ToProtect=yes Category=Support Strength=800 Naval=yes ;GS Armor=heavy TechLevel=7 Sight=7 Speed=4 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance ;ForbiddenHouses=Americans AllowedToStartInMultiplayer=no Cost=2000 Soylent=2000 Turret=no Points=55 ROT=1 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= 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=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true GuardRange=10 ;BuildLimit=1 Size=50 ; harvester without back [CMON] UIName=Name:CMIN Name=Chrono Miner(noback) ;Image=CMIN Nominal=yes ToProtect=yes Category=Support Strength=1000 Armor=medium ;Dock=PROC Dock=NAREFN,GAREFN Harvester=yes ChronoInSound=ChronoMinerTeleport ChronoOutSound=ChronoMinerTeleport TechLevel=-1 Sight=4 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=SparkSys,SmallGreySSys ImmuneToRadiation=yes Trainable=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=4 Speed=4 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no PipScale=Tiberium CrateGoodie=yes Storage=20 Cost=1400 Soylent=1400 Points=55 ROT=5 Crusher=yes AutoCrush=yes Crewed=no SelfHealing=yes ;OpportunityFire=yes ;GEF has no weapon, doesn't need this UnloadingClass=CMON 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=6 DebrisTypes=TIRE DebrisMaximums=4 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=SparkSys,SmallGreySSys ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToRadiation=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 ; Robot Tank [ROBO] UIName=Name:Robotank Name=Robot Tank Image=ROBO Prerequisite=GAWEAP,GAROBO Primary=Robogun Strength=180 Category=AFV Armor=heavy Turret=yes IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=6 Speed=10 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance Cost=600 Soylent=600 Points=25 ROT=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=RobotTankSelect VoiceSelectDeactivated=RobotTankSelectDeactivated VoiceMove=RobotTankMove VoiceAttack=RobotTankAttackCommand VoiceFeedback= DieSound=RobotTankDie MoveSound=RobotTankMoveStart ActivateSound= RobotTankOnline DeactivateSound= RobotTankOffline CrushSound=TankCrush MaxDebris=2 SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=AmphibiousDestroyer ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes Size=3 OpportunityFire=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes ImmuneToRadiation=yes PoweredUnit=yes;powered by presence of building Trainable=no BuildTimeMultiplier=1.3 ; **************************** Side Specific ******************************* ; Tank Destroyer [TNKD] UIName=Name:TNKD Name=Tank Destroyer Prerequisite=GAWEAP,RADAR Primary=SABOT Strength=400 Category=AFV Armor=heavy Turret=no IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=5 CrateGoodie=yes Owner=British,French,Germans,Americans,Alliance RequiredHouses=Germans AllowedToStartInMultiplayer=no Cost=900 Soylent=900 Points=25 ROT=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=TankDestroyerSelect VoiceMove=TankDestroyerMove VoiceAttack=TankDestroyerAttackCommand VoiceFeedback= DieSound=GenVehicleDie CrushSound=TankCrush MoveSound=TankDestroyerMoveStart MaxDebris=2 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes Size=3 ElitePrimary=SABOTE ; Howitzer [HOWI] UIName=Name:HOWI Name=Howitzer Image=HWTZ Prerequisite=GAWEAP Primary=HowitzerGun Strength=200 Category=AFV Armor=light Turret=no IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=-1 Sight=8 Speed=5 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance RequiredHouses=Alliance Cost=750 Soylent=750 Points=25 ROT=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllWaterMove VoiceAttack=GenAllWaterAttackCommand VoiceFeedback= CrushSound=TankCrush AllowedToStartInMultiplayer=no MaxDebris=2 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes Size=3 ; ************************************************************************** ; ******************************Soviet Units ******************************* ; ************************************************************************** ; Terror Drone, ooohhh scary [DRON] UIName=Name:DRON Name=Terror Drone Category=AFV Prerequisite=NAWEAP Primary=DroneJump Secondary=VirtualScanner NavalTargeting=6 Strength=100 SuppressionThreshold=5; damage below this amount won't suppress the parasite ReselectIfLimboed=yes ; 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 Armor=special_1 TechLevel=4 Turret=no IsTilter=no CrateGoodie=no Sight=4 Speed=10 ; gs Don't go higher than 20, or he gets stuck running in circles Owner=Russians,Confederation,Africans,Arabs Cost=500 Soylent=500 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= DieSound=TerrorDroneDie MoveSound=TerrorDroneMoveLoop 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=SparkSys,SmallGreySSys Weight=.5 ImmuneToPsionics=yes ImmuneToRadiation=yes Parasiteable=no Trainable=no 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 ; Half-track [HTK] UIName=Name:HTK Name=Flak Track Prerequisite=NAWEAP Primary=FlakTrackGun Secondary=FlakTrackAAGun Strength=180 Category=Transport Armor=heavy DeployTime=.022 TechLevel=3 Sight=8 PipScale=Passengers Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=500 Soylent=500 Points=20 ROT=5 Crusher=yes Turret=yes Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=FlakTrackSelect VoiceMove=FlakTrackMove VoiceAttack=FlakTrackAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=FlakTrackMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport CrushSound=TankCrush Maxdebris=3 DebrisTypes=TIRE DebrisMaximums=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=10 ; 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 Accelerates=false VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=FlakTrackGunE EliteSecondary=FlakTrackAAGunE ; Heavy Tank [HTNK] UIName=Name:HTNK Name=Rhino Heavy Tank Prerequisite=NAWEAP Primary=120mm Strength=400 Category=AFV Armor=heavy Turret=yes IsTilter=yes TargetLaser=no TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=6 CrateGoodie=no Crusher=yes Owner=Russians,Confederation,Africans,Arabs Cost=900 Soylent=900 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, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 OpportunityFire=yes ElitePrimary=120mmE BuildTimeMultiplier=1.3;Individual control of build time ; V3 Rocket launcher, or Chu-chu Rocket [V3] UIName=Name:V3 Name=V3 Launcher ;locked Category=AFV Prerequisite=NAWEAP,NARADR Primary=V3Launcher CanPassiveAquire=no ; Won't try to pick up own targets Spawns=V3ROCKET SpawnsNumber=1 SpawnRegenRate=400 SpawnReloadRate=0 ; missile spawn don't come back NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO) Strength=150 Armor=light TechLevel=3 Turret=no CrateGoodie=yes Sight=7 Speed=4 Owner=Russians,Confederation,Africans,Arabs Cost=800 Soylent=800 Points=40 ROT=5 AllowedToStartInMultiplayer=no Crusher=yes Crewed=no ; Big giant missile on its head precludes survivor (per designer) IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=V3Select VoiceMove=V3Move VoiceAttack=V3AttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=V3MoveStart CrushSound=TankCrush Maxdebris=3 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=SparkSys,SmallGreySSys Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF AccelerationFactor=0.01 ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 GuardRange=9 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 ; Mammoth tank [APOC] UIName=Name:APOC Name=Apocalypse Image=MTNK Category=AFV TargetLaser=yes Primary=120mmx Secondary=MammothTusk Strength=800 Explodes=yes Prerequisite=NAWEAP,NATECH CrateGoodie=yes Armor=heavy Turret=yes TechLevel=7 Sight=6 Speed=4 Owner=Russians,Confederation,Africans,Arabs Cost=1750 Soylent=1750 Points=60 ROT=5 Crusher=yes SelfHealing=yes Crewed=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=ApocalypseSelect VoiceMove=ApocalypseMove VoiceAttack=ApocalypseAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=ApocalypseMoveStart CrushSound=TankCrush Maxdebris=3 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AllowedToStartInMultiplayer=no ZFudgeColumn=9 ZFudgeTunnel=15 Size=6 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=120mmxE BuildTimeMultiplier=1.0 ; Mobile Construction Vehicle [SMCV] UIName=Name:SMCV Name=Soviet Construction Vehicle Prerequisite=NAWEAP,NADEPT Strength=1000 Category=Support Armor=heavy DeploysInto=NACNST TechLevel=10 Sight=6 Speed=4 Owner=Russians,Confederation,Africans,Arabs CrateGoodie=yes Cost=3000 Soylent=3000 Points=60 ROT=5 Crewed=yes Crusher=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=MCVSovietSelect VoiceMove=MCVSovietMove VoiceAttack=MCVSovietMove VoiceFeedback= DieSound=GenVehicleDie MoveSound=MCVMoveStart CrushSound=TankCrush DeploySound=PlaceBuilding MaxDebris=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,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 ; Armored Transport [SAPC] UIName=Name:SAPC Name=Armored Transport Prerequisite=NAYARD Image=TRS Strength=300 ;Primary=M60 MoveToShroud=yes Category=Transport DeployTime=.022 Armor=heavy Turret=no IsTilter=yes TechLevel=2 Sight=6 PipScale=Passengers Speed=6 ;;MovementRestrictedTo=Water ;;CanBeach=yes Naval=yes Weight=1 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=900 Soylent=900 Points=25 ROT=5 Crusher=yes Passengers=12 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=HoverSovietSelect VoiceMove=HoverSovietMove VoiceAttack=HoverSovietMove VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart CrushSound=TankCrush EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport Maxdebris=3 ;;;;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} ;;;;SpeedType=FloatBeach ;;;;MovementZone=WaterBeach ;;;;;SpeedType=Amphibious ;;;;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;;;;MovementZone=AmphibiousCrusher SpeedType=Hover Locomotor={4A582742-9839-11d1-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=SparkSys,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 ; Seawolf [HYD] UIName=Name:HYD Name=Sea Scorpion Prerequisite=NAYARD,NARADR ;Primary=HoverMissile Primary=FlakTrackGun Secondary=FlakWeapon ToProtect=yes Category=AFV Strength=400 Naval=yes Armor=heavy TechLevel=6 MovementRestrictedTo=Water Sight=8 Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=600 Soylent=600 Points=20 ROT=6 Crusher=no Crewed=no IsSelectableCombatant=yes Weight=2 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=SeaScorpionSelect VoiceMove=SeaScorpionMove VoiceAttack=SeaScorpionAttackCommand VoiceFeedback= 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=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=FlakTrackGunE EliteSecondary=FlakWeaponE Size=20 ;Attack Sub [SUB] UIName=Name:SUB Name=Typhoon Attack Sub Prerequisite=NAYARD Primary=SubTorpedo NavalTargeting=5 LandTargeting=1 FireAngle=64 Category=AFV Strength=600 Naval=yes Armor=heavy TechLevel=2 Underwater=yes Sight=4 Sensors=yes SensorsSight=7 Speed=4 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1000 Soylent=1000 Turret=no Points=30 ROT=2 Crusher=no;gs yes Crewed=no Weight=4 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=TyphoonSubSelect VoiceMove=TyphoonSubMove VoiceAttack=TyphoonSubAttackCommand VoiceFeedback=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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true ElitePrimary=SubTorpedoE Size=20 ; Ginormous Squid! Even scarier! [SQD] UIName=Name:SQD Name=Giant Squid NoShadow=yes Category=AFV Prerequisite=NAYARD,NATECH Primary=SquidGrab ; HCB + Punch Secondary=SquidPunch ; F, F, Punch NavalTargeting=3 LandTargeting=1 WalkRate=2 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered IdleRate=4 ; power of two helps performance (mod). "How much slower should I animate when stopped? 1/x" Strength=200 SuppressionThreshold=250; damage below this amount won't suppress the parasite Organic=yes Armor=light TechLevel=9 Underwater=yes Naval=yes Turret=no IsTilter=no SelfHealing=yes CrateGoodie=no Sight=5 Sensors=yes SensorsSight=8 ;4 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 Cost=1000 Soylent=1000 Points=20 ROT=40 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 AccelerationFactor=0.01 ZFudgeColumn=8 ZFudgeTunnel=13 Bombable=yes Size=30 Cloakable=yes CloakingSpeed=5 ; Slowish, low is faster VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=STRONGER,FIREPOWER,ROF MovementRestrictedTo=Water ElitePrimary=SquidGrabE EliteSecondary=SquidPunchE TooBigToFitUnderBridge=true ;Soviet Dreadnought [DRED] UIName=Name:DRED Name=Dreadnought Prerequisite=NAYARD,NATECH Primary=DredLauncher 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=yes Category=Support Strength=800 Naval=yes Armor=heavy TechLevel=6 Sight=7 Speed=4 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs ;ForbiddenHouses=Russians AllowedToStartInMultiplayer=no Cost=2000 Soylent=2000 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 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=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true GuardRange=10 ;BuildLimit=1 Size=50 ; harvester without back [HORV] UIName=Name:HORV Name=War Miner Nominal=yes ToProtect=yes Category=Support Strength=1000 Armor=medium ;Dock=PROC Dock=NAREFN,GAREFN Harvester=yes TechLevel=-1 Sight=4 Speed=4 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1400 Points=25 ROT=5 Crusher=yes Crewed=no SelfHealing=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= CrushSound=TankCrush DieSound=GenVehicleDie Maxdebris=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=SparkSys,SmallGreySSys ImmuneToRadiation=yes ; 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=20mmRapid Harvester=yes TechLevel=1 Sight=4 Speed=4 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no PipScale=Tiberium CrateGoodie=yes Storage=40 Cost=1400 Soylent=1400 Points=55 ROT=5 Crusher=yes AutoCrush=yes Crewed=no SelfHealing=yes OpportunityFire=yes UnloadingClass=HORV Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=WarMinerSelect VoiceMove=WarMinerMove VoiceAttack=WarMinerAttackCommand VoiceEnter=WarMinerMove VoiceHarvest=WarMinerHarvest DieSound=GenVehicleDie CrushSound=TankCrush MaxDebris=6 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=SparkSys,SmallGreySSys ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToRadiation=yes ZFudgeColumn=9 ZFudgeTunnel=14 ZFudgeBridge=7 Size=3 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ElitePrimary=20mmRapidE 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 [UTNK] UIName=Name:UTNK Name=ZZZ Not Used Prerequisite=NAWEAP Image=HTNK Primary=Comet 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, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 OpportunityFire=yes ElitePrimary=120mmE ; **************************** Side Specific ******************************* ; Tesla Tank for Russians [TTNK] UIName=Name:TTNK Name=Tesla Tank Prerequisite=NAWEAP,NARADR Primary=TankBolt Strength=300 Category=AFV Armor=heavy Turret=yes IsTilter=yes TooBigToFitUnderBridge=true TechLevel=10 Sight=8 Speed=6 CrateGoodie=yes Crusher=yes Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Russians Cost=1200 Soylent=1200 Points=25 ROT=5 IsSelectableCombatant=yes AllowedToStartInMultiplayer=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=TeslaTankSelect VoiceMove=TeslaTankMove VoiceAttack=TeslaTankAttackCommand CrushSound=TankCrush VoiceFeedback= DieSound=GenVehicleDie MoveSound=TeslaTankMoveStart Maxdebris=3 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=SparkSys,SmallGreySSys DamageSmokeOffset=100, 100, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 ElitePrimary=TankBoltE BuildTimeMultiplier=1.2 ;Individual control of build time ;Lybian Demolition Truck [DTRUCK] UIName=Name:DTRUCK Image=TRUCKA Name=Demolitions Truck Prerequisite=NAWEAP,RADAR Category=AFV Primary=Demobomb Secondary=none Strength=150 Armor=light Turret=no TechLevel=10 Sight=5 Speed=5 ;changed on 11/29 from 6 to 5 Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Africans AllowedToStartInMultiplayer=no Cost=1500 Soylent=1500 Points=40 ROT=5 Crusher=no SelfHealing=no Crewed=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=DemoTruckSelect VoiceMove=DemoTruckMove VoiceAttack=DemoTruckAttackCommand VoiceFeedback= 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=SparkSys,SmallGreySSys MaxDebris=2 DebrisTypes=TIRE DebrisMaximums=4 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 ; ************************************************************************** ; *******************************Yuri Units ******************************** ; ************************************************************************** ; Lasher Light Tank ; Light Tank [LTNK] UIName=Name:Lasher Name=Lasher Light Tank Image=LTNK Prerequisite=YAWEAP Primary=ATGUN Strength=300;200 Category=AFV Armor=heavy Turret=yes IsTilter=yes ;TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8;6 Speed=7;8 CrateGoodie=no Crusher=yes Owner=YuriCountry Cost=700;600 Soylent=700 Points=25 ROT=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=LasherTankSelect VoiceMove=LasherTankMove VoiceAttack=LasherTankAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=LasherTankMoveStart CrushSound=TankCrush 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, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 OpportunityFire=yes ElitePrimary=ATGUNE;90mmE BuildTimeMultiplier=1.5;Individual control of build time ; Gattling Tank [YTNK] UIName=Name:GattTank Name=Gattling Tank ;Image=TTNK Prerequisite=YAWEAP Primary=AGGattling Secondary=AAGattling Strength=210 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=200 Stage2=400 ;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. Stage3=600 EliteStage1=100 EliteStage2=200 EliteStage3=300 ;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=50 ;-----End Gattling stuff------- ;TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=4 Sight=10 Speed=6 CrateGoodie=no Crusher=no;yes Owner=YuriCountry Cost=600 Soylent=600 Points=25 ROT=10 ;was 5 AllowedToStartInMultiplayer=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GattlingTankSelect VoiceMove=GattlingTankMove VoiceAttack=GattlingTankAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=FlakTrackMoveStart CrushSound=TankCrush 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, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 OpportunityFire=yes ElitePrimary=AGGattlingE;90mmE EliteSecondary=AAGattlingE;90mmE ; Magnetron [TELE] UIName=Name:Magnetron Name=Magnetron ;Image=V3 Prerequisite=YAWEAP,NAPSIS Primary=MagneticBeam Secondary=MagneShake Strength=150 Category=AFV Armor=light Turret=yes IsTilter=yes ;TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=10 Speed=5 CrateGoodie=no Crusher=no;yes Owner=YuriCountry Cost=1000 Soylent=1000 Points=25 ROT=5 AllowedToStartInMultiplayer=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=MagnetronSelect VoiceMove=MagnetronMove VoiceAttack=MagnetronAttackCommand VoiceSecondaryWeaponAttack=MagnetronMagneShakeVoice DieSound=GenVehicleDie MoveSound=MagnetronMoveStart CrushSound=TankCrush 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, 275 Weight=3.5 VeteranAbilities=STRONGER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 OpportunityFire=yes ElitePrimary=MagneticBeamE Bunkerable=no; Units default to yes, others default to no CanPassiveAquire=no ; Won't try to pick up own targets ;GEF don't want him accidently attacking your own guys [MIND] UIName=Name:MasterMind Name=Master Mind Prerequisite=YAWEAP,YATECH Primary=MultipleMindControlTank Strength=500 Category=AFV Armor=heavy ;Turret=yes IsTilter=yes ;TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=9 Speed=4 CrateGoodie=no Crusher=no Owner=YuriCountry Cost=1750 Soylent=1750 Points=25 ROT=5 AllowedToStartInMultiplayer=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=MasterMindSelect VoiceMove=MasterMindMove VoiceAttack=MasterMindAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=MasterMindMoveStart CrushSound=TankCrush 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, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 OpportunityFire=yes PipScale=MindControl ImmuneToPsionics=yes SelfHealing=yes Trainable=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,YATECH Primary=DiskLaser Secondary=DiskDrain Strength=600 ;700 Category=AirPower Armor=light IsTilter=yes TooBigToFitUnderBridge=true TechLevel=2 Turret=yes TurretSpins=yes;gs unit is one big turret so it can use existing permaspin Sight=9 Speed=15 CrateGoodie=no Crusher=no;yes Owner=YuriCountry Cost=1750 Soylent=1750 Points=25 ROT=100;gs super fast turn, ie turn on spot AllowedToStartInMultiplayer=no IsSelectableCombatant=yes VoiceSelect=FloatingDiscSelect VoiceMove=FloatingDiscMove VoiceAttack=FloatingDiscAttackCommand VoiceSecondaryWeaponAttack=FloatingDiscSteal VoiceFeedback= 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=14 DamageParticleSystems=SparkSys,SmallGreySSys DamageSmokeOffset=100, 100, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=6 OpportunityFire=yes ElitePrimary=DiskLaserE JumpjetSpeed=16 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=8 ; JumpjetCrash=15 ; Climb, but down JumpJetAccel=10 JumpJetTurnRate=100;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=yes ; 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=BlimpBombEffect DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage. This gives control SelfHealing=yes ; Chaos Drone [CAOS] UIName=Name:ChaosDrone Name=Chaos Drone ;Image=DRON Category=AFV Prerequisite=YAWEAP Primary=ChaosAttack Secondary=VirtualScanner NavalTargeting=6 Strength=130 ;225; 175 SuppressionThreshold=5; damage below this amount won't suppress the parasite ReselectIfLimboed=yes ; 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 Armor=light TechLevel=4 Turret=no IsTilter=no CrateGoodie=no Sight=6 Speed=8 Owner=YuriCountry Cost=1000 Soylent=1000 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crusher=no Crewed=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=ChaosDroneSelect VoiceAttack=ChaosDroneAttackCommand VoiceMove=ChaosDroneMove VoiceFeedback= 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=SparkSys,SmallGreySSys Weight=.5 ImmuneToPsionics=yes ImmuneToRadiation=yes Parasiteable=yes Trainable=no 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 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 BuildTimeMultiplier=1.1 ; Mobile Construction Vehicle [PCV] UIName=Name:YMCV Name=Yuri Construction Vehicle ;Image=SMCV Prerequisite=YAWEAP,YAGRND;YADEPT Strength=1000 Category=Support Armor=heavy DeploysInto=YACNST TechLevel=10 Sight=8 Speed=4 Owner=YuriCountry CrateGoodie=yes Cost=3000 Soylent=3000 Points=60 ROT=5 Crewed=yes Crusher=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=MCVYuriSelect VoiceMove=MCVYuriMove VoiceAttack=MCVYuriMove DieSound=GenVehicleDie DeploySound=PlaceBuilding CrushSound=TankCrush VoiceFeedback= MoveSound=MCVMoveStart MaxDebris=6 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 MovementZone=Normal ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,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 ; Hover Transport [YHVR] UIName=Name:SAPC Name=Hover Transport Yuri Prerequisite=YAYARD ;Image=TRS Strength=300 ;Primary=M60 MoveToShroud=yes Category=Transport DeployTime=.022 Armor=heavy Turret=no IsTilter=yes TechLevel=2 Sight=6 PipScale=Passengers Speed=6 ;;MovementRestrictedTo=Water ;;CanBeach=yes Naval=yes Weight=1 CrateGoodie=no Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=900 Soylent=900 Points=25 ROT=5 Crusher=yes Passengers=12 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=HoverYuriSelect VoiceMove=HoverYuriMove VoiceAttack=HoverYuriMove VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport CrushSound=TankCrush MaxDebris=3 ;;;;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} ;;;;SpeedType=FloatBeach ;;;;MovementZone=WaterBeach ;;;;;SpeedType=Amphibious ;;;;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;;;;MovementZone=AmphibiousCrusher SpeedType=Hover Locomotor={4A582742-9839-11d1-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=SparkSys,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 ;Boomer attack sub [BSUB] UIName=Name:Boomer Name=Yuri Boomer ;Image=SUB Prerequisite=YAYARD,RADAR Primary=BoomerTorpedo Secondary=CruiseLauncher;CruiseMissile NavalTargeting=7 LandTargeting=2 FireAngle=64 Category=AFV Strength=1200 Naval=yes Armor=heavy TechLevel=2 Underwater=yes Sight=8 Sensors=yes SensorsSight=8 Speed=5 CrateGoodie=no Owner=YuriCountry AllowedToStartInMultiplayer=no Cost=2000 Soylent=2000 Turret=no Points=30 ROT=2 Crusher=no;gs yes Crewed=no Weight=4 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=BoomerSelect VoiceMove=BoomerMove VoiceAttack=BoomerAttackWaterCommand VoiceSecondaryWeaponAttack=BoomerAttackLandCommand VoiceFeedback=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=1 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true ElitePrimary=BoomerTorpedoE Size=20 Spawns=CMISL SpawnsNumber=2 SpawnRegenRate=80 SpawnReloadRate=0 ; missile spawn don't come back ;NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DREDWO) Unnatural=yes ; for underwater units this means that they will be punched instead of grabbed by a squid ; harvester without back [SMON] UIName=Name:CMON Name=ZZZ Useless; Slave Miner(noback) Image=CMON Nominal=yes ToProtect=yes 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=SparkSys,SmallGreySSys ImmuneToRadiation=yes Trainable=no Unsellable=yes ; harvester [SMIN] UIName=Name:SMIN Name=Slave Miner Prerequisite=YAWEAP Nominal=yes ToProtect=yes Category=Support Strength=2000 Armor=medium Primary=20mmRapid ElitePrimary=20mmRapidE Turret=yes OpportunityFire=yes TechLevel=1 Sight=4 Speed=3 Owner=YuriCountry AllowedToStartInMultiplayer=no CrateGoodie=yes Storage=20 Cost=1750 Soylent=1750 Points=55 ROT=5 Crusher=yes Crewed=no SelfHealing=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=SlaveMinerSelect VoiceMove=SlaveMinerMove VoiceAttack=SlaveMinerAttackCommand VoiceHarvest=SlaveMinerHarvest DieSound=GenVehicleDie MoveSound=SlaveMinerMoveStart CrushSound=TankCrush DeploySound=SlaveMinerDeploy VoiceDeploy=SlaveMinerDeployVoice 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=SparkSys,SmallGreySSys ImmuneToVeins=yes ImmuneToPsionics=yes ImmuneToRadiation=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=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=5 SlaveRegenRate=500 ;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 BuildTimeMultiplier=0.8 ; ************************************************************************** ; ******************************* 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 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=yes Category=Support Strength=1500 Naval=yes Armor=heavy TechLevel=-1 Sight=8 Speed=8 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=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true GuardRange=10 ;BuildLimit=1 Size=50 [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 [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 ;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=yes ;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,FIREPOWER,ROF,SIGHT,FASTER ;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;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=yes ;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,FIREPOWER,ROF,SIGHT,FASTER ;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ;TooBigToFitUnderBridge=true ;GuardRange=10 ;;BuildLimit=1 ; School Bus [BUS] UIName=Name:BUS Name=School Bus Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Civilian Plane [CIVP] UIName=Name:Civilian_Plane Name=Civilian Plane Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Double Decker Bus [DDBX] UIName=Name:RedBus Name=Double Decker Bus ;Image=BUS Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; pickup truck [PICK] UIName=Name:PICK Name=Pickup Truck Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Civilian automobile [CAR] UIName=Name:CAR Name=Automobile Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Recreational Vehicle [WINI] UIName=Name:WINI Name=Recreational Vehicle Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 [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 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, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 ; Propaganda Truck [PROPA] UIName=Name:PROPA Name=Propaganda Truck Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Construction Vehicle Excavator [CONA] UIName=Name:CONA Name=Construction Excavator Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Police Car [COP] UIName=Name:PIGCAR Name=Police Car Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; European Car A [EUROC] UIName=Name:CAR Name=European Car A Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Presidential Limo [LIMO] UIName=Name:LIMO Name=Limo Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Sports Car [STANG] UIName=Name:CAR Name=Sports Car Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Black Sport Utility Vehicle [SUVB] UIName=Name:CAR Name=SUV Black Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; White Sport Utility Vehicle [SUVW] UIName=Name:CAR Name=SUV White Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Taxi [TAXI] UIName=Name:Taxi Name=Taxi Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Taxi [YCAB] UIName=Name:YCAB Name=Yellow Cab Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.022 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 [JEEP] UIName=Name:TRUCKA ;Image=TAXI Name=Jeep Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Black Cab [BCAB] UIName=Name:BlackCab Name=Black Cab Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Pickup Truck [PTRUCK] UIName=Name:PICK Name=Pickup Truck Prerequisite=NAWEAP Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Cruise Ship [CRUISE] UIName=Name:CruiseShip Name=Cruise Ship Prerequisite=NAWEAP Strength=300 Naval=yes Category=Support Armor=light DeployTime=.022 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 ; Tug Boat [TUG] UIName=Name:TUGBOAT Name=Tug Boat Prerequisite=NAWEAP Strength=200 Naval=yes Category=Support Armor=light DeployTime=.022 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 ;Coast Guard Boat [CDEST] UIName=Name:CDEST Name=Coast Guard Boat Primary=155mm Secondary=ASWLauncher NavalTargeting=1 Spawns=ASW SpawnsNumber=1 SpawnRegenRate=400 SpawnReloadRate=150 NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (CDESTWO) FireAngle=32 ToProtect=yes 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,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true Sensors=yes SensorsSight=8 OpportunityFire=yes ; since no turret, will only apply to helicopter (since ASWLauncher has OmniFire) ElitePrimary=155mmE ; ************************************************************************** ; ************************************************************************** ; **************************** 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 Primary=BlackHawkCannon Strength=175 Category=AirPower JumpJet=yes Armor=light TechLevel=7 Sight=7 RadarInvisible=yes Landable=yes PipScale=Passengers Passengers=5 Speed=14 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=British,French,Germans,Americans,Alliance Cost=1000 Points=15 ROT=5 Crewed=yes ConsideredAircraft=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=3 VoiceSelect=BlackOpsSelect VoiceMove=BlackOpsMove VoiceAttack=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=SparkSys,SmallGreySSys ;AuxSound1=BlackOpsTakeOff ;Taking off ;AuxSound2=BlackOpsLanding ;Landing ThreatPosed=0 SpecialThreatValue=1 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=15 SizeLimit=2 HoverAttack=yes ;OmniFire=yes ;GEF moved to weapon AllowedToStartInMultiplayer=no Crashable=yes CanPassiveAquire=no ; Won't try to pick up own targets SpeedType=Hover MoveSound=BlackOpsMoveLoop EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport ElitePrimary=BlackHawkCannonE PreventAttackMove=yes ;Bombable=no TooBigToFitUnderBridge=true Trainable=yes Bunkerable=no; Units default to yes, others default to no ; Intruder ;Harrier [ORCA] UIName=Name:ORCA Name=Intruder Image=FALC Prerequisite=RADAR Primary=Maverick CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Strength=150 Category=AirPower Armor=light TechLevel=3 Sight=8 RadarInvisible=no Landable=yes MoveToShroud=yes ;Dock=GAAIRC,GAHPAD,NAHPAD Dock=GAAIRC,AMRADR PipScale=Ammo Speed=14 ;PitchSpeed=0.9 ;PitchAngle=0 PitchSpeed=1.1 PitchAngle=0 OmniFire=yes Owner=British,French,Germans,Americans ForbiddenHouses=Alliance Cost=1200 Points=20 ROT=3 Ammo=1 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=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=3 IsSelectableCombatant=yes VoiceSelect=IntruderSelect VoiceMove=IntruderMove VoiceAttack=IntruderAttackCommand VoiceCrashing=IntruderVoiceDie DieSound= MoveSound=IntruderMoveLoop CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=20 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=IntruderTakeOff ;Taking off AuxSound2=IntruderLanding ;Landing VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=STRONGER,FIREPOWER,ROF Fighter=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes ElitePrimary=MaverickE PreventAttackMove=yes ; Destroyer's helicopter [ASW] UIName=Name:ASW Name=Osprey Primary=ASWBomb Secondary=ASWCollision NavalTargeting=2 LandTargeting=1 Strength=30 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Sight=2 RadarInvisible=no Landable=yes MoveToShroud=yes ;Dock=GAAIRC,AMRADR PipScale=Ammo Speed=12 PitchSpeed=.9 PitchAngle=0 Owner=British,French,Germans,Americans,Alliance Cost=50 Points=10 ROT=5;3 Ammo=1 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=10 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=OspreyTakeOff ;Taking off AuxSound2=OspreyLanding ;Landing ImmuneToPsionics=yes ;Selectable=no ; SJM: this should be here but is commented out because bug prevents aircraft from landing ; Carrier Fighter [HORNET] UIName=Name:HORNET Name=Hornet Primary=HornetBomb Secondary=HornetCollision Strength=75 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Sight=2 RadarInvisible=no Landable=yes MoveToShroud=yes ;Dock=NAHPAD,GAHPAD ;Dock=GAAIRC,AMRADR PipScale=Ammo Speed=12 PitchSpeed=.9 PitchAngle=0 Owner=British,French,Germans,Americans,Alliance Cost=50 Points=20 ROT=3 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=10 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=HornetTakeoff ;Taking off AuxSound2=HornetLanding ;Landing ImmuneToPsionics=yes VeteranAbilities=STRONGER,FIREPOWER EliteAbilities=STRONGER,FIREPOWER ;Selectable=no ; SJM: this should be here but is commented out because bug prevents aircraft from landing ElitePrimary=HornetBombE ; **************************** Side Specific ******************************* ; Black Eagle [BEAG] UIName=Name:BEAGLE Name=Black Eagle Prerequisite=RADAR Primary=Maverick2 CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Strength=200 Category=AirPower Armor=light TechLevel=3 Sight=8 RadarInvisible=no Landable=yes MoveToShroud=yes Dock=GAAIRC,AMRADR PipScale=Ammo Speed=14 PitchSpeed=1.1 PitchAngle=0 OmniFire=yes Owner=British,French,Germans,Americans,Alliance RequiredHouses=Alliance Cost=1200 Points=20 ROT=3 Ammo=1 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=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=3 IsSelectableCombatant=yes VoiceSelect=BlackEagleSelect VoiceMove=BlackEagleMove VoiceAttack=BlackEagleAttackCommand VoiceCrashing=BlackEagleVoiceDie DieSound= MoveSound=BlackEagleMoveLoop CrashingSound=BlackEagleDie ImpactLandSound=GenAircraftCrash Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} MovementZone=Fly ThreatPosed=20 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys ;AuxSound1=BlackEagleTakeOff ;Taking off ;AuxSound2=BlackEagleLanding ;Landing VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=STRONGER,FIREPOWER,ROF Fighter=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes ElitePrimary=Maverick2E PreventAttackMove=yes ; ************************************************************************** ; *************************** 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=10 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=SparkSys,SmallGreySSys AuxSound1=Dummy ;Taking off AuxSound2=Dummy ;Landing ThreatPosed=0 SpecialThreatValue=1 ;Bombable=no VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=15 SizeLimit=2 HoverAttack=yes ;OmniFire=yes ;GEF moved to weapon AllowedToStartInMultiplayer=no Crashable=yes SpeedType=Hover PreventAttackMove=yes ; Soviet Siege Chopper [SCHP] UIName=Name:SiegeChopper Name=Soviet Siege Chopper ;Image=SHAD Prerequisite=NAWEAP,TECH Primary=BlackHawkCannon Secondary=160mm Strength=300 Category=AirPower JumpJet=yes Armor=light TechLevel=7 Sight=7 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=1100 Soylent=1100 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=SeigeChopperAttackAir VoiceSecondaryWeaponAttack=SeigeChopperAttackLand VoiceCrashing=SeigeChopperVoiceDie CrashingSound=SeigeChopperDie DieSound= 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,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Size=15 SizeLimit=2 HoverAttack=yes AllowedToStartInMultiplayer=no Crashable=yes ;CanPassiveAquire=no ; Won't try to pick up own targets SpeedType=Hover MoveSound=SeigeChopperMoveLoop EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport ElitePrimary=BlackHawkCannonE EliteSecondary=160mmE PreventAttackMove=yes 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 ; Camera Dolly [DOLY] UIName=Name:DOLY Name=Hollywood Camera Dolly Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Cable Car [CBLC] UIName=Name:CBLC Name=Cable Car Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Fire Truck [FTRK] UIName=Name:FTRK Name=Fire Truck Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.022 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 ; Ambulance [AMBU] UIName=Name:AMBU Name=Ambulance Prerequisite=NAWEAP ;Image=TAXI Strength=100 Category=Transport Armor=light DeployTime=.022 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 ;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=7 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 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,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF 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=BlackHawkCannonE 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 ; Kirov Airship, Blimp [ZEP] UIName=Name:ZEP Name=Kirov Airship Prerequisite=NAWEAP,NATECH Primary=BlimpBomb Strength=2000 Category=AirPower Armor=medium TechLevel=10 Sight=8 RadarInvisible=no MoveToShroud=yes BalloonHover=yes ; ie never land ;OmniFire=yes ;GEF moving to weapon Speed=5 JumpjetSpeed=5 ;params not defined use defaults (old globals way up top called Jumpjet controls) JumpjetClimb=6 ; SJM increased from 2 so Kirov can get out of factory before doors close JumpjetCrash=12 ; Climb, but down JumpJetAccel=10 JumpJetTurnRate=2 JumpjetHeight=750 ;JumpjetWobbles=.01 ; ! 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=1 JumpjetNoWobbles=yes ; 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 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=14 IsSelectableCombatant=yes VoiceSelect=KirovSelect VoiceMove=KirovMove VoiceAttack=KirovAttackCommand VoiceFeedback= 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=SparkSys,SmallGreySSys AuxSound1=Dummy ;Taking off AuxSound2=Dummy ;Landing AllowedToStartInMultiplayer=no VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF SelfHealing=Yes MoveSound=KirovMoveLoop ElitePrimary=BlimpBombE Parasiteable=no Size=50 Bunkerable=no; Units default to yes, others default to no ; Soviet MIG [BPLN] UIName=Name:BPLN Name=Soviet MIG ;Image=FORTRESS;PDPLANE Strength=200 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=16; 18 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Points=30 ROT=2 Crewed=yes Ammo=1 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=MigMoveLoop DieSound= VoiceCrashing=MigVoiceDie CrashingSound=IntruderDie ImpactLandSound=GenAircraftCrash Fighter=yes ElitePrimary=Maverick3E Trainable=no DeathWeapon=BlimpBomb DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do one laser blast's worth of crash damage. This gives control FlyBy=true ;GEF Don't slow down over your target ; Soviet Spy Plane [SPYP] UIName=Name:SpyP Name=Soviet Spy Plane ;Image=PDPLANE Strength=600 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=15 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=BlimpBomb DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera FlyBy=true ;GEF Don't slow down over your target ; 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=no Landable=yes MoveToShroud=yes Ammo=1 ;Aircraft are hard wired to require ammo Speed=15 Owner=Russians,Confederation,Africans,Arabs Cost=50 Points=20 ROT=3 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=V3Attack ;Taking off ;AuxSound2=DROPDWN1 ;Landing ImmuneToPsionics=yes ;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER ;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF NoShadow=yes Selectable=no Trainable=no DontScore=yes ; 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=no Landable=yes MoveToShroud=yes Ammo=1 ;Aircraft are hard wired to require ammo Speed=18;20 Owner=Russians,Confederation,Africans,Arabs Cost=50 Points=20 ROT=4 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,FIREPOWER,SIGHT,FASTER ;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF NoShadow=yes Selectable=no Trainable=no FlyBack=true DontScore=yes ; 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=no Landable=yes MoveToShroud=yes Ammo=1 ;Aircraft are hard wired to require ammo Speed=20 Owner=YuriCountry Cost=50 Points=18;20 ROT=4 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,FIREPOWER,SIGHT,FASTER ;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF NoShadow=yes Selectable=no Trainable=no FlyBack=true DontScore=yes ; ************************************************************************** ; **************************** 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,FIREPOWER,SIGHT,FASTER ;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ; Paratrooper Drop Plane [PDPLANE] UIName=Name:PDPLANE Name=Cargo Plane Strength=400 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=15 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=PDPlaneMoveLoop DieSound= CrashingSound=PDPlaneDie ImpactLandSound=GenAircraftCrash [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=15 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 ImpactLandSound=GenAircraftCrash ; ************************************************************************** ; ************************************************************************** ; **************************** 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=1000 Armor=concrete TechLevel=-1 Adjacent=2 Factory=BuildingType UndeploysInto=AMCV Sight=8 Owner=British,French,Germans,Americans,Alliance Cost=3000 Points=80 Power=0 Capturable=true Crewed=yes ;DestroyAnim=GACNSTDM Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=15 MinDebris=7 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 ; Allied power plant [GAPOWR] UIName=Name:GAPOWR Name=Allied Power Plant BuildCat=Power Prerequisite=GACNST Strength=750 Armor=wood TechLevel=1 Adjacent=2 Sight=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=800 Points=40 Power=200 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp Upgrades=2 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=6 MinDebris=4 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=yes PoweredSpecial=yes ; Allied Barracks [GAPILE] UIName=Name:GAPILE Name=Allied Barracks ;needs different Given Name to avoid editor confusion BuildCat=Tech Prerequisite=POWER,GACNST Strength=500 Armor=steel Factory=InfantryType Adjacent=2 TechLevel=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=500 Points=30 Power=-10 Crewed=yes Capturable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;DestroyAnim=GAPILEDM MaxDebris=15 MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM 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 ; Ore Refinery [GAREFN] UIName=Name:GAREFN Name=Allied Ore Refinery BuildCat=Resource DockUnload=yes Refinery=yes ;//gs revertNumberOfWaitingPoints=8 NumberOfDocks=1 Bib=yes Prerequisite=POWER,GACNST Strength=1000 Adjacent=2 Armor=wood TechLevel=1 FreeUnit=CMIN Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Soylent=300 Points=80 Power=-50 Storage=200 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 HalfDamageSmokeLocation1=0,0,0 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=10 MinDebris=5 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=SmallGreySSys; 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 ; Allied weapons factory [GAWEAP] UIName=Name:GAWEAP Name=Allied War Factory ;Image=NAWEAP BuildCat=Tech WeaponsFactory=yes Prerequisite=PROC,GAPILE,GACNST Factory=UnitType DeployTime=.044 Strength=1000 Armor=wood TechLevel=2 Sight=4 Adjacent=2 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=-25 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=15 MinDebris=5 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 ;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=GAREFN,GACNST Strength=600 Armor=steel Adjacent=2 TechLevel=3 Sight=5 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=1000 Points=70 Power=-50 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=8 MinDebris=4 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 ; Navy shipyard [GAYARD] UIName=Name:GAYARD Name=Allied Shipyard BuildCat=Tech Prerequisite=PROC,POWER,GACNST WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=4 Adjacent=12 Sight=10 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=12 MinDebris=6 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 ; service depot [GADEPT] UIName=Name:GADEPT Name=Allied Service Depot BuildCat=Tech Prerequisite=GAWEAP,GACNST Strength=1200 Armor=wood TechLevel=6 Adjacent=2 Sight=5 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=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 ; advanced tech center [GATECH] UIName=Name:GATECH Name=Allied Battle Lab BuildCat=Tech Prerequisite=GAWEAP,RADAR,GACNST Strength=500 Armor=wood TechLevel=8 Adjacent=2 Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=2000 Points=85 Power=-100 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG MaxDebris=12 MinDebris=6 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 ;Allied Ore Purifier [GAOREP] Name=Allied Ore Processor UIName=Name:GAOREP;Needs its own UINAME eventually ;Image=NANRCT BuildCat=Resource Prerequisite=GATECH,PROC,GACNST TechLevel=10 Strength=900 Adjacent=2 Points=30 Power=-200 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=12 MinDebris=6 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 ;Robot Control Center [GAROBO] Name=Allied Robot Control Center UIName=Name:Robocont BuildCat=Resource Prerequisite=GAWEAP,GACNST TechLevel=10 Strength=600 Adjacent=2 Points=30 Power=-100 Sight=6 Armor=wood Cost=600 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=12 MinDebris=6 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 ; ******************* Base Defenses/Super Weapons *********************** ; concrete wall [GAWALL] UIName=Name:GAWALL Name=Allied Wall BuildCat=Combat Strength=300 Prerequisite=GAPILE Armor=concrete TechLevel=1 Adjacent=8 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=100 ; 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=5 ; PillBox [GAPILL] UIName=Name:GAPILL Name=Allied Pill Box BuildCat=Combat Strength=400 Armor=steel Prerequisite=BARRACKS,GACNST TechLevel=1 Adjacent=4 ROT=10 Sight=7 DetectDisguise=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=500 BaseNormal=no Points=30 Power=0 Crewed=no Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 Primary=Vulcan2 ;Turret=yes ;TurretAnim=LASER ;TurretAnimIsVoxel=true ;TurretAnimX=-8 ;TurretAnimY=16 ;TurretAnimZAdjust=-40 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) ; SAM [NASAM] UIName=Name:NASAM Name=Allied Patriot Missile BuildCat=Combat Strength=900 Armor=steel TechLevel=4 Prerequisite=BARRACKS,GACNST Adjacent=4 Sight=10 ROT=8 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 BaseNormal=no Points=30 Power=-50 Crewed=no Primary=RedEye2 LandTargeting=1 NavalTargeting=6 Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=3 MinDebris=2 ThreatPosed=0 ; 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=0 AntiAirValue=25 ;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge) ;This existed ; Allied Prism Tower [ATESLA] UIName=Name:ATESLA Name=Allied Prism Cannon Image=GAPRIS BuildCat=Combat Prerequisite=POWER,RADAR,GACNST Strength=600 Armor=steel TechLevel=6 Adjacent=2 Sight=8 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=30 Power=-75 Crewed=no Capturable=false Overpowerable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;DestroyAnim=NATSLADM Primary=PrismShot Secondary=PrismSupport Turret=no TurretAnimZAdjust=-100 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 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) ; Allied SpySat [GASPYSAT] UIName=Name:GASPYSAT Name=Allied SpySat Uplink Image=GASPST BuildCat=Combat Prerequisite=GATECH,GACNST Strength=1000 Radar=yes SpySat=yes Armor=wood TechLevel=9 Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=0 Power=-100 Powered=true Capturable=true Crewed=yes ;Upgrades=2 ;GEF Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG MaxDebris=8 MinDebris=4 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 ;Allied Gap Generator [GAGAP] UIName=Name:GAGAP Name=Allied Gap Generator BuildCat=Combat Prerequisite=GATECH,GACNST GapGenerator=yes GapRadiusInCells=10 SuperGapRadiusInCells=10 TechLevel=7 Adjacent=2 HasRadialIndicator=true Strength=600 Armor=wood Sight=5 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 ExtraPower=-9000 Powered=true Capturable=false Crewed=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=4 MinDebris=2 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 ;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=750 Powered=true Adjacent=2 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=2500 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 SuperWeapon=ChronoSphereSpecial Nominal=yes ;SuperWeapon2=ChronoWarpSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=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 MaxDebris=15 MinDebris=7 ;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=1000 Powered=true Adjacent=2 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=-200 Crewed=yes Capturable=false RevealToAll=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 MaxDebris=14 MinDebris=7 ; *************************** Special ***************************** [AMRADR] UIName=Name:GAAIRC Name=Allied American Airforce Command Headquarters Image=GAAIRC BuildCat=Tech Prerequisite=GAREFN,GACNST Strength=600 Armor=steel Adjacent=2 TechLevel=3 Sight=5 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=1000 Points=70 Power=-50 Factory=AircraftType Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=4 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 [GTGCAN] UIName=Name:GTGCAN Name=Allied Grand Cannon BuildCat=Combat Strength=900 Armor=steel TechLevel=7 Prerequisite=RADAR,GACNST Adjacent=2 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Cost=2000 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=-100 Crewed=no ROT=1 Primary=GrandCannonWeapon Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=8 MinDebris=4 ;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 ; ************************************************************************** ; ****************************Soviet Buildings ***************************** ; ************************************************************************** ; construction yard [NACNST] UIName=Name:NACNST Name=Soviet Construction Yard ConstructionYard=yes Strength=1000 Armor=concrete TechLevel=-1 Adjacent=2 Factory=BuildingType UndeploysInto=SMCV Sight=8 Owner=Russians,Confederation,Africans,Arabs Cost=3000 Points=80 Power=0 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;DestroyAnim=NACNSTD MaxDebris=15 MinDebris=5 DebrisAnim=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 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 ; Soviet power plant [NAPOWR] UIName=Name:NAPOWR Name=Soviet Tesla Reactor BuildCat=Power Prerequisite=NACNST Strength=750 Armor=wood TechLevel=1 Sight=4 Adjacent=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=600 Points=40 Power=150 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,tstlexp MaxDebris=15 MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM 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=yes PoweredSpecial=yes ; Soviet Barracks [NAHAND] UIName=Name:NAHAND Name=Soviet Barracks BuildCat=Tech Prerequisite=POWER,NACNST Strength=500 Armor=steel TechLevel=2 Adjacent=2 Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=500 Points=30 Power=-10 Factory=InfantryType Crewed=yes Capturable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG MaxDebris=8 MinDebris=4 ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 NODBarracks=yes ;DamageParticleSystems=SparkSys,SmallGreySmokeSys,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 ; 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=POWER,NACNST Strength=1000 Adjacent=2 Armor=wood TechLevel=1 FreeUnit=HARV Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2000 Soylent=300 Points=80 Power=-50 Storage=200 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 HalfDamageSmokeLocation1=0,0,0 MaxDebris=8 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=SmallGreySSys; 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 ; Soviet weapons factory [NAWEAP] UIName=Name:NAWEAP Name=Soviet War Factory BuildCat=Tech WeaponsFactory=yes Prerequisite=PROC,NAHAND,NACNST Factory=UnitType DeployTime=.044 Strength=1000 Adjacent=2 Armor=wood TechLevel=2 Sight=4 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=-25 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 NaturalSmokeLocation=-12,0,370 MaxDebris=15 MinDebris=5 DebrisAnim=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=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 ;Soviet Radar Facility [NARADR] UIName=Name:NARADR Name=Soviet Radar Tower BuildCat=Tech Prerequisite=NAREFN,NACNST Strength=1000 Radar=yes Armor=wood TechLevel=3 Adjacent=2 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=60 Power=-50 Powered=true Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm MaxDebris=15 MinDebris=5 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 SuperWeapon=SpyPlaneSpecial ; Soviet shipyard [NAYARD] UIName=Name:NAYARD Name=Soviet Shipyard BuildCat=Tech Prerequisite=PROC,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=12 Sight=10 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=-20 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8LG MaxDebris=12 MinDebris=6 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 ; service depot [NADEPT] UIName=Name:NADEPT Name=Soviet Service Depot BuildCat=Tech Prerequisite=NAWEAP,NACNST Strength=1200 Armor=wood TechLevel=6 Adjacent=2 Sight=5 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=-20 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=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 ; Soviet Tech Center [NATECH] UIName=Name:NATECH Name=Soviet Battle Lab BuildCat=Tech Prerequisite=NAWEAP,RADAR,NACNST Strength=500 Armor=wood TechLevel=7 Adjacent=2 Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2000 Points=85 Power=-100 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS7SM,DBRIS8LG,DBRS10LG MaxDebris=10 MinDebris=5 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 ; Soviet Nuclear Reactor [NANRCT] UIName=Name:NANRCT Name=Soviet Nuclear Reactor BuildCat=Power Strength=1000 Armor=concrete TechLevel=9 Prerequisite=NATECH,NACNST Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=30 Power=2000 Crewed=yes Capturable=true DamageSmokeOffset=410, 100, 165 MaxDebris=15 MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Powered=no IsImmuneToRadiation=yes Explodes=yes DeathWeapon=NukePayload ; NUKE DeathWeaponDamageModifier=0.5 Spyable=yes ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes PoweredSpecial=yes ;Soviet Industrial Plant [NAINDP] Name=Soviet Industrial Plant UIName=Name:IndustrialPlant Image=NAINDP BuildCat=Resource Prerequisite=NATECH,PROC,NACNST TechLevel=10 Strength=1000 Adjacent=2 Points=30 Power=-200 Sight=4 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=15 MinDebris=1 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 ; ********************Soviet Base Defenses/Super Weapons *********************** ; soviet wall [NAWALL] UIName=Name:NAWALL Name=Soviet Wall BuildCat=Combat Strength=300 Prerequisite=NAHAND Armor=concrete TechLevel=1 Adjacent=8 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=100 ; 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=5 ; Sentry Gun [NALASR] UIName=Name:NALASR Name=Soviet Sentry Gun BuildCat=Combat Strength=400 Armor=steel Prerequisite=BARRACKS,NACNST TechLevel=1 Adjacent=4 ROT=10 Sight=7 DetectDisguise=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=500 BaseNormal=no Points=30 Power=0 Crewed=no Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=2 MinDebris=1 Primary=Vulcan Powered=yes Turret=yes TurretAnim=LASER TurretAnimIsVoxel=true ;TurretAnimX=-8 TurretAnimY=10 TurretAnimZAdjust=-20 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) [NAFLAK] UIName=Name:NAFLAK Name=Soviet Flak Cannon BuildCat=Combat Strength=900 Armor=steel TechLevel=4 Prerequisite=BARRACKS,NACNST Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 BaseNormal=no Points=30 Power=-50 Crewed=no Primary=FlakWeapon LandTargeting=1 NavalTargeting=6 Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=3 MinDebris=2 ThreatPosed=0 ; 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=8 Turret=yes TurretAnim=FLAKTUR TurretAnimIsVoxel=true TurretAnimX=0 TurretAnimY=2 TurretAnimZAdjust=-40 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) ; Soviet Tesla Coil [TESLA] UIName=Name:TESLA Name=Soviet Tesla Coil Image=NATSLA BuildCat=Combat Prerequisite=POWER,RADAR,NACNST Strength=600 Armor=steel TechLevel=5 Adjacent=2 Sight=8 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=-75 Crewed=no Capturable=false Overpowerable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;DestroyAnim=NATSLADM Primary=CoilBolt Secondary=OPCoilBolt Turret=no TurretAnimZAdjust=-100 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 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) ;Soviet Bunker [NABNKR] UIName=Name:NABNKR Name=Soviet Battle Bunker Adjacent=2 AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Armor=steel BaseNormal=no BuildCat=Combat Prerequisite=NACNST Capturable=false ClickRepairable=yes Cost=500 Crewed=no DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 IsBaseDefense=yes MaxDebris=15 MinDebris=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry Powered=no Sight=6 Strength=600 TechLevel=1 CanBeOccupied=yes MaxNumberOccupants=5 CanOccupyFire=yes 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) ;Iron Curtain [NAIRON] UIName=Name:NAIRON Name=Soviet Iron Curtain Device BuildCat=Combat ;Image=NAIRON Prerequisite=NATECH,NACNST TechLevel=10 Strength=750 Powered=true Adjacent=2 Armor=concrete Sight=4 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=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM SuperWeapon=IronCurtainSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=yes ProtectWithWall=yes Spyable=yes ChargedAnimTime=1 BuildLimit=1 ; Soviet Nuclear Missile [NAMISL] UIName=Name:NAMISL Name=Soviet Nuclear Missile Silo BuildCat=Combat SuperWeapon=NukeSpecial ;HY SuperWeapon2=ChemicalSpecial Prerequisite=NATECH,NACNST Strength=1000 Armor=concrete TechLevel=10 Adjacent=2 Sight=4 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm 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 ; ************************************************************************** ; ****************************Yuri Buildings ******************************* ; ************************************************************************** ; Yuri construction yard [YACNST] UIName=Name:YACNST Name=Yuri Construction Yard ;Image=GACNST ConstructionYard=yes Strength=1000 Armor=concrete TechLevel=-1 Adjacent=2 Factory=BuildingType UndeploysInto=PCV Sight=10 Owner=YuriCountry Cost=3000 Points=80 Power=0 Capturable=true Crewed=yes ;DestroyAnim=GACNSTDM Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=15 MinDebris=7 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 ; Yuri power plant [YAPOWR] UIName=Name:BioR Name=Yuri Bio Reactor ;Image=GAPOWR BuildCat=Power Prerequisite=YACNST Strength=700 Armor=wood TechLevel=1 Adjacent=2 Sight=4 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=true ;gs per Design true Should engineer capture or enter it? Dunno, so ban capture. (Grinder already was) Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,gtpowexp Upgrades=2 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=6 MinDebris=4 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=100 Drainable=yes PoweredSpecial=yes ; Yuri Barracks [YABRCK] UIName=Name:Ybarracks Name=Yuri Barracks ;needs different Given Name to avoid editor confusion Image=YABRCK BuildCat=Tech Prerequisite=POWER,YACNST Strength=500 Armor=steel Factory=InfantryType Adjacent=2 TechLevel=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=500 Points=30 Power=-10 Crewed=yes Capturable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;DestroyAnim=GAPILEDM MaxDebris=15 MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM 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 ; Yuri Command Center [YACOMD] UIName=Name:YACOMD Name=Yuri Command Center ;ConstructionYard=yes Strength=1000 Armor=concrete TechLevel=-1 Adjacent=2 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;DestroyAnim=NACNSTD MaxDebris=15 MinDebris=5 DebrisAnim=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 ; Yuri Ore Refinery ;slave miner building [YAREFN] UIName=Name:SMIN Name=Yuri Ore Refinery BuildCat=Resource ;Bib=yes Prerequisite=POWER,YACNST Strength=2000 Adjacent=2 Armor=medium Primary=20mmRapid ElitePrimary=20mmRapidE Turret=yes TurretAnim=SMINTUR TurretAnimIsVoxel=true TurretAnimX=-25 TurretAnimY=15 TurretAnimZAdjust=-50 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=1750 Soylent=1750 Points=80 Power=0;-50 Storage=200 Capturable=false;gs true ;Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 HalfDamageSmokeLocation1=0,0,0 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=10 MinDebris=5 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,-85,220 RefinerySmokeOffsetTwo=-85,90,220 RefinerySmokeOffsetThree=95,-85,220 RefinerySmokeOffsetFour=95,90,220 RefinerySmokeFrames=30 RefinerySmokeParticleSystem=SmallGreySSys; 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=5 SlaveRegenRate=500 ;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 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=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 DeploySound=SlaveMinerUndeploy VoiceDeploy=SlaveMinerUnDeployVoice Unsellable=yes Trainable=yes BuildTimeMultiplier=1.15 ;Yuri Weapons Factory [YAWEAP] UIName=Name:YWarfactory Name=Yuri War Factory BuildCat=Tech WeaponsFactory=yes Prerequisite=PROC,YABRCK,YACNST Factory=UnitType DeployTime=.044 Strength=1000 Armor=wood TechLevel=2 Sight=4 Adjacent=2 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=-25 Capturable=true Crewed=yes Bib=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=15 MinDebris=5 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 ;Psychic Sensor [NAPSIS] UIName=Name:YURIRAD Name=Yuri Psychic Sensor BuildCat=Tech; Combat Prerequisite=YACNST,PROC; 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=2 Sight=10 PsychicDetectionRadius=15 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1000 Points=50 Power=-50 Powered=true Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=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=15 ;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble SensorArray=yes SensorsSight=15 Spyable=yes ; A spy can do something to this, works like captureable ImmuneToPsionics=no ; defaults to yes for buildings, no for others SuperWeapon=PsychicRevealSpecial ; Yuri Navy shipyard [YAYARD] UIName=Name:Ynaval Name=Yuri Submarine Pen Image=YAYARD BuildCat=Tech Prerequisite=YACNST,POWER,PROC WeaponsFactory=yes Factory=UnitType Strength=1500 Armor=concrete Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone TechLevel=4 Adjacent=12 Sight=10 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=-25 Powered=false BaseNormal=no Crewed=no Explodes=yes Capturable=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG MaxDebris=12 MinDebris=6 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 ; Yuri service depot [YADEPT] UIName=Name:GADEPT Name=ZZZ Yuri Service Depot Image=GADEPT BuildCat=Tech Prerequisite=YAWEAP,YACNST Strength=1200 Armor=wood ;This building does not exist in our game. Use the grinder instead. TechLevel=15 Adjacent=2 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 ; Yuri weapons factory ; Yuri tech center [YATECH] UIName=Name:Yblab Name=Yuri Battle Lab ;Image=GATECH BuildCat=Tech Prerequisite=YAWEAP,YACNST,RADAR Strength=500 Armor=wood TechLevel=8 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=2000 Points=85 Power=-100 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG MaxDebris=12 MinDebris=6 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 ; Yuri Grinder [YAGRND] UIName=Name:Grinder Name=Yuri Grinder BuildCat=Tech Prerequisite=YAWEAP,YACNST Strength=900 Armor=wood TechLevel=9 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=30 Power=-50 Grinding=yes Crewed=yes Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys DamageSmokeOffset=480,96,125 AIBuildThis=yes CreateUnitSound=CloningVatsCreate ImmuneToPsionics=no ; defaults to yes for buildings, no for others ; Yuri Cloning Vats [NACLON] UIName=Name:NACLON Name=Yuri Cloning Vats BuildCat=Combat Prerequisite=YATECH,YACNST Strength=1000 Armor=wood TechLevel=9 Adjacent=2 Sight=5 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm ThreatPosed=0 ; This value MUST be 0 for all building addons ExitCoord=0,0,0 YuriBarracks=yes DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys DamageSmokeOffset=480,96,125 AIBuildThis=yes CreateUnitSound=CloningVatsCreate BuildLimit=1 ; ********************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=YABRCK Armor=concrete TechLevel=2 Adjacent=8 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=100 ; 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=5 ; 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=810 Armor=steel TechLevel=4 Prerequisite=BARRACKS,YACNST Adjacent=4 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1000 BaseNormal=no Points=30 Power=-50 Crewed=no Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=3 MinDebris=2 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=10 TurretAnimY=15 TurretAnimZAdjust=-40 HasStupidGuardMode=false WorkingSound=PowerOn NotWorkingSound=PowerOff ImmuneToPsionics=no ; defaults to yes for buildings, no for others Drainable=yes AntiInfantryValue=25 AntiArmorValue=10 AntiAirValue=25 ;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=AGGattling EliteWeapon1=AGGattlingE Weapon2=AAGattCann EliteWeapon2=AAGattlingE Weapon3=AGGattling2 EliteWeapon3=AGGattling2E Weapon4=AAGattCann2 EliteWeapon4=AAGattling2E Weapon5=AGGattling3 EliteWeapon5=AGGattling3E Weapon6=AAGattCann3 EliteWeapon6=AAGattling3E ;How many stages does this gattling gun have, and how long does it ;take to progress through these stages; WeaponStages=3 Stage1=200 Stage2=400 ;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. Stage3=600 EliteStage1=100 EliteStage2=200 EliteStage3=300 ;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=50 ;-----End Gattling stuff------- [YAPSYT] UIName=Name:YAPSYT Name=Yuri Psychic Tower BuildCat=Combat Prerequisite=NAPSIS,YACNST Primary=MultipleMindControlTower TechLevel=7 Adjacent=2 Strength=455 ;750 Armor=steel Sight=5 Points=30 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1500 Power=-100 Powered=true Capturable=false Crewed=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=15 MinDebris=1 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=yes 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) [NATBNK] UIName=Name:NATBNK Name=Yuri Tank Bunker BuildCat=Combat Prerequisite=YACNST Strength=1000 Armor=steel TechLevel=3 Adjacent=3 Sight=6 Bunker=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=400 Points=60 Power=0 Powered=false Capturable=false Crewed=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm 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 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) ;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=2 Armor=concrete Sight=5 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=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM SuperWeapon=GeneticConverterSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=yes ProtectWithWall=yes Spyable=yes ChargedAnimTime=1 BuildLimit=1 ;Psychic Dominator [YAPPET] UIName=Name:YAPPET Name=Yuri Puppet Master ;Image=GAWETH BuildCat=Combat Prerequisite=YATECH,YACNST TechLevel=10 Strength=1000 Powered=true Adjacent=2 Armor=concrete Sight=5 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 MaxDebris=14 MinDebris=7 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,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 ; ************************************************************************** ; ****************************Tech Buildings ******************************* ; ************************************************************************** [CAOUTP] UIName=Name:CAOUTP Name=Tech Outpost TechLevel=-1 Strength=2000 Insignificant=yes Nominal=yes Sight=6 Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM MaxDebris=10 MinDebris=5 ;DamageParticleSystems=SmallGreySSys,BigGreySmokeSys Primary=HoverMissile UnitRepair=yes IsBase=yes Turret=yes TurretAnim=OUTP TurretAnimX=-30 TurretAnimY=14 TurretAnimIsVoxel=true TurretAnimZAdjust=-140 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) [CAAIRP] UIName=Name:CAAIRP Name=Tech Airport TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes Sight=6 Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=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) [CAOILD] UIName=Name:CAOILD Name=Tech Oil Derrick TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes Sight=6 Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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) [CAPOWR] UIName=Name:CAPOWR Name=Tech Civilian Power Plant TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes Sight=6 Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=15 MinDebris=5 DebrisAnim=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=200 RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) [CAMACH] UIName=Name:CAMACH Name=Tech Machine Shop ;Image=CAOILD;###TEMP TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes Sight=6 Points=5 Armor=concrete ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys LeaveRubble=yes UnitsGainSelfHeal=1 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building) [CATHOSP] UIName=Name:CAHOSP Name=Tech Hospital Image=CAHOSP TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes Sight=6 Points=5 Armor=concrete ;Hospital=yes ;gs old TS way Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=6 DebrisAnim=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) [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=6 Points=5 Armor=concrete ;Hospital=yes ;gs old TS way Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=6 DebrisAnim=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) ;Secret Lab [CASLAB] UIName=Name:CASLAB Name=Tech Secret Lab ;Image=CALAB TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes Sight=6 Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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) ; ************************************************************************** ; ******************** 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;DieSound=MonumentCrumble ;WHITE HOUSE [CAWASH01] UIName=Name:CAWASH01 Name=White House TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete ;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=Yes DieSound=MonumentCrumble ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=true DieSound=MonumentCrumble ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes DieSound=MonumentCrumble ;Mexico Mayan Pyramids [CAMEX01] Name=Mayan Prism Pyramid UIName=Name:CAMEX01 TechLevel=-1 Strength=2000 Nominal=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes DieSound=MonumentCrumble ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=true ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=6 ;DistributedFire=yes ;CanOccupyFire=yes ; ;St. Louis City Building [CASTL04] UIName=Name:CASTL04 Name=St Louis Arch TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes DieSound=MonumentCrumble ;Washington Pentagon A [CAWA2A] UIName=Name:CAWA2A Name=Wash Pent A TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Washington Pentagon B [CAWA2B] UIName=Name:CAWA2A Name=Wash Pent B TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Washington Pentagon C [CAWA2C] UIName=Name:CAWA2A Name=Wash Pent C TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Washington Pentagon D [CAWA2D] UIName=Name:CAWA2A Name=Wash Pent D TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes [CAEAST01] Name=Easter Island Statue UIName=Name:CAEAST01 TechLevel=-1 Strength=3000 Insignificant=no Nominal=yes RadarInvisible=no Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [CAEAST02] Name=Yuri Bust UIName=Name:CAEAST02 TechLevel=-1 Strength=3000 Insignificant=no Nominal=yes RadarInvisible=no Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 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 [CASANF01] Name=San Fran Victorian Home 1 ;UIName=Name:CASANF01 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=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=concrete 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 [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=concrete 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 ;Einsteins Lab [CALAB] UIName=Name:EinsteinLab Name=Einstein's Lab TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes LeaveRubble=yes [CALOND04] Name=LONDON PARLAIMENT UIName=Name:CALOND04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes [CALOND05] Name=LONDON BIG BEN UIName=Name:CALOND05 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes [CALOND06] Name=LONDON TOWER UIName=Name:CALOND06 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes [CAMOON01] Name=ZZZ LAUNCH PAD UIName=Name:CAMOON01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CATRAN03] Name=TRANS FORTRESS UIName=Name:CATRAN03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;St. Louis Stadium A [CASTL05A] UIName=Name:CASTL05 Name=Busch Stadium A TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;St. Louis Stadium B [CASTL05B] UIName=Name:CASTL05 Name=Busch Stadium B TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;St. Louis Stadium C [CASTL05C] UIName=Name:CASTL05 Name=Busch Stadium C TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;St. Louis Stadium D [CASTL05D] UIName=Name:CASTL05 Name=Busch Stadium D TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;St. Louis Stadium E [CASTL05E] UIName=Name:CASTL05 Name=Busch Stadium E TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;St. Louis Stadium F [CASTL05F] UIName=Name:CASTL05 Name=Busch Stadium F TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;St. Louis Stadium G [CASTL05G] UIName=Name:CASTL05 Name=Busch Stadium G TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;St. Louis Stadium H [CASTL05H] UIName=Name:CASTL05 Name=Busch Stadium H TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [CAEGYP01] Name=Egypt Great Pyramid 1 UIName=Name:CAPYR01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CAEGYP02] Name=Egypt Small Pyramid UIName=Name:CAPYR01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes [CAEGYP03] Name=Egypt Sphinx UIName=Name:CAEGYP03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CAEGYP04] Name=Egypt Great Pyramid 2 ;UIName=Name:CAEGYP04 UIName=Name:CAPYR01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CAEGYP05] Name=Egypt Great Pyramid 3 ;UIName=Name:CAEGYP05 UIName=Name:CAPYR01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CAEGYP06] Name=Egypt Great Pyramid 4 mound ;UIName=Name:CAEGYP06 UIName=Name:CAPYR01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 LeaveRubble=true DieSound=MonumentCrumble [CALA03] Name=LA Hwood Sign 1of2 UIName=Name:CALA03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CALA04] Name=LA Hollywood Bowl UIName=Name:CALA04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CALA11] Name=LA HBowl Seats 1of2 UIName=Name:CALA04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CALA12] Name=LA HBowl Seats 2of2 UIName=Name:CALA04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CALA13] Name=LA Hwood Sign 2of2 UIName=Name:CALA03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CALA14] Name=LA Mini Mall 02 UIName=Name:CALA01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true [CALA15] Name=LA Mini Mall 03 UIName=Name:CALA01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true [CALA05] Name=LA LAX UIName=Name:CALA05 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CALA06] Name=LA Control Tower UIName=Name:CALA06 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CALA07] Name=LA Movie Theater UIName=Name:CALA07 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CALA08] Name=LA Car Dealership UIName=Name:CALA08 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true [CALA09] Name=LA Circle S UIName=Name:CALA09 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CALA10] Name=LA Billboard UIName=Name:CALA10 TechLevel=-1 Strength=200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=no LeaveRubble=true [CASANF04] Name=San Fran Golden Gate Bridge UIName=Name:CASANF04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CASANF05] Name=San Fran Alcatraz UIName=Name:CASANF05 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CASANF06] Name=San Fran Victorian Home 4 ;UIName=Name:CASANF06 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes [CASANF07] Name=San Fran Victorian Home 5 ;UIName=Name:CASANF07 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes [CASANF08] Name=San Fran Victorian Home 6 ;UIName=Name:CASANF08 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes [CASANF09] Name=San Fran Golden Bridge 01 ;UIName=Name:CASANF09 UIName=Name:CASANF04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CASANF10] Name=San Fran Golden Bridge 02 ;UIName=Name:CASANF10 UIName=Name:CASANF04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CASANF11] Name=San Fran Golden Bridge 03 ;UIName=Name:CASANF11 UIName=Name:CASANF04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CASANF12] Name=San Fran Golden Bridge 05 ;UIName=Name:CASANF12 UIName=Name:CASANF04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CASANF13] Name=San Fran Golden Bridge 06 ;UIName=Name:CASANF13 UIName=Name:CASANF04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CASANF14] Name=San Fran Golden Bridge 07 ;UIName=Name:CASANF14 UIName=Name:CASANF04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Naval=yes ;GS WaterBound=yes ;should help AI, new with water zone Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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 [CASANF15] Name=San Fran Alcatraz Watertower UIName=Name:CASANF15 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CASANF16] Name=San Fran Alcatraz lighthouse UIName=Name:CAFARM06 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CASANF17] Name=San Fran Misc Bldg 1 ;UIName=Name:CASANF17 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CASANF18] Name=San Fran Misc Bldg 2 ;UIName=Name:CASANF18 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CASEAT01] Name=Seattle Space Needle UIName=Name:CASEAT01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes [CASEAT02] Name=MicroSpam Campus UIName=Name:CASEAT02 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=yes [CASYDN03] Name=Sydney Opera House UIName=Name:CASYDN03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ; ************************************************************************** ; *************************** 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 BaseNormal=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ThreatPosed=0 ; This value MUST be 0 for all building addons ToTile=Green01 AIBuildThis=no ; 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=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 AIBuildThis=no ; 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=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 AIBuildThis=no ; 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=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 AIBuildThis=no [CALA01] Name=LA Keegan Produce ;UIName=Name:CALA01 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ;[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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;CanOccupyFire=yes ;LeaveRubble=true ;DieSound=MonumentCrumble [CALOND01] Name=London Victorian Home 1 ;UIName=Name:CALOND01 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ;[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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;CanOccupyFire=yes ;LeaveRubble=true ;DieSound=MonumentCrumble [CALOND03] Name=London Pub ;UIName=Name:CALOND03 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CABARR01] Name=Barricade 01 UIName=Name:CABARR TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CABARR02] Name=Barricade 02 UIName=Name:CABARR TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CAMORR01] Name=Morocco Generic ;UIName=Name:CAMORR01 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAMORR02] Name=Morocco Generic02 ;UIName=Name:CAMORR02 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAMORR03] Name=Morroco Generic03 ;UIName=Name:CAMORR03 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAMORR04] Name=Morroco Generic04 ;UIName=Name:CAMORR04 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAMORR05] Name=Morroco Bar 01 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAMORR06] Name=Morroco Bar 02 UIName=Name:CAMORR05 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAMORR07] Name=Morroco Generic07 ;UIName=Name:CAMORR07 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAMORR08] Name=Morroco Generic08 ;UIName=Name:CAMORR08 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAMORR09] Name=Morroco Generic09 ;UIName=Name:CAMORR09 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAMORR10] Name=Morroco Generic10 ;UIName=Name:CAMORR10 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CASANF02] Name=San Fran Victorian Home 2 ;UIName=Name:CASANF02 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CASANF03] Name=San Fran Victorian Home 3 ;UIName=Name:CASANF03 UIName=Name:CACITY01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 LeaveRubble=true DieSound=MonumentCrumble CanOccupyFire=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;CanOccupyFire=yes ;LeaveRubble=true ;DieSound=MonumentCrumble [CASYDN02] Name=Sydney Kangaroo Burger UIName=Name:CASYDN02 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CATRAN01] Name=Transylvania Crypt 1 UIName=Name:CATRAN01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CATRAN02] Name=Transylvania Crypt 2 UIName=Name:CATRAN01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAMEX02] UIName=Name:MAYANRUINS Name=Mayan Castillo TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=1 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys Insignificant=yes AlphaImage=ALPHATST ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=3000 LightIntensity=0.01 LightRedTint=2.0 LightGreenTint=1.4 LightBlueTint=0.3 DamageParticleSystems=SparkSys,LGSparkSys Powered=true Insignificant=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=4000 LightIntensity=0.01 LightRedTint=1.5 LightGreenTint=0.01 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=0,01 LightBlueTint=0.7 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=3000 LightIntensity=0.01 LightRedTint=0.78 LightGreenTint=0.4 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=3000 LightIntensity=0.01 LightRedTint=0.7 LightGreenTint=0.3 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=3000 LightIntensity=0.01 LightRedTint=0.78 LightGreenTint=0.4 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=3500 LightIntensity=0.01 LightRedTint=0.7 LightGreenTint=0.6 LightBlueTint=0.01 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=3500 LightIntensity=0.01 LightRedTint=0.3 LightGreenTint=0.4 LightBlueTint=-0.1 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=3000 LightIntensity=0.005 LightRedTint=0.1 LightGreenTint=0.1 LightBlueTint=0.00 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=3500 LightIntensity=0.005 LightRedTint=0.25 LightGreenTint=0.35 LightBlueTint=-0.2 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 LightVisibility=3000 LightIntensity=0.01 LightRedTint=0.15 LightGreenTint=0.25 LightBlueTint=0.05 DamageParticleSystems=SparkSys,LGSparkSys Powered=true ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 SuperWeapon=ChronoWarpSpecial ThreatPosed=1 ; This value MUST be 0 for all building addons AIBuildThis=no Spyable=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CITY03] UIName=Name:CITY03 Name=ZZZ Office Building TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CITY04] UIName=Name:CITY04 Name=ZZZ Westwood Stock Exchange TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CITY05] UIName=Name:CITY05 Name=ZZZ Daily Sun Times TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=8 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ; 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [CACITY01] UIName=Name:CACITY01 Name=ZZZ Building TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes [CACITY02] UIName=Name:CACITY02 Name=ZZZ Building TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes [CACITY03] UIName=Name:CACITY03 Name=ZZZ Building TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes [CACITY04] UIName=Name:CACITY04 Name=ZZZ Building TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes [CANEWY01] UIName=Name:CANEWY01 Name=Building TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;STATUE OF LIBERTY [CANEWY04] UIName=Name:CANEWY04 Name=Statue of Liberty TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;WORLD TRADE CENTER [CANEWY05] UIName=Name:CANEWY05 Name=ZZZ World Trade Center TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Radar=yes SpySat=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes [CASWST01] UIName=Name:CASWST01 Name=Southwest Building TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes [CATECH01] UIName=Name:CATECH01 Name=Communications TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes [CATEXS01] UIName=Name:CATEXS01 Name=Texs01 Building TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Washington Civ Structure [CAWASH05] UIName=Name:CAWASH05 Name=Wash Building 5 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Washington Civ Structure [CAWASH06] UIName=Name:CAWASH13 Name=Wash Building 6 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes DieSound=MonumentCrumble ;Washington Civ Structure [CAWASH04] UIName=Name:CAWASH04 Name=Wash Building 4 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Washington Civ Structure [CAWASH03] UIName=Name:CAWASH03 Name=Wash Building 3 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Washington Civ Structure [CAWASH07] UIName=Name:CAWASH07 Name=Wash Building 7 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Washington Civ Structure [CAWASH11] UIName=Name:CAWASH11 Name=Wash Building 11 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Washington Civ Structure [CAWASH08] UIName=Name:CAWSH08 Name=Wash Building 8 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=true ;Washington Civ Structure [CAWASH09] UIName=Name:CAWSH09 Name=Wash Building 9 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Washington Civ Structure [CAWASH10] UIName=Name:CAWSH10 Name=Wash Building 10 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Washington Civ Structure [CAWASH13] UIName=Name:CAWASH13 Name=Wash Building 13 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;European Civ Structure [CAEUR1] UIName=Name:CAEUR1 Name=Euro Cottage A TechLevel=-1 Strength=300 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;European Civ Structure [CAEUR2] UIName=Name:CAEUR2 Name=Euro Cottage B TechLevel=-1 Strength=300 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Miami Civ Structure [CAMIAM02] UIName=Name:CAMIAM02 Name=Miami Hotel 02 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANWY05] UIName=Name:CANWY05 Name=NY Building 05 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;European Civ Structure [CAEUR04] UIName=Name:CAEUR04 Name=Euro Building 04 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Russian Kremlin Wall Tower Small [CARUS02B] Name=Russain Kremlin Wall STower Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Russian Kremlin Wall North [CARUS02C] Name=Russain Kremlin Wall North Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Russian Kremlin Wall East [CARUS02D] Name=Russain Kremlin Wall East Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Russian Kremlin Wall South [CARUS02E] Name=Russain Kremlin Wall South Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Russian Kremlin Wall West [CARUS02F] Name=Russain Kremlin Wall West Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Wall Street Office [CANEWY06] Name=Wall Street Office UIName=Name:CANEWY06 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Wall Street Office [CANEWY07] Name=Wall Street Office Var 2 UIName=Name:CANEWY07 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Wall Street Office [CANEWY08] Name=Wall Street Office Var 3 UIName=Name:CANEWY08 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Large Paris Building Var 1 [CAPARS02] Name=Large Paris Building Var 1 UIName=Name:CAPARS02 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Large Paris Building Var 2 [CAPARS08] Name=Large Paris Building Var 2 UIName=Name:CAPARS08 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Large Paris Building Var 3 [CAPARS09] Name=Large Paris Building Var 3 UIName=Name:CAPARS09 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANEWY10] UIName=Name:CANEWY10 Name=NY Building 10 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANEWY11] UIName=Name:CANEWY11 Name=NY Building 11 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANEWY12] UIName=Name:CANEWY12 Name=NY Building 12 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANEWY13] UIName=Name:CANEWY13 Name=NY Building 13 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANEWY14] UIName=Name:CANEWY13 Name=NY Building 14 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANEWY15] UIName=Name:CANEWY15 Name=NY Building 15 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANEWY16] UIName=Name:CANEWY15 Name=NY Building 16 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANEWY17] UIName=Name:CANEWY17 Name=NY Building 17 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANEWY18] UIName=Name:CANEWY18 Name=NY Building 18 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Paris Civ Structure [CAPARS04] UIName=Name:CAPRS04 Name=Paris Building 4 TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Paris Civ Structure [CAPARS05] UIName=Name:CAPRS05 Name=Paris Building 5 TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Paris Civ Structure [CAPARS06] UIName=Name:CAPRS06 Name=Paris Building 6 TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 ;Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=no ;Paris Rodin Museum Var 1 [CAPARS10] Name=Paris Bistro Var 1 UIName=Name:CAPARS10 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ;Paris Rodin Museum [CAPARS13] Name=Paris Bistro Var 2 UIName=Name:CAPARS13 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble ;Paris Rodin Museum [CAPARS14] Name=Paris Bistro Var 3 UIName=Name:CAPARS14 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=true DieSound=MonumentCrumble [CAGAS01] Name=Gas Station UIName=Name:CAGAS01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Lighthouse [CAFARM06] UIName=Name:CAFARM06 Name=Lighthouse TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Lifeguard Hut [CAMIAM04] UIName=Name:CAMIAM04 Name=Lifeguard Hut TechLevel=-1 Strength=200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Industrial Building [CAIND01] Name=Industrial building UIName=Name:CAIND01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANWY09] UIName=Name:CANWY09 Name=NY Building 09 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;New York Civ Structure [CANWY22] UIName=Name:CANWY22 Name=NY Building 22 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;New York Civ Structure [CANWY23] UIName=Name:CANWY23 Name=NY Building 23 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;New York Civ Structure [CANWY24] UIName=Name:CANWY24 Name=NY Building 24 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;New York Civ Structure [CANWY25] UIName=Name:CANWY25 Name=NY Building 25 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;New York Civ Structure [CANWY26] UIName=Name:CANWY26 Name=NY Building 26 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;San Antonio Office building [CATEXS03] Name=San Antonio Office building UIName=Name:CATEXS03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;San Antonio Office building [CATEXS04] Name=San Antonio Office building Var 2 UIName=Name:CATEXS04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;San Antonio Office building [CATEXS05] Name=San Antonio Office building Var 3 UIName=Name:CATEXS05 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes ;Chicago Associates Center [CACHIG04] Name=Chicago Associates Center UIName=Name:CACHIG04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Miami Civ Structure [CAMIAM03] Name=Miami Hotel 03 UIName=Name:CAMIAM03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Miami Civ Structure [CAMIAM01] UIName=Name:CAMIAM01 Name=Miami Hotel 01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Texas 06 [CATEXS06] Name=Texas Office Building UIName=Name:CATEXS06 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Texas 07 [CATEXS07] Name=Texas Office Building var2 UIName=Name:CATEXS07 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Texas 08 [CATEXS08] Name=Texas Office Building var3 UIName=Name:CATEXS08 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes ;Chigo 01 [CACHIG01] Name=Chigo Brick Building UIName=Name:CACHIG01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Chigo 02 [CACHIG02] Name=Chigo Brick Building var2 UIName=Name:CACHIG02 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Chigo 03 [CACHIG03] Name=Chigo Office Building UIName=Name:CACHIG03 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 ;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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Russian Gum Monument [CARUS08] Name=Russain Gum Corner Strength=1000 TechLevel=-1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Russian Gum Monument [CARUS09] Name=Russian Gum Middle TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Russian Gum Monument [CARUS10] Name=Russian Gum Wall N_S TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=5 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;New York Warehouse Structure [CANEWY20] Name=Warehouse UIName=Name:CANEWY20 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;New York Warehouse Variant [CANEWY21] Name=Warehouse B UIName=Name:CANEWY20 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Moscow City Building [CARUS04] Name=Moscow City A UIName=Name:CARUS04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=8 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Moscow City Building [CARUS05] Name=Moscow City B UIName=Name:CARUS04 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=8 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Moscow City Building [CARUS06] Name=Moscow City C UIName=Name:CARUS06 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=8 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=3 MinDebris=1 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=8 ;DistributedFire=yes ;CanOccupyFire=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=8 ;DistributedFire=yes ;CanOccupyFire=yes ; ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=8 ;DistributedFire=yes ;CanOccupyFire=yes ; ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=8 ;DistributedFire=yes ;CanOccupyFire=yes ; ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=8 ;DistributedFire=yes ;CanOccupyFire=yes ; ;Camp Fire [CAMSC06] Name=Camp Fire UIName=Name:CAMSC06 TechLevel=-1 Strength=10 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2LG MaxDebris=1 MinDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no AmbientSound=CampfireLoop ;CanBeOccupied=yes ;MaxNumberOccupants=8 ;DistributedFire=yes ;CanOccupyFire=yes ; DamageSmokeOffset=128,128,128 ;Thatched Hut Chief [CAMSC07] Name=Thatched Hut Chief UIName=Name:CAMSC07 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=6 MinDebris=3 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes ;Thatched Hut A [CAMSC08] Name=Thatched Hut A UIName=Name:CAMSC07 TechLevel=-1 Strength=200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=4 MinDebris=2 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes ;Thatched Hut B [CAMSC09] Name=Thatched Hut B UIName=Name:CAMSC07 TechLevel=-1 Strength=200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=4 MinDebris=2 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=6 ;DistributedFire=yes CanOccupyFire=yes ;European Statue [CAEURO05] UIName=Name:CAEURO05 Name=Statue TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2SM,DBRIS3LG,DBRIS5SM,DBRS10LG MaxDebris=8 MinDebris=4 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=6 ;DistributedFire=yes ;CanOccupyFire=yes ; LeaveRubble=Yes ;Lunar Lander [CALUNR01] UIName=Name:CALUNR01 Name=Lunar Lander TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=6 ;DistributedFire=yes ;CanOccupyFire=yes ; ;Lunar Flag [CALUNR02] ;UIName=Name:CALUNR02 UIName=Name:CAUSFGL Name=Lunar Flag TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=6 ;DistributedFire=yes ;CanOccupyFire=yes ; ;Park Bench [CAPARK01] UIName=Name:CAPARK01 Name=Park Bench TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=6 ;DistributedFire=yes ;CanOccupyFire=yes ; ;Swing Set [CAPARK02] UIName=Name:CAPARK02 Name=Play Ground Swing Set TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=6 ;DistributedFire=yes ;CanOccupyFire=yes ; ;Merry Go Round [CAPARK03] UIName=Name:CAPARK03 Name=Play Ground Merry Go Round TechLevel=-1 Strength=1 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS2LG,DBRIS3SM,DBRIS5SM MaxDebris=3 MinDebris=1 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=6 ;DistributedFire=yes ;CanOccupyFire=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=6 ;DistributedFire=yes ;CanOccupyFire=yes ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=6 ;DistributedFire=yes ;CanOccupyFire=yes ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no ;CanBeOccupied=yes ;MaxNumberOccupants=6 ;DistributedFire=yes ;CanOccupyFire=yes ;American House 02 [CAHSE02] UIName=Name:CAHSE02 Name=American House 02 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;American House 03 [CAHSE03] UIName=Name:CAHSE03 Name=American House 03 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;American House 04 [CAHSE04] UIName=Name:CAHSE04 Name=American House 04 TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;St. Louis City Building [CASTL01] Name=St Louis Building A UIName=Name:CASTL01 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;St. Louis City Building [CASTL02] Name=St Louis Building B UIName=Name:CASTL02 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;St. Louis City Building [CASTL03] UIName=Name:CASTL03 Name=St Louis Building C TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;American House 05 [CAHSE05] UIName=Name:CAHSE05 Name=American Mobile Home A TechLevel=-1 Strength=300 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;American House 06 [CAHSE06] UIName=Name:CAHSE06 Name=American Mobile Home B TechLevel=-1 Strength=300 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;American House 07 [CAHSE07] UIName=Name:CAHSE04 ;UIName=Goodsprings Ranch Name=American House 07 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Miami Civ Structure [CAMIAM05] UIName=Name:CAMIAM05 Name=Miami Hotel 05 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Miami Civ Structure [CAMIAM06] UIName=Name:CAMIAM06 Name=Miami Hotel 06 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Miami Civ Structure [CAMIAM07] UIName=Name:CAMIAM07 Name=Miami Hotel 07 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=Yes ;Street Light [CASTRT01] Name=Traffic Light TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; ;Street Light [CASTRT02] Name=Traffic Light TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; ;Street Light [CASTRT03] Name=Traffic Light TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; ;Street Light [CASTRT04] Name=Traffic Light TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes ;CanOccupyFire=yes ; ;Bus Stop [CASTRT05] Name=Bus Stop UIName=Name:CASTRT05 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; ;Washington Army Tents [CAARMY01] UIName=Name:CAARMY01 Name=Army Tent TechLevel=-1 Strength=200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=8 ;DistributedFire=yes CanOccupyFire=yes DamageSound=Dummy DieSound=Dummy ;Washington Army Tents [CAARMY02] UIName=Name:CAARMY01 Name=Army Tent TechLevel=-1 Strength=200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Washington Army Tents [CAARMY03] UIName=Name:CAARMY01 Name=Army Tent TechLevel=-1 Strength=200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Washington Army Tents [CAARMY04] UIName=Name:CAARMY01 Name=Army Tent TechLevel=-1 Strength=200 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [CAFARM01] UIName=Name:CAFARM01 Name=Farm TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=6 ;DistributedFire=yes CanOccupyFire=yes [CAFARM02] UIName=Name:CAFARM02 Name=Farm Silo TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [CAFRMA] Name=Farmhouse UIName=Name:CAFRMA TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=10 ;DistributedFire=yes CanOccupyFire=yes [CAFRMB] Name=Farm Outhouse UIName=Name:CAFRMB TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [CALIT01E] UIName=Name:CALIT01E Name=Light TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CALIT01N] UIName=Name:CALIT01N Name=Light TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CALIT01S] UIName=Name:CALIT01S Name=Light TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CALIT01W] UIName=Name:CALIT01W Name=Light TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CALIT03E] UIName=Name:CALIT03E Name=Light3E TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CALIT03N] UIName=Name:CALIT03N Name=Light3N TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CALIT03S] UIName=Name:CALIT03S Name=Light3S TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CALIT03W] UIName=Name:CALIT03W Name=Light3W TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CALIT02L] UIName=Name:CALIT02L Name=Light2L TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CALIT02R] UIName=Name:CALIT02R Name=Light2R TechLevel=-1 Strength=50 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ;American House 01 [CAHSE01] UIName=Name:CAHSE01 Name=American House 01 TechLevel=-1 Strength=600 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Water Tower [CAWT01] UIName=Name:CAWT01 Name=Water Tower TechLevel=-1 Strength=400 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;Barn 02 [CABARN02] UIName=Name:CABARN02 Name=Farm Barn 02 TechLevel=-1 Strength=500 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [CAMISC03] UIName=Name:CAMISC03 Name=Dumpster TechLevel=-1 Strength=100 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [CAMISC04] UIName=Name:CAMISC04 Name=Mail Box TechLevel=-1 Strength=10 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CAMISC05] UIName=Name:CAMISC05 Name=Construction Pipes TechLevel=-1 Strength=10 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CAMISC06] UIName=Name:CAMISC06 Name=V3 Rack TechLevel=-1 Strength=10 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=no ; like spyable and captureable DamageSound=BuildingMetalDamaged ;McBurger Kong [CAMSC10] Name=McBurger Kong UIName=Name:CAMSC10 TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=20 Armor=wood Explosion=MININUKE,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS3SM,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS9SM,DBRS10LG MaxDebris=12 MinDebris=6 BaseNormal=no Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=8 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes [CAMSC11] UIName=Name:CAMISC11 Name=Tires TechLevel=-1 Strength=10 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [CAMSC12] UIName=Name:CAMISC12 Name=Bullseye TechLevel=-1 Strength=100 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag CanBeOccupied=no Primary=none Secondary=none ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag CanBeOccupied=no Primary=none Secondary=none Cost=600 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=steel Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=8 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=8 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=8 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=8 ;DistributedFire=yes CanOccupyFire=yes LeaveRubble=yes [CAMSC13] UIName=Name:CAMISC13 Name=Derelict Tank TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 Secondary=none [CAPOL01E] UIName=Name:CAPOL01E Name=Telephone Pole TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CAPOL01N] UIName=Name:CAPOL01N Name=Telephone Pole TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CAPOL01S] UIName=Name:CAPOL01S Name=Telephone Pole TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CAPOL01W] UIName=Name:CAPOL01W Name=Telephone Pole TechLevel=-1 Strength=20 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CAURB01] Name=Telephone Booth UIName=Name:CAURB01 TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CAURB02] Name=Fire Hydrant UIName=Name:CAURB02 TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CAURB03] Name=Hollywood Spotlight UIName=Name:CAURB03 TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CASIN01E] Name=Stop Sign TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CASIN01W] Name=Stop Sign TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CASIN01S] Name=Stop Sign TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag [CASIN01N] Name=Stop Sign TechLevel=-1 Strength=5 Insignificant=yes Nominal=yes ;RadarInvisible=yes Points=5 Armor=concrete Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=0 Selectable=no ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged ; 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=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 AIBuildThis=no ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 [AMMOCRAT] UIName=Name:AMMOCRAT Name=Ammo Crates Image=AMMO01 Selectable=no TechLevel=-1 Strength=1 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=wood Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 MaxDebris=3 PlaceAnywhere=yes ;IsBase=no BaseNormal=no ;psst....IsBase isn't a Rules flag ThreatPosed=10 SpecialThreatValue=1 Explodes=yes DeathWeapon=BarrelExplosion CanC4=no ; like spyable and captureable DamageSound=BuildingMetalDamaged ; ************************************************************************** ; **************************** 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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] Projectile=Invisible Warhead=DeathWH [OilExplosion] Projectile=Invisible Damage=600 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 ;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=250 Burst=1 ROF=50 Range=1.5 CellRangefinding=yes Projectile=BlimpBombP Speed=20 Warhead=BlimpHE 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) [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=50 ROF=26 Range=5 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=50 ROF=26 Range=5.5 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 ; SJM thinks this is silly for a machine gun: Bright=true ;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=100 ROF=120 Range=7 Projectile=Torpedo Speed=25 ;18 Report=SubAttack Warhead=APSplash DecloakToFire=no ;Boomer Sub Torpedo [BoomerTorpedo] Damage=60 ROF=120 Range=7 Projectile=Torpedo 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 ;SAM missile [RedEye2] Damage=75 ROF=55 Range=12 Projectile=AAHeatSeeker Speed=100 Warhead=SAMWH Report=PatriotAttack TurboBoost=yes ;Hover Missile [HoverMissile] Damage=25 ROF=50 Range=6 Burst=2 Projectile=AAHeatSeeker2 Speed=40 Warhead=HE Report=SeawolfAttack MinimumRange=1 ;GI Missile Launcher [MissileLauncher] Damage=40 ROF=40 Range=8 Burst=1 Projectile=AAHeatSeeker2 ;AirToGroundMissile Speed=30 ;40 Warhead=GUARDWH Report=GuardianGIDeployedAttack MinimumRange=1 ;Cruise Missile [CruiseMissile] Damage=25 ROF=50 Range=20 Burst=1 Projectile=NavalToGroundSeeker Speed=40 Warhead=HE Report=SeawolfAttack MinimumRange=1 ; Dreadnought missile [CruiseLauncher] Damage=25 ;35 ROF=50 Burst=2 Range=20 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=100 ROF=15 Range=12 Speed=120 Projectile=MedusaProjectile Warhead=SAMWH Report=AegisAttack TurboBoost=yes OmniFire=yes ;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=26 Range=5.5 Projectile=InvisibleLow Speed=100 Warhead=SA Report=SentryGunAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; rapid fire machine gun [Gattling] Damage=30 ROF=10 Range=7;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 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop1 ;DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; rapid fire anti-air machine gun [AAGattling] Damage=25 ROF=16 Range=8 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop1 ;DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; rapid fire anti-ground machine gun [AGGattling2] Damage=25;50 ROF=16 Range=6 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=SA Report=GattlingGunAttackLoop2 ;DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 ; rapid fire anti-air machine gun [AAGattling2] Damage=30 ROF=8 Range=8 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop2 ;DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 ; rapid fire anti-ground machine gun [AGGattling3] Damage=25;50 ROF=16 Range=6 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=SSA Report=GattlingGunAttackLoop3 ;DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLE Burst = 2 ; rapid fire anti-air machine gun [AAGattling3] Damage=40 ROF=4 Range=8 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop3 ;DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLE Burst = 2 ; rapid fire anti-air machine gun [AAGattCann] Damage=30;40;50 ROF=16 Range=12 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop1 ;DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; rapid fire anti-air machine gun [AAGattCann2] Damage=30;40;50 ROF=8 Range=12 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop2 ;DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 ; rapid fire anti-air machine gun [AAGattCann3] Damage=30;40;50 ROF=4 Range=12 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop3 ;DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLE Burst = 2 ; rapid fire machine gun for the neutral outpost [OutpostMachineGun] Damage=20 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=100 Range=1.5 CellRangefinding=yes Projectile=Invisible;Invisible5 ;AntiNaval=yes ;AntiUnderwater=yes ;AntiOrganic=no;to make exception for squid and dolphin Warhead=Mechanical;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 ; rifle soldier weapons (multiple shots) [M1Carbine] Damage=15 ROF=25 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=ConscriptAttack OccupantAnim=UCCONS [UCM1Carbine] Damage=20 ROF=20 Range=6 ;7 Projectile=InvisibleHigh Speed=100 Warhead=SSAB Report=SovietOccupiedAttack OccupantAnim=UCCONS [UCEliteM1Carbine] Damage=30 ROF=20 Range=6 ;7 Projectile=InvisibleHigh Speed=100 Warhead=SSAB Report=SovietOccupiedAttack OccupantAnim=UCCONS [PsychicJab] Damage=25 ROF=15 Range=4.5 Projectile=InvisibleLow Speed=100 ;Warhead=PJABWH Warhead=SAFlame Report=InitiateAttack OccupantAnim=UCINIT OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress [UCPsychicJab] Damage=63 ROF=15 Range=6 ;7 Projectile=InvisibleHigh Speed=100 Warhead=SSABFlame Report=InitiateAttack OccupantAnim=UCINIT [UCElitePsychicJab] Damage=73 ROF=15 Range=6 ;7 Projectile=InvisibleHigh Speed=100 Warhead=SSABFlame Report=InitiateAttack OccupantAnim=UCINIT [M60] Damage=15 ROF=20 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=GIAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH [Para] Damage=25;23 ROF=15 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=GIAttackDeployed Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH [UCPara] Damage=30 ROF=15 Range=6 ;7 Projectile=InvisibleHigh Speed=100 Warhead=SSAB Report=AlliedOccupiedAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH [UCElitePara] Damage=40 ROF=15 Range=6 ;7 Projectile=InvisibleHigh Speed=100 Warhead=SSAB Report=AlliedOccupiedAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH [20mmRapid] Damage=30 ROF=20 Range=5.5 Projectile=InvisibleLow Speed=100 Warhead=HARVWH Report=WarMinerAttack Anim=GUNFIRE [20mm] Damage=25 ROF=30 Range=5 Projectile=Invisible3 Speed=100 Warhead=SSA Report=RocketeerAttack [MP5] Damage=125 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [DoublePistols] Damage=125 ROF=5 Range=6 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint2 Report=TanyaAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [AKM] Damage=65 ROF=20 Range=7 Projectile=InvisibleLow 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) [TERMIGUN] Damage=125 ROF=5 Range=6 Projectile=InvisibleLow Speed=100 Warhead=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=125 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=HollowPointNoBuilding Report=SealAttack [FakeC4] Damage=5000 ROF=10 Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Warhead=FakeC4WH Report=SealPlaceBomb SabotageCursor=yes ;gs instead of normal fire cursor to avoid confusion [AWP] Damage=125 ROF=150 Range=14 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired [Virusgun] Damage=125 ROF=100 Range=10 Projectile=InvisibleLow Speed=100 Report=VirusAttack Warhead=Virus;HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress [VirusgunE] Damage=125 ROF=80 Range=16 Projectile=InvisibleLow Speed=100 Report=VirusAttack Warhead=Virus;HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress ; 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=35 ROF=40 Range=6 Projectile=QuadShell Speed=100 Warhead=SA Report=BlackOpsAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OmniFire=yes ; 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=150 ROF=10 Range=6 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=IntruderAttack Burst=1;2 [Maverick2] Damage=200 ROF=10 Range=6 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=BlackEagleAttack Burst=1;2 [Maverick3] Damage=750 ROF=10 Range=4 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=MIGWH Report=MigAttack Burst=2 [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=40 ROF=3 Range=5 Projectile=NormalBomb Speed=30 Warhead=ORCAAP Report=HornetAttack [ASWBomb] Damage=50 ROF=3 Range=3 Projectile=DepthCharge Speed=30 Warhead=APSplash Report=OspreyAttack [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=60 Range=12 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 ;Projectile=Lobbed ;;Floater=yes ;Speed=5 ;;Lobber=yes ;Bright=yes ; 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=65 ROF=60 Range=5 Projectile=Cannon Speed=40 Warhead=AP Report=GrizzlyTankAttack Anim=GUNFIRE Bright=yes ; large anti-armor cannon (two shooter) [120mmx] Damage=100 ROF=80 Range=5.75 Projectile=Cannon Speed=40 Warhead=ApocAP Report=ApocalypseAttackGround Anim=APMUZZLE Burst=2 Bright=yes ; large anti-armor cannon (single shooter) [120mm] Damage=90 ROF=65 Range=5.75 Projectile=Cannon Speed=40 Warhead=AP Report=RhinoTankAttack Anim=GUNFIRE Bright=yes ; 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=65 ROF=60 Range=5 Projectile=Cannon Speed=60 Warhead=AP Report=LasherTankAttack Anim=GUNFIRE Bright=yes [Robogun] Damage=65 ROF=60 Range=5 Projectile=Cannon Speed=60 Warhead=AP Report=RobotTankAttack Anim=GUNFIRE Bright=yes ; Tank Destroyer gun [SABOT] Damage=150 ;was 135 ROF=70 Range=5 Projectile=Cannon Speed=60 Warhead=UltraAP Report=TankDestroyerAttack Anim=GUNFIRE Bright=yes ; Howitzer gun [HowitzerGun] Damage=75 ROF=100 Range=12 MinimumRange=2 Projectile=Ballistic Speed=100 Warhead=HowitzerWH Report=ApocalypseAttackGround Anim=GUNFIRE Bright=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=50 ROF=80 Range=8 Projectile=AAHeatSeeker Speed=20 Warhead=HE Burst=2 Report=ApocalypseAttackAir ; artillery cannon [155mm] Damage=60 ROF=110 Range=8 MinimumRange=0 Projectile=Ballistic Speed=10 Warhead=ARTYHE Report=DestroyerAttack Anim=GUNFIRE Lobber=no ;Lobber=yes ; artillery cannon [160mm] Damage=90 ROF=100 Range=12 MinimumRange=0 Projectile=Ballistic Speed=10 Warhead=SCHOPWH Report=SeigeChopperAttackDeployed Anim=GUNFIRE Lobber=no ;Lobber=yes ; V3's rangefinder virtual weapon [V3Launcher] Damage=1 ROF=150 Range=18 MinimumRange=5 Spawner=yes Projectile=InvisibleHigh Speed=10 Warhead=Special ; Dreadnought missile [DredLauncher] Damage=50 ROF=50 Burst=2 Range=25 ;Range=-2 MinimumRange=8; the missiles need time to align Spawner=yes Projectile=InvisibleHigh Speed=15 Warhead=Special OmniFire=yes ; Drone emmiting gas on your head [ChaosAttack] Damage=600 ROF=45 Range=3;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=30 Warhead=PsychGasCreate Report=ChaosDroneAttack ;Burst=4 OmniFire=yes AreaFire=yes ;Anim=CDGAS ; Drone jumping on your head [DroneJump] Damage=50 ROF=60 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 ;In Terror Drone case, it just handles the bad case where a TD'd guy makes it into a bunker. FireInTransport=no;can't fire out of the BattleFortress ; Dog humping [BadTeeth] Damage=30 ROF=30 Range=1.5 CellRangefinding=yes Projectile=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 ; Dog humping [GoodTeeth] Damage=30 ROF=30 Range=1.5 CellRangefinding=yes Projectile=ADOGJUMP 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 [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 [SHOVEL] Range=1.5 CellRangefinding=yes Projectile=InvisibleLow Speed=100 Damage=30 ROF=30 Warhead=SA Report= [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=99 ; SJM: This is now ignored. Damage frequency handled by special Squid code. Range=1.5 CellRangefinding=yes Projectile=SQDJUMP Speed=30 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 attacking non boat [SquidPunch] Damage=100;50 ROF=32 ;hard 16*2 until unit sprites get more complicated Range=1.83 Projectile=InvisibleLow ;gs ! Dude! This gives the squid an anti-air weapon! --> was InvisibleAll Speed=30 Warhead=HE ;AntiOrganic=yes Report=SquidAttackNonShip ;IsSonic=Yes ; Carrier's rangefinder virtual weapon [HornetLauncher] Damage=1 ROF=150 Range=25 ;Range=-2 ; infinite Spawner=yes Projectile=Invisible Speed=10 Warhead=Special OmniFire=yes ; Destroyer's rangefinder virtual weapon for Helicopters [ASWLauncher] Damage=1 ROF=150 Range=-2 ; infinite Spawner=yes Projectile=ASWVirt ;AntiUnderwater=yes Speed=10 Warhead=Special OmniFire=yes ; Sonic Zap [SonicZap] Damage=4 AmbientDamage=10 ROF=120 Range=6 ;Projectile=Null Projectile=Sonic Speed=100 Warhead=SonicWarhead Report=DolphinAttack IsSonic=Yes DecloakToFire=no ;AntiUnderwater=yes ; repair bot repairing [RepairBullet] Damage=-50 ROF=80 Range=1.8 Projectile=Invisible Speed=100 Warhead=Mechanical Report=IFVRepair UseSparkParticles=yes AttachedParticleSystem=WeldingSys ; medic healing [Heal] Damage=-50 ROF=80 Range=2.83 Projectile=Invisible Speed=100 Warhead=Organic Report=HEALER1 ; Infantry smashing by Brute [Punch] Damage=100 ROF=60 Range=1.4 Speed=100 Warhead=Battering Report=BruteSmashAttack Projectile=InvisibleLow FireInTransport=no;can't fire out of the BattleFortress ; Tank smashing by Brute [Smash] Damage=100;150 ROF=60 ;30 Range=1.1 Speed=100 Warhead=Smashing Report=BruteSmashAttack Projectile=InvisibleLow FireInTransport=no;can't fire out of the BattleFortress ;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 ; Fire by Chrono Legion [NeutronRifle] Damage=8 ROF=120 Range=5 Speed=100 Projectile=InvisibleMedium;GEF Chrono Legionaires can now shoot over walls ;InvisibleLow Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes ; Fire by Desolater [RadBeamWeapon] Damage=125 ROF=50 Range=6 Speed=100 Projectile=InvisibleLow Warhead=RadBeamWarhead IsRadBeam=yes Report=DesolatorAttack ; The Desolater's desolation effect [RadEruptionWeapon] Damage=1 ; Irrelevant as long as it is greater than 0. Establishes that this unit can fire this weapon. ROF=60 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=no ; SJM: Desolator should maintain radiation at site when deployed Projectile=InvisibleLow Warhead=RadEruptionWarhead IsRadEruption=no ; SJM: we're not using this effect anymore RadLevel=500 Report=DesolatorDeploy ; Fire by Prism Cannon [PrismShot] Damage=120 ROF=45 ;60 Range=8 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 [Yuribustshot] Damage=120 ROF=45 ;60 Range=8 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=200 ROF=45 ;60 Range=8 Speed=100 Projectile=InvisibleHigh Warhead=DummyWarhead ;LaserInnerColor = 32,48,216 ;LaserOuterColor = 24,24,96 LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect IsHouseColor=true ; Fire by Telsa Trooper [ElectricBolt] Damage=50 ROF=60 Range=3 Speed=100 Warhead=Shock Report=TeslaTroopAttack Projectile=InvisibleLow IsElectricBolt=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) ; Fire by Telsa Tank [TankBolt] Damage=135 ROF=75 ;changed on 11/29 from 60 to 75 Range=4 Speed=100 Warhead=Electric Report=TeslaTankAttack Projectile=InvisibleLow IsElectricBolt=true ; Fire by Telsa Trooper at Tesla Coil [AssaultBolt] Damage=10 ROF=25 Range=1.83 Speed=100 Warhead=ElectricAssault Report=TeslaTroopRechargeCoil Projectile=InvisibleLow IsElectricBolt=true IsAlternateColor=true ; Fire by Telsa Coil [CoilBolt] Damage=200 ROF=80 ;120 Range=7 Speed=100 Warhead=Electric Report=TeslaCoilAttack ;Projectile=InvisibleHigh Projectile=Invisible IsElectricBolt=true ; SJM: Now using home-grown DelayedFire system. Charges=yes ; Fire by Telsa Coil while overpowered [OPCoilBolt] Damage=300 ROF=80 ;100 Range=8 Speed=100 Warhead=Electric Report=TeslaCoilSuper Projectile=InvisibleHigh IsElectricBolt=true IsAlternateColor=true ; 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! ; 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=20 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=500 Warhead=NUKE Report= [NukeCarrier] Projectile=GiantNukeUp Speed=100 Warhead=NukeMaker [Pistola] Damage=2 ROF=20 Range=3 Projectile=InvisibleLow Speed=100 Warhead=SA Report=CivAttack [MindControl] Damage=1;Number of mind control links ROF=200 Range=7 Projectile=PsychicControl Speed=100 Warhead=Controller ;Report=YuriMindControl Anim=YURICNTL FireOnce=yes [SuperMindControl] Damage=1;Number of mind control links ROF=200 Range=7 Projectile=PsychicControl Speed=100 Warhead=ControllerBuilding ;Report=YuriMindControl Anim=YURICNTL FireOnce=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=10 Range=6 Projectile=PsychicControl Speed=100 Warhead=Controller ;Report=YuriMindControl Anim=YURICNTL FireOnce=yes OmniFire=yes;doesn't need turret to shoot any direction [MultipleMindControlTower] Damage=3; number of mind control links ROF=100;125 Range=7 Projectile=PsychicControl Speed=100 Warhead=Controller ;Report=YuriMindControl Anim=YURICNTL FireOnce=yes [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=RING1 [SuperPsiWave] 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=SuperPsiPulse AreaFire=yes ; just shoot straight at ground under feet FireOnce=yes ; Only fire once; don't stay in attack mission Report=YuriDeploy Anim=RING1 [IvanBomber] Damage=400 ; Damage is used only for death explosion ROF=50 Range=1.5 ; 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=Invisible Warhead=IvanBomb FireInTransport=no;can't fire out of the BattleFortress [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 [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=100 ROF=70 Range=7 Projectile=InvisibleLow Speed=100 Warhead=MirageWH DisguiseFireOnly=no ; SJM: design change, tank can fire always Report=MirageTankAttack Bright=yes Anim=VTMUZZLE DisguiseFakeBlinkTime=15 ; 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 [GrandCannonWeapon] Damage=150 ROF=120 Range=15 MinimumRange=3 Projectile=GrandCannonBall Speed=1 Report=GrandCannonAttack Bright=yes Warhead=GrandCannonWH Anim=GCMUZZLE [FlakWeapon] ; This belongs to Flak Cannon Damage=40 ROF=20 Range=12 Projectile=FlakProj ; AA bullet shared with Flak Track Speed=100 Report=FlakCannonAttack Warhead=FlakWH Anim=GUNFIRE [FlakTrackAAGun] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=35 ROF=25 Range=10 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakWH Anim=GUNFIRE [FlakGuyAAGun] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=20 ROF=25 Range=8 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakGuyWH Anim=GUNFIRE [FlakTrackGun] ; Anti-surface gun Damage=25 ;25 -changed by DB on 7/18/01 ROF=25 ;40 -changed by DB on 7/18/01 Range=5 Projectile=FlakTProj Speed=50 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FlakTWH Anim=GUNFIRE [FlakGuyGun] ; Anti-surface gun for the Flak Trooper Damage=20 ROF=20 Range=5 Projectile=FlakTProj Speed=50 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FlakTWH Anim=GUNFIRE [Lunarlaser] Damage=25 ROF=20 Range=7 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 [DiskLaser] Damage=90 ROF=80 Range=7 Projectile=InvisibleAll Speed=40 Report=FloatingDiscAttack Warhead=DiskWH Bright=yes ;IsRadBeam=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 DiskLaser=yes; new ring draw laser OmniFire=yes [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 [Comet] Damage=100 ROF=100 Range=10 Projectile=LargeCometP Speed=40 Report=PrismTankAttack Warhead=CometWH Bright=yes ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect [CometFragment] Damage=30 ROF=120 Range=3 Projectile=SmallCometP Speed=10 Warhead=CometWH Bright=yes ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect [TeslaFragment] Damage=30 ROF=80 Range=3 Projectile=SmallTeslaP Speed=10 Report=TeslaCoilAttack Warhead=Electric IsElectricBolt=true Anim=PIFFPIFF ;gs TEMP### ; Fire by Magnetron [MagneticBeam] Damage=5000 ROF=20 Range=12 MinimumRange=3 Speed=100 Projectile=InvisibleHigh Warhead=LocomotorBeam Report=MagnetronAttack ;IsRadBeam=yes IsMagBeam=yes ;Magnetron's shaking weapon for buildings [MagneShake] Damage=80 ROF=110 Range=10 Projectile=InvisibleHigh Spread=2 Speed=40 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 [CRM60] Damage=25 ROF=15 Range=6;4 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=IFVAttackGround Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; Fire by Telsa Trooper [CRElectricBolt] Damage=60;50 ROF=45;40 ;changed on 11/29 from 30 to 45 Range=6;3 Speed=100 Warhead=Shock Report=TeslaTankAttack Projectile=InvisibleLow IsElectricBolt=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) ;Rocket Infantry [CRBAZOOKA] Damage=35;25 ROF=30;60 Range=8;6 Projectile=AAHeatSeeker2 Speed=25 Warhead=AP Report=FlakCannonAttack [CRMP5] ;reimplementing this as an anti-infantry IFV weapon Damage=125 ROF=10 Range=7;8;6 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint3 Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) ;OmniFire=yes ;DistributedWeaponFire=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=5 ROF=120 Range=6 Speed=100 Projectile=InvisibleLow Warhead=ChronoBeam Report= IsRadBeam=yes Report=ChronoLegionAttack ; rifle soldier weapons (multiple shots) [CRM1Carbine] Damage=30;20 ROF=15;20 Range=6;4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=GIAttack [CRNuke] Damage=200 ;changed from 600 on 11/30 ROF=80 Range=1 Projectile=InvisibleLow Speed=35 ; was 10 RadLevel=500 Warhead=CRNUKEWH Report=NukeExplosion Suicide=yes [CRTerrorBomb] Projectile=Invisible Damage=250 Warhead=TerrorBombWH Anim=RING1 Range=1.5 ROF=10 Suicide=yes [CRPsychicJab] Damage=25 ROF=15 Range=6.5 Projectile=InvisibleLow Speed=100 Warhead=SAFlame Report=InitiateAttack [CRVirusGun] Damage=125 ROF=80 Range=12 Projectile=InvisibleLow Speed=100 Report=VirusAttack Warhead=Virus;HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired [CRSuperMindBlast] 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=SuperPsiPulse AreaFire=yes ; just shoot straight at ground under feet FireOnce=yes ; Only fire once; don't stay in attack mission Report=YuriDeploy Anim=RING1 ;GI Missile Launcher [CRMissileLauncher] Damage=30 ROF=40 Range=8 Burst=2 Projectile=AAHeatSeeker2 ;AirToGroundMissile Speed=30 ;40 Warhead=GUARDWH Report=GuardianGIDeployedAttack MinimumRange=1 [Demobomb] Damage=300 ;was 400, changed 11/30 ROF=80 Range=1 Projectile=InvisibleLow Speed=35 RadLevel=100 Warhead=DemobombWH Report=DemoTruckDie Suicide=yes ; Fire by Desolater [CRRadBeamWeapon] Damage=175;125 ROF=30;50 Range=7;5 Speed=100 Projectile=InvisibleLow Warhead=RadBeamWarhead IsRadBeam=yes Report=DesolatorAttack [CRMindControl] ;Damage=100;Needed to be considered offensive unit ;ROF=100 ;Range=11;9 ;Projectile=Psychic ;Speed=100 ;Warhead=Controller ;Report=FIEND2 ;Anim=WAKE2 Damage=200;Needed to be considered offensive unit Range=1 ROF=10;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=RING1 [CRAWP] Damage=250;200 ROF=100;150 Range=14 Projectile=InvisibleLow Speed=100 Report=SILENCER Warhead=HollowPoint2 RevealOnFire=no ; Doesn't clear shroud when fired ; Fire by Prism Cannon [CowShot];[PrismShot] Damage=300 ROF=75;100 Range=12;8 Speed=100 Projectile=InvisibleHigh Warhead=PrismWarhead LaserInnerColor = 216,0,184 LaserOuterColor = 80,0,88 LaserOuterSpread= 0,0,0 LaserDuration = 15 IsBigLaser=true IsLaser=true ; this flag tells the game to use the special laser draw effect Report=IFVCowshot [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=30;20 ROF=15;20 Range=7;5 Projectile=FlakTProj Speed=50 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FlakTWH Anim=GUNFIRE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;ELITE WEAPONS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; rapid fire anti-ground machine gun [AGGattlingE] Damage=25 ROF=16 Range=6 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop1 ;DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; rapid fire anti-air machine gun [AAGattlingE] Damage=25 ROF=16 Range=8 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop1 ;DownReport=GattlingGunDecreaseLoop1 Burst = 2 Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; rapid fire anti-ground machine gun [AGGattling2E] Damage=25 ROF=16 Range=6 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=SA Report=GattlingGunAttackLoop2 ;DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 ; rapid fire anti-air machine gun [AAGattling2E] Damage=25 ROF=8 Range=8 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop2 ;DownReport=GattlingGunDecreaseLoop2 Anim=GUNFIRE Burst = 2 ; rapid fire anti-ground machine gun [AGGattling3E] Damage=25 ROF=16 Range=6 Projectile=Invisiblelow ;GEF Anti ground ;SA Speed=100 Warhead=SSA Report=GattlingGunAttackLoop3 ;DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLE Burst = 2 ; rapid fire anti-air machine gun [AAGattling3E] Damage=25 ROF=4 Range=8 Projectile=Invisible4 ;GEF Anti air ;SA Speed=100 Warhead=GattWH Report=GattlingGunAttackLoop3 ;DownReport=GattlingGunDecreaseLoop3 Anim=VTMUZZLE Burst = 2 [M1CarbineE] Damage=20 ROF=25 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SA Report=ConscriptAttack OccupantAnim=UCCONS [PsychicJabE] Damage=30 ROF=15 Range=6 Projectile=InvisibleLow Speed=100 Warhead=SAFlame Report=InitiateAttack OccupantAnim=UCINIT OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress [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 [FlakTrackAAGunE] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=20 ROF=25 Range=8 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakWH Anim=GUNFIRE Burst=2 [FlakTrackGunE] ; Anti-surface gun Damage=25 ROF=25 Range=5 Projectile=FlakTProj Speed=50 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FlakTWH Anim=GUNFIRE Burst=2 [FlakGuyGunE] ; Anti-surface gun for the Flak Trooper Damage=20 ROF=20 Range=5 Projectile=FlakTProj Speed=50 Report=FlakTrackAttackGround ; put in new sound for this Warhead=FlakTWH Anim=GUNFIRE Burst=2 [FlakGuyAAGunE] ; Separate from Flak Cannon weapon so that stats may be tweaked Damage=8 ROF=25 Range=8 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakGuyWH Anim=GUNFIRE Burst=2 [DiskLaserE] Damage=90 ROF=80 Range=7 Projectile=InvisibleAll Speed=40 Report=FloatingDiscAttack Warhead=DiskWH Bright=yes ;IsHouseColor=true 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 DiskLaser=yes; new ring draw laser OmniFire=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 ; anti-armor weapon [105mmE] Damage=65 ROF=50 Range=5 Projectile=Cannon Speed=40 Warhead=GRIZAPE Report=GrizzlyTankAttack Anim=VTMUZZLE Bright=yes Burst=2 ; large anti-armor cannon (two shooter) [120mmxE] Damage=100 ROF=80 Range=5.75 Projectile=Cannon Speed=40 Warhead=ApocAPE Report=ApocalypseAttackGround Anim=VTMUZZLE Burst=4 Bright=yes ; large anti-armor cannon (single shooter) [120mmE] Damage=90 ROF=65 Range=5.75 Projectile=Cannon Speed=40 Warhead=RHINAPE Report=RhinoTankAttack Anim=VTMUZZLE Bright=yes Burst=2 [20mmE] Damage=25 ROF=5 Range=5 Projectile=Invisible3 Speed=100 Warhead=SSA Report=RocketeerAttack [155mmE] Damage=60 ROF=110 Range=8 MinimumRange=0 Projectile=Ballistic Speed=10 Warhead=ARTYHE Report=DestroyerAttack Anim=GUNFIRE Lobber=no Burst=2 [160mmE] Damage=90 ROF=100 Range=12 MinimumRange=0 Projectile=Ballistic Speed=10 Warhead=SCHOPWH Report=SeigeChopperAttackDeployed Anim=GUNFIRE Lobber=no Burst=2 [TankBoltE] Damage=150 ROF=60 ;changed on 11/29 from 50 to 60 Range=6 Speed=100 Warhead=Electric Report=TeslaTankAttack Projectile=Electricbounce IsElectricBolt=true ; Fire by Telsa Trooper [ElectricBoltE] Damage=50 ROF=40 Range=5 Speed=100 Warhead=Shock Report=TeslaTroopEliteAttack Projectile=Electricbounce IsElectricBolt=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [ElectricFragment] Damage=50 ROF=40 Range=5 Speed=100 Warhead=Shock Report=TeslaTroopAttack Projectile=Invisiblelow IsElectricBolt=true AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [SuperComet] Damage=150 ROF=100 Range=10 Projectile=SuperCometP Speed=10 Report=PrismTankAttack Warhead=CometWH Bright=yes ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect [SuperCometFragment] Damage=50 ROF=100 Range=5 Projectile=SuperSmallCometP Speed=10 Report= Warhead=CometWH Bright=yes ;LaserInnerColor = 216,0,184 ;LaserOuterColor = 80,0,88 IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true ; this flag tells the game to use the special laser draw effect [MirageGunE] Damage=150 ROF=80 Range=9 Projectile=InvisibleLow Speed=100 Warhead=MirageWH DisguiseFireOnly=no ; SJM: design change, tank can fire always Report=MirageTankAttack Bright=yes DisguiseFakeBlinkTime=5 ; 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 [BlimpBombE] Damage=250 Burst=1 ROF=50 Range=1.5 CellRangefinding=yes Projectile=BlimpBombP Speed=20 Warhead=KTSTLEXP 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) ; Fire by Brute [PunchE] Damage=100 ROF=60 Range=1.4 Speed=100 Warhead=Battering Report=BruteSmashAttack Projectile=InvisibleLow ;IsElectricBolt=true ;AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) FireInTransport=no;can't fire out of the BattleFortress ; Tank smash by Brute [SmashE] Damage=100 ROF=60 Range=1.1 Speed=100 Warhead=Smashing Report=BruteSmashAttack Projectile=InvisibleLow ;IsElectricBolt=true ;AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) FireInTransport=no;can't fire out of the BattleFortress ; Fire by Chrono Legion [NeutronRifleE] Damage=16 ROF=120 Range=5 Speed=100 Projectile=InvisibleLow Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes ; Fire by Magnetron [MagneticBeamE] Damage=10000 ROF=20 Range=12 MinimumRange=3 Speed=100 Projectile=InvisibleHigh Warhead=LocomotorBeam Report=MagnetronAttack IsMagBeam=yes [MaverickE] Damage=300 ROF=10 Range=9 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=IntruderAttack Burst=1;4 [Maverick2E] Damage=400 ROF=10 Range=9 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=BlackEagleAttack Burst=1;2 [Maverick3E] Damage=400 ROF=10 Range=9 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=BlackEagleAttack Burst=2 [HornetBombE] Damage=80 ROF=3 Range=5 Projectile=NormalBomb Speed=30 Warhead=ARTYHE Report=HornetAttack ; Nighthawks gun [BlackHawkCannonE] Damage=40 ROF=40 Range=6 Projectile=QuadShell Speed=100 Warhead=SSA Report=BlackOpsAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OmniFire=yes [IvanBomberE] Damage=600 ; Damage is used only for death explosion ROF=50 Range=1.5 ; 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=Invisible Warhead=IvanBomb ;Report=CrazyIvanAttack FireInTransport=no;can't fire out of the BattleFortress ; Fire by Desolater [RadBeamWeaponE] Damage=200 ROF=50 Range=8 Speed=100 Projectile=InvisibleLow Warhead=RadBeamWarhead IsRadBeam=yes Report=DesolatorAttack [SubTorpedoE] Damage=100 ROF=120 Range=7 Projectile=Torpedo Speed=18 Report=SubAttack Warhead=APSplash DecloakToFire=no Burst=2 [BoomerTorpedoE] Damage=60 ROF=120 Range=7 Projectile=Torpedo Speed=18 Report=BoomerAttack2 Warhead=APSplash2 DecloakToFire=no Burst=4 [SonicZapE] Damage=8 AmbientDamage=15 ROF=80 Range=6 ;Projectile=Null Projectile=Sonic Speed=100 Warhead=SonicWarhead Report=DolphinAttack IsSonic=Yes ;AntiUnderwater=yes Burst=2 DecloakToFire=no [HoverMissileE] Damage=80 ROF=50 Range=6 Burst=4 Projectile=AAHeatSeeker2 Speed=40 Warhead=HE Report=SeawolfAttack MinimumRange=1 [MissileLauncherE] Damage=50 ROF=20 Range=8 Burst=1 Projectile=AAHeatSeeker2 ;AirToGroundMissile Speed=40 Warhead=GUARDWH Report=GuardianGIDeployedAttack MinimumRange=1 ;Hover Missile - AA only [HoverMissile2e] Damage=25 ROF=50 Range=10 Burst=2 Projectile=AAHeatSeeker Speed=40 Warhead=AP Report=SeawolfAttack MinimumRange=1 [AWPE] Damage=125 ROF=60 Range=14 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired [MP5E] Damage=125 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [ChronoMP5E] Damage=125 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=HollowPointNoBuilding Report=SealAttack [ATGUNE] Damage=65 ROF=50 Range=5 Projectile=Cannon Speed=60 Warhead=RHINAPE Report=TankDestroyerAttack Anim=VTMUZZLE Bright=yes Burst=2 [SABOTE] Damage=175 ROF=60 Range=6.75 Projectile=Cannon Speed=60 Warhead=UltraAPE Report=TankDestroyerAttack Anim=VTMUZZLE Bright=yes Burst=2 [20mmRapidE] Damage=50 ROF=50 Range=5.75 Projectile=Cannon Speed=40 Warhead=HowitzerWH Report=RhinoTankAttack Anim=GUNFIRE Bright=yes [MindControlE] Damage=10;Needed to be considered offensive unit ROF=200 Range=14 Projectile=PsychicControl Speed=100 Warhead=Controller ;Report=YuriMindControl Anim=YURICNTL FireOnce=yes ; Aegis missile [MedusaE] Damage=100 ROF=5 Range=14 Speed=150 Projectile=MedusaProjectile Warhead=SAMWH Report=AegisAttack TurboBoost=yes OmniFire=yes Burst=2 [DoublePistolsE] Damage=125 ROF=10 Range=8 Projectile=InvisibleLow Speed=100 Warhead=HollowPoint2 Report=TanyaAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [AKME] Damage=90 ROF=20 Range=9 Projectile=InvisibleLow 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) ; Squid wants some boat lovin' [SquidGrabE] Damage=40 ROF=99 ; SJM: This is now ignored. Damage frequency handled by special Squid code. Range=1.5 CellRangefinding=yes Projectile=SQDJUMP Speed=30 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 attacking non boat [SquidPunchE] Damage=200 ROF=32 ;hard 16*2 until unit sprites get more complicated Range=1.83 Projectile=InvisibleAll Speed=30 Warhead=HE ;AntiOrganic=yes Report=SquidAttackNonShip [M60E] Damage=25 ROF=20 Range=4 Projectile=InvisibleLow Speed=100 Warhead=SA Report=GIAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW OccupantAnim=UCFLASH ;This was changed to be different from RA2. - DB [ParaE] Damage=25 ROF=15 Range=6 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=GIAttackDeployed ; ************************************************************************** ; ************************** 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 [Invisible5] Inviso=yes Image=none AA=no AG=no ;AN=yes [InvisibleVertical] Inviso=yes Image=none Vertical=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=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=yes SubjectToWalls=no ; PCG; Use this for weapons that can fire over walls and up cliffs. [InvisibleHigh] Inviso=yes Image=none SubjectToElevation=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 ; Used by mind control [PsychicControl] ;Image=YURBLANK ; an invisible missile with a trailer ;ROT=100 Inviso=yes Image=none ;Shadow=no ;Proximity=yes ;Ranged=yes [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 ; straight high-speed ballistic shot [Cannon] Image=120MM Arcing=true SubjectToCliffs=yes SubjectToElevation=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 [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=SQDP ;Hmm...Requires an Image entry to get at Rotates=. Violates the same name default rule Inviso=yes ;### temp Image=none ;### 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=2 ROT=8 ;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=1 Vertical=yes ; //like blimp bomb DetonationAltitude=30000; FirersPalette=yes ; small homing missile (targets vehicles best) [HeatSeeker] Arm=2 Shadow=no Proximity=yes Ranged=yes Image=DRAGON ROT=8 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no ; Basic Torpedo for Subs [Torpedo] Arm=2 Shadow=no ;Proximity=yes Ranged=yes Image=SUBT ROT=12 ;4 AA=no ;AN=yes AG=yes ;AS=yes Level=yes ; virtual projectile for dolphin sonic attack [Sonic] ;AG=no ;gs New naval targeting makes this unneeded, and it is knida wrong in theory anyway (ground and water are confused enough without this one's help) ;AS=yes Level=yes ; 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 [ProtonTorpedo] Arm=2 Shadow=no Proximity=yes Ranged=yes Image=TORPEDO ROT=1 IgnoresFirestorm=yes [NormalBomb] Arm=2 Shadow=no Proximity=yes Ranged=yes Image=DRAGON ROT=1 IgnoresFirestorm=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 [DepthCharge] Arm=2 Shadow=no Proximity=yes Ranged=yes Image=DRAGON ROT=1 IgnoresFirestorm=yes ;AS=yes [ProtonBlast] Shadow=no Proximity=yes Ranged=yes Image=TORPEDO ROT=1 IgnoresFirestorm=yes ; aircraft-only heatseeker [AAHeatSeeker] Arm=2 Shadow=no Proximity=yes Ranged=yes AA=yes AG=no ;AN=no Image=DRAGON ROT=80 ;10 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no ; aircraft and ground heatseeker [AAHeatSeeker2] Arm=2 Shadow=no ;Proximity=yes Proximity=no Ranged=yes AA=yes AG=yes Image=DRAGON ROT=60 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no ; aircraft and ground heatseeker [AirToGroundMissile] Arm=2 Shadow=no ;Proximity=yes Proximity=no Ranged=yes AA=no AG=yes Image=DRAGON ROT=100 ;was 60 SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [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) ; Aircraft-only heatseeker for the Aegis [MedusaProjectile] Arm=1 High=yes Shadow=no AA=yes AG=no ;AN=no Image=MEDUSA CourseLockDuration=15 ROT=20 Scalable=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [Lobbed] Image=DISCUS Bouncy=yes Arcing=yes Floater=yes SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no [Lobbed2] High=yes Image=CANISTER Arcing=true SubjectToCliffs=no SubjectToElevation=no SubjectToWalls=no ; arcing ballistic projectile [Ballistic] Image=120MM Arcing=true SubjectToCliffs=no SubjectToElevation=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=120MM ; put in new art for this Arcing=true SubjectToCliffs=no SubjectToElevation=yes SubjectToWalls=no [FlakProj] ; AA bullet for Flak Cannon and Flak Track. Image=none Inviso=yes AA=yes AG=no ;AN=no Shadow=no Ranged=yes ; Not homing, but ranged -- check fuse, explode if near target coords Inaccurate=yes ; Bullets do not snap onto targets when "close enough". FlakScatter=yes ; This weapon scatters its shots. SubjectToCliffs=no SubjectToElevation=yes SubjectToWalls=no [FlakTProj] ; Anti-surface bullet for Flak Track. Image=120MM Arcing=true Inviso=no AA=no AG=yes ;AN=yes Shadow=no Inaccurate=yes ; Bullets do not snap onto targets when "close enough". FlakScatter=yes ; This weapon scatters its shots. SubjectToCliffs=no SubjectToElevation=yes SubjectToWalls=yes [Electricbounce] ShrapnelWeapon=TeslaFragment ShrapnelCount=2 Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no [SuperCometP] ShrapnelWeapon=SuperCometFragment ShrapnelCount=5 ; Means (10 - (Range in cells)) Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no [SuperSmallCometP] ShrapnelWeapon=CometFragment ShrapnelCount=3 ; Non neg means absolutely 3 Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no [LargeCometP] ShrapnelWeapon=CometFragment ;ShrapnelCount=-10 ShrapnelCount=5 Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=no [SmallCometP] Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=yes SubjectToWalls=yes [SmallTeslaP] Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=yes SubjectToWalls=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 [SmallRailgunSys] HoldsWhat=SmallRailgunPart BehavesLike=Railgun SpiralRadius=6 ParticlesPerCoord=.1 SpiralDeltaPerCoord=.035 MovementPerturbationCoefficient=.3 PositionPerturbationCoefficient=20 VelocityPerturbationCoefficient=.6 Laser=yes LaserColor=255,128,0 [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=20 LightSize=25 OneFrameLight=true SpawnSparkPercentage=.4 [SparkSys] HoldsWhat=Spark BehavesLike=Spark ParticleCap=6;gs12 SparkSpawnFrames=1 LightSize=15 ; SJM 07-12-2000: Made lighting more effective so that smaller radii may be used SpawnSparkPercentage=1 [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 ; a system for small amounts of smoke (damaged units) [SmallGreySSys] HoldsWhat=SmallGreySmoke Spawns=yes SpawnFrames=10 SpawnRadius=5 Slowdown=.0025 ParticleCap=7;gs8 SpawnCutoff=13.0 SpawnTranslucencyCutoff=12.5 BehavesLike=Smoke ; 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=WCCLOUD1 ;GEF fending off possible future asserts ;Image=FLAMEALL Deacc=0.01 Velocity=28.0 BehavesLike=Fire MaxEC=500 MaxDC=3 Warhead=Fire Damage=2 StartStateAI=1 EndStateAI=19 StateAIAdvance=6 Translucent50State=15 Translucent25State=10 DeleteOnStateLimit=yes 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=80,255,255 StartColor2=255,255,100 ColorSpeed=.13 [Spark] BehavesLike=Spark MaxEC=500 XVelocity=10 YVelocity=10 MinZVelocity=40 ZVelocityRange=15 ColorList=(255,255,255),(200,200,80),(200,10,10),(0,0,0) ColorSpeed=.13 [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 ; 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 ; 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 ; Cloud of Poison Gas #1 Dissipation particle [VirusCloudD1] Image=TXGASG MaxDC=60 MaxEC=50 Damage=5 Warhead=VirusGas StartFrame=0 EndStateAI=20;12 ;Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 DeleteOnStateLimit=yes ; Cloud of Poison Gas #2 dissipating [VirusCloudD2] Image=LGRYSMK1 MaxDC=60 MaxEC=50 Damage=5 Warhead=VirusGas StartFrame=0 EndStateAI=20;12 ;Translucency=50 WindEffect=0 BehavesLike=Gas StateAIAdvance=4 DeleteOnStateLimit=yes ; 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 ; 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 [LargeGreySmoke] Image=LGRYSMK1 MaxEC=80 Translucency=50 Velocity=8.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes EndStateAI=20 StateAIAdvance=4 [SmallGreySmoke] Image=SGRYSMK1 MaxEC=80 Translucency=50 Velocity=9.0 Deacc=.05 WindEffect=0 BehavesLike=Smoke DeleteOnStateLimit=yes 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 [SmallRailgunPart] BehavesLike=Railgun MaxEC=70 ColorList=(200,200,200),(150,150,150) ColorSpeed=.03 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] ;Spread=2 CellSpread=.1 PercentAtMax=1 Wood=yes Verses=100%,100%,100%,100%,80%,80%,100%,60%,60%,100%,100% ;Verses=100%,100%,80%,40%,60% InfDeath=3 Rocker=yes ProneDamage=50% Sonic=yes ; warhead for the flying tank of gas [TankOGas] ;Spread=8 CellSpread=.5 PercentAtMax=.9 Wall=yes Wood=yes Tiberium=yes Sparky=no Rocker=no AnimList=TWLT026,TWLT036,TWLT050,TWLT070,TWLT100 Verses=90%,90%,90%,80%,60%,25%,100%,50%,10%,90%,100% ;Verses=90%,100%,60%,25%,10% Fire=yes InfDeath=4 ProneDamage=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=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=100% InfDeath=2 ; general multiple small arms fire [SA] ;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead. ;Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100% Verses=100%,80%,80%,50%,25%,25%,75%,50%,25%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=70% [SAFlame];gs copied SA so I could change the animation ;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead. ;Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100% Verses=100%,80%,80%,50%,25%,25%,75%,50%,25%,100%,100% InfDeath=4 AnimList=INITFIRE Bullets=yes ProneDamage=70% [SANoBuilding] Verses=100%,80%,80%,50%,25%,25%,1%,1%,1%,80%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=70% [GattWH] Verses=100%,80%,70%,50%,30%,10%,10%,5%,3%,200%,50% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=70% [HARVWH] ;CellSpread=.3 ;PercentAtMax=.5 Verses=100%,80%,70%,50%,20%,20%,20%,15%,10%,400%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=50% ;super AP shot [SSA] ;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead. ;Verses=100%,100%,70%,60%,40%,40%,75%,50%,25%,100%,100% Verses=100%,100%,100%,60%,40%,40%,75%,50%,25%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=80% ;the building war-head [SSAB] ;CellSpread=.3 ;PercentAtMax=.5 ;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead. ;Verses=100%,80%,70%,50%,25%,25%,75%,30%,20%,100%,100% Verses=100%,80%,80%,50%,25%,25%,75%,30%,20%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=50% [SSABFlame];gs again, copied from SSAB to change the animation ;CellSpread=.3 ;PercentAtMax=.5 ;DB Changed how Plate interacts with this warhead on 6/6. See also AP warhead. ;Verses=100%,80%,70%,50%,25%,25%,75%,30%,20%,100%,100% Verses=100%,80%,80%,50%,25%,25%,75%,30%,20%,100%,100% InfDeath=4 AnimList=INITFIRE ;Bright=yes Bullets=yes ProneDamage=50% ; high explosive (shrapnel) [HE] ;Spread=4 CellSpread=.5 PercentAtMax=.5 Wall=yes Wood=yes ;;DB Changed 7/18/01 ;;Verses=100%,90%,80%,70%,35%,35%,75%,40%,20%,80%,100% ;;Verses=100%,100%,100%,70%,35%,35%,75%,40%,20%,80%,100% Verses=100%,100%,100%,70%,70%,35%,75%,40%,20%,80%,100% Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=no ;Bright=yes ProneDamage=70% ; Presumes air burst ; high explosive (shrapnel) -- V3 Rocket warhead [V3WH] CellSpread=1 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%,0% Conventional=yes Rocker=yes InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=no Bright=yes ProneDamage=70% ; Presumes air burst ; high explosive (shrapnel) -- V3 Rocket warhead when elite [V3EWH] CellSpread=2 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,90%,80%,80%,70%,70%,100%,75%,50%,80%,0% Conventional=yes Rocker=yes InfDeath=2 ;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 AnimList=MININUKE Tiberium=yes Sparky=no Bright=yes ProneDamage=70% ; Presumes air burst ; high explosive (shrapnel) -- DredMissile warhead [DMISLWH] CellSpread=1.5 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,90%,80%,100%,80%,80%,85%,65%,28%,80%,0% Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=no Bright=yes ProneDamage=70% ; Presumes air burst ; high explosive (shrapnel) -- DredMissile warhead when elite [DMISLEWH] CellSpread=3 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,90%,80%,100%,80%,80%,85%,65%,28%,80%,0% Conventional=yes Rocker=no InfDeath=2 ;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 AnimList=MININUKE Tiberium=yes Sparky=no Bright=yes ProneDamage=70% ; Presumes air burst ; high explosive (shrapnel) -- DredMissile warhead [CMISLWH] CellSpread=1.5 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,90%,80%,100%,80%,80%,85%,65%,28%,80%,0% Conventional=yes Rocker=no InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Deform=10% DeformThreshhold=300 Tiberium=yes Sparky=no Bright=yes ProneDamage=70% ; Presumes air burst ; high explosive (shrapnel) -- DredMissile warhead when elite [CMISLEWH] CellSpread=3 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,90%,80%,100%,80%,80%,85%,65%,28%,80%,0% Conventional=yes Rocker=no InfDeath=2 ;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 AnimList=MININUKE Tiberium=yes Sparky=no Bright=yes ProneDamage=70% ; Presumes air burst ; high explosive (shrapnel) [BlimpHE] 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=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Tiberium=yes Sparky=no Bright=yes ProneDamage=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=no Bright=yes ProneDamage=70% ; high explosive elite (shrapnel) [KTSTLEXP] 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=KTSTLEXP Tiberium=yes Sparky=no Bright=yes ProneDamage=70% ; 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_CLSN42,S_CLSN58 ;anime list from orca missile ;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 Tiberium=yes Sparky=no Bright=yes ProneDamage=70% ;WideDamage=yes ;WideRange=1 ; Artillery shell [ARTYHE] ;Spread=6 CellSpread=1 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,80%,60%,100%,60%,60%,100%,100%,60%,100%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG Deform=15% DeformThreshhold=120 Tiberium=yes Bright=yes ProneDamage=50% [SCHOPWH] ;Spread=6 CellSpread=1 PercentAtMax=.25 Wall=yes Wood=yes Verses=100%,80%,60%,80%,50%,50%,100%,100%,60%,100%,100% Conventional=yes Rocker=yes InfDeath=2 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG Deform=15% DeformThreshhold=120 Tiberium=yes Bright=yes ProneDamage=50% ; Ion storm strike ;lightning strike [IonWH] Wall=yes Wood=yes CellSpread=2.0 PercentAtMax=.5 Verses=100%,100%,100%,100%,100%,100%,100%,100%,2%,100%,100% ;;Verses=100%,100%,100%,100%,100%,100%,100%,100%,3%,100%,100% Conventional=yes Rocker=yes InfDeath=5 ;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG AnimList=EXPLOSML ;Deform=10% ;DeformThreshhold=300 ;Tiberium=yes ;Sparky=no Bright=yes CombatLightSize=40% ; SJM: Force size of combat light, overriding damage-based value ; armor piercing (discarding sabot, narrow effect) [AP] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes ;DB Changed AP shot on 6/6/01 to make plate armor almost immune to attacks by AP weapons. ;Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100% Verses=25%,25%,15%,75%,100%,100%,65%,45%,60%,60%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22 ProneDamage=50% ; armor piercing (discarding sabot, narrow effect) [GRIZAPE] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,100%,100%,100%,100%,100%,65%,45%,60%,60%,100% Conventional=yes InfDeath=3 AnimList=VTEXPLOD ProneDamage=50% ; Elite Rhino armor piercing (discarding sabot, narrow effect) [RHINAPE] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,100%,100%,100%,100%,100%,65%,45%,60%,60%,100% Conventional=yes InfDeath=3 AnimList=VTEXPLOD ProneDamage=50% [ApocAP] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes Verses=25%,25%,25%,75%,100%,100%,100%,100%,70%,60%,100% Conventional=yes InfDeath=3 AnimList=APOCEXP ProneDamage=50% [ApocAPE] CellSpread=.3 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,100%,100%,75%,100%,100%,100%,100%,70%,60%,100% Conventional=yes InfDeath=3 AnimList=VTEXPLOD ProneDamage=50% ; Torp Weapon [APSplash]; for units whose missiles are having trouble hitting CellSpread=.5 PercentAtMax=.8 Wall=yes Wood=yes Verses=25%,25%,25%,75%,100%,100%,65%,65%,60%,25%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ProneDamage=50% ; 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%,25%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ProneDamage=50% ; armor piercing (discarding sabot, narrow effect) [UltraAP] ;CellSpread=0 ;PercentAtMax=1 Wall=yes Wood=yes Verses=2%,2%,2%,100%,40%,100%,2%,2%,2%,2%,100% ; can only be used on armor Conventional=yes InfDeath=3 AnimList=S_CLSN30 ProneDamage=50% ; armor piercing Elite(discarding sabot, narrow effect) [UltraAPE] ;CellSpread=0 ;PercentAtMax=1 Wall=yes Wood=yes Verses=2%,2%,2%,100%,50%,100%,2%,2%,2%,100%,100% ; can only be used on armor Conventional=yes InfDeath=3 AnimList=VTEXPLOD ProneDamage=50% ; Guardian GI warhead [GUARDWH] Wall=yes Wood=yes Verses=20%,20%,20%,100%,50%,100%,10%,10%,10%,100%,100% Conventional=yes InfDeath=3 ;AnimList=S_CLSN30 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 ProneDamage=50% CellSpread=.5;gs patch PercentAtMax=.5;gs patch ;Howitzer [HowitzerWH] CellSpread=.5 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,90%,80%,60%,40%,40%,50%,40%,25%,80%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ProneDamage=50% [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_CLSN42,S_CLSN58 ProneDamage=50% Rocker=yes MinDebris=1 MaxDebris=3 [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=50% ;Chrono commando's fake C4 [FakeC4WH] CellSpread=0 Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,100% [HollowPointNoBuilding] Verses=200%,100%,75%,1%,1%,1%,0%,0%,0%,75%,100% ; see note in comments above about 1% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes ; 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_CLSN42,S_CLSN58 ProneDamage=100% ; Poison Gas Cloud [Gas] ;Spread=512 CellSpread=1 PercentAtMax=1 Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% ;Verses=200%,150%,100%,20%,0% InfDeath=1 Particle=GasCloudSys ProneDamage=300% ; Gas concentrates at gound level ; Virus Gas Cloud [VirusGas] ;Spread=512 CellSpread=1 PercentAtMax=1 Verses=100%,100%,100%,50%,50%,50%,0%,0%,0%,100%,0% InfDeath=8 Poison=yes Particle=GasCloudSys ProneDamage=300% ; Gas concentrates at gound level ; Psych Gas Generator [PsychGasCreate] CellSpread=3 PercentAtMax=1 Verses=100%,100%,100%,50%,50%,50%,0%,0%,0%,100%,100% InfDeath=1 AnimList=CDGAS Psychedelic=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 ; Psych Gas Cloud [PsychGas] ;Spread=512 CellSpread=1 PercentAtMax=1 Verses=100%,100%,100%,50%,50%,50%,25%,25%,25%,100%,100% ;Verses=200%,150%,100%,20%,0% InfDeath=1 Particle=GasCloudSys ProneDamage=300% ; Gas concentrates at gound level Psychedelic=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=no Fire=no ProneDamage=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=no Fire=no ProneDamage=600% ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint] Verses=200%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100% ; see note in comments above about 1% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [HollowPoint2] Verses=100%,100%,100%,0%,0%,0%,1%,1%,1%,1%,100% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes [HollowPoint3] Verses=100%,100%,100%,2%,2%,2%,2%,2%,2%,100%,100% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=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=100% Bullets=yes ; anti-infantry rifle bullet (single shot -- very effective verses infantry) [Virus] Verses=100%,100%,100%,1%,1%,1%,1%,1%,1%,1%,100% ; see note in comments above about 1% AnimList=PIFF ProneDamage=100% Bullets=yes InfDeath=8 ; 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=100% Sparky=no 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=100% Sparky=no 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 ; 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 [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=YURICNTL [Parasite]; Terror Drone Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,0%,0% Parasite=yes InfDeath=1 Rocker=yes [ParasiteDog];Woof woof Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% Parasite=yes InfDeath=1 Rocker=yes [ParasitePlus]; SquidGrab Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% Parasite=yes Culling=yes ; kills instead of damages if victim in Red Paralyzes=32767 ; SJM: Last a long time. Will be reset in code to last as long as Squid grapples. InfDeath=1 Rocker=yes [V3HE] ; SJM: This is not used on V3ROCKET. CellSpread=.9 PercentAtMax=1 Wall=yes Wood=yes Verses=100%,100%,100%,30%,5%,5%,85%,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=no [PsiPulse] CellSpread=3 ; 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=.85 Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=6 PsychicDamage=yes ;gs psychic, but not mind control AffectsAllies=no;gs Patch Defaults to yes. [SuperPsiPulse] CellSpread=5 PercentAtMax=.85 Verses=100%,100%,100%,50%,50%,50%,0%,0%,0%,0%,0% InfDeath=6 PsychicDamage=yes ;gs psychic, but not mind control AffectsAllies=no; Defaults to yes. [IvanBomb] ; Placing IvanBomb=yes [IvanWH] ;Explosion Verses=100%,100%,100%,100%,100%,100%,100%,250%,20%,100%,100% InfDeath=6;3 CellSpread=1.5 PercentAtMax=.25 AnimList=CRIVEXP [DeathWH] ; Default explosion warhead for any exploding unit's death. Damage is based on unit's MaxStrength - TR Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% InfDeath=3 CellSpread=1.5 PercentAtMax=.5 [OilExplosionWH] Verses=150%,100%,100%,90%,70%,50%,200%,200%,200%,100%,100% Sparky=no Fire=yes InfDeath=4 CellSpread=4 PercentAtMax=.5 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 [TerrorBombWH] Verses=150%,100%,100%,90%,50%,50%,100%,150%,30%,100%,100% Sparky=no Fire=yes InfDeath=4 CellSpread=2 PercentAtMax=.5 ;Dustin is experimenting with art stuff here. Bright=yes AnimList=MININUKE [NUKE] CellSpread=10 PercentAtMax=.02 ;used to be .8 WallAbsoluteDestroyer=yes Wood=yes Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100% InfDeath=7; Sparky=no Tiberium=yes ;AnimList=NUKEBALL ; SJM: Activated from code now... see Bullet AI AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim ;ShakeXlo=4 ;ShakeXhi=4 ;ShakeYlo=20 ;ShakeYhi=20 [Mutate] Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=9 [MutateExplosion] CellSpread=5;2 PercentAtMax=1 Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0% InfDeath=9 [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=no Tiberium=yes ;AnimList=RING1 - removed 11/30 AnimList=MININUKE - added 11/30 [CRTerrorBombWH] Verses=150%,100%,100%,90%,50%,50%,200%,90%,50%,100%,100% Sparky=no Fire=yes InfDeath=4 CellSpread=3;2 PercentAtMax=.1 ;changed from .5 on 11/30 [DemobombWH] CellSpread=8 PercentAtMax=.1 ;was .25 Verses=100%,100%,100%,100%,50%,50%,80%,150%,10%,100%,100% InfDeath=4 Sparky=no Tiberium=yes AnimList=DEMTEXP [ChronoBeam] ;No chronoing spawned rockets Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,0% ;Verses=100%,0%,20%,10%,0% ;InfDeath=5 Temporal=yes ;Spread=0 [LocomotorBeam] ;GEF can only grab units and terror drones Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,0% ;Verses=100%,0%,20%,10%,0% ;InfDeath=5 IsLocomotor=yes Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Spread=0 ; Flare that calls in an airstrike [AirstrikeFlare] Verses=0%,0%,0%,0%,0%,0%,1%,1%,1%,0%,0% Rocker=no Sparky=no Airstrike=yes [Battering] ;;Verses=100%,100%,100%,0%,0%,0%,20%,20%,20%,200%,100% Verses=100%,100%,100%,0%,0%,0%,30%,30%,20%,200%,100% InfDeath=10 ;GEF Unles we decide to put it back in DirectRocker=yes Wall=yes Wood=yes [Smashing] Verses=0%,0%,0%,100%,20%,100%,0%,0%,0%,0%,0% InfDeath=10 Wall=yes Wood=yes Rocker=yes MinDebris=1 MaxDebris=3 [RadBeamWarhead] Verses=100%,100%,100%,20%,15%,10%,0%,0%,0%,100%,100% InfDeath=7 Radiation=yes [PrismWarhead] Verses=200%,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) [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%,20%,10%,10%,0%,0%,0%,100%,100% InfDeath=7 Radiation=yes CellSpread=10 CellInset=3 ; PCG: This means that the desolater won't autodeploy unless the target is 3 cells inside the max radius. ; 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%,100%,85%,100%,100%,50%,50%,50%,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 [Shock] Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100% InfDeath=5 Wood=yes ; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead. AnimList=TSTIMPCT [ElectricAssault] ElectricAssault=yes Verses=0%,0,0%,0%,0%,0%,100%,100%,100%,50%,100% InfDeath=5 [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=no 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%,100%,100%,100%,100% InfDeath=5 Wall=yes Bright=yes Tiberium=yes ProneDamage=350% AnimList=EXPLOMED,EXPLOLRG Sparky=no [SAMWH] CellSpread=.3 PercentAtMax=1 Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% InfDeath=3 AnimList=XGRYSML1,XGRYSML2,EXPLOSML ProneDamage=100% ; Special Orca AP missile [ORCAAP] Wall=yes Wood=yes CellSpread=.4 PercentAtMax=1 Verses=100%,100%,100%,100%,100%,100%,100%,100%,75%,100%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ProneDamage=50% PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does ; Special Orca AP missile [MIGWH] Wall=yes Wood=yes ;CellSpread=.4 ;PercentAtMax=1 Verses=100%,100%,100%,100%,100%,100%,100%,100%,50%,100%,100% Conventional=yes InfDeath=3 AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 ProneDamage=50% ; Orca bomber HE bomb [ORCAHE] Wall=yes Sparky=no 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=150% ;Takes picture for disguise [Snapshot] Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,100%,100% 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=.2 Wall=yes Wood=yes Sparky=no Conventional=yes Rocker=yes Verses=100%,100%,100%,100%,100%,100%,50%,100%,50%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 ProneDamage=30% [FlakWH] ; For anti-air flak weapons. CellSpread=1.0 PercentAtMax=.1 ;;Verses=150%,80%,50%,100%,20%,20%,0%,0%,0%,100%,100% ; no buildings Verses=150%,80%,50%,100%,100%,20%,0%,0%,0%,100%,100% ; no buildings AnimList=SMKPUFF InfDeath=3 [FlakTWH] ; For the Flak Track's anti-surface weapon. CellSpread=1.0 ;;DB Changed 7/18/01 ;PercentAtMax=.2 ;Verses=150%,100%,50%,60%,10%,10%,30%,20%,10%,100%,100% ; no buildings PercentAtMax=1.0 Verses=150%,125%,100%,60%,10%,10%,30%,20%,10%,100%,100% ; no buildings AnimList=HTRKPUFF InfDeath=3 Conventional=yes ; Go splash in the water. [FlakGuyWH] ; For Flak Trooper Anti-Air CellSpread=1.0 PercentAtMax=.2 ;;Verses=150%,100%,50%,80%,20%,20%,0%,0%,0%,100%,100% ; no buildings Verses=150%,100%,50%,80%,80%,20%,0%,0%,0%,100%,100% ; no buildings AnimList=SMKPUFF InfDeath=3 [CometWH] Wall=no Verses=100%,100%,100%,75%,50%,50%,200%,200%,200%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 [DiskWH] Wall=no Verses=100%,100%,100%,50%,50%,50%,100%,100%,100%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 InfDeath=7 PenetratesBunker=yes;If shot at a bunkered tank, no means the bunker gets the damage, yes means the unit does [LUNARWH] Wall=no Verses=100%,100%,100%,75%,50%,50%,100%,100%,100%,100%,100% AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 [MirageWH] // Supposed to be a heat ray. Verses=100%,100%,80%,100%,100%,100%,30%,20%,20%,100%,100% ; Needs balancing by designers AnimList=IRONFX ; 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) [AntiB] Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0% Bullets=yes ;GEF Needs to be able to hit the deployed Slave Miner as well [MagneShakeWH] Verses=0%,0%,0%,0%,100%,0%,100%,100%,100%,0%,0% Bullets=yes [NukeB] Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0% Bullets=yes Bright=yes AnimList=MININUKE [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=.2 Verses=0%,0%,0%,0%,0%,0%,100%,100%,6%,0%,0% [PJABWH] Verses=100%,100%,100%,50%,25%,25%,25%,40%,15%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=80% [BORISWH] Verses=200%,200%,100%,50%,50%,50%,1%,1%,1%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF Bullets=yes ProneDamage=70% ; ************************************************************************** ; ***************************** 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 RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=6 [TREE02] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE03] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=6 [TREE04] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=7 SnowOccupationBits=6 [TREE05] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=5 SnowOccupationBits=7 [TREE06] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE07] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE08] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=7 SnowOccupationBits=4 [TREE09] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=4 [TREE10] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=6 SnowOccupationBits=3 [TREE11] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=3 [TREE12] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE13] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=4 [TREE14] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=4 [TREE15] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE16] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE17] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE18] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE19] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=2 [TREE20] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=3 [TREE21] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=1 [TREE22] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=3 [TREE23] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=3 [TREE24] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=6 [TREE25] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE26] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE27] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE28] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE29] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE30] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE31] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE32] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE33] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE34] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE35] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TREE36] Name=Tree IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [LT_GEN01] Name=lightpost generic 1 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [LT_GEN02] Name=lightpost generic 2 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [LT_GEN03] Name=lightpost generic 3 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [LT_GEN04] Name=lightpost generic 4 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [LT_SGN01] Name=lightpost signed 1 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [LT_SGN02] Name=lightpost signed 2 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [LT_SGN03] Name=lightpost signed 3 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [LT_SGN04] Name=lightpost signed 4 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [LT_EUR01] Name=lightpost euro 1 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [LT_EUR02] Name=lightpost euro 2 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [POLE01] Name=utility pole 1 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [POLE02] Name=utility pole 2 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [SIGN01] Name=street sign 1 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [SIGN02] Name=street sign 2 IsFlammable=no RadarColor=0,192,0 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 RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [SIGN05] Name=street sign 5 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [SIGN06] Name=street sign 6 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TRFF01] Name=traffic light 1 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TRFF02] Name=traffic light 2 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TRFF03] Name=traffic light 3 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [TRFF04] Name=traffic light 4 IsFlammable=no RadarColor=0,192,0 TemperateOccupationBits=4 SnowOccupationBits=7 [SPKR01] Name=Drive-In Speaker IsFlammable=no RadarColor=0,192,0 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no [TIBTRE02] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no [TIBTRE03] Name=Tiberium Tree SpawnsTiberium=yes RadarColor=192,192,0 IsAnimated=yes LightVisibility=4000 LightIntensity=0.01 LightRedTint=0.01 LightGreenTint=1.5 LightBlueTint=0.01 AnimationRate=3 AnimationProbability=.003 Immune=yes ;Immune=no [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 [TIB02] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB03] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB04] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB05] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB06] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB07] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB08] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB09] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB10] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB11] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB12] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB13] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB14] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB15] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB16] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB17] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB18] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB19] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB20] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=220,200,0 [TIB2_01] Image=TIB01 Name=Tiberium (Blue) Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_02] Image=TIB02 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_03] Image=TIB03 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_04] Image=TIB04 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_05] Image=TIB05 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_06] Image=TIB06 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_07] Image=TIB07 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_08] Image=TIB08 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_09] Image=TIB09 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_10] Image=TIB10 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_11] Image=TIB11 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_12] Image=TIB12 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_13] Image=TIB13 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_14] Image=TIB14 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_15] Image=TIB15 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_16] Image=TIB16 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_17] Image=TIB17 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_18] Image=TIB18 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_19] Image=TIB19 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB2_20] Image=TIB20 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no RadarColor=220,200,0 [TIB3_01] Image=TIB01 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_02] Image=TIB02 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_03] Image=TIB03 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_04] Image=TIB04 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_05] Image=TIB05 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_06] Image=TIB06 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_07] Image=TIB07 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_08] Image=TIB08 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_09] Image=TIB09 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_10] Image=TIB10 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_11] Image=TIB11 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_12] Image=TIB12 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_13] Image=TIB13 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_14] Image=TIB14 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_15] Image=TIB15 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_16] Image=TIB16 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_17] Image=TIB17 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_18] Image=TIB18 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_19] Image=TIB19 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB3_20] Image=TIB20 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=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 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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [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 [GEM01] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=140,0,140 ;Land=Rock ;ChainReaction=no ;CellAnim=BIGBLUE ;Image=GEM01 ;NoUseTileLandType=true ;DrawFlat=false [GEM02] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false RadarColor=140,0,140 ;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=140,0,140 ;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=140,0,140 ;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=140,0,140 ;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=140,0,140 ;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=140,0,140 ;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=140,0,140 ;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=140,0,140 ;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=140,0,140 ;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=140,0,140 ;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=140,0,140 ;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 = false [TRACKS02] Name=Track NeSw Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS03] Name=Track NS Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS04] Name=Track EW Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS05] Name=Train Tracks Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [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 = false [TRACKS08] Name=Train Tracks Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS09] Name=Train Tracks Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS10] Name=Train Tracks Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS11] Name=Train Tracks Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS12] Name=Train Tracks Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS13] Name=Train Tracks Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS14] Name=Train Tracks Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS15] Name=Train Tracks Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [TRACKS16] Name=Train Tracks Land=Railroad LegalTarget=false RadarColor=92,92,92 RadarInvisible = false [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=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 AIBuildThis=no [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] Name=Palette LegalTarget=true RadarColor=92,92,92 Land=Rock [PALET02] Name=Palette LegalTarget=true RadarColor=92,92,92 Land=Rock [PALET03] Name=Palette LegalTarget=true RadarColor=92,92,92 Land=Rock [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=80% 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=80% 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,2.0 ; firepower of nearby objects increased (firepower multiplier) HealBase=10,HEALALL,yes ; all buildings to full strength Money=20,MONEY,yes,2000 ; 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=25 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=50 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=25 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=25 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 ; Unit doesn't fire and is not considered a threat. [Harmless] Recruitable=no NoThreat=yes Retaliate=no Rate=.5 ; Just like guard mode, but cannot move. [Sticky] Recruitable=no Paralyzed=yes Scatter=no Rate=.016 ; Special attack mission used by team logic. [Attack] Rate=.016 AARate=.016 Scatter=no ; Keep computer from scattering when shot by something it can't do something to ; Move to destination. [Move] Rate=.016 ; Patrol a series of waypoints [Patrol] Rate=.016 ; Special move to destination after all other queued moves occur. [QMove] Rate=.016 ; Run away (possibly leave the map). [Retreat] Recruitable=no Retaliate=no Rate=.1 ; Sit around and engage any enemy that wanders within weapon range. [Guard] Rate=.030 AARate=.016 ; Enter building or transport for loading purposes. [Enter] Retaliate=no Recruitable=no Rate=.016 [Eaten] Retaliate=no Recruitable=no Rate=.016 ; Engineer entry logic. [Capture] Retaliate=no Recruitable=no Scatter=no Rate=.016 ; Handle harvest ore - dump at refinery loop. [Harvest] Retaliate=no Recruitable=no Scatter=no Rate=.016 ; Guard the general area where the unit starts at. [Area Guard] Recruitable=yes Rate=.040 AARate=.032 ; [Return] ; Stop moving and firing at the first available opportunity. [Stop] ; [Ambush] ; Scan for and attack any enemies whereever they may be. [Hunt] Recruitable=no Retaliate=no Rate=.016 ; While dropping off cargo (e.g., APC unloading passengers). [Unload] Recruitable=no Retaliate=no Scatter=no Rate=.016 ; Tanya running to place bomb in building. [Sabotage] Recruitable=no Rate=.016 ; Buildings use this when building up after initial placement. [Construction] Recruitable=no Retaliate=no Scatter=no ; Buildings use this when deconstruction after being sold. [Selling] Recruitable=no NoThreat=yes Retaliate=no Scatter=no ; Service depot uses this mission to repair attached object. [Repair] Rate=.08 ; Special team override mission. [Rescue] Rate=.016 ; Missile silo special launch missile mission. [Missile] Rate=.1 ; While opening or closing a gate to allow passage. [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) [PIECE] Name=Scrap Metal Debris Elasticity=0 MinAngularVelocity=5.0 MaxAngularVelocity=9.0 MinZVel=24.0 MaxZVel=28.0 MaxXYVel=15.0 Duration=75 Damage=5 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 [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=20 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=90 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=30 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=40 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=40 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=500 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=500 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=20 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=false ;RechargeVoice=00-I152 ;ChargingVoice= ;ImpatientVoice= ;SuspendVoice= ;RechargeTime=.3 ;Type=ChemMissile ;SidebarImage=ChemIcon ;Action=ChemBomb ;ManualControl=yes ;WeaponType=ChemLauncher ;AuxBuilding=NAWAST ;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=8.5 Type=IonCannon Action=IonCannon SidebarImage=IONCICON ShowTimer=no [IronCurtainSpecial] UIName=Name:Iron Name=Iron Curtain IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=5 Type=IronCurtain Action=IronCurtain SidebarImage=IRCRICON ShowTimer=yes DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox Range=1.4 LineMultiplier=3 [ForceShieldSpecial] UIName=Name:ForceShield Name=Force Shield IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=5 Type=ForceShield Action=ForceShield SidebarImage=FORCICON ShowTimer=no DisableableFromShell=yes 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=3.4 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=7 LineMultiplier=2 [ChronoSphereSpecial] UIName=Name:Chrono Name=Chrono Sphere IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=7 Type=ChronoSphere Action=ChronoSphere SidebarImage=CHROICON PreClick=yes ShowTimer=yes DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox Range=1.4 LineMultiplier=3 ;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=1.4 LineMultiplier=3 [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 [AmericanParaDropSpecial] UIName=Name:APara Name=American Paratrooper Drop IsPowered=false RechargeVoice= ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=4 Type=AmerParaDrop Action=AmerParaDrop SidebarImage=APARICON ShowTimer=no DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox [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=1.4 LineMultiplier=3 [SpyPlaneSpecial] UIName=Name:SpyP Name=SpyPlane Flyby IsPowered=false 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 [GeneticConverterSpecial] UIName=Name:YAGNTC Name=Genetic Converter IsPowered=true RechargeVoice=00-I156 ChargingVoice= ImpatientVoice= SuspendVoice= RechargeTime=5 Type=GeneticConverter Action=GeneticConverter SidebarImage=MUTEICON ShowTimer=yes DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox Range=5 LineMultiplier=3 [PsychicRevealSpecial] UIName=Name:PsyReveal Name=Psychic Reveal IsPowered=false 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 ; ******* 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