From 123361b53845b330770fb9894ebfaf801c3dcf63 Mon Sep 17 00:00:00 2001 From: secXsQuared Date: Fri, 16 Mar 2018 23:05:23 -0400 Subject: [PATCH] ++ --- cp_allied.sh | 1 + cp_soviet.sh | 1 + rulesmd_allied.ini | 31061 +++++++++++++++++++++++++++++++++++++++++++ rulesmd_soviet.ini | 31061 +++++++++++++++++++++++++++++++++++++++++++ 4 files changed, 62124 insertions(+) create mode 100644 cp_allied.sh create mode 100644 cp_soviet.sh create mode 100644 rulesmd_allied.ini create mode 100644 rulesmd_soviet.ini diff --git a/cp_allied.sh b/cp_allied.sh new file mode 100644 index 0000000..c364864 --- /dev/null +++ b/cp_allied.sh @@ -0,0 +1 @@ +cp rulesmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/Origin\ Games/Command\ and\ Conquer\ Red\ Alert\ II/rulesmd.ini \ No newline at end of file diff --git a/cp_soviet.sh b/cp_soviet.sh new file mode 100644 index 0000000..c364864 --- /dev/null +++ b/cp_soviet.sh @@ -0,0 +1 @@ +cp rulesmd_allied.ini /mnt/c/Program\ Files\ \(x86\)/Origin\ Games/Command\ and\ Conquer\ Red\ Alert\ II/rulesmd.ini \ No newline at end of file diff --git a/rulesmd_allied.ini b/rulesmd_allied.ini new file mode 100644 index 0000000..4c4b9bc --- /dev/null +++ b/rulesmd_allied.ini @@ -0,0 +1,31061 @@ +; 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 +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 +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:CLNT +Name=Flint Westwood +Image=CIVC +Category=Civilian +Strength=200 +Armor=plate +TechLevel=-1 +CrushSound=InfantrySquish +Insignificant=yes +Sight=2 +Speed=6 +Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry +AllowedToStartInMultiplayer=no +Cost=10 +Soylent=200 +Points=1 +;Ammo=10 +Fraidycat=yes +Civilian=yes +Nominal=yes +Pip=yellow +VoiceSelect=ClintSelect +VoiceMove=ClintMove +VoiceAttack=ClintAttackCommand +VoiceFeedback=ClintFear +VoiceSpecialAttack=ClintMove +DieSound=ClintDie +Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} +PhysicalSize=1 +MovementZone=Infantry +ThreatPosed=0 ; This value MUST be 0 for all building addons +ImmuneToVeins=yes +Size=1 +Trainable=no +Primary=CLINTGUN +IFVMode=4 +UseOwnName=true + + + +[ARND] +UIName=Name:ARND +Name=Arnie Frankenfurter +;Image=CIV1 +Category=Civilian +Strength=200 +Armor=plate +TechLevel=-1 +CrushSound=InfantrySquish +Insignificant=yes +Sight=2 +Speed=6 +Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry +AllowedToStartInMultiplayer=no +Cost=10 +Soylent=100 +Points=1 +;Ammo=10 +Fraidycat=yes +Civilian=yes +Nominal=yes +Pip=yellow +VoiceSelect=ArnoldSelect +VoiceMove=ArnoldMove +VoiceAttack=ArnoldAttackCommand +VoiceFeedback=ArnoldFear +VoiceSpecialAttack=ArnoldMove +DieSound=ArnoldDie +Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} +PhysicalSize=1 +MovementZone=Infantry +ThreatPosed=0 ; This value MUST be 0 for all building addons +ImmuneToVeins=yes +Size=1 +Trainable=no +Primary=TERMIGUN +IFVMode=4 +PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket +UseOwnName=true + + +[STLN] +UIName=Name:STLN +Name=Sammy Stallion +;Image=CIV1 +Category=Civilian +Strength=200 +Armor=plate +TechLevel=-1 +CrushSound=InfantrySquish +Insignificant=yes +Sight=2 +Speed=6 +Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry +AllowedToStartInMultiplayer=no +Cost=10 +Soylent=200 +Points=1 +;Ammo=10 +Fraidycat=yes +Civilian=yes +Nominal=yes +Pip=yellow +VoiceSelect=SlySelect +VoiceMove=SlyMove +VoiceAttack=SlyAttackCommand +VoiceFeedback=SlyFear +VoiceSpecialAttack=SlyMove +DieSound=SlyDie +Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} +PhysicalSize=1 +MovementZone=Infantry +ThreatPosed=0 ; This value MUST be 0 for all building addons +ImmuneToVeins=yes +Size=1 +Trainable=no +Primary=STALGUN +Secondary=STALGREN +;C4=yes +IFVMode=4 +UseOwnName=true + + +[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=1.5;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 + +; 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=1.3 ;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=200 ;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=800 +Soylent=800 +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 + +; 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=1500 +Soylent=1500 +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 + +; ************************************************************************** +; ******************************* 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=1400 +Soylent=1400 +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 +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=100 +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=400 +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=1500 +Soylent=1500 +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 + +;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 +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=5 +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=5 +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=5 +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=30 +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=5 +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=5 +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=5 +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=10 +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% + + +;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 + +[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 + + + diff --git a/rulesmd_soviet.ini b/rulesmd_soviet.ini new file mode 100644 index 0000000..4c4b9bc --- /dev/null +++ b/rulesmd_soviet.ini @@ -0,0 +1,31061 @@ +; 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 +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 +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:CLNT +Name=Flint Westwood +Image=CIVC +Category=Civilian +Strength=200 +Armor=plate +TechLevel=-1 +CrushSound=InfantrySquish +Insignificant=yes +Sight=2 +Speed=6 +Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry +AllowedToStartInMultiplayer=no +Cost=10 +Soylent=200 +Points=1 +;Ammo=10 +Fraidycat=yes +Civilian=yes +Nominal=yes +Pip=yellow +VoiceSelect=ClintSelect +VoiceMove=ClintMove +VoiceAttack=ClintAttackCommand +VoiceFeedback=ClintFear +VoiceSpecialAttack=ClintMove +DieSound=ClintDie +Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} +PhysicalSize=1 +MovementZone=Infantry +ThreatPosed=0 ; This value MUST be 0 for all building addons +ImmuneToVeins=yes +Size=1 +Trainable=no +Primary=CLINTGUN +IFVMode=4 +UseOwnName=true + + + +[ARND] +UIName=Name:ARND +Name=Arnie Frankenfurter +;Image=CIV1 +Category=Civilian +Strength=200 +Armor=plate +TechLevel=-1 +CrushSound=InfantrySquish +Insignificant=yes +Sight=2 +Speed=6 +Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry +AllowedToStartInMultiplayer=no +Cost=10 +Soylent=100 +Points=1 +;Ammo=10 +Fraidycat=yes +Civilian=yes +Nominal=yes +Pip=yellow +VoiceSelect=ArnoldSelect +VoiceMove=ArnoldMove +VoiceAttack=ArnoldAttackCommand +VoiceFeedback=ArnoldFear +VoiceSpecialAttack=ArnoldMove +DieSound=ArnoldDie +Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} +PhysicalSize=1 +MovementZone=Infantry +ThreatPosed=0 ; This value MUST be 0 for all building addons +ImmuneToVeins=yes +Size=1 +Trainable=no +Primary=TERMIGUN +IFVMode=4 +PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket +UseOwnName=true + + +[STLN] +UIName=Name:STLN +Name=Sammy Stallion +;Image=CIV1 +Category=Civilian +Strength=200 +Armor=plate +TechLevel=-1 +CrushSound=InfantrySquish +Insignificant=yes +Sight=2 +Speed=6 +Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry +AllowedToStartInMultiplayer=no +Cost=10 +Soylent=200 +Points=1 +;Ammo=10 +Fraidycat=yes +Civilian=yes +Nominal=yes +Pip=yellow +VoiceSelect=SlySelect +VoiceMove=SlyMove +VoiceAttack=SlyAttackCommand +VoiceFeedback=SlyFear +VoiceSpecialAttack=SlyMove +DieSound=SlyDie +Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} +PhysicalSize=1 +MovementZone=Infantry +ThreatPosed=0 ; This value MUST be 0 for all building addons +ImmuneToVeins=yes +Size=1 +Trainable=no +Primary=STALGUN +Secondary=STALGREN +;C4=yes +IFVMode=4 +UseOwnName=true + + +[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=1.5;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 + +; 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=1.3 ;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=200 ;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=800 +Soylent=800 +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 + +; 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=1500 +Soylent=1500 +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 + +; ************************************************************************** +; ******************************* 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=1400 +Soylent=1400 +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 +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=100 +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=400 +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=1500 +Soylent=1500 +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 + +;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 +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=5 +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=5 +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=5 +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=30 +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=5 +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=5 +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=5 +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=10 +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% + + +;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 + +[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 + + +