; RULE*.INI ; *** Red Alert 2 Rules *** ; If placed in game directory, it will override built in values. Values to be used as multipliers ; or percentages can be specified as either a simple floating point number (embed ".") or as a ; conventional percentage number (append "%"). Values used as distances or time delays ; are specified as simple floating point number. Distance values are expressed in cells. Time ; values are expressed in minutes. ; If multiple rules files are present, the Name field is used to identify between them. [General] UIName=Name:General Name=Red Alert 2 -- Official Rules of Engagement ; veteran factors ;gs checked up on these since Armor was broken. Now they are all multipliers. VeteranRatio=3.0 ; must destroy this multiple of self-value to become a veteran [per level] VeteranCombat=1.1 ; multiplier to damage VeteranSpeed=1.2 ; multiplier to max speed VeteranSight=1.2 ; multiplier to sight !!!going past ten is a hard code Vegas crash!!! VeteranArmor=1.5 ; For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this VeteranROF=0.6 ; ROF delay multiplier VeteranCap=2 ; maximum veteran level that can be obtained InitialVeteran=no ; Do initial forces start as veterans? ; repair and refit RefundPercent=50% ; percent of original cost to refund when building/unit is sold ReloadRate=.3 ; minutes to reload each ammo point for aircraft or helicopters RepairPercent=15% ; percent cost to fully repair as ratio of full cost RepairRate=.016 ; minutes between applying repair step RepairStep=8 ; hit points to heal per repair 'tick' URepairRate=.016 ; [units only] minutes between applying repair step IRepairRate=.001 ; [infantry only] minutes between applying repair step IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium] ; income and production ;BailCount=28 ; number of 'bails' carried by a harvester BuildSpeed=.7 ; general build speed [time (in minutes) to produce a 1000 credit cost item] BuildupTime=.06 ; average minutes that building build-up animation runs GrowthRate=5 ; minutes between ore (Tiberium) growth TiberiumGrows=yes ; Does ore grow denser over time? TiberiumSpreads=yes ; Does ore spread into adjacent areas? SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad? SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold ;gs This is no longer used, as the sell price of the building gives more control AlliedSurvivorDivisor=500 ; gs divide the sell cost of a building by this to get number of survivors SovietSurvivorDivisor=250 ; gs this split is needed since no longer have a common infantry PlacementDelay=.05 ; delay before retrying produced object deploy if temporary blockage detected WeedCapacity=56 ; Amount of weed that needs to be harvested by a house in order to build the chem missile HarvestersPerRefinery=2 ; gs This used to be hard coded. If it is here then designers can override it in maps (It controls overriding the Teams in deciding what to build next from the Weapons factory) ; computer and movement controls CurleyShuffle=no ; 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=900 ;gs from 600 ; typical flight level for aircraft [above ground level] ParachuteMaxFallRate=-3 NoParachuteMaxFallRate=-100 GuardModeStray=2.0 ; BGC - how many cells away a unit can get from the unit it is guarding before it's told to move. MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have MissileSafetyAltitude=750 ;gs this is the altitude a missile fired at an air target that dies will fly to before detonating. ;DB look here! -RTO TeamDelays=2000,2500,3500 ; interval between checking for and creating teams, by difficulty level (easy, medium, hard) ;TeamDelays=1200,1350,1600 AIHateDelays=30,50,70 ; delay in frames before the computer chooses an enemy, by difficulty level AIAlternateProductionCreditCutoff=1000 ; When to start whimping out on spending money NodAIBuildsWalls=no AIBuildsWalls=no ; -RTO* MultiplayerAICM=400,0,0 ;Multiplayer AI Coefficient of Money (Genius, Smart, Easy) ;was 400,300,200 AIVirtualPurifiers=4,2,0 ; h,m,e gs Normally at 25% each, this controls harvested money bonus except in Campaign (8,4,2) HealScanRadius=10 ; how far should medic-type units scan for targets? Used to override the range ; of these units, because they need to have very short ranges FillEarliestTeamProbability=100,100,100 ; (by difficulty level, from hardest to easiest) ;DB changed below -RTO MinimumAIDefensiveTeams=1,1,1 ; (by difficulty level, from hardest to easiest) MaximumAIDefensiveTeams=2,2,2 ; " " TotalAITeamCap=30,30,30 ; (by difficulty level, from hardest to easiest) UseMinDefenseRule=yes DissolveUnfilledTeamDelay=5000 ; how long to wait before dissolving an ai trigger team that has no members (multiplay only) LargeVisceroid=VISC_LRG ; when two small visceroids combine they turn into this SmallVisceroid=VISC_SML ; when infantry transmorgifies into a visceroid ; controls how the computer AI scores potential ion cannon targets ; the first value is for hard computer opponents, next for normal, and finally for easy ; right now, normal and hard are the same, because on hard, the computer will actually wait for ; production on an object to finish if that object is the best target; in this way all three ; difficulty levels are different. ;Also, note that these are not a weighted distribution. They are absolute ordering ;of targets. --gs AIIonCannonConYardValue=10,10,10 AIIonCannonWarFactoryValue=100,100,100 AIIonCannonPowerValue=60,60,60 AIIonCannonEngineerValue=1,1,1 AIIonCannonThiefValue=1,1,1 AIIonCannonHarvesterValue=1,1,1 AIIonCannonMCVValue=1,1,1 AIIonCannonAPCValue=1,1,1 AIIonCannonBaseDefenseValue=35,35,35 AIIonCannonPlugValue=40,40,40 AIIonCannonHelipadValue=20,20,20 AIIonCannonTempleValue=40,40,40 ; Ion storm control ;gs Now, Weather Control, err... Control LightningDeferment=250 ; PCG; Number of frames between announcement of strike and its commencement. LightningDamage=250 ; Damage done by lightning strike. ;used to be 250 LightningStormDuration=180 ; Default ion storm duration in frames. This is overriden by the trigger control. ;used to be 420 LightningWarhead=IonWH ; Warhead used by ion storm strike. LightningHitDelay=10 ; How often the direct target gets hit in frames ;used to be 150 LightningScatterDelay=5 ; Frame delay between random bolts -- DO NOT DECREASE -- PERFORMANCE HIT ;used to be 14 LightningCellSpread=10 ; and how far away random bolts can go ( n by n square ) ;used to be 10 LightningSeparation=3 ; SJM: city-block distance in cells between clouds/bolts IonStorms=no ; Are random ion storms going to appear? ; Prism Cannon control ; SJM PrismType=ATESLA ; In the Building code, I need to know when I have a Prism Cannon PrismSupportModifier=150% ; Each Prism Cannon support beam adds this % to firing beam's damage PrismSupportMax=8 ; Max number of support beams that may assist a Prism Cannon PrismSupportDelay=60 ; Firing a support beam takes a Prism offline for this long PrismSupportDuration=15 ; A support beam is visible for this long PrismSupportHeight=420 ; Support beam is aimed this many leptons above target building ; V3 Rocket control ;SJM V3RocketPauseFrames=0 ; How many frames the rocket pauses on the launcher before tilting V3RocketTiltFrames=60 ; How many frames it takes for the V3 rocket to tilt to firing position V3RocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical) V3RocketPitchFinal=0.5 ; Ending pitch of the rocket after tilting up; now it fires V3RocketTurnRate=0.05 ; Pitch maneuverability of rocket in air. Adjust by trial and error. V3RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch V3RocketAltitude=768 ; Cruising altitude in leptons: at this height rocket BEGINS leveling off V3RocketDamage=200 ; Exploding V3 does this much damage (at center of explosion, presumably). V3RocketEliteDamage=400 ; Exploding V3 does this much damage (at center of explosion, presumably). V3RocketBodyLength=256 ; The body of the rocket is this many leptons long V3RocketLazyCurve=yes ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. V3RocketType=V3ROCKET ; Dreadnought Missile control ;SJM DMislPauseFrames=20 ; How many frames the rocket pauses on the launcher before tilting DMislTiltFrames=60 ; How many frames it takes for the missile to tilt to firing position DMislPitchInitial=0 ; Starting pitch of the missile before tilting up (0=horizontal,1=vertical) DMislPitchFinal=0.5 ; Ending pitch of the missile after tilting up; now it fires DMislTurnRate=0.08 ; Pitch maneuverability of missile in air. Adjust by trial and error. DMislAcceleration=0.8 ; This much is added to the missile's velocity each frame during launch DMislAltitude=768 ; Cruising altitude in leptons: at this height missile BEGINS leveling off DMislDamage=300 ; Exploding DMisl does this much damage (at center of explosion, presumably). DMislEliteDamage=600 ; Exploding DMisl does this much damage (at center of explosion, presumably). DMislBodyLength=128 ; The body of the rocket is this many leptons long DMislLazyCurve=no ; The rocket's path is a big, lazy curve. V3 yes. DMisl no. DMislType=DMISL ; Paratroop Drop control ParadropRadius=1024 ; Drop paratroopers if plane is within this many leptons from drop site. ; misc FogOfWar=no ; Is fog of war enabled? Visceroids=no ; Are randomly appearing visceroids going to occur? Meteorites=no ; Are tiberium meteorites going to occur? CrewEscape=50% ; percent chance that crew will escape from destroyed vehicle CameraRange=9 ; distance around spy camera to reveal map FineDiffControl=no ; Allow 5 difficulty settings instead of only 3 settings? Pilot=E1 ; pilot type that parachutes out of aircraft AlliedCrew=E1 ; soldier that emerges from destroyed unit or building SovietCrew=E2 ; soldier that emerges from destroyed unit or building Technician=CTECH ; civilian infantry type to serve as technician survivor [should be armed variety] Engineer=ENGINEER ; special (limited supply) infantry survivor from construction yards [probably engineer type] PParatrooper=E1 ; infantry that is dropped as a paratrooper ;*** Reinforcement/Chrono Stuff *** ChronoDelay=60 ;delay after teleport for chrono sphere ChronoReinfDelay=180 ;delay after teleport for chrono reinforcements ChronoDistanceFactor=48 ;default = 32 amount to divide the distance to destination by to get the warped out delay ChronoTrigger=yes ;defualt=yes, if yes, then delay varies by distance, if no, it's a constant ChronoMinimumDelay=16 ;default=0;this is the minimum delay for teleporting, no matter how short the distance ;this value will also be used if the ChronoTrigger flag is turned off ChronoRangeMinimum=0 ;this can be used to set a small range within which the delay is constant ;the range is measured in leptons (256 per cell) within this range the delay will be set to the minimum ;a value of 32 for ChronoDistanceFactor gives a delay of eight frames for every cell traveled. ;256 leptons per pixel, so to get frames delay per cell use 256/ChronoDistanceFactor ;this is an inverse function, so larger number means shorter delay ;minimum value can be one (not zero!) which would result in 256 frames of delay per cell traveled ;GEF ;************ American Paradrop Special Rules *********** ;These two lists _must_ have the same number of elements, otherwise bad crashiness will result ;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop ;AmerParaDropNum=6,6,6 ;How many of each of those infantry AmerParaDropInf=E1 ;Types of infantry for the planes to drop AmerParaDropNum=8 ;How many of each of those infantry AllyParaDropInf=E1 ;Types of infantry for the planes to drop AllyParaDropNum=6 ;How many of each of those infantry SovParaDropInf=E2 ;Types of infantry for the planes to drop SovParaDropNum=9 ;How many of each of those infantry ;*** Spy stuff *** AlliedDisguise=E1 SovietDisguise=E2 ; these are the defaults for the spy if a MakeupKit hasn't been used SpyPowerBlackout=1000 ; Frame time a spy shuts down power for (900 = 1 minute) SpyMoneyStealPercent=.5 ; Percent of total money you take with a spy AttackCursorOnDisguise=no ;gs If yes, the mouse will be an attack cursor on a disguised unit as if he is not disguised. ;If no, you will still get an attack cursor on a fake-blinking Mirage and a spy _always_ ; SJM: Default disguise for the Mirage Tank (object type) DefaultMirageDisguises=TREE01,TREE02,TREE03,TREE04 ; Must be a Terrain Type object (a tree or box; NOT a rock) InfantryBlinkDisguiseTime=20 ;must be bigger than 8 to be reliable, can be 0 to prevent infantry from detecting mirages; this is a logic blink so others will join in the shooting MaximumCheerRate=300 ;gs In frames, how often a team is allowed to cheer from the keyboard or ACB ;*** New AI type snippets *** AISafeDistance=20 ;gs cell distance the AI will consider in Gathering outside enemy base (from center of enemy base) AIMinorSuperReadyPercent=.7 ;gs When a Curtain or Sphere is this charged, the AI will consider it in its AITriggers HarvesterTooFarDistance=5 ;gs If a harvester is farther than this from the refinery it wants, it will move next to it instead of reserving it and refigure things out when it stops. This should be small to approximate the wait time concern versus driving to the next refinery. ChronoHarvTooFarDistance=50 ;gs Same as above, but for Chrono harvesters. Rather than have them teleport super far and then repick an ore patch (or teleport super far and drive super far back), they will stay on their side of the map (like for two bases) AlliedBaseDefenseCounts=25,20,6 ;gs h,m,e This is the explicit number of base defenses that easy, normal, and hard level will plan on making SovietBaseDefenseCounts=25,22,6 ;gs these defaults are the numbers the old arcane formula used to come up with ((TotalBaseCost-2000)/1500 * GDIBaseDefenseCoefficient) + 3*(Level-1) AIPickWallDefensePercent=50,25,10 ;gs h,m,e Each time the computer picks to build a base defense, this is the percent chance he will override picking a gun type with picking a wall (if there are buildings that still need walls) AIRestrictReplaceTime=400 ;gs After a computer takes damage to a building, this is the number of frames to restrict the replacement of lost buildings to only walls and base defenses and power ThreatPerOccupant=10 ;gs This is the threat value a Occupied building gains per occupant ApproachTargetResetMultiplier=1.5 ;gs The ApproachTarget position should be recalculated if the target is now more than weapon range times this (My approach target picked a spot range 1x away, so if it gets beyond 1.5 I know it is moving and that I will need to refigure where he is.) CampaignMoneyDeltaEasy=50 ; These are added to the normal level credits amount for all PlayerControl houses (At the time Houses are read, that is the only thing that is known so it can't be the Player's House house only) CampaignMoneyDeltaHard=-50 ; tweak these to change the amount of money someone starts with in a map. The amount given in the editor will be for Normal GuardAreaTargetingDelay=36 NormalTargetingDelay=27;gs These provide explicit control of targeting rates in frames. Guard Area is lower since it scans twice as far, but 27,36 are just the defaults from TS AINavalYardAdjacency=20 ;gs distance in cells the Computer can place his Naval Yard from his Con Yard DisabledDisguiseDetectionPercent=15,5,2 ;gs h,m,e Damn I love this section. This is the percent chance that an individual unit will detect a Mirage Tank who is fake-blinking (from Firing). This is per unit, so even a lowish number is near automatic when the computer has 10 guys nearby AIAutoDeployFrameDelay=15,25,100 ;//gs h,m,e The number of frames that the AI will wait to deploy his GI's that are in Guard mode so that they don't bounce up and down MaximumBuildingPlacementFailures=3 ;gs If the computer gets hung up on thinking it can place something but being unable to clear the space (too jammed with people) then bail after this many failures. The computer will try every 45 (PlacementDelay) frames, so that can tell you how long he'll try for it PurifierBonus=.25 ; percent ore purifiers add to ore value ; droppod flight characteristics DropPodWeapon=Vulcan2 ; weapon mounted on drop pod DropPodHeight=2000 ; height above ground that drop pods appear at DropPodSpeed=75 ; speed of drop pod's descent DropPodAngle=0.79 ; angle of descent for drop pod [radians; .40=flat,1.18=steep] ; hover vehicle characteristics HoverHeight=90 ; height of hovering vehicles HoverDampen=40% ; dampening effect on hover vehicle bounciness HoverBob=.04 ; time between hover 'bobs' HoverBoost=150% ; hover speed when traveling on straight away HoverAcceleration=.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=0.5 ; 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=.3 ; minimum production speed as result of low power (def=.5) ;gs applies after modifer below MaxLowPowerProductionSpeed=.5 ; and since most of the time you will be short by only 10 or 20, this is the maximum speed you can build if you have low power (so 99% power is treated as this %) LowPowerPenaltyModifier=1 ;gs "double penalty" or "half penalty". multiply this by the power short to get the actual penalty ( def=1. 2 means 30% short = 60% penalty, .5 would mean 15% penalty.) ; hack section GDIGateOne=GAGATE_A ; these buildings affect nearby walls, so I need to know what they are GDIGateTwo=GAGATE_B WallTower=GACTWR Shipyard=GAYARD,NAYARD,CAYARD ;gs NodGateOne=NAGATE_A NodGateTwo=NAGATE_B NodRegularPower=NAPOWR NodAdvancedPower=NANRCT,CANRCT ;gs NAAPWR GDIPowerPlant=GAPOWR GDIPowerTurbine=GAPOWRUP GDIHunterSeeker=GHUNTER NodHunterSeeker=NHUNTER GDIFirestormGenerator=GAFIRE RepairBay=GADEPT,NADEPT,CADEPT ; building to go to when in need of repairs BaseUnit=AMCV,SMCV,CMCV ; 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,CHAR ; 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) PadAircraft=ORCA,ORCA2,BEAG,J5,J10 ; Bret's hack section TreeStrength=200 ; 25 WindDirection=1 ; Direction of wind (gets converted to a FacingType, so 0 is north ; and increasing numbers rotate clockwise) TrackedUphill=1.0 ; coefficient for tracked vehicle movement uphill TrackedDownhill=1.2 ; coefficient for tracked vehicle movement downhill WheeledUphill=1.0 ; coefficient for wheeled vehicle movement uphill WheeledDownhill=1.2 ; coefficient for wheeled vehicle movement downhill LeptonsPerSightIncrease=2000 ;how high does a unit have to go before it can see farther? LeptonsPerFireIncrease=2000 ; how high does a unit have to go before it can fire farther? AttackingAircraftSightRange=2 ; //gs 6 Makes the V3 ping the map. Hi, welcome to dumb ideas. BlendedFog=yes ; should we blend the fog (as opposed to dither it) CliffBackImpassability=2 ; how impassable is it behind cliffs? (0 = minimal, 2 = maximal) IceCrackingWeight=50.0 ; objects weighing more than this will crack ice IceBreakingWeight=50.0 ; objects weighing more than this well break through ice ShipSinkingWeight=3.0 ; Surface ships of this or greater weight will sink, not explode, when destroyed. CloakingStages=9 TiberiumTransmogrify=40 TreeFlammability=0.0 CraterLevel=1 ; controls how big the craters from meteorites are. ; 0 is no cratering, while 4 is the largest craters. ;StatisticTimeInterval=30; controls how many seconds pass between statistic calculations, for score screen graphs BridgeVoxelMax=3 ; maximum debris from each destroyed bridge section (def=3) WallBuildSpeedCoefficient=3.0 ;gs This is a multiplier to time, so it means SLOWER, duh, as in 5 times slower ; how much faster than normal objects do walls build? WorstLowPowerBuildRateCoefficient=.1 ; what is the lowest the build rate can get for being low on power? BestLowPowerBuildRateCoefficient=.2 ; what is the highest the build rate can be when in a low power condition? AllowShroudedSubteranneanMoves=true AircraftFogReveal=6 MaximumQueuedObjects=98 MaxWaypointPathLength=15 ; firestorm defense controls ChargeToDrainRatio=.333 DamageToFirestormDamageCoefficient=.1 ; veinhole monster parameters ; VeinholeMonsterStrength=1000 ; no longer used. To modify veinhole monster strength, edit the [VEINTREE] entry VeinholeGrowthRate=300 ; was 3000 VeinholeShrinkRate=100 ; was 500 MaxVeinholeGrowth=2000 VeinDamage=0 VeinholeTypeClass=VEINTREE ;DB you altered below -RTO ; AI trigger weighting parameters AITriggerSuccessWeightDelta=20 ;5 AITriggerFailureWeightDelta=-50 ; -20 AITriggerTrackRecordCoefficient=1 ; Some spotlight controls SpotlightSpeed=.015 ; speed in radians SpotlightMovementRadius=2000 ; offset of center of arc sweep SpotlightLocationRadius=1000 ; offset from building SpotlightAcceleration=.0025 ; acceleration in radians SpotlightAngle=.5 ; maximum suggest angle of arc sweep ; Controls for radar events ; The events, in order, are: ; (1) Generic Combat Event, ; (2) Generic Noncombat Event, ; (3) Dropzone Event, ; (4) Base Under Attack Event, ; (5) Harvester Under Attack Event, ; (6) Enemy Object Sensed Event ; So, for example, to change the visibility duration of the Harvester Under Attack Event, ; you would change the fifth number in the list for RadarEventVisibilityDurations ; RadarEventSuppressionDistances=8, 8, 8, 8, 8, 6 ; suppression distance in cells RadarEventVisibilityDurations=200,200,200,200,200,200 ; event visibility in frames RadarEventDurations=400,400,400,400,400,400 ; event duration in frames FlashFrameTime=7 RadarCombatFlashTime=49 ; this should ALWAYS be an odd multiple of FlashFrameTime, ie RadarCombatFlashTime / FlashFrameTime should be an odd number RadarEventMinRadius=8 RadarEventSpeed=1.2 RadarEventRotationSpeed=.05 RadarEventColorSpeed=.1 RevealTriggerRadius=9 ; the sight range of a "reveal around waypoint" trigger, 10 is maximum ; id holders for particle systems and voxel debris ExplosiveVoxelDebris=GASTANK,PIECE ; name of explosive voxel debris TireVoxelDebris=TIRE ; name of tire voxel debris ScrapVoxelDebris=PIECE ; name of scrap metal voxel debris OKBuildingSmokeSystem=SmokeStackSys DamagedBuildingSmokeSystem=SmallSmokeSys DamagedUnitSmokeSystem=VSSmokeSys DebrisSmokeSystem=VSSmokeSys ; Building prerequisite categories are specified here. PrerequisitePower=GAPOWR,NAPOWR,NANRCT,CAPOWR,CANRCT;gs NAAPWR PrerequisiteFactory=GAWEAP,NAWEAP,CAWEAP PrerequisiteBarracks=NAHAND,GAPILE,CAHAND PrerequisiteRadar=GAAIRC,NARADR,AMRADR,CARADR PrerequisiteTech=GATECH,NATECH,CATECH PrerequisiteProc=GAREFN,NAREFN,CAREFN ; hunter seeker controls HunterSeekerDetonateProximity=150 HunterSeekerDescendProximity=700 HunterSeekerAscentSpeed=40 HunterSeekerDescentSpeed=50 HunterSeekerEmergeSpeed=6 ; default threat evaluation controls MyEffectivenessCoefficientDefault=200 TargetEffectivenessCoefficientDefault=-200 TargetSpecialThreatCoefficientDefault=200 TargetStrengthCoefficientDefault=-200 TargetDistanceCoefficientDefault=-10 ; defaults for dumb threat evaluation DumbMyEffectivenessCoefficient=200 DumbTargetEffectivenessCoefficient=200 DumbTargetSpecialThreatCoefficient=200 DumbTargetStrengthCoefficient=200 DumbTargetDistanceCoefficient=-1 EnemyHouseThreatBonus=400 ; ******* Jumpjet Flight rules ******* ; Jumpjet movement controls [JumpjetControls] ;gs These are now merely defaults and units can define their own TurnRate=4 Speed=14 Climb=5 CruiseHeight=500 ; cruiseheight should be higher than a bridge, just to be safe Acceleration=2 WobblesPerSecond=.15 ; was .25 WobbleDeviation=40 ; was 40 ; ******* Special Weapon rules ******* ; Special weapon rules are specified here. [SpecialWeapons] HSBuilding=GAPLUG,NATMPL ; list of buildings the hunter seeker tries to pop out of NukeWarhead=Nuke ; warhead used by falling nuke missile NukeDown=NukeDown ; nuclear missile as it descends NukeProjectile=NukeUp ; nuclear missile (from silo) projectile to launch EMPulseWarhead=EMPuls ; warhead used by falling nuke missile EMPulseProjectile=PulsPr ; nuclear missile (from silo) projectile to launch ; ******* Audio / Visual rules ******* ; General controls that deal with audio or visual appearance of ; the game or the units therein are specified here. [AudioVisual] DetailMinFrameRateNormal=15 ; If frame rate drops below this value, various visual effects switch off. DetailMinFrameRateMovie=20 ; As above, but applies when a movie is playing. DetailBufferZoneWidth=5 ; To restore effects, frame rate must equal or exceed MinFrameRate plus this. LineTrailColorOverride=0,0,0 ; For use in maps only! Leave this at 0,0,0 in Rules.INI. ChronoBeamColor=128,200,255 ; Chrono Legionnaire's zap ray color, in 24-bit RGB DamageFireTypes=FIRE01,FIRE02,FIRE03 ; Fires that can spring up on damaged buildings OreTwinkleChance=30 ; At map startup, there is 1 chance in N that a cell with ore will get a twinkle anim. OreTwinkle=TWNK1 ; This is the anim to use for the Ore Twinkle. CreateInfantrySound= ; default sound to use when a new infantry person is created CreateUnitSound= ; default sound to use when a new unit is created CreateAircraftSound= ; default sound to use when a new aircraft is created ;IFVTransformSound= IFVTransform ; sound to use when a IFV changes turret ; use EnterTransportSound instead SpySatActivationSound= SpyUplinkOn ; sound to play when spysat comes online SpySatDeactivationSound= SpyUplinkOff ; sound to play when spysat goes offline ;PsychicSensorDetectAttach= PsychicSensorDetects ;sound to play when sensor detects an attack (not hooked up yet) UpgradeVeteranSound=UpgradeVeteran UpgradeEliteSound=UpgradeElite BaseUnderAttackSound=BaseUnderAttackSiren BuildingGarrisonedSound=BuildingGarrisoned BuildingRepairedSound=BuildingRepaired CheerSound=Cheer PlaceBeaconSound=BeaconPlaced StartPlanningModeSound=PlanningModeStart EndPlanningModeSound=PlanningModeEnd AddPlanningModeCommandSound=PlanningModeAdd ExecutePlanSound= CratePromoteSound=CratePromoted CrateMoneySound=CrateMoney CrateRevealSound=CrateReveal CrateFireSound=CrateFirePower CrateArmourSound=CrateArmor CrateSpeedSound=CrateSpeed CrateUnitSound=CrateFreeUnit GUIMainButtonSound=MenuClick GUIBuildSound=MenuClick GUITabSound=MenuTab GUIOpenSound=MenuACBOpen GUICloseSound=MenuACBClose GUIMoveOutSound=MenuSlideOut GUIMoveInSound=MenuSlideIn GUIComboOpenSound=MenuACBOpen GUIComboCloseSound=MenuACBClose GUICheckboxSound=MenuClick ScoreAnimSound=ScoreEmblemSoundLoop SinkingSound=GenLargeWaterDie ImpactWaterSound=ExplosionWaterLarge ImpactLandSound= BombTickingSound=CrazyIvanBombTick ChronoInSound=ChronoMinerTeleport ChronoOutSound=ChronoMinerTeleport BombAttachSound=CrazyIvanAttack YuriMindControlSound=YuriMindControl UnloadingHarvester=HORV ; harvester image to use when unloading tiberium PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc) ;GEFDropPodPuff=DROPEXP ; animation to play when drop pod hits the ground WaypointAnimationSpeed=10 ; how fast do the waypoint markers animate? BarrelExplode=EXPLOLRG ; exploding crates animation BarrelDebris=GASTANK,PIECE ; exploding crate debris list BarrelParticle=SmallGreySSys NukeTakeOff=NUKETO ;gs Wake=WAKE1 ; wake effect when traveling on/over water ;Wake=WAKE2 ; wake effect when traveling on/over water VeinAttack=VEINATAC ; some cheesy animation DropPod=DROPPOD,DROPPOD2 ; mark to leave after drop pod lands DeadBodies=DEATH_A,DEATH_B,DEATH_C,DEATH_D,DEATH_E,DEATH_F ; choice of dead bodies to leave around MetallicDebris=DBRIS1LG,DBRIS2LG,DBRIS3LG,DBRIS4LG,DBRIS5LG,DBRIS6LG,DBRIS7LG,DBRIS8LG,DBRIS9LG,DBRS10LG,DBRIS1SM,DBRIS2SM,DBRIS3SM,DBRIS4SM,DBRIS5SM,DBRIS6SM,DBRIS7SM,DBRIS8SM,DBRIS9SM,DBRS10SM BridgeExplosions=TWLT026,TWLT036,TWLT050,TWLT070 ; the explosions to use for the bridge explosion effect //DigSound=SUBDRIL1 ; SJM: HACK below; sound when digging into the ground DigSound=NukeSiren ; HACK: Nuke siren here since I believe this is unused and we are cramming for the demo ;GEF Dig=DIG ; anim to play when unit digs into ground IonBlast=RING1 ; initial anim when ion cannon hits IonBeam=IONBEAM WeatherConClouds=WCCLOUD1,WCCLOUD2,WCCLOUD3 ; PCG. The clouds used to show the weather controller effect. WeatherConBolts=WCLBOLT1,WCLBOLT2,WCLBOLT3 ; PCG. The lightning bolts used to show the weather controller effect. WeatherConBoltExplosion=EXPLOLB ; PCG. Special bolt explosion. ChronoPlacement=CHRONOAR; SJM: User just designated site of Chrono transfer SOURCE ChronoBeam=CHRONOBM ;GEF initial anim when chrono sphere strikes -- SJM: no longer used ChronoBlast=CHRONOFD ; SJM: Chrono transfer SOURCE ACTIVATES ChronoBlastDest=CHRONOTG; SJM: Chrono transfer DESTINATION ACTIVATES WarpIn=WARPIN;WAKE2 ; animation when warping in WarpOut=WARPOUT;WAKE2 ; animation when warping out WarpAway=WARPAWAY;RING1 ; animation when warping something out of existance IronCurtainInvokeAnim=IRONBLST; anim that plays upon invocation of the Iron Curtain WeaponNullifyAnim=IRONFX ; animation to play when a weapon is neutralized by Invulnerability ChronoSparkle1=CHRONOSK ;animation to play over something getting chronoed (teleported or out of time) InfantryExplode=S_BANG34 ; animation when infantry just explodes ;GEFAtmosphereEntry=PODRING ; animation to use when drop pod enters atmosphere GateUp=Dummy ; sound of gate rising GateDown=Dummy ; sound of gate lowering ShroudGrow=no ; Does the shroud grow back over time? ScrollMultiplier=.07 ; multiplier to default scroll speed ShakeScreen=400 ; divide object strength by this to determine if the screen shakes when destroyed CloakSound=Cloak5 ; sound of cloaking or decloaking SellSound=SellBuilding ; sound of selling objects (typically buildings) GameClosed=GameClosed ; game closed sound IncomingMessage=MessageText ; incoming message sound MessageCharTyped=TextBleep ; a new character appeared on a text message with the "typing" effect SystemError=GenericBeep ; system error sound OptionsChanged=OptionsChanged ; options have changed sound GameForming=NewGame ; game forming sound ;PlayerLeft=PlayerLeft ; player has left sound PlayerJoined=PlayerJoined ; player has joined sound Construction=Dummy ; sound of building construction CreditTicks=CreditUp,CreditDown ; credit tick up and down sounds BuildingDieSound=BuildingGenericDie ; building crumble sound when building is completely destroyed BuildingSlam=PlaceBuilding ; placing building down sound RadarOn=RadarOn ; radar activation sound RadarOff=RadarOff ; radar deactivation sound MovieOn=MovieOn ; movie activation sound MovieOff=MovieOff ; movie deactivation sound ScoldSound=MenuScold ; generic scold sound TeslaCharge=TeslaCoilPowerUp ; tesla charge up sound TeslaZap= ; tesla zap sound BuildingDamageSound=BuildingDamaged ; sound when building is damaged to half strength ChuteSound=ParachuteDrop ; parachute deploy sound GenericClick=MenuClick ; generic click sound GenericBeep=GenericBeep ; generic beep sound BuildingDrop=PlaceBuilding ; sound of building being placed down StopSound=CommandBar ;Sound when units are commanded to stop GuardSound=CommandBar ;Sound when units are commanded to guard ScatterSound=CommandBar ;Sound when units are commanded to scatter DeploySound= ;Sound when units are commanded to deploy StormSound=WeatherIntro ; PCG. Sound when weather controller storm starts. LightningSounds=WeatherStrike ; PCG. Sounds for various lightning bolts. ShellButtonSlideSound= ; PCG; Sound for the shell buttons sliding into position. ;GEF TreeFire=FIRE2,FIRE1 ; small and large fires to attach to burning trees ;GEF OnFire=FIRE3,FIRE2,FIRE1 ; list of flames to use when something catches fire [must be 3 in list]gui FlamingInfantry=FLAMEGUY ; anim to use for special onfire infantry logic InfantryHeadPop=YURIDIE;gs other generic death anims InfantryNuked=NUKEDIE Behind=BEHIND Smoke=xxxx ; smoke that rises from the ground after a building explosion FirestormActiveAnim=GAFSDF_A ;GEF FirestormIdleAnim=FSIDLE ;GEF FirestormGroundAnim=FSGRND ;GEF FirestormAirAnim=FSAIR MoveFlash=RING ; movement destination click feedback animation EliteFlashTimer=150 ;gs Frames that a newly Elite unit will flash for Parachute=PARACH ; big parachute used for paratroopers BombParachute=PARABOMB ; parachute used for parabombs and other parachuted ordinance ;GEF SmallFire=FIRE3 ; animation for small fire [used after napalm] ;GEF LargeFire=FIRE2 ; animation for large fire [used after napalm] AllyReveal=yes ; Allies automatically reveal radar maps to each other? ConditionRed=25% ; when damaged to this percentage, health bar turns red ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow DropZoneRadius=4 ; distance around drop zone flair that map reveals itself DropZoneAnim=BEACON ; animation to use for the drop zone flair EnemyHealth=yes ; Show enemy health bar graph when selected? Gravity=6 ; gravity constant for ballistic projectiles IdleActionFrequency=.15 ; average minutes between infantry performing idle actions MessageDelay=.6 ; time duration of multiplayer messages displayed over map MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only) NamedCivilians=no ; Show true names over civilians and civilian buildings? SavourDelay=.1 ; delay between scenario end and ending movie [keep the delay short] ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep] FogRate=.01 IceGrowthRate=1.5 IceSolidifyFrameTime=1000 ; how many frames between when ice is cracked and when it gets solidified IceCrackSounds= AmbientChangeRate=.2 ; how many minutes between ambient light recalculations AmbientChangeStep=.2 ;GEF old value is below, changing this to speed up nuke blast, noit sure if it will affect anything else; step rate for gradually changing ambient lighting ;AmbientChangeStep=.1 ; step rate for gradually changing ambient lighting SpeakDelay=2 ; minutes between EVA repeating advice to the player TimerWarning=2 ; if mission timer is less than this many minutes, then display in red ExtraUnitLight=.2 ; Extra light to make units glow. ExtraInfantryLight=.2 ; Extra light to make infantry glow. ExtraAircraftLight=.2 ; Extra light to make aircraft glow. EMPulseSparkles=EMP_FX01 ; Anim to play over units disabled by an EM Pulse. LocalRadarColor=0,255,0 ; PCG. This is the color that you show up as on the radar, no matter ; what your house color is. I.e. if you are blue in the game, and this ; color is green, then you show up as green on the radar. ; ******* Crate rules ******* ; General crate rules and controls are specified here. [CrateRules] CrateMaximum=255 ; crates can never exceed this quantity CrateMinimum=1 ; crates are normally one per human player but never below this number CrateRadius=3.0 ; radius (cells) for area effect crate powerup bonuses CrateRegen=3 ; average minutes between random powerup crate regeneration SilverCrate=HealBase ; solo play silver crate bonus SoloCrateMoney=5000 ; money to give for money crate in solo play missions UnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly] WoodCrate=Money ; solo play wood crate bonus WaterCrate=Money ; solo play water crate bonus HealCrateSound=HealCrate ; heal crate sound effect WoodCrateImg=CRATE ; wood crate overlay image to use CrateImg=CRATE ; normal crate overlay image to use WaterCrateImg=WCRATE ; Water crate image FreeMCV=yes ; Give free MCV from crate if no buildings but still has money [multiplay only]? ; ******* Combat and damage rules ******* ; General rules that control combat, damage, or related items are listed here. [CombatDamage] AmmoCrateDamage=200 ; damage generated from exploding ammo crate overlay IonCannonDamage=751 HarvesterImmune=no ; Are harvester immune to normal combat damage? DestroyableBridges=yes ; Can bridges be destroyed? TiberiumExplosive=no ; Is tiberium extra explosive? Scorches=BURN01,BURN02,BURN03,BURN04 ; scorch mark smudge types Scorches1=BURN05,BURN06,BURN07 ; scorch mark smudge types Scorches2=BURN08,BURN09,BURN10 ; scorch mark smudge types Scorches3=BURN11,BURN12,BURN13 ; scorch mark smudge types Scorches4=BURN14,BURN15,BURN16 ; scorch mark smudge types TiberiumExplosionDamage = 0 ; the amount of damage dealt out by explosion in a big tiberium chain reaction TiberiumStrength = -1 ; the higher this value, the harder it is to get big tiberium to explode Craters=CR1,CR2,CR3,CR4,CR5,CR6 ; crater smudge types AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source) BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles (Note: Flak Cannon uses this) BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed] C4Delay=.03 ; minutes to delay after placing C4 before building will explode C4Warhead=Super ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building. This warhead is used throughout the code to mean "Absolute damage" ; this is the warhead that C4 uses to damage buildings V3Warhead=V3WH ; this is the warhead on a V3 Rocket DMislWarhead=DMISLWH ; this is the warhead on a DredMissile V3EliteWarhead=V3EWH ; this is the warhead on a V3 Rocket when the launcher is elite DMislEliteWarhead=DMISLEWH ; this is the warhead on a DredMissile when the launcher is elite ***Crazy Ivan stuff*** IvanWarhead=IvanWH ;gs Since Ivan's weapon plants the bomb, exploding the bomb needs its own WH IvanDamage=400 ;gs and since Weapons don't have own life damage is needed seperately ;was 400 IvanTimedDelay=450 ;gs frame delay of an Ivan Time Bomb CanDetonateTimeBomb=yes ;gs Turn this on to restore double click functionality on enemy bombs (actually easier than pulling out the Event) CanDetonateDeathBomb=yes ;gs and this one controls double clicking bombs on own guys; neither of these will give double click back to Ivan himself IvanIconFlickerRate=8 ;gs this many frames and the icon goes back and forth within one of the 6 2 frame anims DeathWeapon=DefaultDeathWeapon ;gs Can't use the unit's weapon anymore now that spread is fixed. Damage will be based on hitpoints IronCurtainDuration=750 ;gs In frames 900 is a minute for 15fps FirestormWarhead=FirestormWH ; the warhead that the firestorm defense uses when active IonCannonWarhead=IonCannonWH ; the warhead that the ion cannon uses VeinholeWarhead=VeinholeWH ;particle system defaults DefaultFirestormExplosionSystem=FirestormSparkSys ; the particle system to use when the firestorm defense blows something up DefaultLargeGreySmokeSystem=BigGreySmokeSys DefaultSmallGreySmokeSystem=SmallGreySSys DefaultSparkSystem=SparkSys DefaultLargeRedSmokeSystem=BigGreySmokeSys DefaultSmallRedSmokeSystem=SmallGreySSys DefaultDebrisSmokeSystem=SmallGreySSys DefaultFireStreamSystem=FireStreamSys DefaultTestParticleSystem=TestSmokeSys DefaultRepairParticleSystem=WeldingSys Crush=1.8 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only) ExpSpread=.7 ; cell damage spread per 100 damage points for exploding object types [if Explodes=yes] FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found FlameDamage=Fire ; damage (warhead type) to use when on object is in flames FlameDamage2=Fire2 HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homing projectiles MaxDamage=10000 ;gs from 1000 Why have a maximum? Kept boats from dying to SEAL ; maximum damage (after adjustments) per shot MinDamage=1 ;gs obsolete ; minimum damage (after adjustments) per shot PlayerAutoCrush=no ; Will player controlled units automatically try to crush enemy infantry? PlayerReturnFire=no ; More aggressive return fire from player controlled objects? PlayerScatter=no ; Will player units scatter, of their own accord, from threats and damage? ;ProneDamage=50% ; when infantry is prone, damage is reduced to this percentage SplashList=H2O_EXP3,H2O_EXP2,H2O_EXP1 ; water explosion set for conventional explosives TreeTargeting=no ; Automatically show target cursor when over trees? TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft Incoming=10 ; If an incoming projectile is as slow or slower than this, then ; object in the target location will try to run away. ; Grenades have this characteristic. CollapseChance=100 ; Percent chance that a cliff will collapse when hit. BerzerkAllowed=no ; Allow Cyborgs to go berzerk when at half damage? // PCG; Provides knobs to tweak for radiation used by desolater and friends. [Radiation] RadDurationMultiple=1 ; Number of frames site lasts per level of radiation. ; When rad level goes to zero, rad site deletes itself. ; --> Site lasts ( Level x RadDurationMultiple ) frames. ; For reference, the Nuke puts down 2000 units of radiation. ; A mult. of 3 frames means the rad site is active for 6000 ; frames -- something over 3 minutes at 30 Hz. RadApplicationDelay=16 ; Delay between times when radiation is applied to units. RadLevelMax=500 ; Maximum radiation allowable in a cell. The cell can actually have more radiation ; but it will only damage as if it had the maximum level. RadLevelDelay=90 ; Delay in frames between radiation level decrements. ; The level updates this often, but the rate is still as specified ; in RadDurationMultiple. RadLightDelay=90 ; Delay in frames between radiation lighting intensity decrements. ; This should never be less than the RadLevelDelay, as it will ; produce no visual benefit and just waste processor cycles. RadLevelFactor=0.2 ; Scales damage done by a given radiation level. RadLightFactor=0.1 ; Scales the factor brightness plays in the radiation display. RadTintFactor=1.0 ; Scales the factor tint plays in the radiation display. RadColor=0,255,0 ; The color of the radiation. RadSiteWarhead=RadSite ; Sets the warhead used by irradiated tiles. // PCG; Enables customization of the effects elevation has on firing. [ElevationModel] ElevationIncrement=4 ; Number of levels between source and target for a range bonus to kick in. ElevationIncrementBonus=2 ; Amount of range bonus to add for each elevation increment (NOT map level) between source and target. ; In other words, if the ElevationIncrement parameter is 4, this value will get applied for every ; four levels between and source target. Not once for each of the four map levels between the ; source and target. ElevationBonusCap=2 ; Cap on range bonuses, to prevent increased average scanning cost for rare situations. // PCG; Enables customization of the effects walls have on shots. [WallModel] AlliedWallTransparency=no ; If this is yes, allied walls have no effect on the shots of allied units. WallPenetratorThreshold=50% ; The amount of damage a unit must inflict before it attempts to fire through walls between it and its target. ; *** House (players) List *** ; Each side has some basic controls on how they behave (when ; controlled by the computer. Here is the list of available ; house types. ; ; PCG; WARNING; Do not remove, override or reorder the major 9 houses for skirmish ; or LAN game maps. These need to go into the house types array first and without ; interruption by other types of houses, or we will get evil crashes. [Countries] 0=Americans ; Starts at zero because dialog returns 0 for first listing regardless of name 1=Alliance 2=French 3=Germans 4=British 5=Africans 6=Arabs 7=Confederation 8=Russians 9=GDI 10=Nod 11=Neutral 12=Special ; ******* Side Type List ******* ; The combantants can be grouped according to side. This ; lists the sides and their respective member houses. [Sides] ;GDI=GDI ;Nod=Nod GDI=British,French,Germans,Americans,Alliance ;keep this order as GDI first and Nod second Nod=Russians,Africans,Confederation,Arabs ;and you have to keep the names unless we want to do a concerted all ini and hard coded string sweep (I kinda do, Dustin, so go ahead and tell Henry we need it.) Civilian=Neutral Mutant=Special ; ******* Infantry Type List ******* ; This is the list of infantry types. Each infantry type listed ; here should also have a matching data section that specifies ; its data values. The purpose of this list is to identify infantry ; types that can't be implicitly determined by examining other ; entries in this rules file. [InfantryTypes] 1=E1 2=E2 3=SHK 4=ENGINEER 5=GGI 15=JUMPJET 16=GHOST 17=YURI 18=IVAN 19=DESO 20=DOG 21=CIV1 22=CIV2 23=CIV3 24=CTECH 25=WEEDGUY 26=CLEG 27=SPY 28=CCOMAND 29=PTROOP 30=CIVAN 31=YURIPR 32=SNIPE 33=COW 34=ALL ; Herbert the Alligator 35=TANY 36=FLAKT 37=TERROR 38=SENGINEER 39=ADOG 40=VLADIMIR 41=PENTGEN 42=PRES 43=SSRV 44=CIVA 45=CIVB 46=CIVC 47=CIVBBP 48=CIVBFM 49=CIVBF 50=CIVBTM 51=CIVSFM 52=CIVSF 53=CIVSTM 54=POLARB 55=JOSH 56=PLA 57=HOVI 58=GHOST2 59=CDOG 60= 61= ;gs if you add something here, tell Dustin you just broke the SetTechLevel and FlashCameo triggers (and duck) ; ******* Vehicle Type List ******* ; This lists all of the vehicles types in the game. Each vehicle ; type should have a matching section that specifies the data it ; requires. [VehicleTypes] 1=AMCV;Allied MCV 2=HARV 3=APOC 4=HTNK 5=SAPC 6=CAR 7=BUS 8=WINI 9=PICK 10=MTNK 11=HORV 12=TRUCKA 13=TRUCKB 14=CARRIER 15=V3 16=ZEP 17=DRON 18=HTK 19=DEST 20=SUB 21=AEGIS 22=LCRF 23=DRED 24=SHAD 25=SQD 26=DLPH 27=SMCV 28=TNKD 29=BGGY 30=HOWI 31=DROM 32=TTNK 33=HIND 34=LTNK 35=CMON 36=CMIN 37=SREF 38=XCOMET 39=HYD 40=MGTK 41=FV 42=DeathDummy 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=CMCV 59=CHAR 60=CHOR 61=SUB2 62=V32 63=HOWI 64=SEEK 65=MBOAT 66=CAPC 67= 68=CDLPH 69=CARRIER2 70=DEST2 ;gs if you add something here, tell Dustin you just broke the SetTechLevel and FlashCameo triggers (and duck) ; ******* Aircraft Type List ******* ; This lists all of the aircraft types in the game. Each aircraft ; type should have a matching section that specifies the data it ; requires. [AircraftTypes] 1=APACHE 2=ORCA 3=HORNET 4=V3ROCKET 5=ASW 6=DMISL 7=PDPLANE 8=BEAG 9=CARGOPLANE 10=ORCA2 11=J5 12=J10 13=ASWPLC ;gs if you add something here, tell Dustin you just broke the SetTechLevel and FlashCameo triggers (and duck) ; ******* Building Type List ******* ; This lists all the buildings types in the game. Each of these ; types will have a specific section in this file that gives the ; particulars about that building type. [BuildingTypes] 1=GAPOWR 2=GAREFN 3=GACNST 4=GAPILE 5=GASAND 6=GADEPT 7=GATECH 8=GAWEAP 9=CALAB 10=NAPOWR 11=NATECH 12=NAHAND 13=GAWALL 14=NARADR 15=NAWEAP 16=NAREFN 17=NAWALL 18=CAHSE07 19=NAPSIS 20=NAWAST 21=NALASR 22=NASAM 23=GARADR 24=GAYARD 25=NAIRON 26=NACNST 27=NADEPT 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=CAARMR 58=TSTLAMP 59=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=DROD 102=DMTK 103=MSAM 104=CASPYSAT 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=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=CADEPT 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=CAIRSFGL 272=CACUFGL 273=CAYARD 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 304=CACNST 305=CAREFN 306=CAHAND 307=CAWEAP 308=CARADR 309=CAWALL 310=CANRCT 311=CAPILL 312=CTESLA 313=CAWEAT 314=CAPOWR 315=CATECH 316=DMTK ; *** 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 ; *** 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=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=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 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 ; *** 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=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=GAWEAP_C 95=GAWEAP_D 96=GAPILE_A 97=GAPILE_B 98=NAPULS_A 99=GACTWR_A 100=GACTWR_B 101=GACTWR_C 102=GACTWR_D 103=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=GACNSTMK 116=GACNST_A 117=GACNST_AD 118=GACNST_B 119=GACNST_C 120=GACNST_CD 121=GACNST_D 122=NAHAND_A 123=NAHAND_B 124=NAHAND_BD 125=GAPILE_CD 126=NATMPL_A 127=NATMPLMK 128=NAREFN_A 129=NAREFN_B 130=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=NATECH_A 143=NAWAST_A 144=NAWAST_AD 145=NAWAST_B 146=NAWAST_BD 147=NAOBEL_A 148=NAMISL_A 149=NAMISL_AD 150=NAMISL_B 151=NAMISL_BD 152=GAFIRE_A 153=GAFIRE_B 154=GAFIRE_C 155=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=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=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=CAARMR_A 214=GADPSA_A 215=GATICK_A 216=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=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 ;;;;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=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=GAYARD_B 714=NAFLAKMK ;715=GACNSTDM 720=UCFLASH 721=UCELEC 722=UCBLOOD 723=CAAIRPMK 724=GAWEAP_3 725=GAWEAP_4 726=NAWEAP_3 727=NAWEAP_4 728=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=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=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=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=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=NAWEAP_AD 836=GAOREP_A 837=GAOREP_AD ;840=CAPARS11D 841=CAPARS12D 842-GAWETH_ED 843-GAWETH_GD 844=CACHIG04D 845=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=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=CANRCT_A; Soviet Nuclear Reactor ; *** Voxel 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=FireStream2 ; *** 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=FireStreamSys2 ; *** 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=MultiSpecial 2=IronCurtainSpecial 3=LightningStormSpecial 4=ChronoSphereSpecial 5=ChronoWarpSpecial 6=ParaDropSpecial 7=AmericanParaDropSpecial ; *** 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=CometWH2 74=RPG ; ******* 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) [MultiplayerDialogSettings] MinMoney=5000 Money=10000 MaxMoney=10000 MoneyIncrement=100 MinUnitCount=1 UnitCount=10 MaxUnitCount=10 TechLevel=10 GameSpeed=0 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 ; ******* 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,CACNST BuildPower=NAPOWR,GAPOWR,CAPOWR ;DB NANRCT,CANRCT ;gsNAAPWR ; buildings to build to generate power BuildRefinery=NAREFN,GAREFN,CAREFN ; refinery ratio based on these buildings BuildBarracks=NAHAND,GAPILE,CAHAND ; barracks ratio based on these buildings BuildTech=NATECH,GATECH,CATECH ; should build on each of these BuildWeapons=GAWEAP,NAWEAP,CAWEAP ; war factory ration based on these buildings BuildDefense=TESLA,ATESLA,CTESLA ; base defenses are based on these buildings BuildPDefense=TESLA,ATESLA,CTESLA ; excess power base defense BuildAA=NASAM,NAFLAK ; air defenses based on these buildings BuildHelipad=GAAIRC,AMRADR,AFLD,CARADR ; air helicopter offense based on these buildings BuildRadar=GAAIRC,NARADR,AMRADR,CARADR ConcreteWalls=GAWALL,NAWALL,CAWALL NSGates=NAGATE_B,GAGATE_B EWGates=NAGATE_A,GAGATE_A BuildNavalYard=NAYARD,GAYARD,CAYARD BuildDummy=GAPILL,NALASR,CAPILL NeutralTechBuildings=CAAIRP,CATHOSP,CAOILD,CAOUTP GDIWallDefense=6 GDIWallDefenseCoefficient=3 NodBaseDefenseCoefficient=1.2 ;gs Obsolete. Use explicit SovietBaseDefenseCounts GDIBaseDefenseCoefficient=1.5 ;gs Obsolete. Use explicit AlliedBaseDefenseCounts MaximumBaseDefenseValue=60 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 TiberiumNearScan=6;//gs revert 3; sgc was 6 ; cell radius to scan when harvesting a single patch of Tiberium TiberiumFarScan=48 ; cells radius to scan when looking for a new Tiberium patch to harvest 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 [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=41,240,230 ; 1 MP 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 ; 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 ; ******* 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=no)? ; 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 when under shroud (def=yes [infantry=no])? ; 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 ;Primary=AlliedOccupyW ;These two can't be global since types are read in before globals. Please keep order as well ;Secondary=SovietOccupyW ;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 ;LandTargeting ; LAND_OKAY = 0, Land is okay ; LAND_NOT_OKAY = 1, Land is OK ; ****************************** ; ******* infantry types ******* ; ****************************** ; GI [E1] UIName=Name:E1 Name=GI Image=GI Category=Soldier Primary=M60 Secondary=Para Occupier=yes ; I can Occupy UC buildings Prerequisite=GAPILE CrushSound=InfantrySquish Strength=125 Pip=white Armor=none TechLevel=1 Sight=5 Speed=4 Owner=British,French,Germans,Americans,Alliance Cost=180 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 ; British Sniper 狙击手 [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=9 Speed=4 Owner=British,French,Germans,Americans,Alliance RequiredHouses=British Cost=650 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 ; Conscript [E2] UIName=Name:E2 Name=Conscript Image=CONS Category=Soldier Primary=M1Carbine Occupier=yes ; I can Occupy UC buildings Prerequisite=NAHAND CrushSound=InfantrySquish Strength=130 Armor=flak TechLevel=1 Pip=white Sight=5 Speed=4 Owner=Russians,Africans,Arabs Cost=90 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 [PLA] UIName=Name:PLA Name=PLA Image=PLA Category=Soldier Primary=M60 Secondary=Para Occupier=yes ; I can Occupy UC buildings Prerequisite=CAHAND CrushSound=InfantrySquish Strength=200 Armor=flak TechLevel=1 Pip=white Sight=5 Speed=5 Owner=Confederation AllowedToStartInMultiplayer=yes Cost=200 Soylent=100;5000 Points=5 IsSelectableCombatant=yes VoiceSelect=GISelect VoiceMove=GIMove VoiceAttack=GIAttackCommand VoiceFeedback=GIFear VoiceSpecialAttack=GIMove DieSound=SealDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} Teleporter=yes PhysicalSize=1 MovementZone=Infantry ;SpeedType=Amphibious ThreatPosed=25 ; 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 ; Flak Trooper 防空步兵 [FLAKT] UIName=Name:FLAKT Name=Flak Trooper ;Image=CONS Category=Soldier Primary=FlakGuyGun Secondary=FlakGuyAAGun Prerequisite=NAHAND,NARADR CrushSound=InfantrySquish Strength=125 Armor=flak TechLevel=1 Pip=white Sight=5 Speed=4 Owner=Russians,Confederation,Africans,Arabs Cost=250 Soylent=125 Points=5 IsSelectableCombatant=yes VoiceSelect=FlakTroopSelect VoiceMove=FlakTroopMove VoiceAttack=FlakTroopAttackCommand VoiceFeedback=FlakTroopFear VoiceSpecialAttack=FlakTroopMove DieSound=FlakTroopDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower! ThreatPosed=5 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1 AllowedToStartInMultiplayer=no ElitePrimary=FlakGuyGunE EliteSecondary=FlakGuyAAGunE IFVMode=3 ; Soviet Tesla Trooper 磁暴步兵 [SHK] UIName=Name:SHK Name=Shock Trooper Category=Soldier Primary=ElectricBolt Secondary=AssaultBolt Assaulter=yes ; I clear out UC buildings Prerequisite=NAHAND CrushSound=InfantrySquish Crushable=no Strength=200 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 [GGI] UIName=Name:GGIA Name=Guardian GI Category=Soldier TechLevel=7 Prerequisite=GAPILE Primary=GuardianPara Secondary=GuardianMissile ElitePrimary=GuardianParaE EliteSecondary=GuardianMissileE Armor=Plate Strength=125 Sight=6 Speed=3 Size=1 Cost=550 Soylent=300 Points=10 Occupier=no IFVMode=0 Pip=white Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Deployer=yes DeployFire=yes Crushable=no Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} MovementZone=Infantry VoiceSelect=GuardianGISelect VoiceMove=GuardianGIMove VoiceAttack=GuardianGIAttack VoiceSpecialAttack=GuardianGIMove VoiceFeedback=GuardianGIFear DeploySound=GuardianGIDeploy UndeploySound=GuardianGiUnDeploy CrushSound=InfantrySquish DieSound=GuardianGIDie ThreatPosed=10 ;This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Bombable=yes IsSelectableCombatant=yes PhysicalSize=1 PixelSelectionBracketDelta=-6 ;gs higher number draws lower. Pixel difference from normal for selection bracket ;The Allied Engineer 盟军工程师 [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,British,French,Germans,Americans,Alliance ForbiddenHouses=Russians,Confederation,Africans,Arabs 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 ;The Soviet Engineer 苏军工程师 [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,British,French,Germans,Americans,Alliance ForbiddenHouses=British,French,Germans,Americans,Alliance 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 ; 火箭飞行兵 [JUMPJET] UIName=Name:JUMPJET Name=Rocketeer Image=ROCK Category=Soldier JumpJet=yes Primary=20mm Prerequisite=GAPILE,RADAR Crushable=yes Strength=155 Fearless=yes Armor=special_2 TechLevel=3 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,RADAR_INVISIBLE 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 ; 超时空军团兵(中国) [HOVI] UIName=Name:CLEG Name=CLEG Image=CLEG Category=Soldier Primary=NeutronRifle Prerequisite=CAHAND,RADAR,CATECH PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute CrushSound=InfantrySquish Crushable=no Strength=250 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=Russians,Confederation,Africans,Arabs Cost=1500 Soylent=750;2000 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 IFVMode=10 [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 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=-1 Pip=red Sight=8 Speed=5 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1000 Soylent=500;1500 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 ; 海狼部队 [GHOST2] UIName=Name:WOLFGHOST Name=SEAWOLF Image=SEAWOLF Category=Soldier Prerequisite=CAHAND,RADAR PrerequisiteOverride=CAWA2A,CAWA2B,CAWA2C,CAWA2D ; SJM: any Pentagon building sufficient to build SEAL Primary=MP5 Secondary=Sapper NavalTargeting=4 LeadershipRating=8 AlternateArcticArt=yes ; ie SEALA for arctic maps C4=yes Assaulter=yes ; I clear out UC buildings CrushSound=InfantrySquish Crushable=yes TiberiumProof=yes Strength=125 Armor=flak TechLevel=5 Pip=red Sight=8 Speed=6 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=980 Soylent=450 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 ImmuneToPsionics=yes [TANY] UIName=Name:TANYA Name=Tanya Category=Soldier Prerequisite=GAPILE,GATECH Primary=DoublePistols Secondary=Sapper NavalTargeting=4 LeadershipRating=8 C4=yes Assaulter=yes CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=220 Armor=flak TechLevel=9 SelfHealing=yes Pip=red Sight=8 Speed=5 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1400 Soylent=700;1400 Points=80 IsSelectableCombatant=yes VoiceSelect=TanyaSelect VoiceMove=TanyaMove VoiceAttack=TanyaAttackCommand VoiceFeedback= VoiceSpecialAttack=TanyaAttackCommand DieSound=TanyaDie CreateSound=TanyaCreated 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=40 ; This value MUST be 0 for all building addons SpecialThreatValue=1 ImmuneToVeins=yes VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER EliteAbilities=STRONGER,FIREPOWER,ROF Size=1 ;DetectDisguise=yes ElitePrimary=DoublePistolsE IFVMode=4 [YURI] ;Bender of spoons! UIName=Name:YURI Name=Yuri Prerequisite=NAHAND,NATECH 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 AllowedToStartInMultiplayer=no Cost=1200 Soylent=500 Points=5 IsSelectableCombatant=yes VoiceSelect=YuriSelect VoiceMove=YuriMove VoiceAttack=YuriAttackCommand VoiceFeedback= VoiceSpecialAttack=YuriMove DieSound=YuriDie 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 Deployer=yes DeployFire=yes UndeployDelay=150 Size=1 DetectDisguise=yes IFVMode=8 [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 SelfHealing=yes Sight=6 Speed=4 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=800 Soylent=400 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,FASTER ;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=yes ; 辐射奶牛 [COW] UIName=Name:RDCOW Name=Radiation Cow Image=COW Category=Soldier Prerequisite=NAHAND,RADAR LeadershipRating=3 Strength=150 Crushable=no Insignificant=yes Primary=CowRadiation CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Armor=flak TechLevel=5 Sight=9 Speed=5 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=900 Soylent=450 Pip=yellow Points=20 VoiceSelect=CowSelect VoiceMove=CowMove VoiceAttack=CowMove VoiceFeedback=CowFear VoiceSpecialAttack=CowMove DieSound=CowDie AmbientSound=CowAmbient Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 Civilian=yes MovementZone=Infantry ThreatPosed=0 ; This value MUST be 0 for all building addons SpecialThreatValue=1 Trainable=no Explodes=yes Size=2 DeathWeapon=CowRadiation IFVMode=7 ; Desolater ; Desolator 辐射工兵 [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 ; 超时空军团兵(盟军) [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=1200 Soylent=600;2000 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 IFVMode=10 ; 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=80 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,British,French,Germans,Americans,Alliance ForbiddenHouses=British,Confederation,French,Germans,Americans,Alliance 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 ; 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=80 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,British,French,Germans,Americans,Alliance ForbiddenHouses=Russians,Africans,Arabs 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 ; 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 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 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 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 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 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 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 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 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 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 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 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 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 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 ; 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 AllowedToStartInMultiplayer=no Cost=10 Soylent=100 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 ; 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 AllowedToStartInMultiplayer=no Cost=10 Soylent=100 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 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 AllowedToStartInMultiplayer=no Cost=10 Soylent=100 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 ; [COW] ; UIName=Name:COW ; Name=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 ; AllowedToStartInMultiplayer=no ; Cost=10 ; Soylent=2000 ; 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 [ALL] UIName=Name:Alligator Name=Herbert the 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 AllowedToStartInMultiplayer=no Cost=10 Soylent=2000 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 [POLARB] UIName=NAME:POLARBEAR Name=Frosty the 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 AllowedToStartInMultiplayer=no Cost=10 Soylent=2000 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 [JOSH] UIName=Name:MONKEY Name=Josh the 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 AllowedToStartInMultiplayer=no Cost=10 Soylent=2000 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 [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 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=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 ; RA2 Spy [SPY] UIName=Name:SPY Name=Spy ;locked Category=Soldier Prerequisite=Barracks,TECH 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,Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1000 Soylent=500;2000 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=yes StupidHunt=yes VeteranAbilities=STRONGER,SIGHT,FASTER ;The evil Cuban Terrorist 古巴恐怖分子 [TERROR] UIName=Name:TERROR Name=Terrorist Image=TRST ;Image=SPY Category=Soldier ;Prerequisite=NAHAND,NATECH Prerequisite=NAHAND,RADAR CrushSound=InfantrySquish LeadershipRating=3 Strength=50 ;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=25 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 [CCOMAND] ;Allies get Allied tech center UIName=Name:CCOMAND Name=Chrono Commando Category=Soldier Prerequisite=GAPILE RequiresStolenAlliedTech=yes Primary=ChronoMP5 Secondary=FakeC4 ; otherwise he can teleport into a building and kill it before he unwarps. ;C4=yes CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=100 Armor=none TechLevel=9 Pip=red Sight=8 Speed=5 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=2000 Soylent=1000;3000 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 [PTROOP] ; Allies get Soviet Tech UIName=Name:PCOMMANDO Name=Psi-Corp Trooper Category=Soldier ;Image=YURI ; temp hopefully Prerequisite=GAPILE RequiresStolenSovietTech=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=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=1200 Soylent=500;3000 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 [CIVAN] ; Soviets grab Allied Tech UIName=Name:CIVAN Name=Chrono Ivan Category=Soldier Prerequisite=NAHAND RequiresStolenAlliedTech=yes Primary=IvanBomber CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=150 Armor=none TechLevel=9 Pip=red Sight=8 Speed=6 SelfHealing=yes Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1400 Soylent=700 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,FASTER ;Deployer=yes ;UndeployDelay=20 AttackCursorOnFriendlies=yes MoveToShroud=no IFVMode=7 Teleporter=yes; Trainable=yes ;gs like regular ivan, since can't gain experience [YURIPR] ; Soviets grab Soviet Tech UIName=Name:YURIPR Name=Yuri Prime Category=Soldier ;Image=YURI Prerequisite=NAHAND RequiresStolenSovietTech=yes Primary=SuperMindControl Secondary=PsiWave CrushSound=InfantrySquish Crushable=no TiberiumProof=yes Strength=200 Armor=flak TechLevel=9 Pip=red Sight=8 Speed=6 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=2000 Soylent=1000 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 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 ;Bombable=no Deployer=yes DeployFire=yes UndeployDelay=75 Size=1 BuildLimit=1 CanPassiveAquire=no ; Won't try to pick up own targets IFVMode=8 ; *********************** ; *******VEHICLES!!!!**** ; *********************** ; Mammoth tank 天启坦克 [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=5 Owner=Russians,Confederation,Africans,Arabs Cost=1700 Points=60 ROT=5 Crusher=yes SelfHealing=yes Crewed=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=ApocalypseMoveStart 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=SELF_HEAL,STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,SIGHT,FASTER ElitePrimary=120mmxE ;Lybian Demolition Truck 自爆卡车 [DTRUCK] UIName=Name:DTRUCK Image=TRUCKA Name=Demolitions Truck Prerequisite=NAWEAP,RADAR Category=AFV Primary=Demobomb Secondary=none Strength=80 Armor=light Turret=no TechLevel=10 Sight=6 Speed=8 Owner=Russians,Confederation,Africans,Arabs RequiredHouses=Africans AllowedToStartInMultiplayer=no Cost=2300 Points=80 ROT=5 Crusher=no SelfHealing=yes 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 [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 AllowedToStartInMultiplayer=no Cost=500 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 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 AllowedToStartInMultiplayer=no Cost=500 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 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 ;Attack Sub 苏联 攻击潜艇 台风级攻击潜艇 [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=6 Sensors=yes SensorsSight=6 Speed=4 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=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=GenSovWaterSelect VoiceMove=SubMove VoiceAttack=GenSovWaterAttackCommand VoiceFeedback=SubFear DieSound=GenSmallWaterDie 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 ; 中国潜艇 暴风级攻击潜艇 [SUB2] UIName=Name:CHNSUB Name=Typhoon Attack Sub Image=CSUB Prerequisite=CAYARD Primary=SubTorpedo NavalTargeting=5 LandTargeting=1 FireAngle=64 Category=AFV Strength=700 Naval=yes Armor=heavy TechLevel=2 Underwater=yes Sight=8 Sensors=yes SensorsSight=8 Speed=5 CrateGoodie=no Owner=Confederation AllowedToStartInMultiplayer=no Cost=1200 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=GenSovWaterSelect VoiceMove=SubMove VoiceAttack=GenSovWaterAttackCommand VoiceFeedback=SubFear DieSound=GenSmallWaterDie 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 ;Dolphin 海豚 盟军海豚 [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=4 Speed=8 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=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 ; 中国海豚 肥海豚 [CDLPH] UIName=Name:FATDLPH Name=Dolphin Image=DLPH NotHuman=yes Prerequisite=CAYARD,CATECH Primary=SonicZap NavalTargeting=5 LandTargeting=1 FireAngle=64 Category=AFV Strength=260 Naval=yes ;GS Armor=light TechLevel=-1 Underwater=yes Sight=5 GuardRange=5 Sensors=yes SensorsSight=5 Speed=8 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no Cost=800 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 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=GenAllWaterSelect VoiceMove=GenAllWaterMove VoiceAttack=GenAllWaterAttackCommand 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 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=GenAllWaterSelect VoiceMove=GenAllWaterMove VoiceAttack=GenAllWaterAttackCommand 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 ;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 ; 中国母巢要塞-无人机巢 [CARRIER2] UIName=Name:CCARRIER Name=Aircraft Carrier Image=CDRONECARRIER Prerequisite=CAYARD,TECH,CAARMR Primary=HornetLauncher CanPassiveAquire=no ; Won't try to pick up own targets Spawns=HORNET SpawnsNumber=10 SpawnRegenRate=500 SpawnReloadRate=100 FireAngle=32 ToProtect=yes Category=Support Strength=1200 Naval=yes ;GS Armor=heavy TechLevel=7 Sight=10 Speed=5 CrateGoodie=no Owner=Confederation ;ForbiddenHouses=Confederation AllowedToStartInMultiplayer=no Cost=4000 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=GenAllWaterSelect VoiceMove=GenAllWaterMove VoiceAttack=GenAllWaterAttackCommand 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=150 ;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 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 ;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 ;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 ;Vladamir's Dreadnought (A Hero drednaught. The Russian MP Dred is DREDB) [VLAD] UIName=Name:VLADBOAT Name=Vladimir 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 ForbiddenHouses=Russians AllowedToStartInMultiplayer=no Cost=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 ; Seawolf 海螺 海蝎 [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 Points=20 ROT=6 Crusher=no Crewed=no IsSelectableCombatant=yes Weight=2 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovWaterSelect VoiceMove=GenSovWaterMove VoiceAttack=GenSovWaterAttackCommand 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 ; 中国无畏 重装导弹指挥舰 [MBOAT] UIName=Name:CDRED Name=Dreadnought Image=VLAD Prerequisite=CAYARD,CATECH 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=1000 Naval=yes Armor=heavy TechLevel=6 Sight=8 Speed=5 CrateGoodie=no Owner=Confederation AllowedToStartInMultiplayer=no Cost=3000 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=12 ;BuildLimit=1 Size=50 ;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=900 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 ; 中国驱逐舰 海警巡逻艇 [DEST2] UIName=Name:CHNDEST Name=Destroyer Image=CDEST Prerequisite=CAYARD,CARADR Primary=155mm Secondary=ASWLauncherPLC NavalTargeting=1 Spawns=ASWPLC SpawnsNumber=1 SpawnRegenRate=200 SpawnReloadRate=70 NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DESTWO) FireAngle=32 ToProtect=yes Category=Support Strength=800 Naval=yes ;GS Armor=heavy TechLevel=5 Sight=10 Speed=8 Owner=Confederation AllowedToStartInMultiplayer=no Cost=1300 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=10 OpportunityFire=yes ; since no turret, will only apply to helicopter (since ASWLauncher has OmniFire) ElitePrimary=155mmE Size=30 IsSelectableCombatant=yes ; 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 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=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=V3MoveStart Maxdebris=3 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} 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. ; Terror Drone, ooohhh scary 恐怖机器人 [DRON] UIName=Name:DRON Name=Terror Drone Category=AFV Prerequisite=NAWEAP Primary=DroneJump Secondary=VirtualScanner NavalTargeting=6 Strength=50 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=12 ; gs Don't go higher than 20, or he gets stuck running in circles Owner=Russians,Confederation,Africans,Arabs Cost=400 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=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 IFVMode=12 ; Ginormous Squid! Even scarier! 巨型乌贼 [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=5 GuardRange=5 Speed=8 Owner=Russians,Confederation,Africans,Arabs Cost=1000 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crusher=no Crewed=no IsSelectableCombatant=yes VoiceSelect=SquidSelect VoiceMove=SquidMove VoiceAttack=SquidAttackCommand VoiceFeedback=SquidFear 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 ; harvester without back 武装采矿车-倒矿模式 [HORV] UIName=Name:HORV Name=War Miner Nominal=yes ToProtect=yes Category=Support Strength=1000 Armor=medium ;Dock=PROC Dock=NAREFN,GAREFN,CAREFN Harvester=yes TechLevel=-1 Sight=4 Speed=5 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= 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 武装采矿车 [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,CAREFN Turret=yes Primary=20mmRapid Harvester=yes TechLevel=1 Sight=5 Speed=6 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no PipScale=Tiberium CrateGoodie=yes Storage=45 Cost=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=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie 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 ; 中国采矿车 [CHAR] UIName=Name:CHAR Name=CHINA Miner Image=CMINER Prerequisite=CAWEAP,PROC Nominal=yes ToProtect=yes Category=Support Strength=500 Armor=medium Dock=NAREFN,GAREFN,CAREFN Harvester=yes TechLevel=1 Sight=4 Speed=10 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no PipScale=Tiberium CrateGoodie=yes Storage=18 Cost=800 Points=55 ROT=5 Crusher=yes AutoCrush=yes Crewed=no SelfHealing=yes UnloadingClass=CHOR Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MaxDebris=6 DebrisTypes=TIRE DebrisMaximums=4 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 SpeedType=Amphibious MovementZone=AmphibiousCrusher 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=SELF_HEAL,STRONGER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FASTER ; 中国采矿车-两栖采矿车-倒矿模式 [CHOR] UIName=Name:CHAR Name=CHINA Miner Image=CMINER3 Nominal=yes ToProtect=yes Category=Support Strength=500 Armor=medium Dock=NAREFN,GAREFN,CAREFN Harvester=yes TechLevel=-1 Sight=4 Speed=10 Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=800 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= DieSound=GenVehicleDie Maxdebris=3 DebrisTypes=TIRE DebrisMaximums=4 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} Weight=3.5 SpeedType=Amphibious MovementZone=AmphibiousCrusher ThreatPosed=0 ; This value MUST be 0 for all building addons ThreatAvoidanceCoefficient=1 DamageParticleSystems=SparkSys,SmallGreySSys ImmuneToRadiation=yes ; harvester without back 超时空采矿车-倒矿模式 [CMON] UIName=Name:CMON Name=Chrono Miner(noback) ;Image=CMIN Nominal=yes ToProtect=yes Category=Support Strength=1000 Armor=medium ;Dock=PROC Dock=NAREFN,GAREFN,CAREFN Harvester=yes ChronoInSound=ChronoMinerTeleport ChronoOutSound=ChronoMinerTeleport TechLevel=-1 Sight=4 Speed=5 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=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 ; harvester 超时空采矿车 [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,CAREFN ;Turret=yes Primary=none Harvester=yes ChronoInSound=ChronoMinerTeleport ChronoOutSound=ChronoMinerTeleport TechLevel=1 Sight=4 Speed=5 Owner=British,French,Germans,Americans,Alliance AllowedToStartInMultiplayer=no PipScale=Tiberium CrateGoodie=yes Storage=25 Cost=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=GenAllVehicleSelect VoiceMove=ChronoMinerMove VoiceAttack=ChronoMinerMove VoiceFeedback= DieSound=GenVehicleDie 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 ; 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 Points=60 ROT=5 Crewed=yes Crusher=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=ChronoMinerMove VoiceAttack=GenAllVehicleAttackCommand DieSound=GenVehicleDie 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 ; 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,Africans,Arabs CrateGoodie=yes Cost=3000 Points=60 ROT=5 Crewed=yes Crusher=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie 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 [CMCV] UIName=Name:CMCV Name=China Construction Vehicle Image=CMCV Prerequisite=CAWEAP,CADEPT Strength=1000 Category=Support Armor=heavy DeploysInto=CACNST TechLevel=10 Sight=6 Speed=5 Owner=Confederation CrateGoodie=yes Cost=3000 Points=60 ROT=5 Crewed=yes Crusher=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie 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 ; 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 Points=15 ROT=5 Crusher=no ;gs yes Passengers=12 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=LandingCraftSelect VoiceMove=LandingCraftMove VoiceAttack=GenAllWaterAttackCommand 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 ; Half-track 防空履带车 [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 Points=20 ROT=5 Crusher=yes Turret=yes Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=FlakTrackMoveStartEngineer EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport 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 ; 中国多功能步兵车 [BGGY] UIName=Name:CFV Name=IFV Image=CFV Prerequisite=CAWEAP Primary=HoverMissile Strength=300 Category=Transport Armor=light DeployTime=.022 TechLevel=3 Sight=8 PipScale=Passengers Speed=10 CrateGoodie=no Owner=Confederation AllowedToStartInMultiplayer=no Cost=850 Points=20 ROT=5 Crusher=no TooBigToFitUnderBridge=true Turret=yes ;GEF should be no for ifv??? Passengers=2 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 ;TurretCount=15 HasTurretTooltips=yes TurretCount=12 WeaponCount=13 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=ScaryPong ;Scary Pong EliteWeapon13=ScaryPong ;Scary Pong ;Weapons ;GEF ;0=rocket ;1=gun ;2=repair arm ;3=high-tech NormalTurretIndex=0 NormalTurretWeapon=0 RepairTurretIndex=7 RepairTurretWeapon=1 MachineGunTurretIndex=9 MachineGunTurretWeapon=2 FlakTurretIndex=11 FlakTurretWeapon=3 PistolTurretIndex=11 PistolTurretWeapon=4 SniperTurretIndex=11 SniperTurretWeapon=5 ShockTurretIndex=5 ShockTurretWeapon=6 ExplodeTurretIndex=2 ExplodeTurretWeapon=7 BrainBlastTurretIndex=8 BrainBlastTurretWeapon=8 RadCannonTurretIndex=3 RadCannonTurretWeapon=9 ChronoTurretIndex=11 ChronoTurretWeapon=10 TerroristExplodeTurretIndex=2 TerroristExplodeTurretWeapon=11 CowTurretIndex=6 CowTurretWeapon=12 ;Weapon1=HoverMissile ;Normal ;EliteWeapon1=HoverMissileE ;Normal ;Weapon2=CRM60 ;GI ;EliteWeapon2=CRM60 ;GI ;Weapon3=CRElectricBolt ;ShockTrooper ;EliteWeapon3=CRElectricBolt ;ShockTrooper ;Weapon4=RepairBullet ;Engineer ;EliteWeapon4=RepairBullet ;Engineer ;Weapon5=CRFlakGuyGun ;Flak Troop ;Rocketeer ;EliteWeapon5=CRFlakGuyGun ;Flak Troop ;Rocketeer ;Weapon6=CRM60 ;Seal ;EliteWeapon6=CRM60 ;Seal ;Weapon7=CRM60 ;Spy ;EliteWeapon7=CRM60 ;Spy ;;Weapon7=CRMakeupKit ;Spy ;GEF experiencing technical dificulties ;Weapon8=CRNeutronRifle ;Chrono ;EliteWeapon8=CRNeutronRifle ;Chrono ;Weapon9=CRM60 ;Conscript ;EliteWeapon9=CRM60 ;Conscript ;Weapon10=CRNuke ;Crazy Ivan ;EliteWeapon10=CRNuke ;Crazy Ivan ;Weapon11=CRRadBeamWeapon;Desolator ;EliteWeapon11=CRRadBeamWeapon;Desolator ;Weapon12=CRMindControl ;Yuri ;EliteWeapon12=CRMindControl ;Yuri ;Weapon13=AWPE ;Sniper ;EliteWeapon13=AWPE ;Sniper ;Weapon14=CowShot ;Cow ;EliteWeapon14=CowShot ;Cow ;Weapon15=CRTerrorBomb ;Terrorist ;EliteWeapon15=CRTerrorBomb ;Terrorist ;NormalTurretIndex=0 ;NormalTurretWeapon=0 ;E1TurretIndex=1 ;E1TurretWeapon=1 ;TeslaTurretIndex=2 ;TeslaTurretWeapon=2 ;EngineerTurretIndex=3 ;EngineerTurretWeapon=3 ;FlakTurretIndex=4 ;FlakTurretWeapon=4 ;SEALTurretIndex=5 ;SEALTurretWeapon=1 ;SpyTurretIndex=6 ;SpyTurretWeapon=1 ;ChronoTurretIndex=7 ;ChronoTurretWeapon=7 ;ConscriptTurretIndex=8 ;ConscriptTurretWeapon=8 ;IvanTurretIndex=9 ;IvanTurretWeapon=9 ;DesolatorTurretIndex=10 ;DesolatorTurretWeapon=10 ;YuriTurretIndex=11 ;YuriTurretWeapon=11 ;SniperTurretIndex=12 ;SniperTurretWeapon=12 ;CowTurretIndex=13 ;CowTurretWeapon=13 ;TerrorTurretIndex=14 ;TerrorTurretWeapon=14 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=IFVMoveStart EnterTransportSound= IFVTransform LeaveTransportSound= IFVTransform 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=2 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 ; 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 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=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=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 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=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=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 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=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=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 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=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=6 SizeLimit=2 Insignificant=yes Trainable=no ; Heavy Tank 犀牛坦克 [HTNK] UIName=Name:HTNK Name=Rhino Heavy Tank Prerequisite=NAWEAP Primary=120mm Strength=400 Category=AFV Armor=heavy Turret=yes IsTilter=yes TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=6 CrateGoodie=no Crusher=yes Owner=Russians,Africans,Arabs Cost=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 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 ; Light Tank 中国轻坦克 [LTNK] UIName=Name:LTNK Name=Light Tank Image=LTANK Prerequisite=CAWEAP Primary=120mm Strength=330 Category=AFV Armor=heavy Turret=yes IsTilter=yes TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=7 CrateGoodie=no Crusher=yes Owner=Confederation Cost=860 Points=25 ROT=7 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=RhinoTankMoveStart 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 ; Medium Tank 灰熊坦克 [MTNK] UIName=Name:MTNK Name=Grizzly Battle Tank DeploysInto=DMTK 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=750 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 MaxDebris=2 ; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} 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 OpportunityFire=yes ElitePrimary=105mmE ; Mirage Tank 幻影坦克 [MGTK] UIName=Name:MGTK Name=Mirage Tank Image=RTNK ;Cloakable=yes ;CloakingSpeed=1 Prerequisite=GAWEAP,GATECH Primary=MirageGun DisguiseWhenStill=yes;gs I can no longer pick a disguise nor deploy 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 Points=25 ROT=5 IsSelectableCombatant=yes CanDisguise=yes CanApproachTarget=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand 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 ;Infantry Fighting Vehicle - IFV 多功能步兵车 [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 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 ;TurretCount=15 HasTurretTooltips=yes TurretCount=4 WeaponCount=13 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 ;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 ;Weapon1=HoverMissile ;Normal ;EliteWeapon1=HoverMissileE ;Normal ;Weapon2=CRM60 ;GI ;EliteWeapon2=CRM60 ;GI ;Weapon3=CRElectricBolt ;ShockTrooper ;EliteWeapon3=CRElectricBolt ;ShockTrooper ;Weapon4=RepairBullet ;Engineer ;EliteWeapon4=RepairBullet ;Engineer ;Weapon5=CRFlakGuyGun ;Flak Troop ;Rocketeer ;EliteWeapon5=CRFlakGuyGun ;Flak Troop ;Rocketeer ;Weapon6=CRM60 ;Seal ;EliteWeapon6=CRM60 ;Seal ;Weapon7=CRM60 ;Spy ;EliteWeapon7=CRM60 ;Spy ;;Weapon7=CRMakeupKit ;Spy ;GEF experiencing technical dificulties ;Weapon8=CRNeutronRifle ;Chrono ;EliteWeapon8=CRNeutronRifle ;Chrono ;Weapon9=CRM60 ;Conscript ;EliteWeapon9=CRM60 ;Conscript ;Weapon10=CRNuke ;Crazy Ivan ;EliteWeapon10=CRNuke ;Crazy Ivan ;Weapon11=CRRadBeamWeapon;Desolator ;EliteWeapon11=CRRadBeamWeapon;Desolator ;Weapon12=CRMindControl ;Yuri ;EliteWeapon12=CRMindControl ;Yuri ;Weapon13=AWPE ;Sniper ;EliteWeapon13=AWPE ;Sniper ;Weapon14=CowShot ;Cow ;EliteWeapon14=CowShot ;Cow ;Weapon15=CRTerrorBomb ;Terrorist ;EliteWeapon15=CRTerrorBomb ;Terrorist ;NormalTurretIndex=0 ;NormalTurretWeapon=0 ;E1TurretIndex=1 ;E1TurretWeapon=1 ;TeslaTurretIndex=2 ;TeslaTurretWeapon=2 ;EngineerTurretIndex=3 ;EngineerTurretWeapon=3 ;FlakTurretIndex=4 ;FlakTurretWeapon=4 ;SEALTurretIndex=5 ;SEALTurretWeapon=1 ;SpyTurretIndex=6 ;SpyTurretWeapon=1 ;ChronoTurretIndex=7 ;ChronoTurretWeapon=7 ;ConscriptTurretIndex=8 ;ConscriptTurretWeapon=8 ;IvanTurretIndex=9 ;IvanTurretWeapon=9 ;DesolatorTurretIndex=10 ;DesolatorTurretWeapon=10 ;YuriTurretIndex=11 ;YuriTurretWeapon=11 ;SniperTurretIndex=12 ;SniperTurretWeapon=12 ;CowTurretIndex=13 ;CowTurretWeapon=13 ;TerrorTurretIndex=14 ;TerrorTurretWeapon=14 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=IFVMoveStart EnterTransportSound= IFVTransform LeaveTransportSound= IFVTransform 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 [DeathDummy] Primary=DefaultDeathWeapon ; Tank Destroyer 坦克杀手 [TNKD] UIName=Name:TNKD Name=Tank Destroyer Prerequisite=GAWEAP,RADAR Primary=SABOT Strength=430 Category=AFV Armor=heavy Turret=no IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=6 CrateGoodie=yes Owner=British,French,Germans,Americans,Alliance RequiredHouses=Germans AllowedToStartInMultiplayer=no Cost=950 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=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 ; 中国天启坦克 [HOWI] UIName=Name:APOCChina Name=APOC Image=CMMTK Prerequisite=CAWEAP,CATECH Category=AFV TargetLaser=yes Primary=120mmxl Secondary=MammothTusk Strength=800 Explodes=yes CrateGoodie=yes Armor=heavy Turret=yes TechLevel=7 Sight=6 Speed=5.5 Owner=Russians,Confederation,Africans,Arabs Cost=1900 Points=60 ROT=5 Crusher=yes SelfHealing=yes Crewed=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=ApocalypseMoveStart 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=SELF_HEAL,FIREPOWER,ROF EliteAbilities=SELF_HEAL,FIREPOWER,ROF,SIGHT,FASTER ElitePrimary=120mmxlE ; 中国V3导弹发射车 确保可以抗下一发黑鹰攻击 [V32] UIName=Name:V3China Name=V3 Image=CV3 Category=AFV Prerequisite=CAWEAP,CARADR,CATECH,CAARMR Primary=V3Launcher CanPassiveAquire=no ; Won't try to pick up own targets Spawns=V3ROCKET SpawnsNumber=3 SpawnRegenRate=400 SpawnReloadRate=0 ; missile spawn don't come back NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO) Strength=230 Armor=light TechLevel=8 Turret=no CrateGoodie=yes Sight=8 Speed=6 Owner=Confederation Cost=1400 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=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=V3MoveStart Maxdebris=3 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} 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 ; Armored Transport 装甲运输船 [SAPC] UIName=Name:SAPC Name=Armored Transport Prerequisite=NAYARD Image=TRS Strength=300 MoveToShroud=yes Category=Transport DeployTime=.022 Armor=heavy Turret=no IsTilter=yes TechLevel=2 Sight=6 PipScale=Passengers Speed=6 Naval=yes Weight=1 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=900 Points=25 ROT=5 Crusher=yes Passengers=12 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovWaterSelect VoiceMove=GenSovWaterMove VoiceAttack=GenSovWaterAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport Maxdebris=3 SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon! ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=7 ZFudgeTunnel=13 SizeLimit=6 Size=15 TooBigToFitUnderBridge=true Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player ; 中国装甲运输船 [CAPC] UIName=Name:SAPCChina Name=Armored Transport Prerequisite=CAYARD Image=CABIBOAT Strength=360 MoveToShroud=yes Category=Transport DeployTime=.022 Armor=heavy Turret=no IsTilter=yes TechLevel=2 Sight=6 PipScale=Passengers Speed=6 Naval=yes Weight=1 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1000 Points=25 ROT=5 Crusher=yes Passengers=12 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovWaterSelect VoiceMove=GenSovWaterMove VoiceAttack=GenSovWaterAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=LandingCraftMoveStart EnterTransportSound=EnterTransport LeaveTransportSound=ExitTransport Maxdebris=3 SpeedType=Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1} MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon! ThreatPosed=10 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys SpecialThreatValue=1 ZFudgeColumn=7 ZFudgeTunnel=13 SizeLimit=6 Size=15 TooBigToFitUnderBridge=true Trainable=no StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player ; Tesla Tank for Russians 磁能坦克 [TTNK] UIName=Name:TTNK Name=Tesla Tank Prerequisite=NAWEAP,NARADR Primary=TankBolt Strength=330 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 Points=25 ROT=5 IsSelectableCombatant=yes AllowedToStartInMultiplayer=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=TeslaTankMoveStart 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 ElitePrimary=TankBoltE [DROM] UIName=Name:DROM Name=Drone Miner Image=DRON Category=Support Insignificant=yes Primary=TerrorBomb Cloakable=yes CloakingSpeed=1 Selectable=no TypeImmune=yes Sensors=yes OpportunityFire=yes NavalTargeting=6 Strength=1000 SuppressionThreshold=5; damage below this amount won't suppress the parasite DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting Armor=special_1 TechLevel=-1 Turret=no IsTilter=no CrateGoodie=no Sight=3 Speed=8 ; gs Don't go higher than 20, or he gets stuck running in circles Owner=Russians,Confederation,Africans,Arabs Cost=5 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crusher=no Crewed=no IsSelectableCombatant=no 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=Crusher ThreatPosed=25 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys Weight=.5 ImmuneToPsionics=yes ImmuneToRadiation=yes Parasiteable=no Trainable=yes Explodes=no ZFudgeColumn=8 ZFudgeTunnel=13 Size=2 Accelerates=false VeteranAbilities=STRONGER,FIREPOWER,ROF,FASTER ;Prism Tank 光棱坦克 [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 Points=50 ROT=5 IsSelectableCombatant=yes AllowedToStartInMultiplayer=no Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=PrismTankMoveStart 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 [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=RA2 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 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 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=RA2 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 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=GenCarSelect VoiceMove= VoiceAttack= VoiceFeedback= DieSound=GenVehicleDie MoveSound=FlakTrackMoveStart 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=RA2 Pig 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 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=GenCarSelect VoiceMove=MCVMoveStart VoiceAttack= VoiceFeedback= DieSound=PoliceCarDie 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=RA2 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 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=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=6 SizeLimit=2 Insignificant=yes Trainable=no ; Presidential Limo [LIMO] UIName=Name:LIMO Name=RA2 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 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=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=6 SizeLimit=2 Insignificant=yes Trainable=no ; Sports Car [STANG] UIName=Name:CAR Name=RA2 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 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=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=6 SizeLimit=2 Insignificant=yes Trainable=no ; Black Sport Utility Vehicle [SUVB] UIName=Name:CAR Name=RA2 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 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=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=6 SizeLimit=2 Insignificant=yes Trainable=no ; White Sport Utility Vehicle [SUVW] UIName=Name:CAR Name=RA2 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 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=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=6 SizeLimit=2 Insignificant=yes Trainable=no ; Taxi [TAXI] UIName=Name:Taxi Name=RA2 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 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=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=6 SizeLimit=2 Insignificant=yes Trainable=no ; Pickup Truck [PTRUCK] UIName=Name:PICK Name=RA2 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 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=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=6 SizeLimit=2 Insignificant=yes Trainable=no ; Cruise Ship [CRUISE] UIName=Name:CruiseShip Name=RA2 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 AllowedToStartInMultiplayer=no Cost=500 Points=40 ROT=1 Crusher=yes Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect= VoiceMove=ACCMoveStart VoiceAttack= DieSound=GenVehicleDie 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=RA2 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 AllowedToStartInMultiplayer=no Cost=500 Points=30 ROT=2 Crusher=yes Turret=no ;Passengers=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect= VoiceMove= VoiceAttack= DieSound=GenVehicleDie 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= VoiceMove= VoiceAttack= VoiceFeedback= 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 ******* ; 中国夜莺直升机 重装运输直升机 [SEEK] UIName=Name:CHVTHL Name=BlackHawk Transport Image=HVHELO Prerequisite=CAWEAP,CARADR ;Primary=BlackHawkCannon 取消开火能力,确保平衡 Strength=630 Category=AirPower JumpJet=yes Armor=light TechLevel=7 Sight=8 RadarInvisible=yes Landable=yes PipScale=Passengers Passengers=10 Speed=10 PitchSpeed=3.1 JumpjetSpeed=30 ;params not defined use defaults (old globals way up top) JumpjetClimb=15 JumpjetCrash=40 ; Climb, but down JumpJetAccel=12 JumpJetTurnRate=6 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=1 Owner=Confederation Cost=1800 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={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=7 HoverAttack=yes 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 TooBigToFitUnderBridge=true Trainable=yes ; Intruder ;Harrier 入侵者战机 [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,AMRADR,CARADR PipScale=Ammo Speed=12 PitchSpeed=1.1 PitchAngle=0 OmniFire=yes Owner=British,French,Germans,Americans,Alliance Cost=850 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 [ORCA2] UIName=Name:ORCA Name=Intruder Image=FALC Prerequisite=RADAR,GAWEAP Primary=Maverick3 Strength=325 Category=AirPower Armor=light TechLevel=-1 Sight=8 RadarInvisible=no Landable=yes MoveToShroud=yes ;>Dock=GAAIRC,AMRADR Speed=14 PitchSpeed=1.1 PitchAngle=0 Owner=British,French,Germans,Americans,Alliance Cost=950 Points=20 ROT=3 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 AllowedToStartInMultiplayer=no ImmuneToPsionics=yes ElitePrimary=Maverick3E PreventAttackMove=yes ; Hind Transport 雌鹿直升机 [HIND] UIName=Name:HIND Name=Hind Transport Prerequisite=NAWEAP,RADAR Primary=BlackHawkCannon Strength=300 Category=AirPower JumpJet=yes Armor=light TechLevel=5 Sight=7 Carryall=yes Landable=yes PipScale=Passengers Passengers=4 Speed=16 PitchSpeed=1.1 JumpjetSpeed=45 ;params not defined use defaults (old globals way up top) JumpjetClimb=30 JumpjetCrash=45 ; Climb, but down JumpJetAccel=12 JumpJetTurnRate=12 JumpjetHeight=500 JumpjetWobbles=.01 JumpjetDeviation=1 Owner=Russians,Confederation,Africans,Arabs Cost=1200 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={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet MovementZone=Fly DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=Dummy ;Taking off AuxSound2=Dummy ;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 SpeedType=Hover PreventAttackMove=yes ; Night Hawk 夜莺直升机 [SHAD] UIName=Name:SHAD Name=BlackHawk Transport Prerequisite=GAWEAP,RADAR Primary=BlackHawkCannon Strength=250 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=15 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={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=3 HoverAttack=yes 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 TooBigToFitUnderBridge=true Trainable=yes ; Kirov Airship, Blimp 基洛夫空艇 [ZEP] UIName=Name:ZEP Name=Kirov Airship Prerequisite=NAWEAP,NATECH Primary=BlimpBomb Strength=1600 Category=AirPower Armor=light TechLevel=10 Sight=8 RadarInvisible=no MoveToShroud=yes BalloonHover=yes ; ie never land ;OmniFire=yes ;GEF moving to weapon Speed=6 JumpjetSpeed=8 ;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=1250 ;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 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,ROF EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF SelfHealing=Yes MoveSound=KirovMoveLoop ElitePrimary=BlimpBombE Parasiteable=no Size=50 ; 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 ; 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=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 ; 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 ; 海警巡逻艇空对空直升机 [ASWPLC] UIName=Name:ASWPLC Name=Osprey PLC Image=ASW Primary=RedEyePLC Secondary=ASWCollision NavalTargeting=2 LandTargeting=1 Strength=300 Category=AirPower Armor=light Spawned=yes TechLevel=-1 Sight=4 RadarInvisible=no Landable=yes MoveToShroud=yes PipScale=Ammo Speed=26 PitchSpeed=.9 PitchAngle=0 Owner=Confederation Cost=200 Points=15 ROT=5 Ammo=5 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 ThreatPosed=10 DamageParticleSystems=SparkSys,SmallGreySSys AuxSound1=OspreyTakeOff AuxSound2=OspreyLanding ImmuneToPsionics=yes ; 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 ; 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 ;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 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 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 ; Black Eagle 黑鹰战机 [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,CARADR PipScale=Ammo Speed=14 PitchSpeed=1.1 PitchAngle=0 OmniFire=yes Owner=British,French,Germans,Americans,Alliance RequiredHouses=Alliance Cost=1000 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 ; J5 歼五战机 中国空天卫士 [J5] UIName=Name:J5 Name=KongTianWeiShi Image=J5 Prerequisite=CARADR Primary=J5Missile CanPassiveAquire=yes CanRetaliate=no; Won't fire back when hit Strength=150 Category=AirPower Armor=light TechLevel=3 Sight=12 RadarInvisible=no Landable=yes MoveToShroud=yes Dock=GAAIRC,AMRADR,CARADR PipScale=Ammo Speed=18 PitchSpeed=1.1 PitchAngle=0 OmniFire=yes Owner=Confederation Cost=1200 Points=20 ROT=3 Ammo=3 ReloadRate=.05 LandTargeting=1 NavalTargeting=6 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,SIGHT,FASTER Fighter=yes OpportunityFire=yes AllowedToStartInMultiplayer=no ImmuneToPsionics=yes ElitePrimary=J5MissileE ; 中国黑鹰-歼十战机 [J10] UIName=Name:J10 Name=Jian Shi Image=FORTRESS Prerequisite=RADAR,CATECH,CAARMR Primary=Maverick2 CanPassiveAquire=no ; Won't try to pick up own targets CanRetaliate=no; Won't fire back when hit Strength=400 Category=AirPower Armor=light TechLevel=3 Sight=8 RadarInvisible=no Landable=yes MoveToShroud=yes Dock=GAAIRC,AMRADR,CARADR PipScale=Ammo Speed=18 PitchSpeed=1.1 PitchAngle=0 OmniFire=yes Owner=Confederation Cost=2700 Points=20 ROT=3 Ammo=3 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 ; ******* building types ******* [DROD] Image=NALASR FreeUnit=DROM Prerequisite=NACNST,NAPOWR UIName=Name:SMIN ;TickTank=yes ;UndeploysInto=SMIN Name=Depl BuildCat=Combat Strength=300 Armor=heavy TechLevel=-1 Adjacent=4 Sight=3 Owner=Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=950 BaseNormal=no Points=25 Power=0 Crewed=no Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=2 MinDebris=1 Powered=yes ThreatPosed=30 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,LGSparkSys HasStupidGuardMode=false Trainable=yes ; 灰熊坦克炮塔模式 [DMTK] Image=HXPT UIName=Name:MTNK TickTank=yes BuildCat=Combat Prerequisite=GAWEAP ; 只需要盟军战车工厂! UndeploysInto=MTNK Name=Depl Strength=360 Armor=steel Primary=105mmLR ElitePrimary=105mmLRE TechLevel=2 Adjacent=4 ROT=5 Sight=8 DetectDisguise=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=950 BaseNormal=no Points=25 Power=0 Crewed=no Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDieDebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=2 MinDebris=1 Turret=yes TurretAnim=GTNKTUR TurretAnimIsVoxel=true TurretAnimY=10 TurretAnimZAdjust=-20 ThreatPosed=30 ; This value MUST be 0 for all building addons HasStupidGuardMode=false DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Trainable=yes ; 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 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 ; Allied weapons factory 盟军战车工厂 [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 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=384,96,0 ;gs dude, logically this should be 512,256,0 because 96 is not the center of a cell ;The 96 is messing up the CMiner, but fixing it breaks the CMiner even more ;corection to make blimps/jumpjets work Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing ; 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 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 ;gs dude, logically this should be 512,256,0 because 96 is not the center of a cell ;The 96 is messing up the CMiner, but fixing it breaks the CMiner even more ;corection to make blimps/jumpjets work Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing [CAWEAP] UIName=Name:CAWEAP Image=NAWEAP Name=CHINA War Factory BuildCat=Tech WeaponsFactory=yes Prerequisite=PROC,CAHAND,CACNST Factory=UnitType DeployTime=.044 Strength=1000 Adjacent=2 Armor=wood TechLevel=2 Sight=4 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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=384,96,0 Spyable=yes ; 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 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 ; 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,Africans,Arabs Cost=3000 Points=80 Power=0 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ;china Construction Yard [CACNST] Image=NACNST UIName=Name:CACNST Name=china Construction Yard ConstructionYard=yes Strength=1000 Armor=concrete TechLevel=-1 Adjacent=2 Factory=BuildingType UndeploysInto=CMCV Sight=8 Owner=Confederation Cost=3000 Points=80 Power=0 Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; 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 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 RefnSmokeOffsetOne=-92, -208, 312 RefnSmokeOffsetTwo=-92, 208, 312 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 ; 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 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 RefnSmokeOffsetOne=-80, -232, 372 RefnSmokeOffsetTwo=-80, 232, 372 Spyable=yes ;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing [CAREFN] UIName=Name:CAREFN Image=GAREFN Name=china Ore Refinery BuildCat=Resource DockUnload=yes Refinery=yes NumberOfDocks=1 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,CACNST Strength=1000 Adjacent=2 Armor=wood TechLevel=1 FreeUnit=CHAR Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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 RefnSmokeOffsetOne=-80, -232, 372 RefnSmokeOffsetTwo=-80, 232, 372 Spyable=yes ;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 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 ; 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 AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-25 Powered=true 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 ; 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 AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-20 Powered=true 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 [CAYARD] UIName=Name:CAYARD Image=GAYARD Name=china Shipyard BuildCat=Tech Prerequisite=PROC,POWER,CACNST 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 AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=55 Power=-20 Powered=true 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 ; airforce command [GAAIRC] UIName=Name:GAAIRC Name=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 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 [AMRADR] UIName=Name:GAAIRC Name=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 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 ; Allied SpySat [GASPYSAT] UIName=Name:GASPYSAT Name=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 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 [CASPYSAT] UIName=Name:CASPYSAT Name=SpySat Uplink Image=GASPST BuildCat=Combat Prerequisite=CATECH,CACNST Strength=1000 Radar=yes SpySat=yes Armor=wood TechLevel=9 Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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=Gap Generator BuildCat=Combat Prerequisite=GATECH,GACNST GapGenerator=yes GapRadiusInCells=9 SuperGapRadiusInCells=12 TechLevel=7 Adjacent=2 HasRadialIndicator=true Strength=600 Armor=wood Sight=5 Points=30 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1000 Power=-100 ExtraPower=-250 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 ; Allied power plant [GAPOWR] UIName=Name:GAPOWR Name=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 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 ; Soviet power plant [NAPOWR] UIName=Name:NAPOWR Name=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 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 [CAPOWR] UIName=Name:CAPOWR Image=NAPOWR Name=Tesla Reactor BuildCat=Power Prerequisite=CACNST Strength=750 Armor=wood TechLevel=1 Sight=4 Adjacent=2 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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 ; 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 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,DBRIS8LGDBRS10LG 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 [CATECH] UIName=Name:CATECH Image=GATECH Name=CHINA Battle Lab BuildCat=Tech Prerequisite=CAWEAP,RADAR,CACNST Strength=500 Armor=wood TechLevel=7 Adjacent=2 Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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,DBRIS8LGDBRS10LG 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 ; 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 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 [CAHAND] UIName=Name:CAHAND Image=NAHAND Name=CHINA Barracks BuildCat=Tech Prerequisite=POWER,CACNST Strength=500 Armor=steel TechLevel=2 Adjacent=2 Sight=6 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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 DamageSmokeOffset=480,96,125 AIBuildThis=yes Spyable=yes ; Soviet Cloning Vats [NACLON] UIName=Name:NACLON Name=Cloning Vats BuildCat=Tech Prerequisite=NATECH,NACNST Strength=1000 Armor=wood TechLevel=9 Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=2500 Points=30 Power=-200 Cloning=yes ;Factory=CloningType 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 NODBarracks=yes DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys DamageSmokeOffset=480,96,125 AIBuildThis=yes CreateUnitSound=CloningVatsCreate BuildLimit=1 ; 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 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 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 ; 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 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 ; 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 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 沙袋围墙 [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 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 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 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 [CAMEX02] UIName=Name:MAYANRUINS Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Mayan minor Temple [CAMEX03] UIName=Name:MAYANRUINS Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW LeaveRubble=yes ;Mayan Temple [CAMEX04] UIName=Name:MAYANTEMPLE Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW LeaveRubble=Yes ;Mayan Platform [CAMEX05] UIName=Name:MAYANRUINS Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW LeaveRubble=Yes ;Chicago Civ Structure [CACHIG06] Name=RA2 Chicago Water Tower 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 ; concrete wall 混凝土围墙 [GAWALL] UIName=Name:GAWALL Name=Allied Wall BuildCat=Combat Strength=900 Prerequisite=GAPILE Armor=concrete TechLevel=1 Adjacent=16 Wall=yes Sight=1 Selectable=no Insignificant=yes Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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=6 ; concrete wall for French ;[GAFWLL] ;UIName=Name:GAFWLL ;Name=French Wall ;BuildCat=Combat ;Strength=450 ;Prerequisite=GAPILE ;Armor=concrete ;TechLevel=-1 ;GEF taking this out for now ;Adjacent=8 ;Wall=yes ;Sight=1 ;Selectable=no ;Insignificant=yes ;Nominal=yes ;Owner=British,French,Germans,Americans,Alliance ;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 ; Border Gate crossing in wall [GAGATE_A] UIName=Name:GATE1 Name=RA2 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 ; soviet wall 苏联围墙 [NAWALL] UIName=Name:NAWALL Name=Soviet Wall BuildCat=Combat Strength=900 Prerequisite=NAHAND Armor=concrete TechLevel=1 Adjacent=16 Wall=yes Sight=1 Selectable=no Insignificant=yes Nominal=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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=6 ; 中国围墙 城墙 [CAWALL] UIName=Name:NAWALL Image=CWALL Name=CHINA Wall BuildCat=Combat Strength=2000 Prerequisite=CAHAND 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 AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=150 ; 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 BaseNormal=no ;psst....IsBase isn't a Rules flag GuardRange=5 ; 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 ; 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 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 ;Iron Curtain [NAIRON] UIName=Name:NAIRON Name=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 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 ;Weather Control Device [GAWEAT] UIName=Name:GAWEAT Name=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 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 [CAWEAT] UIName=Name:GAWEAT Name=Weather Controller Image=GAWETH ;GEF we need to get this name straightened out BuildCat=Combat ;Image=NTIRON Prerequisite=CATECH,CACNST,CAARMR TechLevel=10 Strength=1000 Powered=true Adjacent=2 Armor=concrete Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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 ;Chrono Sphere [GACSPH] UIName=Name:GACSPH Name=Chrono Sphere ;Image=GACHRO ;GEF we need to get this name straightened out BuildCat=Combat ;Image=NTIRON ;>Prerequisite=GATECH,GACNST Prerequisite=TECH TechLevel=10 Strength=750 Powered=true Adjacent=2 Armor=concrete Sight=5 ;>Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs Owner=British,French,Germans,Americans,Alliance,Confederation 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 ;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 ;Soviet Radar Facility [NARADR] UIName=Name:NARADR Name=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 AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=800 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 [CARADR] UIName=Name:CARADR Name=Radar Tower Image=GAAIRC BuildCat=Tech Prerequisite=CAREFN,CACNST Strength=600 Armor=steel Adjacent=2 TechLevel=5 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 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=ParaDropSpecial ;Psychic Sensor [NAPSIS] UIName=Name:NAPSIS GapGenerator=yes GapRadiusInCells=0 SuperGapRadiusInCells=8 ExtraPower=-225 Name=Psychic Sensor BuildCat=Combat Prerequisite=NATECH,NACNST Strength=750 Armor=wood TechLevel=10 Adjacent=2 Sight=10 PsychicDetectionRadius=15 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;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=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 ; Soviet Tesla Coil 磁暴线圈 [TESLA] UIName=Name:TESLA Name=Tesla Coil Image=NATSLA BuildCat=Combat Prerequisite=RADAR,NACNST Strength=600 Armor=steel TechLevel=5 Adjacent=2 Sight=8 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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 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 ;This existed ; Allied Prism Tower 光棱塔 [ATESLA] UIName=Name:ATESLA Name=Prism Cannon Image=GAPRIS BuildCat=Combat Prerequisite=RADAR,GACNST Strength=600 Armor=steel TechLevel=6 Adjacent=2 Sight=8 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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 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 ; 中国光棱塔(不会串联攻击) [CTESLA] UIName=Name:CTESLA Name=Prism Cannon Image=GAPRIS BuildCat=Combat Prerequisite=RADAR,CACNST Strength=600 Armor=steel TechLevel=6 Adjacent=2 Sight=8 Owner=Confederation AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=1500 Points=30 Power=-40 Crewed=no Capturable=false Overpowerable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 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 ; Soviet Nuclear Missile [NAMISL] UIName=Name:NAMISL Name=Nuclear Missile Silo BuildCat=Combat SuperWeapon=MultiSpecial ;HY SuperWeapon2=ChemicalSpecial ;>Prerequisite=NATECH,NACNST Prerequisite=TECH Strength=1000 Armor=concrete TechLevel=10 Adjacent=2 Sight=4 ;>Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs Owner=Russians,Confederation,Africans,Arabs 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 ; Sentry Gun [NALASR] UIName=Name:NALASR Name=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 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 SensorArray=yes SensorsSight=7 ; PillBox [GAPILL] UIName=Name:GAPILL Name=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 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 SensorArray=yes SensorsSight=7 ; 中国加固机枪碉堡 [CAPILL] UIName=Name:GAPILLCN Name=GAPILL Image=GAPILL BuildCat=Combat Strength=600 Armor=steel Prerequisite=BARRACKS,CACNST TechLevel=1 Adjacent=4 ROT=10 Sight=10 DetectDisguise=no Owner=Confederation AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil Cost=600 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 SensorArray=yes SensorsSight=7 ; 中国火箭碉堡 [MSAM] UIName=Name:MSAM Name=SAM Image=NASAM BuildCat=Combat Prerequisite=BARRACKS,CACNST Strength=900 Armor=steel TechLevel=5 Adjacent=2 Sight=12 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=30 Power=-20 Crewed=no Capturable=false Overpowerable=true Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 Primary=RedEye3 AirRangeBonus=6 Turret=yes TurretAnim=SAM TurretAnimIsVoxel=true TurretAnimZAdjust=-20 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 ; SAM 爱国者导弹 [NASAM] UIName=Name:NASAM Name=Patriot Missile BuildCat=Combat Strength=900 Armor=steel TechLevel=4 Prerequisite=BARRACKS,GACNST Adjacent=4 Sight=10 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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 [CAOUTP] UIName=Name:CAOUTP Name=Tech Outpost TechLevel=-1 Strength=2000 Insignificant=yes Nominal=yes 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 ;gs In getting the art to work, art told me this was more correct (They drew a missile turret when told the weapon would be missile) UnitRepair=yes IsBase=yes Turret=yes TurretAnim=OUTP TurretAnimX=-30 TurretAnimY=14 TurretAnimIsVoxel=true TurretAnimZAdjust=-140 FireAngle=0 ; hopefully horizontal Capturable=yes NeedsEngineer=yes 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 ; 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 ;UnitReload=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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 [CADEPT] UIName=Name:CADEPT Image=NADEPT Name=CHINA Service Depot BuildCat=Tech Prerequisite=CAWEAP,CACNST Strength=1200 Armor=wood TechLevel=6 Adjacent=2 Sight=5 UnitRepair=yes ;UnitReload=yes Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 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 [CATHOSP] UIName=Name:CAHOSP Name=Tech Hospital Image=CAHOSP TechLevel=-1 Strength=800 LegalTarget=no Insignificant=yes Nominal=yes RadarInvisible=yes Points=5 Armor=concrete Hospital=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 Maxdebris=2 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys IsBase=yes Capturable=yes NeedsEngineer=yes Unsellable=yes ;ExitCoord=100,0,0 ; Use Ammo to specify the number of times to allow healing. [CAHOSP] UIName=Name:CAHOSP Name=Civilian Hospital TechLevel=-1 Strength=800 LegalTarget=no Insignificant=yes Nominal=yes RadarInvisible=yes Points=5 Armor=concrete Hospital=yes ;PipScale=Ammo ;Ammo=5 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 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys ;IsBase=no BaseNormal=yes ;psst....IsBase isn't a Rules flag LeaveRubble=yes IsBase=yes Capturable=yes NeedsEngineer=yes Unsellable=yes ;ExitCoord=100,0,0 ; Use Ammo to specify the number of times to allow reinforcement. [CAAIRP] UIName=Name:CAAIRP Name=Tech Airport TechLevel=-1 Strength=800 Insignificant=yes Nominal=yes 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 NeedsEngineer=yes Unsellable=yes Ammo=5 SuperWeapon=ParaDropSpecial LeaveRubble=yes [CAOILD] UIName=Name:CAOILD Name=Tech Oil Derrick ;Image=CAHOSP TechLevel=-1 Strength=1000 Insignificant=yes Nominal=yes Sight=4 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 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 ; 复兴军旗 训练中心,解锁中国更多高级科技兵种 [CAARMR] Nominal=yes UIName=Name:CAARMR Name=Civilian Armory Image=CARUFGL TechLevel=8 BuildCat=Tech Prerequisite=CATECH,CACNST Owner=Confederation AIBasePlanningSide=1 Sight=5 Strength=300 Insignificant=yes Nominal=yes Capturable=yes BuildLimit=1 AIBuildThis=yes Cost=2500 Points=100 Power=-200 Armor=concrete Armory=yes PipScale=Ammo Ammo=6 Reload=10 EmptyReload=1 RevealToAll=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 Maxdebris=2 DamageParticleSystems=SmallGreySSys,BigGreySmokeSys IsBase=yes [CITY01] UIName=Name:CITY01 Name=Connelly Court Apts. TechLevel=1 Strength=1000 Nominal=yes 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=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=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=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=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=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=RA2 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=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW [CACITY02] UIName=Name:CACITY02 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW [CACITY03] UIName=Name:CACITY03 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW [CACITY04] UIName=Name:CACITY04 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW [CANEWY01] UIName=Name:CANEWY01 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;STATUE OF LIBERTY [CANEWY04] UIName=Name:CANEWY04 Name=RA2 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=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW [CASWST01] UIName=Name:CASWST01 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes [CATECH01] UIName=Name:CATECH01 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes [CATEXS01] UIName=Name:CATEXS01 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;THE ALAMO [CATEXS02] UIName=Name:CATEXS02 Name=RA2 Alamo TechLevel=-1 Strength=2000 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 Sight=6 ; UC base values ClickRepairable=no CanBeOccupied=yes MaxNumberOccupants=10 ;DistributedFire=yes Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;DieSound=MonumentCrumble ;WHITE HOUSE [CAWASH01] UIName=Name:CAWASH01 Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW LeaveRubble=Yes DieSound=MonumentCrumble ;Washington Civ Structure [CAWASH05] UIName=Name:CAWASH05 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Civ Structure [CAWASH06] UIName=Name:CAWASH13 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes DieSound=MonumentCrumble ;Washington Civ Structure [CAWASH04] UIName=Name:CAWASH04 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Civ Structure [CAWASH03] UIName=Name:CAWASH03 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Civ Structure [CAWASH07] UIName=Name:CAWASH07 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Civ Structure [CAWASH11] UIName=Name:CAWASH11 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Civ Structure [CAWSH12] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW 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 ;Washington Civ Structure [CAWASH08] UIName=Name:CAWSH08 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=true ;Washington Civ Structure [CAWASH09] UIName=Name:CAWSH09 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Civ Structure [CAWASH10] UIName=Name:CAWSH10 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Civ Structure [CAWASH13] UIName=Name:CAWASH13 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;European Civ Structure [CAEUR1] UIName=Name:CAEUR1 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;European Civ Structure [CAEUR2] UIName=Name:CAEUR2 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Miami Civ Structure [CAMIAM02] UIName=Name:CAMIAM02 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Paris Civ Structure -- THE LOUVRE [CAPRS03] UIName=Name:CAPRS03 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes DieSound=MonumentCrumble ;New York Civ Structure [CANWY05] UIName=Name:CANWY05 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;European Civ Structure [CAEUR04] UIName=Name:CAEUR04 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Mexico Mayan Pyramids [CAMEX01] Name=RA2 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 Wall Tower Large [CARUS02A] Name=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Wall Street Office [CANEWY07] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Wall Street Office [CANEWY08] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Large Paris Building Var 1 [CAPARS02] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Large Paris Building Var 2 [CAPARS08] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Large Paris Building Var 3 [CAPARS09] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Russian Kremlin Palace [CARUS03] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANEWY10] UIName=Name:CANEWY10 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANEWY11] UIName=Name:CANEWY11 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANEWY12] UIName=Name:CANEWY12 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANEWY13] UIName=Name:CANEWY13 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANEWY14] UIName=Name:CANEWY13 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANEWY15] UIName=Name:CANEWY15 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANEWY16] UIName=Name:CANEWY15 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANEWY17] UIName=Name:CANEWY17 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANEWY18] UIName=Name:CANEWY18 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Paris Civ Structure [CAPARS04] UIName=Name:CAPRS04 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Paris Civ Structure [CAPARS05] UIName=Name:CAPRS05 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Paris Civ Structure [CAPARS06] UIName=Name:CAPRS06 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Paris Civ Structure [CAPARS07] UIName=Name:CAPRS07 Name=RA2 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 ;Washington Civ Structure [CAWASH15] UIName=Name:CAWASH15 Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW LeaveRubble=yes ;Paris Rodin Museum Var 1 [CAPARS10] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=true DieSound=MonumentCrumble ;Paris Rodin Museum [CAPARS13] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=true DieSound=MonumentCrumble ;Paris Rodin Museum [CAPARS14] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=true DieSound=MonumentCrumble [CAGAS01] Name=RA2 Generic 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Paris Arc de Triumphe [CAPARS11] Name=RA2 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=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes DieSound=MonumentCrumble ;Lighthouse [CAFARM06] UIName=Name:CAFARM06 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Lifeguard Hut [CAMIAM04] UIName=Name:CAMIAM04 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW ;Psychic Beacon [NAPSYB] UIName=Name:NAPSYB Name=RA2 Psychic Beacon BuildCat=Tech Prerequisite=NATECH Strength=750 Armor=wood TechLevel=-1 Adjacent=2 Sight=10 ;PsychicDetectionRadius=15 Owner=Russians,Confederation,Africans,Arabs 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=RA2 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 ;Industrial Building [CAIND01] Name=RA2 Generic 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Air Force Academy Chapel [CACOLO01] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANWY09] UIName=Name:CANWY09 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;New York Civ Structure [CANWY22] UIName=Name:CANWY22 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;New York Civ Structure [CANWY23] UIName=Name:CANWY23 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;New York Civ Structure [CANWY24] UIName=Name:CANWY24 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;New York Civ Structure [CANWY25] UIName=Name:CANWY25 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;New York Civ Structure [CANWY26] UIName=Name:CANWY26 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;San Antonio Office building [CATEXS03] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;San Antonio Office building [CATEXS04] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;San Antonio Office building [CATEXS05] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Russian Kremlin Wall Clock Tower [CARUS02G] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW ;Chicago Associates Center [CACHIG04] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Miami Civ Structure [CAMIAM03] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Miami Civ Structure [CAMIAM01] UIName=Name:CAMIAM01 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Russian 07 [CARUS07] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Texas 06 [CATEXS06] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Texas 07 [CATEXS07] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Texas 08 [CATEXS08] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Chigo 01 [CACHIG01] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Chigo 02 [CACHIG02] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Chigo 03 [CACHIG03] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Smithsonian Castle -- SJM assumes this is Smithsonian Institute [CAWASH16] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW LeaveRubble=Yes ;Smithsonian Natural History Musium [CAWASH17] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=true ;Chicago Sears Tower [CACHIG05] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Iwo Jima Memorial [CAWASH19] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW LeaveRubble=Yes ;Russian Gum Monument [CARUS08] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Russian Gum Monument [CARUS09] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Russian Gum Monument [CARUS10] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Russian Gum Monument [CARUS11] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;New York Warehouse Structure [CANEWY20] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;New York Warehouse Variant [CANEWY21] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Moscow City Building [CARUS04] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Moscow City Building [CARUS05] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Moscow City Building [CARUS06] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Hot Dog Stand [CAMSC01] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Beach Umbrellas [CAMSC02] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Beach Umbrellas [CAMSC03] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Beach Towels [CAMSC04] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Beach Towels [CAMSC05] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Camp Fire [CAMSC06] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW DamageSmokeOffset=128,128,128 ;Thatched Hut Chief [CAMSC07] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW ;Thatched Hut A [CAMSC08] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW ;Thatched Hut B [CAMSC09] Name=RA2 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 Primary=AlliedOccupyW ;Washington White House Fountain [CAWASH18] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;European Statue [CAEURO05] UIName=Name:CAEURO05 Name=RA2 European 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW LeaveRubble=Yes ;Park Bench [CAPARK01] UIName=Name:CAPARK01 Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Swing Set [CAPARK02] UIName=Name:CAPARK02 Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Merry Go Round [CAPARK03] UIName=Name:CAPARK03 Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;American House 02 [CAHSE02] UIName=Name:CAHSE02 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;American House 03 [CAHSE03] UIName=Name:CAHSE03 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;American House 04 [CAHSE04] UIName=Name:CAHSE04 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;St. Louis City Building [CASTL01] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;St. Louis City Building [CASTL02] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;St. Louis City Building [CASTL03] UIName=Name:CASTL03 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;St. Louis City Building [CASTL04] UIName=Name:CASTL04 Name=RA2 St Louis Building 04 -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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;American House 05 [CAHSE05] UIName=Name:CAHSE05 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;American House 06 [CAHSE06] UIName=Name:CAHSE06 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;American House 07 [CAHSE07] UIName=Name:CAHSE04 ;UIName=Goodsprings Ranch Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Miami Civ Structure [CAMIAM05] UIName=Name:CAMIAM05 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Miami Civ Structure [CAMIAM06] UIName=Name:CAMIAM06 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Miami Civ Structure [CAMIAM07] UIName=Name:CAMIAM07 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=Yes ;Street Light [CASTRT01] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Street Light [CASTRT02] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Street Light [CASTRT03] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Street Light [CASTRT04] Name=RA2 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Bus Stop [CASTRT05] Name=RA2 Bus Stop 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 ;Primary=AlliedOccupyW ;Secondary=SovietOccupyW ;Washington Army Tents [CAARMY01] UIName=Name:CAARMY01 Name=RA2 Wash 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 Primary=AlliedOccupyW Secondary=SovietOccupyW DamageSound=Dummy DieSound=Dummy ;Washington Army Tents [CAARMY02] UIName=Name:CAARMY01 Name=RA2 Wash 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 Primary=AlliedOccupyW Secondary=SovietOccupyW DamageSound=Dummy DieSound=Dummy ;Washington Army Tents [CAARMY03] UIName=Name:CAARMY01 Name=RA2 Wash 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 Primary=AlliedOccupyW Secondary=SovietOccupyW DamageSound=Dummy DieSound=Dummy ;Washington Army Tents [CAARMY04] UIName=Name:CAARMY01 Name=RA2 Wash 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 Primary=AlliedOccupyW Secondary=SovietOccupyW DamageSound=Dummy DieSound=Dummy ;US Flag Left [CAUSFGL] UIName=Name:CAUSFGL Name=RA2 US Flag 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=RA2 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 ;Russian Basil's Cathedral [CARUS01] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes DieSound=MonumentCrumble [CAFARM01] UIName=Name:CAFARM01 Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW [CAFARM02] UIName=Name:CAFARM02 Name=RA2 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=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW [CAFRMB] Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW DamageSound=BuildingMetalDamaged DieSound=BuildingMetalDamaged [CALIT01E] UIName=Name:CALIT01E Name=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Water Tower [CAWT01] UIName=Name:CAWT01 Name=RA2 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=RA2 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=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Pentagon A [CAWA2A] UIName=Name:CAWA2A Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Pentagon B [CAWA2B] UIName=Name:CAWA2A Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Pentagon C [CAWA2C] UIName=Name:CAWA2A Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Washington Pentagon D [CAWA2D] UIName=Name:CAWA2A Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes [CAMISC01] UIName=Name:CAMISC01 Name=RA2 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=RA2 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 [CAMISC03] UIName=Name:CAMISC03 Name=RA2 Harvard's Office 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=RA2 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=RA2 Stack O 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=RA2 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=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes [CAMSC11] UIName=Name:CAMISC11 Name=RA2 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=RA2 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=RA2 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 ;Einsteins Lab [CALAB] UIName=Name:EinsteinLab Name=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Misc Civ Structure [CAMOV01] UIName=Name:CAMOV01 Name=RA2 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=RA2 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 Primary=AlliedOccupyW Secondary=SovietOccupyW LeaveRubble=yes ;Concrete Bunker 混凝土碉堡 燃料库 [CABUNK01] UIName=Name:CABUNK01 Name=RA2 Concrete Bunker 01 TechLevel=-1 Primary=AlliedOccupyW Secondary=SovietOccupyW Armor=concrete Strength=1200 Sight=5 Points=5 Insignificant=yes ClickRepairable=no LeaveRubble=yes BaseNormal=no RadarInvisible=yes Nominal=yes CanBeOccupied=yes MaxNumberOccupants=8 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8SM,DBRS10LG,DBRS10SM MaxDebris=15 MinDebris=5 ;Misc Civ Structure 混凝土碉堡 燃料库的另外一个朝向 [CABUNK02] UIName=Name:CABUNK01 Name=RA2 Concrete Bunker 02 TechLevel=-1 Primary=AlliedOccupyW Secondary=SovietOccupyW Armor=concrete Strength=1200 Sight=5 Points=5 Insignificant=yes ClickRepairable=no LeaveRubble=yes BaseNormal=no RadarInvisible=yes Nominal=yes CanBeOccupied=yes MaxNumberOccupants=8 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnims=DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS6SM,DBRIS7LG,DBRIS7SM,DBRIS8SM,DBRS10LG,DBRS10SM MaxDebris=15 MinDebris=5 [CAMSC13] UIName=Name:CAMISC13 Name=RA2 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 ;St. Louis Stadium A [CASTL05A] UIName=Name:CASTL05 Name=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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=RA2 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 [CAPOL01E] UIName=Name:CAPOL01E Name=RA2 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=RA2 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=RA2 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=RA2 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 ; Kremlin Walls [CAKRMW] UIName=Name:CAKRMW Name=RA2 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 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=RA2 RU Flag 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=RA2 FR Flag 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=RA2 IR Flag 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=RA2 CU Flag 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=RA2 SK Flag 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=RA2 LB Flag 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=RA2 GE Flag 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=RA2 UK Flag 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=RA2 PO Flag 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 ;Pearl Harbor Monument [CAMIAM08] UIName=Name:CAMIAM08 Name=RA2 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 [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 [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 [GTGCAN] UIName=Name:GTGCAN Name=Grand Cannon BuildCat=Combat Strength=900 Armor=steel TechLevel=7 Prerequisite=RADAR,GACNST Adjacent=2 Sight=10 Owner=British,French,Germans,Americans,Alliance 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 ; Soviet Nuclear Reactor [NANRCT] UIName=Name:NANRCT Name=Nuclear Reactor BuildCat=Power Strength=1500 Armor=concrete TechLevel=9 Prerequisite=NATECH,NACNST Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1100 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 ;BuildLimit=1 [CANRCT] UIName=Name:CHNNANRCT Name=Nuclear Reactor Image=NANRCT BuildCat=Power Strength=2000 Armor=concrete TechLevel=9 Prerequisite=CATECH,CACNST Adjacent=2 Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1850 Points=30 Power=2600 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 BuildLimit=1 [NAFLAK] UIName=Name:NAFLAK Name=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 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 ; ******* 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=2 ROF=10 Suicide=yes DecloakToFire=no [CowRadiation] AreaFire=yes Damage=50 FireOnce=yes IsRadEruption=yes Projectile=InvisibleLow RadLevel=600 Range=2 Report=DesolatorDeploy ROF=50 Speed=1 Suidcide=yes Warhead=CowEruptionWarhead [TerrorBomb2] Projectile=Invisible Damage=200 Warhead=TerrorBombWH Anim=RING1 Range=1 ROF=10 Suicide=yes [AlliedOccupyW] ; from para Damage=30 ROF=15 Range=7 Projectile=InvisibleHigh Speed=100 Warhead=SSAB Report=AlliedOccupiedAttack Anim=UCFLASH [SovietOccupyW] ; from m1carbine Damage=20 ROF=20 Range=7 Projectile=InvisibleHigh Speed=100 Warhead=SSAB Report=SovietOccupiedAttack Anim=UCFLASH ;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) ;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 ;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 [RedEye3] Damage=55 ROF=55 Range=6 Projectile=AAHeatSeeker2 Speed=160 Warhead=HE Report=PatriotAttack TurboBoost=yes [RedEyePLC] Damage=70 ROF=10 Range=9 CellSpread=1 PercentAtMax=0.5 Projectile=AAHeatSeeker2 Speed=120 Warhead=HE 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 ;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 神盾导弹 [Medusa] Damage=100 ROF=15 Range=12 Speed=120 Projectile=MedusaProjectile Warhead=SAMWH Report=AegisAttack TurboBoost=yes OmniFire=yes ; J5 missile 歼五空对空导弹 [J5Missile] Damage=130 ROF=30 Range=12 Speed=360 Proximity=yes Ranged=yes Projectile=MedusaProjectile Warhead=J5SAMWH Report=AegisAttack TurboBoost=yes OmniFire=yes [J5MissileE] Damage=130 ROF=30 Range=16 Speed=360 Proximity=yes Ranged=yes Projectile=MedusaProjectile Warhead=J5SAMWHE Report=AegisAttack TurboBoost=yes OmniFire=yes Burst=2 ;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 [Vulcan1] Damage=20 ROF=16 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=PillboxAttack Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW ; 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=3 AmbientDamage=3 ROF=3 Range=4.5 Projectile=Invisible Speed=1 Warhead=Fire Report=FLAMTNK1 UseFireParticles=yes AttachedParticleSystem=FireStreamSys2 Burst=2 DecloakToFire=no ; 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=Invisible5 ;AntiNaval=yes ;AntiUnderwater=yes ;AntiOrganic=no;to make exception for squid and dolphin Warhead=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 [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 [Para] Damage=15 ROF=15 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=GIAttackDeployed [GuardianPara] Damage=15 ROF=20 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=GIAttackDeployed ;重装大兵导弹 [GuardianMissile] Damage=60 MinimumRange=1 Projectile=SmallMissileSlowP Range=7 Report=GuardianGiDeployedAttack ROF=70 Speed=80 Warhead=RPG [GuardianMissileE] Damage=80 MinimumRange=1 Projectile=SmallMissileSlowP Range=8 Report=GuardianGiDeployedAttack ROF=35 Speed=120 Warhead=RPG [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=105 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=RifleBullet Report=SealAttack AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon) [DoublePistols] Damage=180 ROF=10 Range=7 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) [ChronoMP5] Damage=125 ROF=10 Range=7 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=15 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired ; 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=2 [Maverick2] Damage=200 ROF=10 Range=6 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=BlackEagleAttack Burst=2 [Maverick3] Damage=30 ROF=50 Range=6 Projectile=AAHeatSeeker2 ; was HeatSeeker Speed=50 Warhead=ORCAAP Report=IntruderAttack Burst=2 [ParaDropWeapon] ; Dummy weapon, not actually fired. Damage=60 ROF=130 Range=4 Projectile=AAHeatSeeker2 ; was HeatSeeker Speed=30 Warhead=MaverickHE Burst=1 [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 ; 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=45 ROF=40 Range=7.5 MinimumRange=3.5 Projectile=Cannon Speed=50 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 ; anti-armor weapon long range 长程反装甲炮 [105mmLR] Damage=65 ROF=60 Range=6 Projectile=Cannon Speed=40 Warhead=AP Report=GrizzlyTankAttack Anim=GUNFIRE Bright=yes ; 中国轻型天启用反装甲炮弹 [120mmxl] Damage=65 ROF=50 Range=6.75 Projectile=Cannon Speed=60 Warhead=ApocAP Report=ApocalypseAttackGround Anim=APMUZZLE Burst=2 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 ; 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=SUPER 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 ; 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 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 ; 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 ; 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 [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 [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=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 ; Destroyer's rangefinder virtual weapon for Helicopters [ASWLauncherPLC] Damage=1 ROF=150 Range=16 Spawner=yes Projectile=ASWVirtPLC ;AntiUnderwater=yes Speed=18 Warhead=Special OmniFire=yes ; Sonic Zap [SonicZap] ;Damage=2 ;AmbientDamage=6 Damage=8 AmbientDamage=14 ROF=120 Range=4 ;Projectile=Null Projectile=Sonic Speed=100 Warhead=SonicWarhead Report=DolphinAttack IsSonic=Yes DecloakToFire=no ;AntiUnderwater=yes ; 恐怖机器人FV冲撞 [ScaryPong] Damage=125 ROF=35 Range=1 Projectile=Invisible Speed=100 Warhead=Mechanical Report=IFVRepair UseSparkParticles=yes AttachedParticleSystem=WeldingSys ; 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 ; Fire by Chrono Legion [NeutronRifle] Damage=8 ROF=120 Range=5 Speed=100 Projectile=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=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=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=4 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=60 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=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=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=Super 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=Super 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 [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=10;Needed to be considered offensive unit ROF=200 Range=7 Projectile=PsychicControl Speed=100 Warhead=Controller ;Report=YuriMindControl Anim=YURICNTL FireOnce=yes [SuperMindControl] Damage=10;Needed to be considered offensive unit ROF=200 Range=30 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 [IvanBomber] Damage=400 ; Damage is used only for death explosion ROF=50 Range=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 [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 [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=9 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakGuyWH Anim=GUNFIRE [FlakTrackGun] ; Anti-surface gun Damage=25 ROF=40 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 [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 [Comet2] Damage=80 ROF=110 Range=8 Projectile=LargeCometP Speed=40 Report=PrismTankAttack Warhead=CometWH2 Bright=yes IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true [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### ;GEF Weapons used by units in IFV [CRM60] Damage=20 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=30;40 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=20;10 Range=6;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 ROF=80 Range=1 Projectile=InvisibleLow Speed=35 ; was 10 RadLevel=500 Warhead=CRNUKEWH Report=NukeExplosion Suicide=yes [CRTerrorBomb] Projectile=Invisible Damage=100 Warhead=TerrorBombWH Anim=RING1 Range=1.5 ROF=10 Suicide=yes [Demobomb] Damage=400 ROF=80 Range=2 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 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; [M1CarbineE] Damage=20 ROF=25 Range=5 Projectile=InvisibleLow Speed=100 Warhead=SA Report=ConscriptAttack [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=40 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=30 ROF=15 Range=7 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=28 ROF=15 Range=9 Projectile=FlakProj ; AA bullet shared with Flak Cannon Speed=100 Report=FlakTrackAttackAir Warhead=FlakGuyWH Anim=GUNFIRE Burst=2 ; anti-armor weapon [105mmE] Damage=55 ROF=75 Range=5 Projectile=Cannon Speed=40 Warhead=GRIZAPE Report=GrizzlyTankAttack Anim=VTMUZZLE Bright=yes Burst=2 ; anti-armor weapon long range [105mmLRE] Damage=70 ROF=65 Range=6 Projectile=Cannon Speed=40 Warhead=GRIZAPE Report=GrizzlyTankAttack Anim=VTMUZZLE Bright=yes Burst=2 ; 中国天启反装甲专用炮弹 [120mmxlE] Damage=65 ROF=50 Range=6.75 Projectile=Cannon Speed=60 Warhead=ApocAPE Report=ApocalypseAttackGround Anim=VTMUZZLE Burst=4 Bright=yes ; 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=85 ROF=80 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 [TankBoltE] Damage=150 ROF=50 Range=6 Speed=100 Warhead=Electric Report=TeslaTankAttack Projectile=Electricbounce IsElectricBolt=true ; Fire by Telsa Trooper [ElectricBoltE] Damage=50 ROF=40 Range=6 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= 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 [SuperComet2] Damage=100 ROF=100 Range=9 Projectile=SuperCometP Speed=10 Report= Warhead=CometWH2 Bright=yes IsHouseColor=true LaserOuterSpread= 0,0,0 LaserDuration = 15 IsLaser=true [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 Chrono Legion [NeutronRifleE] Damage=16 ROF=120 Range=5 Speed=100 Projectile=InvisibleLow Warhead=ChronoBeam Report=ChronoLegionAttack IsRadBeam=yes [MaverickE] Damage=300 ROF=10 Range=9 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=IntruderAttack Burst=4 [Maverick2E] Damage=400 ROF=10 Range=9 Projectile=AirToGroundMissile ;GEF was AAHeatSeeker2 ; was HeatSeeker Speed=70 Warhead=ORCAAP Report=BlackEagleAttack Burst=2 [Maverick3E] Damage=50 ROF=45 Range=6 Projectile=AAHeatSeeker2 ; was HeatSeeker Speed=55 Warhead=ORCAAP Report=IntruderAttack 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=7 ; 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 ; 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 [SonicZapE] Damage=10 AmbientDamage=20 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 ;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=16 Projectile=InvisibleLow Speed=100 Report=SniperAttack Warhead=HollowPoint RevealOnFire=no ; Doesn't clear shroud when fired [MP5E] Damage=165 ROF=10 Range=6 Projectile=InvisibleLow Speed=100 Warhead=RifleBullet 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=7 Projectile=InvisibleLow Speed=100 Warhead=HollowPointNoBuilding Report=SealAttack [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=220 ROF=10 Range=9 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) ; 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 [ParaE] Damage=25 ROF=5 Range=7 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=GIAttackDeployed [GuardianParaE] Damage=20 ROF=5 Range=7 Projectile=InvisibleLow Speed=100 Warhead=SSA Report=GIAttackDeployed ; ******* 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 ; 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 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=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 [ASWVirtPLC] AG=no AS=no AA=yes AN=no 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 [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 [SmallMissileSlowP] AA=yes AG=yes AN=yes Arm=2 AS=no Image=AIM1 Proximity=yes Ranged=yes ROT=8 Shadow=no SubjectToCliffs=yes SubjectToElevation=yes SubjectToWalls=no [SmallTeslaP] Inviso=yes Image=none SubjectToCliffs=yes SubjectToElevation=yes SubjectToWalls=yes ; *** 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 ; 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 [FireStreamSys2] HoldsWhat=FireStream2 Spawns=yes SpawnFrames=1 BehavesLike=Fire Image=TWLT036 Lifetime=25 [LGSparkSys] HoldsWhat=LargeSpark BehavesLike=Spark ParticleCap=7;gs15 SparkSpawnFrames=5 LightSize=25 OneFrameLight=true SpawnSparkPercentage=.2 ; *** 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 [FireStream2] Image=FLAMEALL Warhead=Fire Damage=3 Image=FLAMEALL Deacc=0.01 Velocity=28.0 BehavesLike=Fire MaxEC=500 MaxDC=3 Warhead=Fire Damage=3 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 [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 ; ******* 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: A 0% means that firing is completely illegal. You can't order it to fire and it won't fire on its own ; A 1% means that it will not fire on its own, but it will accept a force fire command ; 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 ; 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] ;CellSpread=.3 ;PercentAtMax=.5 Verses=100%,80%,70%,50%,25%,25%,75%,50%,25%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=70% [HARVWH] ;CellSpread=.3 ;PercentAtMax=.5 Verses=100%,80%,70%,50%,20%,20%,20%,15%,10%,200%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=50% ;super AP shot [SSA] ;CellSpread=.3 ;PercentAtMax=.5 Verses=100%,100%,70%,60%,60%,60%,75%,50%,25%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=50% ;the building war-head [SSAB] ;CellSpread=.3 ;PercentAtMax=.5 Verses=100%,80%,70%,50%,25%,25%,75%,30%,20%,100%,100% InfDeath=1 AnimList=PIFFPIFF,PIFFPIFF ;Bright=yes Bullets=yes ProneDamage=50% ; high explosive (shrapnel) [HE] CellSpread=.5 PercentAtMax=.5 Wall=yes Wood=yes Verses=100%,90%,80%,70%,65%,45%,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 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% ; 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%,80%,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%,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 Verses=25%,25%,25%,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% ; armor piercing (discarding sabot, narrow effect) [UltraAP] ;CellSpread=0 ;PercentAtMax=1 Wall=yes Wood=yes Verses=1%,1%,1%,100%,80%,100%,1%,1%,1%,1%,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% ;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% ;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 ; 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 ; napalm and fire in general [Fire] CellSpread=.5 PercentAtMax=.5 Wood=yes Verses=300%,200%,100%,80%,70%,60%,80%,70%,60%,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% ; 冲锋枪子弹 [RifleBullet] Verses=100%,80%,30%,15%,5%,3%,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) [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=200%,100%,100%,0%,0%,0%,1%,1%,1%,1%,100% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes [HollowPoint3] Verses=100%,80%,30%,2%,2%,2%,2%,2%,2%,100%,100% InfDeath=1 AnimList=PIFF ProneDamage=100% Bullets=yes ; 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 AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070 ; special case to only affect mechanical units [Mechanical] Verses=0%,0%,0%,100%,100%,100%,100%,100%,100%,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 [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 [RPG] AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58 Conventional=yes InfDeath=3 CellSpread=1 PercentAtMax=0.5 ProneDamage=70% SubjectToCliffs=yes SubjectToElevation=no SubjectToWalls=yes Verses=20%,20%,20%,100%,100%,130%,30%,30%,40%,100%,130% Wall=yes Wood=yes [IvanBomb] ; Placing IvanBomb=yes [IvanWH] ;Explosion Verses=100%,100%,100%,100%,100%,100%,100%,250%,60%,100%,100% ;Verses=100%,100%,100%,100%,100%,100%,200%,200%,40%,100%,100% ;Changed by DB on 9/16 to make Ivan real mean. 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%,90%,50%,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 [CowEruptionWarhead] CellSpread=5 InfDeath=7 Radiation=yes Verses=100%,100%,100%,40%,20%,10%,80%,30%,10%,100%,100% [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; SJM: Henry/Mark told me to make this the radiation death again, not 4 ; not 7 because technically nukes incinerate you and then the concussion wave scatters your ashes (like in T2) Radiation death gets 7 (I even asked Ashton for the Art take) 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 [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%,100%,150%,20%,100%,100% InfDeath=4 Sparky=no Tiberium=yes AnimList=RING1 [CRTerrorBombWH] Verses=150%,100%,100%,90%,50%,50%,200%,90%,50%,100%,100% Sparky=no Fire=yes InfDeath=4 CellSpread=3;2 PercentAtMax=.5 [DemobombWH] CellSpread=8 PercentAtMax=.25 Verses=100%,100%,100%,100%,50%,50%,80%,150%,10%,100%,100% InfDeath=4 Sparky=no Tiberium=yes AnimList=DEMTEXP [ChronoBeam] Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% ;Verses=100%,0%,20%,10%,0% ;InfDeath=5 Temporal=yes ;Spread=0 [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% ; J5-only anti-air splash warheads. Kept separate from SAMWH so Patriot, ; Aegis and other anti-air weapons retain their original damage radius. [J5SAMWH] CellSpread=1.5 PercentAtMax=.5 AffectsAllies=yes Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100% InfDeath=3 AnimList=XGRYSML1,XGRYSML2,EXPLOSML ProneDamage=100% [J5SAMWHE] CellSpread=2.5 PercentAtMax=.5 AffectsAllies=yes 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% ; 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 AnimList=SMKPUFF InfDeath=3 [FlakTWH] ; For the Flak Track's anti-surface weapon. CellSpread=1.0 PercentAtMax=.2 Verses=150%,100%,50%,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 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 [CometWH2] Wall=no Verses=30%,20%,5%,100%,90%,80%,80%,70%,40%,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) ; ******* 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 [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 [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 ; ******* 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 [TIB02] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB03] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB04] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB05] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB06] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB07] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB08] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB09] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB10] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB11] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB12] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB13] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB14] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB15] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB16] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB17] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB18] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB19] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB20] Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false [TIB2_01] Image=TIB01 Name=Tiberium (Blue) Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_02] Image=TIB02 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_03] Image=TIB03 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_04] Image=TIB04 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_05] Image=TIB05 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_06] Image=TIB06 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_07] Image=TIB07 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_08] Image=TIB08 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_09] Image=TIB09 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_10] Image=TIB10 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_11] Image=TIB11 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_12] Image=TIB12 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_13] Image=TIB13 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_14] Image=TIB14 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_15] Image=TIB15 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_16] Image=TIB16 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_17] Image=TIB17 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_18] Image=TIB18 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_19] Image=TIB19 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [TIB2_20] Image=TIB20 Name=Tiberium Tiberium=yes LegalTarget=false RadarInvisible=false ChainReaction=no [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 [GEM01] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false ;RadarColor=80,0,0 ;Land=Rock ;ChainReaction=no ;CellAnim=BIGBLUE ;Image=GEM01 ;NoUseTileLandType=true ;DrawFlat=false [GEM02] Name=Gems Tiberium=yes LegalTarget=false RadarInvisible=false ;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=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=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=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=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=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=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=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=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=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=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 [VEINS] Image=VEINS Name=Tiberium Veins RadarColor=0,0,92 IsVeins=true Land=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=92,92,92 Overrides=yes NoUseTileLandType=false [BRIDGE2] Image=BRIDGE Name = Bridge 2 LegalTarget=true RadarColor=92,92,92 Overrides=yes NoUseTileLandType=false [BRIDGEB1] Image=BRIDGB Name = Wood Bridge 1 LegalTarget=true RadarColor=92,92,92 Overrides=yes NoUseTileLandType=false [BRIDGEB2] Image=BRIDGB Name = Wood Bridge 2 LegalTarget=true RadarColor=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 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 ; 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 ; 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 [MultiSpecial] 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 ;[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 [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 [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 ;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=CHROICON PostClick=yes PreDependent=ChronoSphere [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 ;[HuntSeekSpecial] ;Name=Hunter Seeker ;IsPowered=true ;RechargeVoice= ;ChargingVoice= ;ImpatientVoice= ;SuspendVoice= ;RechargeTime=12 ;Type=HunterSeeker ;SidebarImage=DETNICON ; ******* 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