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TIBSUN RULES.INI #2

 

; RULE*.INI

; *** Tiberian Sun 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]

Name=Tiberian Sun -- Official Rules of Engagement

 

; veteran factors

VeteranRatio=10.0 ; must destroy this multiple of self-value to become a veteran [per level]

VeteranCombat=.25 ; combat BONUS factor when unit is a veteran

VeteranSpeed=.30 ; speed BONUS factor when unit is a veteran

VeteranSight=0.0 ; sight range BONUS when unit is a veteran

VeteranArmor=.25 ; armor BONUS when unit is a veteran

VeteranROF=.20 ; rate of fire BONUS when unit is a veteran

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=.5 ; minutes to reload each ammo point for aircraft or helicopters

RepairPercent=20% ; 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=1 ; [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=.8 ; 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

SurvivorDivisor=100 ; the divisor into the survivor rate value to determine the number of survivors

PlacementDelay=.05 ; delay before retrying produced object deploy if temporary blockage detected

WeedCapacity=56 ; Amount of weed that needs to be harvested by a house in order to build the chem missile

 

; computer and movement controls

CurleyShuffle=yes ; Should helicopter shuffle position between shots [as in C&C]?

BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base

BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat

CloseEnough=2.25 ; If distance to destination less than this, then abort movement if otherwise blocked.

DamageDelay=1 ; minutes between applying trivial structure damage when low on power

GameSpeedBias=1 ; multiplier to overall game object movement speed

Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action

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=600 ; typical flight level for aircraft [above ground level]

MissileSpeedVar=.25 ; speed flucuation percentage that guided missiles have

MissileROTVar=.25 ; rate of turn fluctuation percentage that guided missiles have

 

TeamDelays=2250,2700,3600 ; interval between checking for and creating teams, by difficulty level

AIHateDelays=5400,4500,4050 ; delay in frames before the computer chooses an enemy, by difficulty level

AIAlternateProductionCreditCutoff=3000 ; when the AI house has less credits than this it will begin

; to spend money more conservatively

NodAIBuildsWalls=no

AIBuildsWalls=no

MultiplayerAICM=250,200,100

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=100,80,60 ; (by difficulty level, from hardest to easiest)

MinimumAIDefensiveTeams=4,3,2 ; (by difficulty level, from hardest to easiest)

MaximumAIDefensiveTeams=6,5,4 ; " "

TotalAITeamCap=14,12,10 ; (by difficulty level, from hardest to easiest)

UseMinDefenseRule=yes

DissolveUnfilledTeamDelay=9000 ; 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.

AIIonCannonConYardValue=100,100,100

AIIonCannonWarFactoryValue=50,50,50

AIIonCannonPowerValue=10,10,40

AIIonCannonEngineerValue=30,30,5

AIIonCannonThiefValue=20,20,5

AIIonCannonHarvesterValue=1,1,1

AIIonCannonMCVValue=150,150,20

AIIonCannonAPCValue=15,15,15

AIIonCannonBaseDefenseValue=35,35,35

AIIonCannonPlugValue=40,40,40

AIIonCannonHelipadValue=20,20,20

AIIonCannonTempleValue=40,40,40

 

; Ion storm control

IonLightningFrequency=10 ; Percent chance that lightning will strike this frame

IonLightningRandomness=90 ; Percent chance that the lightning will strike a random cell instead of an object.

IonLightningDamage=500 ; Damage done by lightning strike.

IonStormDuration=120 ; Default ion storm duration in deconds. This is overriden by the trigger control.

IonStormWarning=31 ; Warning time in seconds before an Ion Storm hits.

IonStorms=no ; Are random ion storms going to appear?

IonStormWarhead=IonWH ; Warhead used by ion storm strike.

 

; 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

Crew=E1 ; 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]

Disguise=E1 ; infantry type to appear as when disguised and viewed by the enemy

Paratrooper=E1 ; infantry that is dropped as a paratrooper

 

; droppod flight characteristics

DropPodWeapon=Vulcan2 ; weapon mounted on drop pod

DropPodHeight=2000 ; height above ground that drop pods appear at

DropPodSpeed=75 ; speed of drop pod's descent

DropPodAngle=0.79 ; angle of descent for drop pod [radians; .40=flat,1.18=steep]

 

; hover vehicle characteristics

HoverHeight=120 ; height of hovering vehicles

HoverDampen=40% ; dampening effect on hover vehicle bounciness

HoverBob=.04 ; time between hover 'bobs'

HoverBoost=150% ; hover speed when traveling on straight away

HoverAcceleration=.02 ; time to accelerate to full speed

HoverBrake=.03 ; time to decelerate to full stop

 

; subterrainean vehicle characteristics

TunnelSpeed=1

 

; production & power effects

MultipleFactory=0 ; factory bonus for multiples [1=full bonus, 0=no bonus] (def=1)

MinProductionSpeed=.5 ; minimum production speed as result of low power (def=.5)

 

; hack section

GDIGateOne=GAGATE_A ; these buildings affect nearby walls, so I need to know what they are

GDIGateTwo=GAGATE_B

WallTower=GACTWR

NodGateOne=NAGATE_A

NodGateTwo=NAGATE_B

NodRegularPower=NAPOWR

NodAdvancedPower=NAAPWR

GDIPowerPlant=GAPOWR

GDIPowerTurbine=GAPOWRUP

GDIHunterSeeker=GHUNTER

NodHunterSeeker=NHUNTER

GDIFirestormGenerator=GAFIRE

 

RepairBay=GADEPT ; building to go to when in need of repairs

BaseUnit=MCV ; unit to consider "home" when no buildings are present

HarvesterUnit=HARV ; preferred unit(s) to build for harvesting purposes

PadAircraft=ORCA,ORCAB ; aircraft that can be produced (and land at) a helipad (or ground)

 

; Bret's hack section

TreeStrength=200 ; 25

WindDirection=1 ; Direction of wind (gets converted to a FacingType, so 0 is north

; and increasing numbers rotate clockwise)

TrackedUphill=.5 ; coefficient for tracked vehicle movement uphill

TrackedDownhill=1.1 ; coefficient for tracked vehicle movement downhill

WheeledUphill=.5 ; 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=6

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=2.0 ; objects weighing more than this will crack ice

IceBreakingWeight=4.0 ; objects weighing more than this well break through ice

CloakingStages=9

TiberiumTransmogrify=40

TreeFlammability=.05

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=.5 ; how much faster than normal objects do walls build?

WorstLowPowerBuildRateCoefficient=.3 ; what is the lowest the build rate can get for being low on power?

BestLowPowerBuildRateCoefficient=.75 ; what is the highest the build rate can get when in a low power condition?

AllowShroudedSubteranneanMoves=true

AircraftFogReveal=6

MaximumQueuedObjects=4

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=5

VeinholeTypeClass=VEINTREE

 

; AI trigger weighting parameters

AITriggerSuccessWeightDelta=5

AITriggerFailureWeightDelta=-5

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,NAAPWR

PrerequisiteFactory=GAWEAP,NAWEAP

PrerequisiteBarracks=NAHAND,GAPILE

PrerequisiteRadar=GARADR,NARADR

PrerequisiteTech=GATECH,NATECH

 

; 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]

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]

UnloadingHarvester=HORV ; harvester image to use when unloading tiberium

PoseDir=2 ; aircraft landing facing (0=N, 1=NE, 2=E, etc)

DropPodPuff=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

Wake=WAKE2 ; wake effect when traveling on/over water

VeinAttack=VEINATAC

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 ; sound when digging into the ground

Dig=DIG ; anim to play when unit digs into ground

IonBlast=RING1 ; initial anim when ion cannon hits

IonBeam=IONBEAM

InfantryExplode=S_BANG34 ; animation when infantry just explodes

AtmosphereEntry=PODRING ; animation to use when drop pod enters atmosphere

GateUp=GATEUP1 ; sound of gate rising

GateDown=GATEDWN1 ; 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=CASHTURN ; sound of selling objects (typically buildings)

GameClosed=BLEEP1 ; game closed sound

IncomingMessage=Message1 ; incoming message sound

SystemError=BOOP ; system error sound

OptionsChanged=Notify ; options have changed sound

GameForming=GAMEFRM1 ; game forming sound

PlayerLeft=BOOP ; player has left sound

PlayerJoined=BOOP ; player has joined sound

Construction=BOOP ; sound of building construction

CreditTicks=CREDUP1,CREDDWN1 ; credit tick up and down sounds

CrumbleSound=CRMBLE2 ; building crumble sound when building is completely destroyed

BuildingSlam=PLACE2 ; placing building down sound

RadarOn=COMMUP1 ; radar activation sound

RadarOff=RADARDN1 ; radar deactivation sound

ScoldSound=SCOLD8 ; generic scold sound

TeslaCharge=OBELPOWR ; tesla charge up sound

TeslaZap=OBELRAY1 ; tesla zap sound

BlowupSound=EXPNEW01 ; sound when building is damaged to half strength

ChuteSound=BOOP ; parachute deploy sound

GenericClick=CLICKY1 ; generic click sound

GenericBeep=BLEEP1 ; generic beep sound

BuildingDrop=PLACE2 ; sound of building being placed down

StopSound=Notify ;Sound when units are commanded to stop

GuardSound=Notify ;Sound when units are commanded to guard

ScatterSound=Notify ;Sound when units are commanded to scatter

DeploySound=27-I002 ;Sound when units are commanded to deploy

LightningSound= ; Commented out because sound was way too annoying (AI)

TreeFire=FIRE2,FIRE1 ; small and large fires to attach to burning trees

OnFire=FIRE3,FIRE2,FIRE1 ; list of flames to use when something catches fire [must be 3 in list]

FlamingInfantry=FLAMEGUY ; anim to use for special onfire infantry logic

Smoke=xxxx ; smoke that rises from the ground after a building explosion

FirestormActiveAnim=GAFSDF_A

FirestormIdleAnim=FSIDLE

FirestormGroundAnim=FSGRND

FirestormAirAnim=FSAIR

MoveFlash=RING ; movement destination click feedback animation

Parachute=PARACH ; big parachute used for paratroopers

BombParachute=PARABOMB ; parachute used for parabombs and other parachuted ordinance

SmallFire=FIRE3 ; animation for small fire [used after napalm]

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=.5

IceGrowthRate=1.5

IceSolidifyFrameTime=1000 ; how many frames between when ice is cracked and when it gets solidified

IceCrackSounds=ICECRAK1,ICECRAK2,ICECRAK3

AmbientChangeRate=.2 ; how many minutes between ambient light recalculations

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.

 

; ******* 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=2000 ; 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

HealCrateSound=HEALER1 ; heal crate sound effect

WoodCrateImg=CRATE ; wood crate overlay image to use

CrateImg=CRATE ; normal crate overlay image to use

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=yes ; 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 = 100 ; the amount of damage dealt out by explosion in a big tiberium chain reaction

TiberiumStrength = 20 ; 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

BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed]

C4Delay=.03 ; minutes to delay after placing C4 before building will explode

C4Warhead=HE ; this is the warhead that C4 uses to damage buildings

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=1000 ; maximum damage (after adjustments) per shot

MinDamage=1 ; 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?

 

; *** 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.

[Houses]

0=GDI

1=Nod

2=Neutral

3=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

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=E3

4=MEDIC

5=WEEDGUY

6=ENGINEER

7=MUTANT

8=CIV1

9=CIV2

10=CIV3

11=JUMPJET

12=DOGGIE

13=CYC2

14=UMAGON

15=GHOST

16=MHIJACK

17=SLAV

18=CHAMSPY

19=MWMN

20=MUTANT3

21=OXANNA

22=TRATOS

23=CYBORG

24=CTECH

 

; ******* 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=PROC

149=GASILO

4=GAPILE

5=GAPLUG

6=GACTWR

150=GAVULC

7=GASAND

8=GAFIRE

9=GADEPT

10=GATECH

11=GAWEAP

3=GACNST

12=GAHPAD

13=NAPOWR

14=NATECH

15=NAHAND

16=NAAPWR

17=GAWALL

65=CABHUT

153=NAPULS

154=GAGATE_A

155=GAGATE_B

21=NAWEAP

156=NASTLH

66=GALITE

67=REDLAMP

68=GRENLAMP

69=BLUELAMP

70=YELWLAMP

71=PURPLAMP

72=INORANLAMP

73=INGRNLMP

74=INREDLMP

23=NAWALL

75=INBLULMP

24=NATMPL

157=NAGATE_A

158=NAGATE_B

28=NAWAST

159=NAOBEL

160=NAMISL

161=GAPOWRUP

18=NAPOST

76=NAFNCE

35=NALASR

36=NASAM

85=CITY01

86=CITY02

87=CITY03

88=CITY04

89=CITY05

90=CITY06

91=CITY07

92=CITY08

93=CITY09

94=CITY10

95=CITY11

96=CITY12

97=CITY13

98=CITY14

99=CITY15

100=CITY16

101=CITY17

102=CITY18

103=CAHOSP

104=GASPOT

105=CTDAM

19=NARADR

38=GAROCK

106=INGALITE

107=INYELWLAMP

108=INPURPLAMP

39=GAPLUG1

20=GAPLUG2

41=GAPLUG3

42=GAFSDF

43=GARADR

109=BBOARD01

110=BBOARD02

111=BBOARD03

112=BBOARD04

113=BBOARD05

114=BBOARD06

115=BBOARD07

116=BBOARD08

117=BBOARD09

118=BBOARD10

119=BBOARD11

120=BBOARD12

121=BBOARD13

122=BBOARD14

123=BBOARD15

124=BBOARD16

125=NEGLAMP

126=NEGRED

127=ABAN01

128=ABAN02

129=ABAN03

130=ABAN04

131=ABAN05

132=ABAN06

133=ABAN07

134=ABAN08

135=ABAN09

136=ABAN10

137=ABAN11

138=ABAN12

139=ABAN13

140=ABAN14

141=ABAN15

142=ABAN16

143=ABAN17

144=ABAN18

145=CITY19

146=CITY20

147=CITY21

148=NTPYRA

151=CITY22

152=CTVEGA

200=GADPSA

201=CA0001

202=CA0002

203=CA0003

204=CA0004

205=CA0005

206=CA0006

207=CA0007

208=CA0008

209=CA0009

210=CA0010

211=CA0011

212=CA0012

213=CA0013

214=CA0014

215=CA0015

216=CA0016

217=CA0017

218=CA0018

219=CA0019

220=CA0020

221=CA0021

222=CAARMR

223=GACSAM

224=GATICK

225=CAPYR01

226=CAPYR02

227=CAPYR03

228=CACRSH01

229=CACRSH02

230=CACRSH03

231=CACRSH04

232=CACRSH05

233=CAARAY

234=GAICBM

235=GAOLDCC1

236=GAOLDCC2

237=GAOLDCC3

238=GAOLDCC4

239=GAOLDCC5

240=GAOLDCC6

241=GAARTY

242=TSTLAMP

243=NAHPAD

244=GAKODK

245=NAMNTK

246=UFO

247=AMMOCRAT

248=GAPAVE

249=GAGREEN

 

; ******* 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=ORCAB

2=DSHP

3=DPOD

4=SCRIN

5=APACHE

6=ORCATRAN

7=TRNSPORT

8=ORCA

 

; ******* 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=MCV

2=HARV

3=APC

11=4TNK

15=MMCH

16=BIKE

17=SAPC

18=SONIC

19=CAR

21=BUS

22=STNK

23=WINI

24=PICK

27=ART2

29=TTNK

30=HMEC

31=SMECH

32=HVR

34=LPST

35=REPAIR

36=HORV

37=LOCOMOTIVE

38=TRAINCAR

39=SUBTANK

40=BGGY

41=JEEP

42=TRUCKA

43=TRUCKB

44=VISC_SML

45=VISC_LRG

46=ICBM

47=CARGOCAR

48=WEED

49=GHUNTER

50=NHUNTER

 

; *** 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=TIBTRE01

42=TIBTRE02

43=TIBTRE03

44=VEINTREE

 

; *** 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).

[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=BTIB01

29=BTIB02

30=BTIB03

31=BTIB04

32=BTIB05

33=BTIB06

34=BTIB07

35=BTIB08

36=BTIB09

37=BTIB10

38=BTIB11

39=BTIB12

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

 

; *** 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.

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

 

12=SMOKEY

13=BURN-S

14=BURN-M

15=BURN-L

22=H2O_EXP1

23=H2O_EXP2

24=H2O_EXP3

25=PARACH

26=PARABOMB

28=RING

30=PIFF

31=PIFFPIFF

32=FIRE3

33=FIRE2

34=FIRE1

35=FIRE4

42=GUNFIRE

43=TWINKLE1

44=TWINKLE2

45=TWINKLE3

47=MONEY

48=MLTIMISL

49=HEALONE

50=HEALALL

51=ARMOR

52=CHEMISLE

53=CLOAK

54=FIREPOWR

63=MGUN-N

64=MGUN-NE

65=MGUN-E

66=MGUN-SE

67=MGUN-S

68=MGUN-SW

69=MGUN-W

70=MGUN-NW

71=SMOKLAND

72=VETERAN

73=REVEAL

74=SHROUDX

82=GAPOWR_A

83=GAPOWR_AD

84=NARADR_A

85=NARADR_AD

90=GAWEAP_1

91=GAWEAP_2

92=GAWEAP_A

93=GAWEAP_B

94=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_B

;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

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

201=PULSEFX1

202=GADPSAMK

203=METLARGE

204=METSMALL

205=METDEBRI

206=METSTRAL

207=METLTRAL

208=PULSBALL

209=GAFSDF_A

210=FSIDLE

211=FSAIR

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

 

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

 

 

320=DIG

 

400=VEINATAC

 

500=INFDIE

501=DIRTEXPL

502=PULSEFX2

510=DBRIS1LG

511=DBRIS1SM

512=DBRIS2LG

513=DBRIS2SM

514=DBRIS3LG

515=DBRIS3SM

516=DBRIS4LG

517=DBRIS4SM

518=DBRIS5LG

519=DBRIS5SM

520=DBRIS6LG

521=DBRIS6SM

522=DBRIS7LG

523=DBRIS7SM

524=DBRIS8LG

525=DBRIS8SM

526=DBRIS9LG

527=DBRIS9SM

528=DBRS10LG

529=DBRS10SM

550=DEATH_A

551=DEATH_B

552=DEATH_C

553=DEATH_D

554=DEATH_E

555=DEATH_F

556=DROPPOD

557=DROPPOD2

558=FLAMEGUY

 

600=EXPLOSML

601=EXPLOMED

602=EXPLOLRG

603=XGRYMED1

604=XGRYMED2

605=XGRYSML1

606=XGRYSML2

 

610=STEAMPUF

611=SMOKEY2

612=PULSE

613=WAKE1

614=WAKE2

618=BEACON

619=PODRING

 

620=CLDRNGL1

621=CLDRNGL2

622=CLDRNGMD

623=CLDRNGSM

 

700=CRYSTAL1

701=CRYSTAL2

702=CRYSTAL3

703=CRYSTAL4

704=BIGBLUE

 

705=SGRYSMK1

706=DROPEXP

707=INVISO

 

; *** 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

 

; *** 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

 

; *** 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

 

; *** 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

 

; ******* Multiplayer Settings *******

; These are the multiplayer dialog default settings. Does not apply to

; Westwood chat, only to the in-game dialogs.

[MultiplayerDefaults]

Money=10000

MaxMoney=10000

ShadowGrow=no

Bases=yes

TiberiumGrows=yes

Crates=yes

CaptureTheFlag=no

 

; ******* Special weapon charge times *******

; The time (minutes) for recharge of these special weapons.

;[Recharge]

;Nuke=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.

 

; These AI controls are held over from Red Alert. They will be replaced or augmented

; by Tiberian Sun improved AI subsystems. Changing these values will be only

; temporary until the new system comes on line.

[AI]

BuildConst=GACNST

BuildPower=NAPOWR,GAPOWR,NAAPWR ; buildings to build to generate power

BuildRefinery=PROC ; refinery ratio based on these buildings

BuildBarracks=NAHAND,GAPILE ; barracks ratio based on these buildings

BuildTech=NATECH,GATECH ; should build on each of these

BuildWeapons=GAWEAP,NAWEAP ; war factory ration based on these buildings

BuildDefense=NAOBEL ; base defenses are based on these buildings

BuildPDefense=NAOBEL ; excess power base defense

BuildAA=NASAM ; air defenses based on these buildings

BuildHelipad=GAHPAD,NAHPAD ; air helicopter offense based on these buildings

BuildRadar=GARADR,NARADR

ConcreteWalls=GAWALL,NAWALL

NSGates=NAGATE_B,GAGATE_B

EWGates=NAGATE_A,GAGATE_A

GDIWallDefense=6

GDIWallDefenseCoefficient=3

NodBaseDefenseCoefficient=1.2

GDIBaseDefenseCoefficient=1.5

MaximumBaseDefenseValue=60

ComputerBaseDefenseResponse=3 ; how much does the computer overrespond to attacks on its base?

 

AttackInterval=3 ; average delay between computer attacks

AttackDelay=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 ; 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=5 ; average minutes between creating an 'autocreate' team

InfantryReserve=3000 ; 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=.12 ; ratio of base that should be composed of helipads

HelipadLimit=5 ; maximum number of helipads to build

AirstripRatio=.12 ; ratio of base that should be composed of airstrips

AirstripLimit=5 ; 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)?

 

[GDI]

Name=GDI

Suffix=GDI

Prefix=G

Color=Gold

Multiplay=yes

Side=GDI

 

[Nod]

Name=NOD

Suffix=NOD

Prefix=B

Color=DarkRed

Multiplay=yes

Side=GDI

SmartAI=yes

 

[Special]

Name=JP

Suffix=JP

Prefix=J

Color=Grey

Side=Mutant

SmartAI=yes

MultiplayPassive=true

 

[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.

[Colors]

; Col. Mustard

LightGold=34,128,255 ; 0

Gold=34,160,255 ; 1

DarkGold=34,235,255 ; 2

 

; Mrs White

LightGrey=0,0,220 ; 3

Grey=0,0,190 ; 4

DarkGrey=0,0,120 ; 5

Black=0,100,0 ; 6

;as white as we can get

White=0,0,255 ; 7

 

; Miss Scarlet

LightRed=0,70,255 ; 8

Red=0,160,255 ; 9

DarkRed=0,235,255 ; 10

Burgandy=0,255,150 ; 11

 

;Orange Julius

LightOrange=24,165,255 ; 12

Orange=24,255,255 ; 13

DarkOrange=11,235,255 ; 14

 

; Mrs Peacock

LightMagenta=228,120,255 ; 15

Magenta=228,160,255 ; 16

DarkMagenta=228,235,255 ; 17

 

; Prof. Plum

LightPurple=200,160,255 ; 18

Purple=200,235,255 ; 19

HyundaiPurple=200,235,170 ; 20

 

;Little Boy Blue

LightBlue=164,140,255 ; 21

Blue=164,200,255 ; 22

DarkBlue=164,200,179 ; 23

NeonBlue=164,255,255 ; 24

 

;Sky

LightSky=142,70,255 ; 25

Sky=142,160,255 ; 26

DarkSky=142,235,255 ; 27

 

;Cyan

LightCyan=132,70,255 ; 28

Cyan=132,160,255 ; 29

DarkCyan=132,235,255 ; 30

 

;Teal

LightTeal=110,70,255 ; 31

Teal=110,160,255 ; 32

DarkTeal=110,235,255 ; 33

 

; Mr. Green

LightGreen=85,70,255 ; 34

Green=85,160,200 ; 35

DarkGreen=85,235,150 ; 36

NeonGreen=85,255,255 ; 37

 

;Mellow Yellow

LightYellow=43,70,255 ; 38

Yellow=43,160,255 ; 39

DarkYellow=43,235,255 ; 40

NeonYellow=43,255,255 ; 41

 

;Life is Peachy

LightPeach=21,120,255 ; 42

Peach=21,150,255 ; 43

DarkPeach=21,180,255 ; 44

DarkerPeach=21,255,255 ; 45

 

;Lemon lime

LightLime=53,70,255 ; 46

Lime=53,160,255 ; 47

Darklime=53,235,200 ; 48

NeonLime=53,235,255 ; 49

 

 

; ******* 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=yes

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=yes

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)

; 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)?

; CrushSound = sound to play if this object type is crushed (def=none)

; DeployTime = time, in minutes, to deploy or undeploy [if this object can do so]

; Disableable = Can this object be disabled by special multiplay option (def=yes)?

; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?

; 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 [64 = horizontal, 0 = 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

; ImmuneToVeins = Is it immune to vein creature attacks (def=no)?

; 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)?

; Owner = who can build this [GDI or Nod] (def=none)

; PipScale = what to base pip display on [Passengers, Tiberium, Ammo, Power] (def=none)

; Points = point value for scoring purposes (def=0)

; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)

; Primary = primary weapon equipped with (def=none)

; Secondary = secondary weapon equipped with (def=none)

; Elite = new primary weapon when at elite veteran status (def=same as primary)

; 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)

; Reload = time delay between reloads (def=0)

; RadarInvisible = Is it invisible on radar maps (def=no)?

; 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)

; 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?

; 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)

; VoiceDie = 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]

; <<< 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)?

; <<< 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)

; <<< 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)?

; NoMovingFire = The vehicle must stop before it can fire (def=no)?

; 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)?

; 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)?

; 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

;

; Hover MLRS (hover multi-launch rocket system)

[HVR]

Name=Hover MLRS

Category=AFV

TargetLaser=yes

FireAngle=32

Prerequisite=GAWEAP,GARADR

Primary=HoverMissile

TooBigToFitUnderBridge=true

Strength=230

Armor=wood

TechLevel=7

CrateGoodie=yes

Sight=7

Speed=7

Owner=GDI

Cost=900

Turret=yes

Points=30

ROT=5

Crusher=no

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=4

SpeedType=Hover

Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}

MovementZone=AmphibiousDestroyer

ThreatPosed=25 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

EliteAbilities=SELF_HEAL

ZFudgeColumn=12

ZFudgeTunnel=15

 

; Mammoth tank

[4TNK]

Name=Mammoth Tank

Category=AFV

TargetLaser=yes

Primary=120mmx

Secondary=MammothTusk

Strength=600

CrateGoodie=yes

Armor=heavy

Turret=yes

TechLevel=-1

Sight=6

Speed=4

Owner=GDI

Cost=1700

Points=60

ROT=5

Crusher=yes

SelfHealing=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=4

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

 

[TRUCKA]

Name=Truck

Category=AFV

Primary=none

Secondary=none

Strength=200

Armor=light

Turret=no

TechLevel=-1

Sight=5

Speed=4

Owner=GDI,Nod

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=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

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

 

[TRUCKB]

Name=Truck (loaded)

Category=AFV

Primary=none

Secondary=none

Strength=200

Armor=light

Turret=no

TechLevel=-1

Sight=5

Speed=4

Owner=GDI,Nod

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=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

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

 

; Deployable Sensor Array

[LPST]

Name=Mobile Sensor Array

Category=Support

Prerequisite=FACTORY,RADAR

Strength=600

;CloakRadiusInCells=20

RadarInvisible=yes

Armor=wood

TechLevel=6

Sight=10

Speed=6

Owner=GDI,Nod

AllowedToStartInMultiplayer=no

Turret=no

Cost=950

Points=30

ROT=5

DeploysInto=GADPSA

Crusher=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=3

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=3.5

MovementZone=Crusher

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

ZFudgeColumn=8

ZFudgeTunnel=15

 

; ICBM launcher

[ICBM]

Name=Missile Launcher

Category=Support

Prerequisite=GAWEAP,GARADR

Strength=500

Armor=light

TechLevel=-1

Sight=7

Speed=6

Owner=GDI

AllowedToStartInMultiplayer=no

Turret=no

Cost=1400

Points=30

ROT=5

DeploysInto=GAICBM

Crusher=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=6

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=3.5

MovementZone=Crusher

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

DebrisTypes=TIRE

DebrisMaximums=4

ZFudgeColumn=18

ZFudgeTunnel=18

 

; repair vehicle

[REPAIR]

Name=Mobile Repair Vehicle

Category=Support

Prerequisite=NAWEAP

Primary=RepairBullet

Strength=200

Armor=light

TechLevel=7

Sight=5

Speed=6 ; Dropped from 8

Owner=Nod

AllowedToStartInMultiplayer=no

Turret=no

Cost=1000

Points=30

ROT=5

Crusher=yes

Crewed=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=3

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=3.5

MovementZone=Crusher

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SmallGreySSys ; The repair bot should not have a spark particle system in here!

GuardRange=8

SpecialThreatValue=1

ZFudgeColumn=10

ZFudgeTunnel=14

 

; advanced mobile artillery

; This unit needs a primary weapon type to allow targetting but it isn't actually

; allowed to fire unless deployed.

[ART2]

Name=Artillery

FireAngle=42

Prerequisite=NAWEAP,NARADR

Primary=155mm

Category=LRFS

Strength=300

;DeployTime=1.0

Turret=no

DeploysInto=GAARTY

Armor=light

TechLevel=6

Sight=9

Speed=5

Owner=Nod

AllowedToStartInMultiplayer=no

Cost=975

Points=35

CrateGoodie=yes

ROT=2

Crusher=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

NoMovingFire=yes

DeployToFire=yes

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

MovementZone=Crusher

ThreatPosed=10 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

Weight=3.5

EliteAbilities=SELF_HEAL

ZFudgeColumn=10

ZFudgeTunnel=14

 

; Weed-eater vehicle

[WEED]

Name=Weed Eater

Prerequisite=NAWEAP,NAWAST

ToProtect=yes

Category=Support

Strength=600

Armor=heavy

Dock=NAWAST

TechLevel=10

Sight=4

Weeder=yes

Speed=5

Owner=Nod

AllowedToStartInMultiplayer=no

PipScale=Tiberium

Storage=7

Cost=1400

Points=55

ROT=5

Crusher=yes

Crewed=yes

SelfHealing=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

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=.6

DamageParticleSystems=SparkSys,SmallGreySSys

ImmuneToVeins=yes

ZFudgeColumn=7

ZFudgeTunnel=12

 

; harvester

[HARV]

Name=Harvester

Prerequisite=FACTORY,PROC

Nominal=yes

ToProtect=yes

Category=Support

Explodes=yes

Strength=1000

Armor=heavy

Dock=PROC

Harvester=yes

TechLevel=1

Sight=4

Speed=5

Owner=GDI,Nod

AllowedToStartInMultiplayer=no

PipScale=Tiberium

CrateGoodie=yes

Storage=28

Cost=1400

Points=55

ROT=5

Crusher=yes

AutoCrush=yes

Crewed=yes

SelfHealing=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=6

DebrisTypes=TIRE

DebrisMaximums=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=1

MovementZone=Crusher

ThreatPosed=0 ; This value MUST be 0 for all building addons

ThreatAvoidanceCoefficient=.65

DamageParticleSystems=SparkSys,SmallGreySSys

ImmuneToVeins=yes

ZFudgeColumn=9

ZFudgeTunnel=14

ZFudgeBridge=7

 

; harvester without back

[HORV]

Name=Harvester

Nominal=yes

ToProtect=yes

Category=Support

Strength=1000

Armor=heavy

Dock=PROC

Harvester=yes

TechLevel=-1

Sight=4

Speed=8

Owner=GDI,Nod

AllowedToStartInMultiplayer=no

Cost=1400

Points=25

ROT=5

Crusher=yes

Crewed=yes

SelfHealing=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=4

DebrisTypes=TIRE

DebrisMaximums=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=1

MovementZone=Crusher

ThreatPosed=0 ; This value MUST be 0 for all building addons

ThreatAvoidanceCoefficient=1

DamageParticleSystems=SparkSys,SmallGreySSys

 

; Mobile Construction Vehicle

[MCV]

Name=Mobile Construction Vehicle

Prerequisite=FACTORY,TECH

Strength=1000

Category=Support

Armor=heavy

DeploysInto=GACNST

TechLevel=10

Sight=6

Speed=3

Owner=GDI,Nod

CrateGoodie=yes

Cost=2500

Points=60

ROT=5

Crewed=yes

Crusher=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

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

 

; Amphibious APC

[APC]

Name= Amphibious APC

Prerequisite=GAWEAP,GAPILE

Strength=200

Category=Transport

Armor=heavy

DeployTime=.022

TechLevel=6

Sight=5

PipScale=Passengers

Speed=8

CrateGoodie=yes

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=800

Points=25

ROT=5

Crusher=yes

Passengers=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=4

DebrisTypes=TIRE

DebrisMaximums=6

SpeedType=Amphibious

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

MovementZone=AmphibiousCrusher

ThreatPosed=10 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

SpecialThreatValue=1

ZFudgeColumn=10

ZFudgeTunnel=13

 

; School Bus

[BUS]

Name=School Bus

Strength=100

Nominal=yes

Category=Transport

DeployTime=.022

Armor=light

TechLevel=-1

Sight=5

PipScale=Passengers

Speed=8

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=800

Crusher=yes

Points=25

ROT=5

Passengers=20

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=

VoiceMove=

VoiceAttack=

VoiceFeedback=

MaxDebris=4

DebrisTypes=TIRE

DebrisMaximums=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=3.9

MovementZone=Normal

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

 

; Train Locomotive

[LOCOMOTIVE]

Name=Locomotive

Nominal=yes

Image=MONOENG

Strength=100

Category=Transport

DeployTime=.022

Armor=light

TechLevel=-1

Sight=5

PipScale=Passengers

Speed=8

Crusher=yes

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=800

Points=25

ROT=5

Passengers=2

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=

VoiceMove=

VoiceAttack=

VoiceFeedback=

MaxDebris=5

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=3.9

MovementRestrictedTo=Railroad

SlowdownDistance=700

DeaccelerationFactor=0.001

AccelerationFactor=0.01

IsTrain=yes

MovementZone=Crusher

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

 

; Train car

[TRAINCAR]

Name=Train Car

Nominal=yes

Image=MONOCAR

Strength=100

Category=Transport

DeployTime=.022

Armor=light

TechLevel=-1

Sight=5

PipScale=Passengers

Speed=8

Crusher=yes

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=800

Points=25

ROT=5

Passengers=10

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=

VoiceMove=

VoiceAttack=

VoiceFeedback=

MaxDebris=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=3.9

MovementRestrictedTo=Railroad

Passive=yes

IsTrain=yes

MovementZone=Crusher

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

 

; Cargo car for train

[CARGOCAR]

Name=Cargo Car

Nominal=yes

Image=CARGOCAR

Strength=100

Crusher=yes

Category=Transport

DeployTime=.022

Armor=light

TechLevel=-1

Sight=5

PipScale=Passengers

Speed=8

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=800

Points=25

ROT=5

Passengers=10

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=

VoiceMove=

VoiceAttack=

VoiceFeedback=

MaxDebris=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=3.9

MovementRestrictedTo=Railroad

Passive=yes

IsTrain=yes

MovementZone=Crusher

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

CarriesCrate=yes

 

; pickup truck

[PICK]

Name=Pickup Truck

Strength=100

Nominal=yes

Category=Transport

Armor=light

TechLevel=-1

Sight=5

PipScale=Passengers

Speed=8

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=800

Points=25

ROT=5

Passengers=2

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=

VoiceMove=

VoiceAttack=

VoiceFeedback=

MaxDebris=4

DebrisTypes=TIRE

DebrisMaximums=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

MovementZone=Normal

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

 

; Civilian automobile

[CAR]

Name=Automobile

Strength=100

Category=Transport

Nominal=yes

Armor=light

TechLevel=-1

Sight=5

PipScale=Passengers

Speed=8

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=800

Points=25

ROT=5

Passengers=4

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=

VoiceMove=

VoiceAttack=

VoiceFeedback=

MaxDebris=4

DebrisTypes=TIRE

DebrisMaximums=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

MovementZone=Normal

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

 

; Small Visceroid

[VISC_SML]

Name=Baby Visceroid

Nominal=yes

Insignificant=yes

Image=VISSML

Strength=200

Category=Civilian

Armor=light

TechLevel=-1

Sight=0

Speed=8

Owner=Civilian

AllowedToStartInMultiplayer=no

Cost=1

Points=50

ROT=16

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

TiberiumHeal=yes

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

MovementZone=Normal

SmallVisceroid=yes

ThreatPosed=0 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

; Large Visceroid

[VISC_LRG]

Name=Adult Visceroid

Insignificant=yes

Image=VISLRG

Nominal=yes

AltImage=VISLGATK

Strength=500

Category=Civilian

Armor=heavy

TechLevel=-1

Sight=0

Speed=8

TiberiumHeal=yes

Owner=Civilian

AllowedToStartInMultiplayer=no

Cost=1

Points=50

ROT=16

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

MovementZone=Normal

LargeVisceroid=yes

ThreatPosed=20 ; This value MUST be 0 for all building addons

Primary=SlimeAttack

GuardRange=5

ImmuneToVeins=yes

 

; Hunter-Seeker Droid

[GHUNTER]

Name=GDI Hunter-Seeker

Image=GGHUNT

Strength=500

Insignificant=yes

Category=AFV

Primary=SuicideBomb

Prerequisite=GAPLUG2

Armor=light

TechLevel=-1

Sight=7

Speed=25

FlightLevel=400

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=1000

Points=50

ROT=16

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

ThreatPosed=10 ; This value MUST be 0 for all building addons

GuardRange=5

Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

HunterSeeker=yes

AlternateSpeed=10 ; this value is just used when exiting the war factory

AlternateFlightLevel=50 ; this value is just used when exiting the war factory

Selectable=false

IgnoresFirestorm=yes

 

; Hunter-Seeker Droid

[NHUNTER]

Name=Nod Hunter-Seeker

Image=GGHUNT

Strength=500

Insignificant=yes

Category=AFV

Primary=SuicideBomb

Prerequisite=NATMPL

Armor=light

TechLevel=-1

Sight=7

Speed=25

FlightLevel=400

Owner=Nod

AllowedToStartInMultiplayer=no

Cost=1000

Points=50

ROT=16

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

ThreatPosed=10 ; This value MUST be 0 for all building addons

GuardRange=5

Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

HunterSeeker=yes

AlternateSpeed=10 ; this value is just used when exiting the war factory

AlternateFlightLevel=50 ; this value is just used when exiting the war factory

Selectable=false

IgnoresFirestorm=yes

 

; Recreational Vehicle

[WINI]

Name=Recreational Vehicle

Nominal=yes

Strength=200

Category=Transport

Armor=light

TechLevel=-1

Sight=5

PipScale=Passengers

Speed=8

CrateGoodie=yes

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=800

Points=25

ROT=5

Passengers=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=4

DebrisTypes=TIRE

DebrisMaximums=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=4.0

MovementZone=Normal

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

ImmuneToVeins=yes

 

; Medium Mech

[MMCH]

Name=Titan

WalkRate=2

Image=MMCH

Prerequisite=GAWEAP

Primary=120mm

Strength=400

Category=AFV

Armor=heavy

Turret=yes

IsTilter=no

TargetLaser=yes

TooBigToFitUnderBridge=true

TechLevel=3

Sight=8

Speed=4

CrateGoodie=yes

Crusher=yes

Owner=GDI

Cost=800

Points=25

ROT=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=4

Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}

MovementZone=Destroyer

ThreatPosed=40 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

DamageSmokeOffset=100, 100, 275

Weight=3.5

EliteAbilities=SENSORS

Accelerates=false

ZFudgeColumn=8

ZFudgeTunnel=13

 

; Mammoth Mk. II

[HMEC]

Name=Mammoth Mk.II

Prerequisite=GAWEAP,GATECH

Primary=MammothTusk

Secondary=MechRailgun

Strength=800

Category=AFV

Armor=heavy

TechLevel=10

Sight=8

Speed=3

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=3000

Trainable=no

SelfHealing=yes

Points=25

ROT=3

Crusher=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=6

Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}

MovementZone=Destroyer

ThreatPosed=80 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

DamageSmokeOffset=300, 300, 425

TiltsWhenCrushes=false

BuildLimit=1

Weight=3.5

Accelerates=false

ZFudgeColumn=12

ZFudgeTunnel=15

ZFudgeBridge=25

 

; Small Mech

[SMECH]

Name=Wolverine

Prerequisite=GAWEAP

Primary=AssaultCannon

Strength=175

Category=AFV

Armor=light

Turret=no

IsTilter=no

TooBigToFitUnderBridge=true

TechLevel=2

Sight=6

Speed=7

CrateGoodie=yes

Owner=GDI

Cost=500

Points=25

ROT=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=15-I000,15-I006,15-I040,15-I042

VoiceMove=15-I024,15-I044

VoiceAttack=15-I006,15-I046

VoiceFeedback=

MaxDebris=2

Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}

MovementZone=Normal

ThreatPosed=15 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

EliteAbilities=VEIN_PROOF

Accelerates=false

ImmuneToVeins=yes

 

; Attack Cycle

[BIKE]

Name=Attack Cycle

Prerequisite=NAWEAP

Primary=BikeMissile

Category=Recon

Strength=150

Armor=wood

Turret=no

IsTilter=yes

TechLevel=5

Sight=5

Speed=12

CrateGoodie=yes

Owner=Nod

Cost=600

Points=25

ROT=8

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=2

DebrisTypes=TIRE

DebrisMaximums=2

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

MovementZone=Destroyer

ThreatPosed=20 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

Elite=HoverMissile

EliteAbilities=VEIN_PROOF

 

; Attack Buggy

[BGGY]

Name=Attack Buggy

Prerequisite=NAWEAP

Primary=RaiderCannon

Category=Recon

Strength=220

Armor=light

Turret=no

IsTilter=yes

TechLevel=2

Sight=6

Speed=10

CrateGoodie=yes

Owner=Nod

Cost=500

Points=25

ROT=8

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=3

DebrisTypes=TIRE

DebrisMaximums=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

MovementZone=Normal

ThreatPosed=10 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

EliteAbilities=CRUSHER

ImmuneToVeins=yes

 

; Subterranean APC

[SAPC]

Name=Subterranean APC

Prerequisite=NAWEAP,NATECH

Strength=175

MoveToShroud=no

Category=Transport

DeployTime=.022

Armor=heavy

Turret=no

IsTilter=yes

TechLevel=6

Sight=5

PipScale=Passengers

Speed=5

CrateGoodie=yes

Owner=Nod

AllowedToStartInMultiplayer=no

Cost=800

Points=25

ROT=5

Crusher=yes

Passengers=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=4

Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}

MovementZone=Subterannean

ThreatPosed=10 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

Weight=3.5

SpecialThreatValue=1

ZFudgeColumn=7

ZFudgeTunnel=13

 

; Subterranean Tank

[SUBTANK]

Name=Devil's Tongue

Prerequisite=NAWEAP,NATECH

Primary=FireballLauncher

MoveToShroud=no

Strength=300

Category=AFV

DeployTime=.022

TypeImmune=yes

Armor=light

Turret=no

IsTilter=yes

TechLevel=7

Sight=5

Speed=5

CrateGoodie=yes

Owner=Nod

AllowedToStartInMultiplayer=no

Cost=750

Points=25

ROT=6

Crusher=yes

NoMovingFire=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=4

Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}

MovementZone=Subterannean

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

Weight=3.5

EliteAbilities=SELF_HEAL

AutoCrush=no

Accelerates=false

ZFudgeColumn=10

ZFudgeTunnel=14

 

; Disruptor

[SONIC]

Name=Disruptor

Prerequisite=GAWEAP,GATECH

Primary=SonicZap

Strength=500

TypeImmune=yes

Armor=heavy

Category=AFV

IsTilter=yes

TechLevel=9

Turret=yes

Sight=7

Speed=4

CrateGoodie=yes

Owner=GDI

Cost=1300

Points=25

ROT=4

Crusher=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

AllowedToStartInMultiplayer=no

MaxDebris=5

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Weight=3.5

MovementZone=Destroyer

ThreatPosed=60 ; This value MUST be 0 for all building addons

NoMovingFire=true ; This MUST be set to true for the sonic tank

DamageParticleSystems=SparkSys,SmallGreySSys

EliteAbilities=EXPLODES

ZFudgeColumn=12

ZFudgeTunnel=15

 

; Tick Tank

[TTNK]

Name=Tick Tank

Category=AFV

Prerequisite=NAWEAP

Primary=90mm

Strength=350

Armor=light

TechLevel=3

CrateGoodie=yes

Sight=5

Speed=6

Owner=Nod

Cost=800

Points=40

ROT=5

Crusher=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=4

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

MovementZone=Destroyer

DeploysInto=GATICK

ThreatPosed=25 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

Weight=3.5

EliteAbilities=SENSORS

Elite=120mmx

AccelerationFactor=0.01

ZFudgeColumn=8

ZFudgeTunnel=13

 

; Stealth tank

[STNK]

Name=Stealth Tank

Prerequisite=NAWEAP,NATECH

Primary=Dragon

Strength=180 ; w250

Armor=light

Category=AFV

Turret=no

IsTilter=yes

TechLevel=8

Sight=5

Speed=6

CrateGoodie=yes

Owner=Nod

AllowedToStartInMultiplayer=no

Cost=1100

Points=25

ROT=5

Crusher=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

VoiceFeedback=

MaxDebris=3

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}

Cloakable=yes

CloakingSpeed=5

MovementZone=Destroyer

ThreatPosed=25 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

Weight=3.5

EliteAbilities=EXPLODES

ZFudgeColumn=8

ZFudgeTunnel=13

 

; ******* infantry types *******

 

[CYC2]

Name=Cyborg Commando

Category=Soldier

Primary=CyCannon

;Secondary=FireballLauncher

Prerequisite=NAHAND,NATMPL

CrushSound=SQUISHY2

Crushable=no

TiberiumProof=yes

TiberiumHeal=yes

Strength=500

Fearless=yes

Armor=heavy

TechLevel=10

Sight=7

Pip=white

Speed=4

Owner=Nod

Cost=2000

Trainable=no

Cyborg=yes

Points=5

AllowedToStartInMultiplayer=no

VoiceSelect=23-I000,23-I002,23-I004,23-I006

VoiceMove=23-I008,23-I010,23-I012,23-I016

VoiceAttack=23-I014,23-I018,23-I020,23-I022

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=50 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys

BuildLimit=1

ImmuneToVeins=yes

 

; Chameleon Spy

[CHAMSPY]

Name=Chameleon Spy

Category=Soldier

Prerequisite=NAHAND,NATECH

CrushSound=SQUISH6

Strength=120

Armor=none

TechLevel=-1

Agent=yes

Sight=9

Speed=6

Infiltrate=yes

Owner=Nod

AllowedToStartInMultiplayer=no

Cost=700

Pip=white

Points=5

VoiceSelect=21-I000,21-I002,21-I004

VoiceMove=21-I010,21-I012,21-I016

VoiceAttack=21-I010,21-I012,21-I022

VoiceFeedback=21-I000,21-I002

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

Cloakable=yes

CloakingSpeed=10

ThreatPosed=0 ; This value MUST be 0 for all building addons

SpecialThreatValue=1

ImmuneToVeins=yes

 

; rifle soldier

[E1]

Name=Light Infantry

Category=Soldier

Primary=Minigun

Prerequisite=BARRACKS

CrushSound=SQUISH6

Strength=125

Pip=green

Armor=none

TechLevel=1

Sight=5

Speed=5

Owner=GDI,Nod

Cost=120

Points=5

VoiceSelect=15-I000,15-I004,15-I012,15-I048

VoiceMove=15-I018,15-I024,15-I044

VoiceAttack=15-I044,15-I050,15-I044,15-I046

VoiceFeedback=15-I058,15-I064

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=10 ; This value MUST be 0 for all building addons

Elite=M1Carbine

EliteAbilities=SCATTER

ImmuneToVeins=yes

 

[E2]

Name=Disc Thrower

Category=Soldier

Primary=Grenade

Prerequisite=GAPILE

CrushSound=SQUISH6

Strength=150

Armor=none

TechLevel=2

Pip=green

Sight=7

Speed=4

Owner=GDI

Cost=200

Points=5

VoiceSelect=15-I000,15-I004,15-I012,15-I048

VoiceMove=15-I018,15-I024,15-I044

VoiceAttack=15-I044,15-I050,15-I044,15-I046

VoiceFeedback=15-I058,15-I064

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=InfantryDestroyer

ThreatPosed=15 ; This value MUST be 0 for all building addons

EliteAbilities=SCATTER

ImmuneToVeins=yes

 

[E3]

Name=Rocket Infantry

Category=Soldier

Primary=BAZOOKA

Prerequisite=NAHAND

CrushSound=SQUISH6

Strength=100

Armor=none

TechLevel=2

Pip=green

Sight=7

Speed=4

Owner=Nod

Cost=250

Points=5

VoiceSelect=15-I000,15-I032,15-I048

VoiceMove=15-I008,15-I014,15-I026

VoiceAttack=15-I008,15-I014,15-I026,15-I050,15-I060

VoiceFeedback=15-I058,15-I064

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=InfantryDestroyer

ThreatPosed=20 ; This value MUST be 0 for all building addons

EliteAbilities=SCATTER

ImmuneToVeins=yes

 

; Hack to make MultiMissile work! Don't change data!

[WEEDGUY]

Name=Chem Spray Infantry

Category=Soldier

Primary=MultiCluster

Prerequisite=BARRACKS

TiberiumProof=yes

CrushSound=SQUISHY2

Strength=130

Storage=7

Pip=green

Fearless=yes

Armor=none

TechLevel=-1

Sight=4

Speed=3

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=300

Points=5

VoiceSelect=15-I000,15-I006,15-I040,15-I042

VoiceMove=15-I024,15-I044

VoiceAttack=15-I006,15-I046

VoiceFeedback=15-I058,15-I064

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=0 ; This value MUST be 0 for all building addons

 

[MEDIC]

Name=Medic

Category=Soldier

Primary=Heal

Prerequisite=GAPILE

CrushSound=SQUISHY2

Strength=125

Armor=none

TechLevel=4

Sight=6

Speed=4

SelfHealing=yes

Pip=red

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=600

Points=5

VoiceSelect=20-I000,20-I004,20-I006

VoiceMove=20-I008,20-I010,20-I012

VoiceAttack=20-I016,20-I018,20-I020

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=0 ; This value MUST be 0 for all building addons

GuardRange=8

SpecialThreatValue=1

ImmuneToVeins=yes

 

[UMAGON]

Name=Umagon

Category=Soldier

Primary=Sniper

CrushSound=SQUISH6

TiberiumProof=yes

TiberiumHeal=yes

Strength=150

Armor=light

TechLevel=-1

Sight=7

Speed=5

Owner=GDI

Pip=white

AllowedToStartInMultiplayer=no

Cost=400

Points=5

Trainable=no

VoiceSelect=10-I000,10-I002,10-I004,10-I006

VoiceMove=10-I016,10-I020,10-I022

VoiceAttack=10-I024,10-I026,10-I028,10-I030

VoiceFeedback=

VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=15 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

[GHOST]

Name=Ghost Stalker

Category=Soldier

Prerequisite=GAPILE,GATECH

Primary=LtRail

C4=yes

TiberiumHeal=yes

CrushSound=SQUISHY2

TiberiumProof=yes

Strength=200

Armor=light

TechLevel=10

Pip=white

Sight=6

Speed=4

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=1750

Points=5

Trainable=no

VoiceSelect=14-I000,14-I002,14-I004

VoiceMove=14-I008,14-I010,14-I012,14-I014

VoiceAttack=14-I008,14-I010,14-I014,14-I016

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=25 ; This value MUST be 0 for all building addons

SpecialThreatValue=1

BuildLimit=1

ImmuneToVeins=yes

 

[CYBORG]

Name=Cyborg

Category=Soldier

Prerequisite=NAHAND

Primary=Vulcan3

CrushSound=SQUISHY2

Crushable=no

TiberiumProof=yes

TiberiumHeal=yes

Fearless=yes

Cyborg=yes

Pip=white

Strength=300 ; w350

Armor=light

TechLevel=4

Sight=5

Speed=4

Owner=Nod

Cost=650

Points=5

VoiceSelect=22-I000,22-I002,22-I006

VoiceMove=22-I008,22-I010,22-I014,22-I016,22-I020

VoiceAttack=22-I008,22-I010,22-I012,22-I018

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

DamageParticleSystems=SparkSys

ThreatPosed=15 ; This value MUST be 0 for all building addons

EliteAbilities=STRONGER

ImmuneToVeins=yes

 

[MUTANT]

Name=Mutant

Category=Soldier

Primary=Vulcan

CrushSound=SQUISH6

TiberiumProof=yes

TiberiumHeal=yes

Strength=50

Armor=none

TechLevel=-1

Sight=4

Speed=4

Owner=GDI,Nod

Cost=100

Pip=white

Points=5

AllowedToStartInMultiplayer=no

VoiceSelect=15-I032,15-I048

VoiceMove=15-I008,15-I014,15-I026

VoiceAttack=15-I008,15-I014,15-I026,15-I050,15-I060

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=10 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

[MWMN]

Name=Mutant Soldier

Category=Soldier

Primary=Vulcan

CrushSound=SQUISH6

TiberiumProof=yes

TiberiumHeal=yes

Strength=50

Armor=none

TechLevel=-1

Sight=4

Speed=4

Pip=white

Owner=GDI,Nod

Cost=100

Points=5

AllowedToStartInMultiplayer=no

VoiceSelect=

VoiceMove=

VoiceAttack=

VoiceFeedback=

VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=10 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

[MUTANT3]

Name=Mutant Sergeant

Category=Soldier

Primary=Vulcan

CrushSound=SQUISHY2

TiberiumProof=yes

TiberiumHeal=yes

Strength=50

Pip=white

Armor=none

TechLevel=-1

Sight=4

Speed=4

Owner=GDI,Nod

Cost=100

Points=5

AllowedToStartInMultiplayer=no

VoiceSelect=15-I032,15-I048

VoiceMove=15-I008,15-I014,15-I026

VoiceAttack=15-I008,15-I014,15-I026,15-I050,15-I060

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=10 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

[TRATOS]

Name=Tratos

Category=Soldier

Primary=none

CrushSound=SQUISHY2

TiberiumProof=yes

TiberiumHeal=yes

Strength=200

Armor=none

TechLevel=-1

Sight=4

Speed=5

Owner=GDI,Nod

Pip=white

Cost=100

Points=5

AllowedToStartInMultiplayer=no

VoiceSelect=13-I000,13-I002,13-I004,13-I006

VoiceMove=13-I008,13-I010,13-I012,13-I014

VoiceAttack=13-I016,13-I018,13-I020

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=10 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

[OXANNA]

Name=Oxanna

Category=Soldier

Primary=Vulcan

CrushSound=SQUISH6

TiberiumProof=yes

TiberiumHeal=yes

Strength=50

Armor=none

TechLevel=-1

Sight=4

Speed=4

AllowedToStartInMultiplayer=no

Owner=GDI,Nod

Cost=100

Pip=white

Points=5

VoiceSelect=11-I000,11-I002,11-I004,11-I006

VoiceMove=11-I008,11-I010,11-I012

VoiceAttack=11-I014,11-I016,11-I018

VoiceFeedback=

VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=10 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

[DOGGIE]

Name=Tiberian Fiend

Nominal=yes

Category=Soldier

Doggie=yes

Primary=FiendShard

CrushSound=SQUISHY2

Strength=250

Armor=light

Fearless=no

TiberiumProof=yes

TiberiumHeal=yes

Trainable=no

Pip=green

TechLevel=-1

Sight=4

Speed=8

Owner=GDI,Nod

AllowedToStartInMultiplayer=no

Cost=100

Points=5

VoiceSelect=

VoiceMove=

VoiceAttack=

VoiceFeedback=

VoiceDie=FIEND1

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=25 ; This value MUST be 0 for all building addons

 

[ENGINEER]

Name=Engineer

Category=Soldier

Primary=none

Prerequisite=BARRACKS

CrushSound=SQUISH6

Strength=100

Armor=none

TechLevel=2

Sight=4

Speed=4

Pip=yellow

Engineer=yes

Owner=GDI,Nod

AllowedToStartInMultiplayer=no

Cost=500

Points=5

VoiceSelect=19-I000,19-I002,19-I006

VoiceMove=19-I010,19-I016

VoiceAttack=19-I018,19-I016

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

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

 

[JUMPJET]

Name=Jumpjet Infantry

Category=Soldier

JumpJet=yes

Primary=JumpCannon

Prerequisite=GAPILE,GARADR

Crushable=no

Strength=120

Fearless=yes

Armor=light

TechLevel=6

Sight=6

Pip=green

Speed=5

Owner=GDI

AllowedToStartInMultiplayer=no

Cost=600

Points=5

VoiceSelect=15-I000,15-I004,15-I012,15-I048

VoiceMove=15-I018,15-I024,15-I044

VoiceAttack=15-I044,15-I050,15-I044,15-I046

VoiceFeedback=15-I058,15-I064

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}

PhysicalSize=1

MovementZone=Fly ; This needs to be None, like aircraft

ThreatPosed=15 ; This value MUST be 0 for all building addons

EliteAbilities=RADAR_INVISIBLE

 

[MHIJACK]

Name=Mutant Hijacker

Category=Soldier

Prerequisite=NAHAND,NATMPL

Primary=none

Crushable=no

;CrushSound=SQUISHY2

Strength=300

Armor=none

TiberiumProof=yes

TiberiumHeal=yes

TechLevel=10

Sight=6

Speed=7

Pip=white

Owner=Nod

Cost=1850

AllowedToStartInMultiplayer=no

Points=5

Trainable=no

VoiceSelect=24-I000,24-I002,24-I004,24-I006

VoiceMove=24-I008,24-I010,24-I012,24-I014

VoiceAttack=24-I016,24-I018,24-I020,24-I022,24-I024

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

VehicleThief=yes

MovementZone=Infantry

ThreatPosed=20 ; This value MUST be 0 for all building addons

SpecialThreatValue=1 ; this should be between 0 and 1

GuardRange=6

BuildLimit=1

ImmuneToVeins=yes

 

[SLAV]

Name=Slavick

Category=Soldier

Primary=none

CrushSound=SQUISH6

Strength=300

Armor=none

Pip=white

TechLevel=-1

Sight=4

Speed=4

Owner=GDI,Nod

Cost=100

AllowedToStartInMultiplayer=no

Points=5

VoiceSelect=12-I000,12-I002,12-I004

VoiceMove=12-I006,12-I008,12-I010

VoiceAttack=12-I012,12-I014,12-I016

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=10 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

; civilians

 

[CIV1]

Name=Civilian

Category=Civilian

Strength=50

Armor=none

TechLevel=-1

CrushSound=SQUISH6

Insignificant=yes

Sight=2

Speed=5

Owner=GDI,Nod

AllowedToStartInMultiplayer=no

Cost=10

Points=1

;Ammo=10

Fraidycat=yes

Civilian=yes

Nominal=yes

Pip=white

VoiceSelect=Boop

VoiceMove=Boop

VoiceAttack=Boop

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=0 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

[CIV2]

Name=Civilian

Category=Civilian

Strength=50

Armor=none

TechLevel=-1

CrushSound=SQUISHY2

Insignificant=yes

Sight=2

Speed=5

Owner=GDI,Nod

AllowedToStartInMultiplayer=no

Cost=10

Points=1

;Ammo=10

Fraidycat=yes

Civilian=yes

Nominal=yes

Pip=white

VoiceSelect=Boop

VoiceMove=Boop

VoiceAttack=Boop

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=0 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

[CIV3]

Name=Civilian

Category=Civilian

Strength=50

Armor=none

TechLevel=-1

CrushSound=SQUISH6

Insignificant=yes

Sight=2

Speed=5

Owner=GDI,Nod

AllowedToStartInMultiplayer=no

Cost=10

Points=1

;Ammo=10

Fraidycat=yes

Civilian=yes

Nominal=yes

Pip=white

VoiceSelect=

VoiceMove=

VoiceAttack

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=0 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

[CTECH]

Name=Technician

Image=CIV3

Category=Civilian

Strength=50

Primary=Pistola

Armor=none

TechLevel=-1

CrushSound=SQUISH6

Insignificant=yes

Sight=2

Speed=5

Owner=GDI,Nod

AllowedToStartInMultiplayer=no

Cost=10

Points=1

Ammo=10

Reload=80

Fraidycat=no

Civilian=yes

Nominal=yes

Pip=white

VoiceSelect=

VoiceMove=

VoiceAttack=

VoiceFeedback=

VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6

Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}

PhysicalSize=1

MovementZone=Infantry

ThreatPosed=0 ; This value MUST be 0 for all building addons

ImmuneToVeins=yes

 

; ******* aircraft types *******

 

; Drop Pod

[DPOD]

Name=Drop Pod

Category=AirPower

Prerequisite=afld

Primary=Vulcan2

Strength=60

Selectable=no

Armor=light

TechLevel=-1

Sight=0

RadarInvisible=yes

Speed=16

Owner=GDI

Cost=10

Points=20

ROT=5

Ammo=5

Passengers=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

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={4A582745-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

ThreatPosed=10 ; This value MUST be 0 for all building addons

; Dropship

[DSHP]

Name=Dropship

Prerequisite=GAWEAP

Strength=200

Category=AirLift

Armor=heavy

Landable=yes

TechLevel=-1

Sight=3

PipScale=Passengers

Speed=18

PitchSpeed=.4

RadarInvisible=yes

Owner=GDI

Cost=0

Points=25

ROT=5

Selectable=yes

Passengers=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=30-I000,30-I002,30-I004,30-I006

VoiceMove=30-I014,30-I016,30-I018,30-I022

VoiceAttack=30-I022,30-I034,30-I036

IsDropship=yes

FlightLevel=1600

MaxDebris=9

Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

ThreatPosed=0 ; This value MUST be 0 for all building addons

;Dock=GADROP

SlowdownDistance=2000

DamageParticleSystems=SparkSys,SmallGreySSys

LegalTarget=no

AuxSound1=DROPUP1 ;Taking off

AuxSound2=DROPDWN1 ;Landing

 

; ORCA Fighter

[ORCA]

Name=Orca Fighter

Prerequisite=GAHPAD

Primary=Hellfire

Strength=200

Category=AirPower

Armor=light

TechLevel=5

Sight=2

RadarInvisible=no

Landable=yes

MoveToShroud=no

Dock=GAHPAD,NAHPAD

PipScale=Ammo

Speed=20

PitchSpeed=.16

Owner=GDI

Cost=1000

Points=20

ROT=5

Ammo=5

Crewed=yes

GuardRange=30

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

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=20 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

AuxSound1=ORCAUP1 ;Taking off

AuxSound2=ORCADWN1 ;Landing

 

; ORCA Bomber

[ORCAB]

Name=Orca Bomber

Prerequisite=GAHPAD,GATECH

Primary=Bomb

Strength=260

Category=AirPower

Armor=light

TechLevel=8

Sight=2

RadarInvisible=no

Landable=yes

MoveToShroud=no

Dock=GAHPAD,NAHPAD

PipScale=Ammo

Speed=12

PitchSpeed=.16

Owner=GDI

Cost=1600

Points=20

ROT=5

Ammo=2

Crewed=yes

GuardRange=30

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

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=25 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

AuxSound1=ORCAUP1 ;Taking off

AuxSound2=ORCADWN1 ;Landing

EliteAbilities=RADAR_INVISIBLE

 

; Orca Transport

[ORCATRAN]

Name=Orca Transport

Prerequisite=GAHPAD

Strength=200

Category=AirPower

Armor=light

TechLevel=-1

Sight=2

RadarInvisible=no

Landable=yes

PipScale=Passengers

Passengers=5

Speed=9

PitchSpeed=1.1

Owner=GDI

Cost=1200

Points=20

ROT=5

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

VoiceSelect=30-I000,30-I002,30-I004,30-I006

VoiceMove=30-I014,30-I016,30-I018,30-I022

VoiceAttack=30-I022,30-I034,30-I036

Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

DamageParticleSystems=SparkSys,SmallGreySSys

AuxSound1=ORCAUP1 ;Taking off

AuxSound2=ORCADWN1 ;Landing

ThreatPosed=0

SpecialThreatValue=1

 

; Carryall

[TRNSPORT]

Name=Carryall

Prerequisite=GAHPAD,GADEPT

Strength=175

Category=AirPower

Armor=light

TechLevel=9

Sight=2

RadarInvisible=no

Carryall=yes

Landable=yes

MoveToShroud=no

Speed=16

PitchSpeed=1.1

Owner=GDI

Cost=750

Points=20

ROT=5

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

VoiceSelect=30-I000,30-I002,30-I004,30-I006

VoiceMove=30-I014,30-I016,30-I018,30-I022

VoiceAttack=30-I022,30-I034,30-I036

Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

DamageParticleSystems=SparkSys,SmallGreySSys

AuxSound1=DROPUP1 ;Taking off

AuxSound2=DROPDWN1 ;Landing

ThreatPosed=0

SpecialThreatValue=1

 

; Banshee Fighter

[SCRIN]

Name=Banshee

Prerequisite=NAHPAD,NATECH

Primary=Proton

Strength=280

Category=AirPower

Armor=light

TechLevel=9

Sight=2

RadarInvisible=no

Landable=yes

MoveToShroud=no

Dock=NAHPAD,GAHPAD

PipScale=Ammo

Speed=18

PitchSpeed=.9

Owner=Nod

Cost=1500

Points=20

ROT=3

Ammo=3

Crewed=yes

GuardRange=30

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

VoiceSelect=32-I000

VoiceMove=32-I004

VoiceAttack=32-I002,32-I004,32-I006

VoiceFeedback=32-I008

VoiceDie=32-I008

Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

AuxSound1=DROPUP1 ;Taking off

AuxSound2=DROPDWN1 ;Landing

EliteAbilities=RADAR_INVISIBLE

 

; Apache Chopper

[APACHE]

Name=Harpy

Prerequisite=NAHPAD

Primary=HarpyClaw

Strength=225

Category=AirPower

Armor=light

TechLevel=5

Sight=2

RadarInvisible=yes

Landable=yes

MoveToShroud=no

Dock=NAHPAD,GAHPAD

PipScale=Ammo

Speed=14

PitchSpeed=.16

Owner=Nod

Cost=1000

Points=20

ROT=5

Ammo=12

Crewed=yes

GuardRange=30

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

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

 

; ******* building types *******

 

; advanced tech center

[GATECH]

Name=GDI Tech Center

Prerequisite=GAWEAP,GARADR

Strength=500

Armor=wood

TechLevel=6

Adjacent=2

Sight=6

Owner=GDI

Cost=1500

Points=85

Power=-200

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=5

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1500, 1055, 815

AIBuildThis=yes

TogglePower=no

 

; GDI weapons factory

[GAWEAP]

Name=GDI War Factory

Image=GAWEAP

WeaponsFactory=yes

Prerequisite=PROC,GAPILE

Factory=UnitType

DeployTime=.044

Strength=1000

Armor=heavy

TechLevel=2

Sight=4

Adjacent=2

Owner=GDI

Cost=2000

Points=80

Power=-30

Capturable=true

Crewed=yes

Bib=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=408, 880, 435

AIBuildThis=yes

 

; NOD weapons factory

[NAWEAP]

Name=Nod War Factory

WeaponsFactory=yes

Prerequisite=PROC,NAHAND

Factory=UnitType

DeployTime=.044

Strength=1000

Adjacent=2

Armor=heavy

TechLevel=2

Sight=4

Owner=Nod

Cost=2000

Points=80

Power=-30

Capturable=true

Crewed=yes

Bib=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

NaturalSmokeLocation=-12,0,370

MaxDebris=8

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=395, 750, 410

AIBuildThis=yes

 

; construction yard

[GACNST]

Name=Construction Yard

ConstructionYard=yes

Strength=1000

Armor=heavy

TechLevel=-1

Adjacent=2

Factory=BuildingType

UndeploysInto=MCV

Sight=6

Owner=GDI,Nod

Cost=2500

Points=80

Power=0

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=10

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1470, 1060, 1078

AIBuildThis=yes

TogglePower=no

 

[GADPSA]

Name=Deployed Sensor Array

TechLevel=-1

Strength=600

Points=50

Cost=950

Sight=8

Power=0

Armor=wood

SensorArray=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

MaxDebris=2

UndeploysInto=LPST

BaseNormal=no

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=500, 500, 400

HasRadialIndicator=true

RadialColor=0,200,0

CloakRadiusInCells=25

TogglePower=no

 

[GAICBM]

Name=Deployed ICBM

TechLevel=-1

Strength=400

Points=50

Power=0

Armor=wood

ICBMLauncher=yes

;SuperWeapon=MultiSpecial

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

UndeploysInto=ICBM

BaseNormal=no

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=500, 500, 400

TogglePower=no

 

[GATICK]

Name=Deployed Tick Tank

TechLevel=5

Strength=350

Points=50

Cost=800

Power=0

Armor=concrete

Sight=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

UndeploysInto=TTNK

BaseNormal=no

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

Crewed=yes

Primary=90mm

Elite=120mmx

Turret=yes

ROT=5

TickTank=yes

TurretAnim=TTNKTUR

TurretAnimIsVoxel=true

TurretAnimX=4

TurretAnimY=10

TurretAnimZAdjust=-20

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

DamageSmokeOffset=500, 500, 400

Trainable=yes

TogglePower=no

EliteAbilities=SENSORS

HasStupidGuardMode=false

 

[GAARTY]

Name=Deployed Artillery

TechLevel=8

Strength=300

Points=50

Cost=975

Power=0

Armor=light

Sight=9

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

UndeploysInto=ART2

BaseNormal=no

VoiceSelect=15-I004,15-I006,15-I008,15-I010,15-I012,15-I038,15-I040,15-I048

VoiceMove=15-I014,15-I016,15-I018,15-I020,15-I022,15-I024,15-I060

VoiceAttack=15-I026,15-I032,15-I044,15-I046,15-I050

Crewed=yes

Primary=155mm

Turret=yes

ROT=5

Artillary=yes

TurretAnim=ART2TUR

TurretAnimIsVoxel=true

TurretAnimX=-8

TurretAnimY=15

TurretAnimZAdjust=-20

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=500, 500, 400

EliteAbilities=SELF_HEAL

Trainable=yes

TogglePower=no

HasStupidGuardMode=false

 

; Tiberium Refinery

[PROC]

Name=Tiberium Refinery

Image=NAREFN

Refinery=yes

Bib=yes

Prerequisite=POWER

Strength=900

Adjacent=2

Armor=heavy

TechLevel=1

FreeUnit=HARV

DockUnload=yes

Sight=6

Owner=GDI,Nod

Cost=2000

Points=80

Power=-30

Storage=80

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

 

; storage silo

[GASILO]

Name=Tiberium Silo

Prerequisite=PROC

Strength=300

Armor=wood

TechLevel=1

Adjacent=2

Sight=2

Owner=GDI,Nod

Cost=150

Points=25

Power=-10

Storage=60

Explodes=yes

Capturable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=2

PipScale=Tiberium

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

DamageSmokeOffset=700, 700, 500

TogglePower=no

 

; helipad

[GAHPAD]

Name=Helipad

Prerequisite=GARADR

Strength=600

Armor=wood

Adjacent=2

TechLevel=5

Sight=5

UnitReload=yes

Helipad=yes

Owner=GDI

Cost=500

Points=70

Power=-10

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

HasStupidGuardMode=false

 

; helipad

[NAHPAD]

Name=Helipad

Prerequisite=NARADR

Strength=600

Armor=wood

Adjacent=2

TechLevel=5

Sight=5

UnitReload=yes

Helipad=yes

Owner=Nod

Cost=500

Points=70

Power=-10

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=275, 60, 140

AIBuildThis=yes

HasStupidGuardMode=false

 

; GDI Radar

[GARADR]

Name=Radar

Prerequisite=PROC

Strength=1000

Radar=yes

Armor=wood

TechLevel=3

Adjacent=2

Sight=10

Owner=GDI

Cost=1000

Points=60

Power=-40

Powered=true

Capturable=true

Sensors=yes

Crewed=yes

Upgrades=0

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=440, 200, 200

AIBuildThis=yes

 

; GDI Communications tower

[GAPLUG]

Name=GDI Upgrade Center

Prerequisite=PROC,GATECH

Strength=1000

Radar=no

Armor=wood

TechLevel=10

Adjacent=2

Sight=6

Owner=GDI

Cost=1000

Points=60

Power=-150

Powered=true

Capturable=true

Sensors=yes

Crewed=yes

Upgrades=2

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=800, 550, 400

AIBuildThis=yes

SpecialThreatValue=1

IsPlug=true

 

; NOD Stealth Generator

[NASTLH]

Name=Stealth Generator

Prerequisite=PROC,NATECH

CloakGenerator=yes

CloakRadiusInCells=12

HasRadialIndicator=true

RadialColor=255,0,0

Strength=600

Armor=wood

TechLevel=9

Adjacent=2

Sight=6

Owner=Nod

Cost=2500 ; w2000

Points=60

Power=-350

Powered=true

Capturable=true

Sensors=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=5

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

 

; gdi power plant

[GAPOWR]

Name=GDI Power Plant

Strength=750

Armor=wood

TechLevel=1

Adjacent=2

Sight=4

Owner=GDI

Cost=300

Points=40

Power=100

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Upgrades=2

MaxDebris=6

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=300, 300, 450

TogglePower=no

 

; nod power plant

[NAPOWR]

Name=NOD Power Plant

Strength=750

Armor=wood

TechLevel=1

Sight=4

Adjacent=2

Owner=Nod

Cost=300

Points=40

Power=100

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=450, 200, 300

TogglePower=no

 

; Nod advanced power plant

[NAAPWR]

Name=Advanced Power Plant

Prerequisite=NAWEAP

Strength=750

Armor=wood

TechLevel=7

Adjacent=2

Sight=4

Owner=Nod

Cost=500

Points=40

Power=200

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=290, 570, 320

TogglePower=no

 

; NOD Tech Center

[NATECH]

Name=NOD Tech Center

Prerequisite=NAWEAP,NARADR

Strength=500

Armor=wood

TechLevel=6

Adjacent=2

Sight=6

Owner=Nod

Cost=1500

Points=85

Power=-100

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=5

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=200, 325, 200

AIBuildThis=yes

TogglePower=no

 

; NOD Barracks

[NAHAND]

Name=Hand Of Nod

Prerequisite=POWER

Strength=800

Armor=wood

TechLevel=1

Adjacent=2

Sight=5

Owner=Nod

Cost=300

Points=30

Power=-20

Factory=InfantryType

Crewed=yes

Capturable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=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

 

; GDI Barracks

[GAPILE]

Name=Barracks

Prerequisite=POWER

Strength=800

Armor=wood

Factory=InfantryType

Adjacent=2

TechLevel=1

Sight=5

Owner=GDI

Cost=300

Points=30

Power=-20

Crewed=yes

Capturable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

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

 

; service depot

[GADEPT]

Name=Service Depot

Prerequisite=FACTORY

Strength=1100

Armor=wood

TechLevel=7

Adjacent=2

Sight=5

UnitRepair=yes

UnitReload=yes

Owner=GDI ; removed from Nod side

Cost=1200

Points=80

Power=-30

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=270, 580, 260

AIBuildThis=yes

HasStupidGuardMode=false

 

; Pavenent

[GAPAVE]

Name=Pavement

Strength=150

Prerequisite=BARRACKS

High=yes

Armor=concrete

TechLevel=6

Adjacent=3

Sight=0

Selectable=no

Insignificant=yes

Nominal=yes

Owner=GDI,Nod

Cost=75

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=pvclr01

 

; green lat (not used)

[GAGREEN]

Name=Green Building

Image=null

Strength=150

Prerequisite=GAPILE

High=yes

Armor=concrete

TechLevel=-1

Adjacent=3

Sight=0

Selectable=no

Insignificant=yes

Nominal=yes

Owner=GDI,Nod

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

 

; sandbag wall

[GASAND]

Name=Sandbags

Strength=250

Prerequisite=BARRACKS

Armor=light

CrushSound=SANDBAG1

Crushable=yes

Wall=yes

TechLevel=-1

Adjacent=4

Sight=0

Nominal=yes

Selectable=no

Owner=GDI,NOD

Cost=25

BaseNormal=no

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

 

; concrete wall

[GAWALL]

Name=Concrete Wall

Strength=150

Prerequisite=GAPILE

High=yes

Armor=concrete

TechLevel=6

Adjacent=4

Wall=yes

Sight=1

Selectable=no

Insignificant=yes

Nominal=yes

Owner=GDI

Cost=50

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

IsBase=no

GuardRange=5

 

; NOD wall

[NAWALL]

Name=Nod Wall

Strength=150

Prerequisite=NAHAND

High=yes

Armor=concrete

TechLevel=6

Adjacent=4

Wall=yes

Sight=1

Selectable=no

Insignificant=yes

Nominal=yes

Owner=Nod

Cost=50

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

IsBase=no

GuardRange=5

 

; Bridge repair hut

[CABHUT]

Name=Bridge repair hut

Strength=2000

Immune=yes

LegalTarget=no

Nominal=yes

TechLevel=-1

RadarInvisible=yes

Repairable=true

Selectable=no

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

 

; Nod pulse cannon

[NAPULS]

Name=EMP Cannon

Strength=500

Armor=heavy

Prerequisite=Radar

TechLevel=6

Sight=8

Adjacent=2

Owner=Nod,GDI

Cost=1000

Turret=yes

Points=50

Power=-150

Sensors=yes

Crewed=yes

ROT=12

EMPulseCannon=yes

SuperWeapon=EMPulseSpecial

Primary=EMPulseWeapon

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=5

TurretAnim=PULSCAN

TurretAnimIsVoxel=true

TurretAnimY=7

TurretAnimX=1

TurretAnimZAdjust=-100

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=350, 125, 100

HasStupidGuardMode=false

 

; GDI Component Tower

[GACTWR]

Name=Component Tower

Strength=500

Armor=light

Prerequisite=GAPILE

TechLevel=2

Sight=4

Adjacent=3

Owner=GDI

Cost=200

Turret=yes

Points=50

Power=-10

Sensors=yes

BaseNormal=no

Crewed=no

ROT=12

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

TurretAnimZAdjust=-45 ;WST 6/18/99 was 50 but cause z buffer problem: Component towers turret animation depends on what the player attaches :

HasSpotlight=false;

MaxDebris=2

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

DamageSmokeOffset=500, 500, 400

IsBase=no

HasStupidGuardMode=false

 

; GDI gate in wall

[GAGATE_A]

Name=Gate

Strength=350

Prerequisite=GAPILE

Armor=heavy

TechLevel=6

Selectable=yes

Capturable=false

Insignificant=yes

Adjacent=4

Owner=GDI

Cost=250

BaseNormal=no

Points=50

Repairable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

Gate=yes

DeployTime=.044

GateCloseDelay=.2

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

 

; GDI gate in wall

[GAGATE_B]

Name=Gate

Strength=350

Armor=heavy

Prerequisite=GAPILE

TechLevel=6

Adjacent=4

Selectable=yes

Capturable=false

Insignificant=yes

Owner=GDI

Cost=250

BaseNormal=no

Points=50

Repairable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Gate=yes

DeployTime=.044

GateCloseDelay=.2

MaxDebris=2

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

 

; Nod gate in wall

[NAGATE_A]

Name=Gate

Strength=350

Armor=heavy

Prerequisite=NAHAND

TechLevel=6

Adjacent=4

Selectable=yes

Capturable=false

Insignificant=yes

Owner=Nod

Cost=250

BaseNormal=no

Points=50

Repairable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Gate=yes

DeployTime=.044

GateCloseDelay=.2

MaxDebris=2

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

 

; Nod gate in wall

[NAGATE_B]

Name=Gate

Strength=350

Armor=heavy

Prerequisite=NAHAND

TechLevel=6

Adjacent=4

Selectable=yes

Capturable=false

Insignificant=yes

Owner=Nod

Cost=250

BaseNormal=no

Points=50

Repairable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Gate=yes

DeployTime=.044

GateCloseDelay=.2

MaxDebris=2

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

 

; Light post

[TSTLAMP]

Name=AlphaLightPost

Image=GALITE

Strength=600

Armor=wood

TechLevel=-1

Nominal=yes

Sight=0

Points=30

Power=0

Crewed=no ; why would we want guys to come out of the lightpost? BNA 7/15/99

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=1

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys

Insignificant=yes

AlphaImage=ALPHATST

 

; Light post

[GALITE]

Name=Light Post

Image=GALITE

Strength=600

Armor=wood

Owner=GDI,NOD

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

 

; 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=4

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

 

; Temple of NOD

[NATMPL]

Name=Temple of NOD

Prerequisite=NATECH

Strength=1000

Armor=wood

TechLevel=10

Adjacent=3

Sight=6

Owner=Nod

Cost=2000

Points=60

Power=-200

Capturable=true

Sensors=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=9

ThreatPosed=0 ; This value MUST be 0 for all building addons

SuperWeapon=HuntSeekSpecial

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1210, 680, 400

AIBuildThis=yes

IsTemple=yes

 

; pyramid of NOD

[NTPYRA]

Name=NOD Pyramid

Strength=1500

Armor=heavy

TechLevel=-1

Adjacent=2

Sight=0

Owner=Nod

Cost=1000

Points=60

Power=-40

Capturable=true

Sensors=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=9

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1150, 660, 475

 

;Kodiak

[GAKODK]

Name=GDI Kodiak

Strength=1500

Armor=heavy

TechLevel=-1

Adjacent=2

Sight=10

Owner=GDI

Cost=1000

Points=60

Power=0

Capturable=true

Sensors=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=9

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1200, 880, 635

IsBase=no

TogglePower=no

 

;Montauk

[NAMNTK]

Name=NOD Montauk

Strength=1500

Armor=heavy

TechLevel=-1

Adjacent=2

Sight=0

Owner=NOD

Cost=1000

Points=60

Power=0

Capturable=true

Sensors=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=9

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=700, 1180, 800

IsBase=no

TogglePower=no

 

; Dropship bay (obsolete)

;[GADROP]

;Name=Dropship Bay

;Prerequisite=DOME,GATECH

;Strength=3000

;TechLevel=9

;Adjacent=2

;Sight=10

;Owner=GDI

;Cost=1000

;Points=60

;Power=-40

;Powered=true

;Capturable=true

;Sensors=yes

;Crewed=yes

;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

;MaxDebris=8

;ThreatPosed=0 ; This value MUST be 0 for all building addons

;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

 

;NOD Radar Facility

[NARADR]

Name=NOD Radar

Prerequisite=PROC

Strength=1000

Radar=yes

Armor=wood

TechLevel=3

Adjacent=2

Sight=10

Owner=NOD

Cost=1000

Points=60

Power=-40

Powered=true

Capturable=true

Sensors=yes

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=220, 390, 150

AIBuildThis=yes

 

; Nod tiberium waste facility

[NAWAST]

Name=Tiberium Waste Facility

Prerequisite=NAMISL

Strength=400

Armor=wood

TechLevel=10

Adjacent=2

Sight=5

Owner=Nod

Cost=1600

Points=60

Power=-40

FreeUnit=WEED

Capturable=true

Sensors=yes

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=400, 625, 200

Weeder=yes

Bib=yes

PipScale=Tiberium

;SuperWeapon=ChemicalSpecial

AIBuildThis=yes

TogglePower=no

BuildLimit=1

 

; NOD Obelisk

[NAOBEL]

Name=Obelisk of Light

Prerequisite=NATECH

Strength=725

Armor=wood

TechLevel=9

Adjacent=2

Sight=8

Owner=Nod

Cost=1500

Points=30

Power=-150

Crewed=yes

Capturable=false

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Primary=LaserFire

Turret=no

TurretAnim=NAOBEL_B

TurretAnimZAdjust=-100

MaxDebris=4

ThreatPosed=40 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=355, 525, 225

IsBaseDefense=yes

BaseNormal=no

Powered=yes

HasStupidGuardMode=false

 

; Nod missile silo

[NAMISL]

Name=Missile Silo

SuperWeapon=MultiSpecial

SuperWeapon2=ChemicalSpecial

Prerequisite=NATECH

Strength=1000

Armor=wood

TechLevel=10

Adjacent=2

Sight=4

Owner=Nod

Cost=1300

Points=30

Power=-50

Crewed=yes

Capturable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

AIBuildThis=yes

SpecialThreatValue=1

NukeSilo=yes

HasStupidGuardMode=false

 

; Vulcan cannon add-on for component tower

[GAVULC]

Name=Vulcan Cannon

Image=GAVULC

Prerequisite=GACTWR,GAPILE

TechLevel=2

Armor=wood

Sight=7

Owner=GDI

Cost=150

Points=30

Power=-20

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gactwr

PowersUpToLevel=1

Primary=VulcanTower

Secondary=VulcanTower

Turret=yes

ThreatPosed=0 ; This value MUST be 0 for all building addons

IsBaseDefense=yes

 

; Rocket launcher addon for component tower

[GAROCK]

Name=RPG Upgrade

Image=GAROCK

Prerequisite=GACTWR,GAPILE

TechLevel=9

Armor=wood

Sight=8

Owner=GDI

Cost=600

Points=30

Power=-20

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gactwr

PowersUpToLevel=2

Primary=RPGTower

Turret=yes

ThreatPosed=0 ; This value MUST be 0 for all building addons

IsBaseDefense=yes

 

; SAM addon for component tower

[GACSAM]

Name=SAM Upgrade

Image=GACSAM

Prerequisite=GACTWR,GARADR

TechLevel=5

Armor=wood

Sight=10

Owner=GDI

Cost=300

Points=30

Power=-30

Crewed=no

Capturable=no

Explosion=TWLT070

PowersUpBuilding=gactwr

PowersUpToLevel=3

Primary=RedEye2

Secondary=RedEye2

Turret=yes

ThreatPosed=0 ; This value MUST be 0 for all building addons

IsBaseDefense=yes

Powered=yes

 

; GDI Power plant upgrade.

[GAPOWRUP]

Name=Power Turbine

Prerequisite=GAPOWR

Image=GAPOWR_B

TechLevel=7

Armor=wood

Sight=1

Owner=GDI

Cost=100

Points=30

Power=50

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gapowr

PowersUpToLevel=-1

ThreatPosed=0 ; This value MUST be 0 for all building addons

 

; OBSOLETE Upgrade No. 1 for GDI radar

[GAPLUG1]

Name=Threat Rating Node

Image=GAPLUG_D

Prerequisite=GAPLUG

TechLevel=-1

Armor=wood

Sight=1

Owner=GDI

Cost=500

Points=30

Power=-20

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gaplug

PowersUpToLevel=-1

ThreatPosed=0 ; This value MUST be 0 for all building addons

IsThreatRatingNode=true

 

; Upgrade No. 2 for GDI radar

[GAPLUG2]

Name=Seeker Control

Image=GAPLUG_E

Prerequisite=GAPLUG,GATECH,GAWEAP

TechLevel=10

Armor=wood

Sight=1

Owner=GDI

Cost=1000

Points=30

Power=-50

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gaplug

PowersUpToLevel=-1

ThreatPosed=0 ; This value MUST be 0 for all building addons

SuperWeapon=HuntSeekSpecial

AIBuildThis=yes

 

; Upgrade No. 3 for GDI radar

[GAPLUG3]

Name=Ion Cannon Uplink

Image=GAPLUG_F

Prerequisite=GAPLUG,GATECH

TechLevel=10

Armor=wood

Sight=1

Owner=GDI

Cost=1500

Points=30

Power=-100

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gaplug

PowersUpToLevel=-1

SuperWeapon=IonCannonSpecial

ThreatPosed=0 ; This value MUST be 0 for all building addons

AIBuildThis=yes

 

; Firestorm defense

[GAFIRE]

Name=Fire Storm Generator

Strength=800

Armor=heavy

TechLevel=9

Prerequisite=GATECH

Adjacent=2

Sight=5

Owner=GDI

Cost=2000

Points=30

Power=-200

Crewed=yes

Capturable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=9

SuperWeapon=FirestormSpecial

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=410, 600, 290

 

; Laser fence post

[NAPOST]

Name=Laser Fence Post

Prerequisite=NAAPWR

Strength=300

Armor=concrete

TechLevel=8

Adjacent=3

Sight=4

Owner=Nod

Cost=200

BaseNormal=no

Points=30

Power=-25

Crewed=no

Capturable=false

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

LaserFencePost=yes

MaxDebris=2

Powered=yes

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

GuardRange=10 ; Used to set max. intra-post distance

 

[NAFNCE]

Name=Laser Fence Section

Strength=800

Armor=concrete

TechLevel=-1

Sight=1

Owner=Nod

Capturable=false

Cost=0

Points=00

Power=0

Selectable=no

Crewed=no

LaserFence=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

ThreatPosed=10 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

LegalTarget=false

TogglePower=no

 

; Laser turret

[NALASR]

Name=Laser

Strength=500

Armor=wood

Prerequisite=NAHAND

TechLevel=2

Adjacent=4

ROT=10

Sight=7

Owner=Nod

Cost=300

BaseNormal=no

Points=30

Power=-40

Crewed=no

Capturable=false

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=2

Primary=LaserFire2

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

; Dropship

[DSHP]

Name=Dropship

Prerequisite=GAWEAP

Strength=200

Category=AirLift

Armor=heavy

Landable=yes

TechLevel=-1

Sight=3

PipScale=Passengers

Speed=18

PitchSpeed=.4

RadarInvisible=yes

Owner=GDI

Cost=0

Points=25

ROT=5

Selectable=yes

Passengers=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=30-I000,30-I002,30-I004,30-I006

VoiceMove=30-I014,30-I016,30-I018,30-I022

VoiceAttack=30-I022,30-I034,30-I036

IsDropship=yes

FlightLevel=1600

MaxDebris=9

Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

ThreatPosed=0 ; This value MUST be 0 for all building addons

;Dock=GADROP

SlowdownDistance=2000

DamageParticleSystems=SparkSys,SmallGreySSys

LegalTarget=no

AuxSound1=DROPUP1 ;Taking off

AuxSound2=DROPDWN1 ;Landing

 

; ORCA Fighter

[ORCA]

Name=Orca Fighter

Prerequisite=GAHPAD

Primary=Hellfire

Strength=200

Category=AirPower

Armor=light

TechLevel=5

Sight=2

RadarInvisible=no

Landable=yes

MoveToShroud=no

Dock=GAHPAD,NAHPAD

PipScale=Ammo

Speed=20

PitchSpeed=.16

Owner=GDI

Cost=1000

Points=20

ROT=5

Ammo=5

Crewed=yes

GuardRange=30

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

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=20 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

AuxSound1=ORCAUP1 ;Taking off

AuxSound2=ORCADWN1 ;Landing

 

; ORCA Bomber

[ORCAB]

Name=Orca Bomber

Prerequisite=GAHPAD,GATECH

Primary=Bomb

Strength=260

Category=AirPower

Armor=light

TechLevel=8

Sight=2

RadarInvisible=no

Landable=yes

MoveToShroud=no

Dock=GAHPAD,NAHPAD

PipScale=Ammo

Speed=12

PitchSpeed=.16

Owner=GDI

Cost=1600

Points=20

ROT=5

Ammo=2

Crewed=yes

GuardRange=30

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

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=25 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

AuxSound1=ORCAUP1 ;Taking off

AuxSound2=ORCADWN1 ;Landing

EliteAbilities=RADAR_INVISIBLE

 

; Orca Transport

[ORCATRAN]

Name=Orca Transport

Prerequisite=GAHPAD

Strength=200

Category=AirPower

Armor=light

TechLevel=-1

Sight=2

RadarInvisible=no

Landable=yes

PipScale=Passengers

Passengers=5

Speed=9

PitchSpeed=1.1

Owner=GDI

Cost=1200

Points=20

ROT=5

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

VoiceSelect=30-I000,30-I002,30-I004,30-I006

VoiceMove=30-I014,30-I016,30-I018,30-I022

VoiceAttack=30-I022,30-I034,30-I036

Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

DamageParticleSystems=SparkSys,SmallGreySSys

AuxSound1=ORCAUP1 ;Taking off

AuxSound2=ORCADWN1 ;Landing

ThreatPosed=0

SpecialThreatValue=1

 

; Carryall

[TRNSPORT]

Name=Carryall

Prerequisite=GAHPAD,GADEPT

Strength=175

Category=AirPower

Armor=light

TechLevel=9

Sight=2

RadarInvisible=no

Carryall=yes

Landable=yes

MoveToShroud=no

Speed=16

PitchSpeed=1.1

Owner=GDI

Cost=750

Points=20

ROT=5

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

VoiceSelect=30-I000,30-I002,30-I004,30-I006

VoiceMove=30-I014,30-I016,30-I018,30-I022

VoiceAttack=30-I022,30-I034,30-I036

Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

DamageParticleSystems=SparkSys,SmallGreySSys

AuxSound1=DROPUP1 ;Taking off

AuxSound2=DROPDWN1 ;Landing

ThreatPosed=0

SpecialThreatValue=1

 

; Banshee Fighter

[SCRIN]

Name=Banshee

Prerequisite=NAHPAD,NATECH

Primary=Proton

Strength=280

Category=AirPower

Armor=light

TechLevel=9

Sight=2

RadarInvisible=no

Landable=yes

MoveToShroud=no

Dock=NAHPAD,GAHPAD

PipScale=Ammo

Speed=18

PitchSpeed=.9

Owner=Nod

Cost=1500

Points=20

ROT=3

Ammo=3

Crewed=yes

GuardRange=30

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

VoiceSelect=32-I000

VoiceMove=32-I004

VoiceAttack=32-I002,32-I004,32-I006

VoiceFeedback=32-I008

VoiceDie=32-I008

Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}

MovementZone=Fly

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

AuxSound1=DROPUP1 ;Taking off

AuxSound2=DROPDWN1 ;Landing

EliteAbilities=RADAR_INVISIBLE

 

; Apache Chopper

[APACHE]

Name=Harpy

Prerequisite=NAHPAD

Primary=HarpyClaw

Strength=225

Category=AirPower

Armor=light

TechLevel=5

Sight=2

RadarInvisible=yes

Landable=yes

MoveToShroud=no

Dock=NAHPAD,GAHPAD

PipScale=Ammo

Speed=14

PitchSpeed=.16

Owner=Nod

Cost=1000

Points=20

ROT=5

Ammo=12

Crewed=yes

GuardRange=30

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

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

 

; ******* building types *******

 

; advanced tech center

[GATECH]

Name=GDI Tech Center

Prerequisite=GAWEAP,GARADR

Strength=500

Armor=wood

TechLevel=6

Adjacent=2

Sight=6

Owner=GDI

Cost=1500

Points=85

Power=-200

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=5

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1500, 1055, 815

AIBuildThis=yes

TogglePower=no

 

; GDI weapons factory

[GAWEAP]

Name=GDI War Factory

Image=GAWEAP

WeaponsFactory=yes

Prerequisite=PROC,GAPILE

Factory=UnitType

DeployTime=.044

Strength=1000

Armor=heavy

TechLevel=2

Sight=4

Adjacent=2

Owner=GDI

Cost=2000

Points=80

Power=-30

Capturable=true

Crewed=yes

Bib=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=408, 880, 435

AIBuildThis=yes

 

; NOD weapons factory

[NAWEAP]

Name=Nod War Factory

WeaponsFactory=yes

Prerequisite=PROC,NAHAND

Factory=UnitType

DeployTime=.044

Strength=1000

Adjacent=2

Armor=heavy

TechLevel=2

Sight=4

Owner=Nod

Cost=2000

Points=80

Power=-30

Capturable=true

Crewed=yes

Bib=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

NaturalSmokeLocation=-12,0,370

MaxDebris=8

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=395, 750, 410

AIBuildThis=yes

 

; construction yard

[GACNST]

Name=Construction Yard

ConstructionYard=yes

Strength=1000

Armor=heavy

TechLevel=-1

Adjacent=2

Factory=BuildingType

UndeploysInto=MCV

Sight=6

Owner=GDI,Nod

Cost=2500

Points=80

Power=0

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=10

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1470, 1060, 1078

AIBuildThis=yes

TogglePower=no

 

[GADPSA]

Name=Deployed Sensor Array

TechLevel=-1

Strength=600

Points=50

Cost=950

Sight=8

Power=0

Armor=wood

SensorArray=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=25-I000

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

MaxDebris=2

UndeploysInto=LPST

BaseNormal=no

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=500, 500, 400

HasRadialIndicator=true

RadialColor=0,200,0

CloakRadiusInCells=25

TogglePower=no

 

[GAICBM]

Name=Deployed ICBM

TechLevel=-1

Strength=400

Points=50

Power=0

Armor=wood

ICBMLauncher=yes

;SuperWeapon=MultiSpecial

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

UndeploysInto=ICBM

BaseNormal=no

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=500, 500, 400

TogglePower=no

 

[GATICK]

Name=Deployed Tick Tank

TechLevel=5

Strength=350

Points=50

Cost=800

Power=0

Armor=concrete

Sight=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

UndeploysInto=TTNK

BaseNormal=no

VoiceSelect=25-I000,25-I002,25-I004,25-I006

VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022

VoiceAttack=25-I014,25-I022,25-I024,25-I026

Crewed=yes

Primary=90mm

Elite=120mmx

Turret=yes

ROT=5

TickTank=yes

TurretAnim=TTNKTUR

TurretAnimIsVoxel=true

TurretAnimX=4

TurretAnimY=10

TurretAnimZAdjust=-20

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys

DamageSmokeOffset=500, 500, 400

Trainable=yes

TogglePower=no

EliteAbilities=SENSORS

HasStupidGuardMode=false

 

[GAARTY]

Name=Deployed Artillery

TechLevel=8

Strength=300

Points=50

Cost=975

Power=0

Armor=light

Sight=9

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

UndeploysInto=ART2

BaseNormal=no

VoiceSelect=15-I004,15-I006,15-I008,15-I010,15-I012,15-I038,15-I040,15-I048

VoiceMove=15-I014,15-I016,15-I018,15-I020,15-I022,15-I024,15-I060

VoiceAttack=15-I026,15-I032,15-I044,15-I046,15-I050

Crewed=yes

Primary=155mm

Turret=yes

ROT=5

Artillary=yes

TurretAnim=ART2TUR

TurretAnimIsVoxel=true

TurretAnimX=-8

TurretAnimY=15

TurretAnimZAdjust=-20

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=500, 500, 400

EliteAbilities=SELF_HEAL

Trainable=yes

TogglePower=no

HasStupidGuardMode=false

 

; Tiberium Refinery

[PROC]

Name=Tiberium Refinery

Image=NAREFN

Refinery=yes

Bib=yes

Prerequisite=POWER

Strength=900

Adjacent=2

Armor=heavy

TechLevel=1

FreeUnit=HARV

DockUnload=yes

Sight=6

Owner=GDI,Nod

Cost=2000

Points=80

Power=-30

Storage=80

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

 

; storage silo

[GASILO]

Name=Tiberium Silo

Prerequisite=PROC

Strength=300

Armor=wood

TechLevel=1

Adjacent=2

Sight=2

Owner=GDI,Nod

Cost=150

Points=25

Power=-10

Storage=60

Explodes=yes

Capturable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=2

PipScale=Tiberium

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

DamageSmokeOffset=700, 700, 500

TogglePower=no

 

; helipad

[GAHPAD]

Name=Helipad

Prerequisite=GARADR

Strength=600

Armor=wood

Adjacent=2

TechLevel=5

Sight=5

UnitReload=yes

Helipad=yes

Owner=GDI

Cost=500

Points=70

Power=-10

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

HasStupidGuardMode=false

 

; helipad

[NAHPAD]

Name=Helipad

Prerequisite=NARADR

Strength=600

Armor=wood

Adjacent=2

TechLevel=5

Sight=5

UnitReload=yes

Helipad=yes

Owner=Nod

Cost=500

Points=70

Power=-10

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=275, 60, 140

AIBuildThis=yes

HasStupidGuardMode=false

 

; GDI Radar

[GARADR]

Name=Radar

Prerequisite=PROC

Strength=1000

Radar=yes

Armor=wood

TechLevel=3

Adjacent=2

Sight=10

Owner=GDI

Cost=1000

Points=60

Power=-40

Powered=true

Capturable=true

Sensors=yes

Crewed=yes

Upgrades=0

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=440, 200, 200

AIBuildThis=yes

 

; GDI Communications tower

[GAPLUG]

Name=GDI Upgrade Center

Prerequisite=PROC,GATECH

Strength=1000

Radar=no

Armor=wood

TechLevel=10

Adjacent=2

Sight=6

Owner=GDI

Cost=1000

Points=60

Power=-150

Powered=true

Capturable=true

Sensors=yes

Crewed=yes

Upgrades=2

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=800, 550, 400

AIBuildThis=yes

SpecialThreatValue=1

IsPlug=true

 

; NOD Stealth Generator

[NASTLH]

Name=Stealth Generator

Prerequisite=PROC,NATECH

CloakGenerator=yes

CloakRadiusInCells=12

HasRadialIndicator=true

RadialColor=255,0,0

Strength=600

Armor=wood

TechLevel=9

Adjacent=2

Sight=6

Owner=Nod

Cost=2500 ; w2000

Points=60

Power=-350

Powered=true

Capturable=true

Sensors=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=5

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

 

; gdi power plant

[GAPOWR]

Name=GDI Power Plant

Strength=750

Armor=wood

TechLevel=1

Adjacent=2

Sight=4

Owner=GDI

Cost=300

Points=40

Power=100

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Upgrades=2

MaxDebris=6

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=300, 300, 450

TogglePower=no

 

; nod power plant

[NAPOWR]

Name=NOD Power Plant

Strength=750

Armor=wood

TechLevel=1

Sight=4

Adjacent=2

Owner=Nod

Cost=300

Points=40

Power=100

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=450, 200, 300

TogglePower=no

 

; Nod advanced power plant

[NAAPWR]

Name=Advanced Power Plant

Prerequisite=NAWEAP

Strength=750

Armor=wood

TechLevel=7

Adjacent=2

Sight=4

Owner=Nod

Cost=500

Points=40

Power=200

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=290, 570, 320

TogglePower=no

 

; NOD Tech Center

[NATECH]

Name=NOD Tech Center

Prerequisite=NAWEAP,NARADR

Strength=500

Armor=wood

TechLevel=6

Adjacent=2

Sight=6

Owner=Nod

Cost=1500

Points=85

Power=-100

Capturable=true

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=5

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=200, 325, 200

AIBuildThis=yes

TogglePower=no

 

; NOD Barracks

[NAHAND]

Name=Hand Of Nod

Prerequisite=POWER

Strength=800

Armor=wood

TechLevel=1

Adjacent=2

Sight=5

Owner=Nod

Cost=300

Points=30

Power=-20

Factory=InfantryType

Crewed=yes

Capturable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=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

 

; GDI Barracks

[GAPILE]

Name=Barracks

Prerequisite=POWER

Strength=800

Armor=wood

Factory=InfantryType

Adjacent=2

TechLevel=1

Sight=5

Owner=GDI

Cost=300

Points=30

Power=-20

Crewed=yes

Capturable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

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

 

; service depot

[GADEPT]

Name=Service Depot

Prerequisite=FACTORY

Strength=1100

Armor=wood

TechLevel=7

Adjacent=2

Sight=5

UnitRepair=yes

UnitReload=yes

Owner=GDI ; removed from Nod side

Cost=1200

Points=80

Power=-30

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=270, 580, 260

AIBuildThis=yes

HasStupidGuardMode=false

 

; Pavenent

[GAPAVE]

Name=Pavement

Strength=150

Prerequisite=BARRACKS

High=yes

Armor=concrete

TechLevel=6

Adjacent=3

Sight=0

Selectable=no

Insignificant=yes

Nominal=yes

Owner=GDI,Nod

Cost=75

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=pvclr01

 

; green lat (not used)

[GAGREEN]

Name=Green Building

Image=null

Strength=150

Prerequisite=GAPILE

High=yes

Armor=concrete

TechLevel=-1

Adjacent=3

Sight=0

Selectable=no

Insignificant=yes

Nominal=yes

Owner=GDI,Nod

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

 

; sandbag wall

[GASAND]

Name=Sandbags

Strength=250

Prerequisite=BARRACKS

Armor=light

CrushSound=SANDBAG1

Crushable=yes

Wall=yes

TechLevel=-1

Adjacent=4

Sight=0

Nominal=yes

Selectable=no

Owner=GDI,NOD

Cost=25

BaseNormal=no

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

 

; concrete wall

[GAWALL]

Name=Concrete Wall

Strength=150

Prerequisite=GAPILE

High=yes

Armor=concrete

TechLevel=6

Adjacent=4

Wall=yes

Sight=1

Selectable=no

Insignificant=yes

Nominal=yes

Owner=GDI

Cost=50

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

IsBase=no

GuardRange=5

 

; NOD wall

[NAWALL]

Name=Nod Wall

Strength=150

Prerequisite=NAHAND

High=yes

Armor=concrete

TechLevel=6

Adjacent=4

Wall=yes

Sight=1

Selectable=no

Insignificant=yes

Nominal=yes

Owner=Nod

Cost=50

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

IsBase=no

GuardRange=5

 

; Bridge repair hut

[CABHUT]

Name=Bridge repair hut

Strength=2000

Immune=yes

LegalTarget=no

Nominal=yes

TechLevel=-1

RadarInvisible=yes

Repairable=true

Selectable=no

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

 

; Nod pulse cannon

[NAPULS]

Name=EMP Cannon

Strength=500

Armor=heavy

Prerequisite=Radar

TechLevel=6

Sight=8

Adjacent=2

Owner=Nod,GDI

Cost=1000

Turret=yes

Points=50

Power=-150

Sensors=yes

Crewed=yes

ROT=12

EMPulseCannon=yes

SuperWeapon=EMPulseSpecial

Primary=EMPulseWeapon

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=5

TurretAnim=PULSCAN

TurretAnimIsVoxel=true

TurretAnimY=7

TurretAnimX=1

TurretAnimZAdjust=-100

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=350, 125, 100

HasStupidGuardMode=false

 

; GDI Component Tower

[GACTWR]

Name=Component Tower

Strength=500

Armor=light

Prerequisite=GAPILE

TechLevel=2

Sight=4

Adjacent=3

Owner=GDI

Cost=200

Turret=yes

Points=50

Power=-10

Sensors=yes

BaseNormal=no

Crewed=no

ROT=12

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

TurretAnimZAdjust=-45 ;WST 6/18/99 was 50 but cause z buffer problem: Component towers turret animation depends on what the player attaches :

HasSpotlight=false;

MaxDebris=2

ThreatPosed=30 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

DamageSmokeOffset=500, 500, 400

IsBase=no

HasStupidGuardMode=false

 

; GDI gate in wall

[GAGATE_A]

Name=Gate

Strength=350

Prerequisite=GAPILE

Armor=heavy

TechLevel=6

Selectable=yes

Capturable=false

Insignificant=yes

Adjacent=4

Owner=GDI

Cost=250

BaseNormal=no

Points=50

Repairable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

Gate=yes

DeployTime=.044

GateCloseDelay=.2

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

 

; GDI gate in wall

[GAGATE_B]

Name=Gate

Strength=350

Armor=heavy

Prerequisite=GAPILE

TechLevel=6

Adjacent=4

Selectable=yes

Capturable=false

Insignificant=yes

Owner=GDI

Cost=250

BaseNormal=no

Points=50

Repairable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Gate=yes

DeployTime=.044

GateCloseDelay=.2

MaxDebris=2

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

 

; Nod gate in wall

[NAGATE_A]

Name=Gate

Strength=350

Armor=heavy

Prerequisite=NAHAND

TechLevel=6

Adjacent=4

Selectable=yes

Capturable=false

Insignificant=yes

Owner=Nod

Cost=250

BaseNormal=no

Points=50

Repairable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Gate=yes

DeployTime=.044

GateCloseDelay=.2

MaxDebris=2

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

 

; Nod gate in wall

[NAGATE_B]

Name=Gate

Strength=350

Armor=heavy

Prerequisite=NAHAND

TechLevel=6

Adjacent=4

Selectable=yes

Capturable=false

Insignificant=yes

Owner=Nod

Cost=250

BaseNormal=no

Points=50

Repairable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Gate=yes

DeployTime=.044

GateCloseDelay=.2

MaxDebris=2

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

 

; Light post

[TSTLAMP]

Name=AlphaLightPost

Image=GALITE

Strength=600

Armor=wood

TechLevel=-1

Nominal=yes

Sight=0

Points=30

Power=0

Crewed=no ; why would we want guys to come out of the lightpost? BNA 7/15/99

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=1

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys

Insignificant=yes

AlphaImage=ALPHATST

 

; Light post

[GALITE]

Name=Light Post

Image=GALITE

Strength=600

Armor=wood

Owner=GDI,NOD

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

 

; 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=4

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

 

; Temple of NOD

[NATMPL]

Name=Temple of NOD

Prerequisite=NATECH

Strength=1000

Armor=wood

TechLevel=10

Adjacent=3

Sight=6

Owner=Nod

Cost=2000

Points=60

Power=-200

Capturable=true

Sensors=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=9

ThreatPosed=0 ; This value MUST be 0 for all building addons

SuperWeapon=HuntSeekSpecial

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1210, 680, 400

AIBuildThis=yes

IsTemple=yes

 

; pyramid of NOD

[NTPYRA]

Name=NOD Pyramid

Strength=1500

Armor=heavy

TechLevel=-1

Adjacent=2

Sight=0

Owner=Nod

Cost=1000

Points=60

Power=-40

Capturable=true

Sensors=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=9

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1150, 660, 475

 

;Kodiak

[GAKODK]

Name=GDI Kodiak

Strength=1500

Armor=heavy

TechLevel=-1

Adjacent=2

Sight=10

Owner=GDI

Cost=1000

Points=60

Power=0

Capturable=true

Sensors=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=9

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=1200, 880, 635

IsBase=no

TogglePower=no

 

;Montauk

[NAMNTK]

Name=NOD Montauk

Strength=1500

Armor=heavy

TechLevel=-1

Adjacent=2

Sight=0

Owner=NOD

Cost=1000

Points=60

Power=0

Capturable=true

Sensors=yes

Crewed=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=9

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=700, 1180, 800

IsBase=no

TogglePower=no

 

; Dropship bay (obsolete)

;[GADROP]

;Name=Dropship Bay

;Prerequisite=DOME,GATECH

;Strength=3000

;TechLevel=9

;Adjacent=2

;Sight=10

;Owner=GDI

;Cost=1000

;Points=60

;Power=-40

;Powered=true

;Capturable=true

;Sensors=yes

;Crewed=yes

;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

;MaxDebris=8

;ThreatPosed=0 ; This value MUST be 0 for all building addons

;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

 

;NOD Radar Facility

[NARADR]

Name=NOD Radar

Prerequisite=PROC

Strength=1000

Radar=yes

Armor=wood

TechLevel=3

Adjacent=2

Sight=10

Owner=NOD

Cost=1000

Points=60

Power=-40

Powered=true

Capturable=true

Sensors=yes

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=220, 390, 150

AIBuildThis=yes

 

; Nod tiberium waste facility

[NAWAST]

Name=Tiberium Waste Facility

Prerequisite=NAMISL

Strength=400

Armor=wood

TechLevel=10

Adjacent=2

Sight=5

Owner=Nod

Cost=1600

Points=60

Power=-40

FreeUnit=WEED

Capturable=true

Sensors=yes

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=400, 625, 200

Weeder=yes

Bib=yes

PipScale=Tiberium

;SuperWeapon=ChemicalSpecial

AIBuildThis=yes

TogglePower=no

BuildLimit=1

 

; NOD Obelisk

[NAOBEL]

Name=Obelisk of Light

Prerequisite=NATECH

Strength=725

Armor=wood

TechLevel=9

Adjacent=2

Sight=8

Owner=Nod

Cost=1500

Points=30

Power=-150

Crewed=yes

Capturable=false

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Primary=LaserFire

Turret=no

TurretAnim=NAOBEL_B

TurretAnimZAdjust=-100

MaxDebris=4

ThreatPosed=40 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=355, 525, 225

IsBaseDefense=yes

BaseNormal=no

Powered=yes

HasStupidGuardMode=false

 

; Nod missile silo

[NAMISL]

Name=Missile Silo

SuperWeapon=MultiSpecial

SuperWeapon2=ChemicalSpecial

Prerequisite=NATECH

Strength=1000

Armor=wood

TechLevel=10

Adjacent=2

Sight=4

Owner=Nod

Cost=1300

Points=30

Power=-50

Crewed=yes

Capturable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

AIBuildThis=yes

SpecialThreatValue=1

NukeSilo=yes

HasStupidGuardMode=false

 

; Vulcan cannon add-on for component tower

[GAVULC]

Name=Vulcan Cannon

Image=GAVULC

Prerequisite=GACTWR,GAPILE

TechLevel=2

Armor=wood

Sight=7

Owner=GDI

Cost=150

Points=30

Power=-20

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gactwr

PowersUpToLevel=1

Primary=VulcanTower

Secondary=VulcanTower

Turret=yes

ThreatPosed=0 ; This value MUST be 0 for all building addons

IsBaseDefense=yes

 

; Rocket launcher addon for component tower

[GAROCK]

Name=RPG Upgrade

Image=GAROCK

Prerequisite=GACTWR,GAPILE

TechLevel=9

Armor=wood

Sight=8

Owner=GDI

Cost=600

Points=30

Power=-20

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gactwr

PowersUpToLevel=2

Primary=RPGTower

Turret=yes

ThreatPosed=0 ; This value MUST be 0 for all building addons

IsBaseDefense=yes

 

; SAM addon for component tower

[GACSAM]

Name=SAM Upgrade

Image=GACSAM

Prerequisite=GACTWR,GARADR

TechLevel=5

Armor=wood

Sight=10

Owner=GDI

Cost=300

Points=30

Power=-30

Crewed=no

Capturable=no

Explosion=TWLT070

PowersUpBuilding=gactwr

PowersUpToLevel=3

Primary=RedEye2

Secondary=RedEye2

Turret=yes

ThreatPosed=0 ; This value MUST be 0 for all building addons

IsBaseDefense=yes

Powered=yes

 

; GDI Power plant upgrade.

[GAPOWRUP]

Name=Power Turbine

Prerequisite=GAPOWR

Image=GAPOWR_B

TechLevel=7

Armor=wood

Sight=1

Owner=GDI

Cost=100

Points=30

Power=50

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gapowr

PowersUpToLevel=-1

ThreatPosed=0 ; This value MUST be 0 for all building addons

 

; OBSOLETE Upgrade No. 1 for GDI radar

[GAPLUG1]

Name=Threat Rating Node

Image=GAPLUG_D

Prerequisite=GAPLUG

TechLevel=-1

Armor=wood

Sight=1

Owner=GDI

Cost=500

Points=30

Power=-20

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gaplug

PowersUpToLevel=-1

ThreatPosed=0 ; This value MUST be 0 for all building addons

IsThreatRatingNode=true

 

; Upgrade No. 2 for GDI radar

[GAPLUG2]

Name=Seeker Control

Image=GAPLUG_E

Prerequisite=GAPLUG,GATECH,GAWEAP

TechLevel=10

Armor=wood

Sight=1

Owner=GDI

Cost=1000

Points=30

Power=-50

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gaplug

PowersUpToLevel=-1

ThreatPosed=0 ; This value MUST be 0 for all building addons

SuperWeapon=HuntSeekSpecial

AIBuildThis=yes

 

; Upgrade No. 3 for GDI radar

[GAPLUG3]

Name=Ion Cannon Uplink

Image=GAPLUG_F

Prerequisite=GAPLUG,GATECH

TechLevel=10

Armor=wood

Sight=1

Owner=GDI

Cost=1500

Points=30

Power=-100

Crewed=no

Capturable=no

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PowersUpBuilding=gaplug

PowersUpToLevel=-1

SuperWeapon=IonCannonSpecial

ThreatPosed=0 ; This value MUST be 0 for all building addons

AIBuildThis=yes

 

; Firestorm defense

[GAFIRE]

Name=Fire Storm Generator

Strength=800

Armor=heavy

TechLevel=9

Prerequisite=GATECH

Adjacent=2

Sight=5

Owner=GDI

Cost=2000

Points=30

Power=-200

Crewed=yes

Capturable=true

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=9

SuperWeapon=FirestormSpecial

DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=410, 600, 290

 

; Laser fence post

[NAPOST]

Name=Laser Fence Post

Prerequisite=NAAPWR

Strength=300

Armor=concrete

TechLevel=8

Adjacent=3

Sight=4

Owner=Nod

Cost=200

BaseNormal=no

Points=30

Power=-25

Crewed=no

Capturable=false

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

LaserFencePost=yes

MaxDebris=2

Powered=yes

ThreatPosed=0 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

GuardRange=10 ; Used to set max. intra-post distance

 

[NAFNCE]

Name=Laser Fence Section

Strength=800

Armor=concrete

TechLevel=-1

Sight=1

Owner=Nod

Capturable=false

Cost=0

Points=00

Power=0

Selectable=no

Crewed=no

LaserFence=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

ThreatPosed=10 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

LegalTarget=false

TogglePower=no

 

; Laser turret

[NALASR]

Name=Laser

Strength=500

Armor=wood

Prerequisite=NAHAND

TechLevel=2

Adjacent=4

ROT=10

Sight=7

Owner=Nod

Cost=300

BaseNormal=no

Points=30

Power=-40

Crewed=no

Capturable=false

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=2

Primary=LaserFire2

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

; SAM

[NASAM]

Name=Sam

Strength=600

Armor=wood

TechLevel=5

Prerequisite=NARADR

Adjacent=4

Sight=10

Owner=Nod

Cost=500

BaseNormal=no

Points=30

Power=-30

Crewed=no

Primary=RedEye2

Capturable=false

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

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=NASAM_A

TurretAnimIsVoxel=false

TurretAnimX=-2

TurretAnimY=10

TurretAnimZAdjust=-20

HasStupidGuardMode=false

 

[GAFSDF]

Name=Firestorm Wall Section

Strength=200

Armor=concrete

Prerequisite=GAFIRE

TechLevel=9

Repairable=false

Sight=2

Owner=GDI

Capturable=false

Cost=50

Points=00

Power=-2

Selectable=no

Crewed=no

FirestormWall=yes

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

ThreatPosed=20 ; This value MUST be 0 for all building addons

DamageParticleSystems=SparkSys,LGSparkSys

IsBase=no

BaseNormal=no

TogglePower=no

Insignificant=yes

GuardRange=5

 

[ABAN01]

Name=WS Logging Company

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=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN02]

Name=Panullo Hacienda

TechLevel=-1

Strength=600

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN03]

Name=Abandoned Factory

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=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN04]

Name=City Hall

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN05]

Name=Hunting Lodge

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=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN06]

Name=Local Inn & Lodging

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=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN07]

Name=Church

TechLevel=-1

Strength=350

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN08]

Name=Abandoned Wharehouse

TechLevel=-1

Strength=500

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN09]

Name=Tall's Residence

TechLevel=-1

Strength=350

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN10]

Name=Denzil's Last Chance Motel

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=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN11]

Name=Miele Manor

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

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN12]

Name=Kettler's Place

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

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN13]

Name=Long's Home

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

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN14]

Name=Local Store

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN15]

Name=Adam's House

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN16]

Name=Gas Station

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=2

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN17]

Name=Gas Pumps

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=2

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[ABAN18]

Name=Gas Station Sign

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=2

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0001]

Name=Rade's Roadhouse

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0002]

Name=Sandberg and Son's

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0003]

Name=Temp Housing

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0004]

Name=Waystation

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0005]

Name=Ferbie's 4 Sale

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0006]

Name=Deluxe Accomodations

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0007]

Name=Field Generator

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0008]

Name=Subterranean Dwelling

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0009]

Name=Subterranean Dwelling

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0010]

Name=Leary Traveller Inn

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0011]

Name=Water Tank

TechLevel=-1

Strength=200

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0012]

Name=Greenhouse

TechLevel=-1

Strength=100

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0013]

Name=Water Purifier

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0014]

Name=Observation Tower

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0015]

Name=Port-A-Shack

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0016]

Name=Port-A-Shack Deluxe

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0017]

Name=Energy Transformer

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0018]

Name=Solar Panel

TechLevel=-1

Strength=200

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0019]

Name=Solar Panel

TechLevel=-1

Strength=200

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0020]

Name=Solar Panel

TechLevel=-1

Strength=200

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CA0021]

Name=Solar Panel

TechLevel=-1

Strength=200

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=light

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[GAOLDCC1]

Name=Old Construction Yard

TechLevel=-1

Strength=400

Insignificant=yes

Capturable=false

Repairable=false

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[GAOLDCC2]

Name=Old Temple

TechLevel=-1

Strength=400

Insignificant=yes

Capturable=false

Repairable=false

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[GAOLDCC3]

Name=Old Weapons Factory

TechLevel=-1

Strength=400

Capturable=false

Repairable=false

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[GAOLDCC4]

Name=Old Refinery

TechLevel=-1

Strength=400

Capturable=false

Repairable=false

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[GAOLDCC5]

Name=Old Advanced Power Plant

TechLevel=-1

Strength=400

Capturable=false

Repairable=false

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[GAOLDCC6]

Name=Old Silos

TechLevel=-1

Strength=400

Capturable=false

Repairable=false

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

; Use Ammo to specify the number of times to allow healing.

[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=3

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

; Use Ammo to specify number of time the building can be used to upgrade infantry

[CAARMR]

Name=Civilian Armory

TechLevel=-1

Strength=800

Immune=no

LegalTarget=no

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=concrete

Armory=yes

PipScale=Ammo

Ammo=5

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CAPYR01]

Name=Pyramid

TechLevel=-1

Strength=400

Immune=yes

LegalTarget=no

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

IsBase=no

 

[CAPYR02]

Name=Pyramid

TechLevel=-1

Strength=400

Immune=yes

LegalTarget=no

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

IsBase=no

 

[CAPYR03]

Name=Pyramid

TechLevel=-1

Strength=400

Immune=yes

LegalTarget=no

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

IsBase=no

 

[CACRSH01]

Name=Crash 1

TechLevel=-1

Strength=400

Immune=yes

LegalTarget=no

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Selectable=no

IsBase=no

 

[CACRSH02]

Name=Crash 2

TechLevel=-1

Strength=400

Immune=yes

LegalTarget=no

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Selectable=no

IsBase=no

 

[CACRSH03]

Name=Crash 3

TechLevel=-1

Strength=400

Immune=yes

LegalTarget=no

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Selectable=no

IsBase=no

 

[CACRSH04]

Name=Crash 4

TechLevel=-1

Strength=400

Immune=yes

LegalTarget=no

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Selectable=no

IsBase=no

 

[CACRSH05]

Name=Crash 5

TechLevel=-1

Strength=400

Immune=yes

LegalTarget=no

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

Selectable=no

IsBase=no

 

[CAARAY]

Name=Civilian Array

TechLevel=-1

Strength=400

LegalTarget=yes

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=concrete

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=3

IsBase=no

 

[GASPOT]

Name=Light Tower

TechLevel=-1

Strength=400

Points=50

Power=-10

Armor=wood

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

HasSpotlight=true

MaxDebris=2

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

DamageSmokeOffset=450, 500, 710

IsBase=no

 

[CITY01]

Name=Connelly Court Apts.

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=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY02]

Name=Lightner's Luxury Suites

TechLevel=-1

Strength=700

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY03]

Name=Office Building

TechLevel=-1

Strength=500

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY04]

Name=Westwood Stock Exchange

TechLevel=-1

Strength=600

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY05]

Name=Daily Sun Times

TechLevel=-1

Strength=600

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY06]

Name=YEO-CA Cola Corp.

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=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY07]

Name=Urban Housing

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=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY08]

Name=Yee's Discount Liquor

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY09]

Name=Abandoned Warehouse

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=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY10]

Name=Urban Storefront

TechLevel=-1

Strength=300

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY11]

Name=Ambrose Lounge

TechLevel=-1

Strength=500

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY12]

Name=Bostic Tower

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=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY13]

Name=Hewitt Hair Salon

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=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY14]

Name=Business Offices

TechLevel=-1

Strength=600

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY15]

Name=2nd National Bank

TechLevel=-1

Strength=500

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY16]

Name=Highrise Hotel

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=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY17]

Name=The Projects

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=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY18]

Name=Archer Asylum

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=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY19]

Name=Fill'er Up-Pump'N'Go

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=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY20]

Name=Gas Pump

TechLevel=-1

Strength=250

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=wood

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=6

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY21]

Name=Gas Station Sign

TechLevel=-1

Strength=100

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=none

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CITY22]

Name=Church

TechLevel=-1

Strength=100

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=none

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[CTVEGA]

Name=Vega's Pyramid

TechLevel=-1

Strength=100

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=none

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

DamageParticleSystems=SmallGreySSys,BigGreySmokeSys

IsBase=no

 

[BBOARD01]

Name=Eat at Rade's Roadhouse

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD02]

Name=Drink YEO-CA Cola!

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD03]

Name=Hamburgers $.99

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD04]

Name=Visit Scenic Las Vegas

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD05]

Name=Rooms $29 a nite

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD06]

Name=Kaspm's Tiberium Warhouse

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD07]

Name=Alkaline's Battery Superstore

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD08]

Name=Alex-gators petshop just ahead!

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD09]

Name=TacticX games rock!

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD10]

Name=WW Surf and Turf hits the spot!

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD11]

Name=Only 11 miles to Zydeko's cafe!

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD12]

Name=No escape from Archer's Asylum!

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD13]

Name=Stop in at Hewitt's hair salon

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD14]

Name=Billy Bob's Harvester school

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD15]

Name=Pannullo's hacienda es bueno

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[BBOARD16]

Name=Join GDI: We save lives.

TechLevel=-1

Strength=400

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=0

Selectable=no

IsBase=no

 

[CTDAM]

Name=Dam

TechLevel=1

Strength=1000

Power=200

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

PlaceAnywhere=yes

;DamageParticleSystems=SparkSys,LGSparkSys WST 7/16 commented out cuz it looked like bad palette

DamageSmokeOffset=500, 100, 500

IsBase=no

 

[UFO]

Name=Scrin Ship

TechLevel=1

Strength=1000

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=heavy

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=8

PlaceAnywhere=yes

IsBase=no

 

[AMMOCRAT]

Name=Ammo Crates

Image=AMMO01

Selectable=no

Explodes=yes

TechLevel=-1

Strength=1

Insignificant=yes

Nominal=yes

RadarInvisible=yes

Points=5

Armor=none

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

MaxDebris=4

PlaceAnywhere=yes

IsBase=no

ThreatPosed=10

SpecialThreatValue=1

 

; ******* 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]

; Burst = number of rapid succession shots from this weapon (def=1)

; Camera = Reveals area around firer (def=no)?

; Charges = 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

; Lobber = does the projectile fly to target in a high arc (def=no)?

; Projectile = projectile characteristic to use

; ROF = delay between shots [15 = 1 second at middle speed setting]

; Range = maximum cell range

; MinimumRange = minimum range to target (def=0)

; Report = List of sounds to random play when firing

; Speed = speed of projectile to target (100 is maximum)

; Warhead = warhead to attach to projectile

; 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)

; Bright = Does this weapons bullet cause a lighting effect when it impacts (def=no)? If set, this will override the warheads 'Bright' flag.

; IonSensitive = Shuts down during an ion storm (def=no)?

 

;Light infantry Rifle

[Minigun]

Damage=8

ROF=21

Range=4

Projectile=Invisible

Speed=100

Warhead=SA

Report=INFGUN3,GOSTGUN1,SLVKGUN1

 

;Rocket Infantry

[BAZOOKA]

Damage=25

ROF=60

Range=6

Projectile=AAHeatSeeker2

Speed=25

Warhead=AP

Report=RKETINF1

 

;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

 

;Assault Suit Cannon

[AssaultCannon]

Damage=40

ROF=50

Range=5

Projectile=Invisible

Speed=100

Warhead=SA

Report=TSGUN4

 

;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=Invisible

Speed=100

Warhead=SA

Report=CHAINGN1

Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

 

;Vulcan Tower Cannon

[VulcanTower]

Damage=18

ROF=26

Range=6

Projectile=Invisible

Speed=100

Warhead=SA

Report=CHAINGN1

Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

Bright=true

 

;Rocket Tower Grenade

[RPGTower]

Damage=110

ROF=80

Range=8

Projectile=Lobbed2

Speed=30 ; 5

Warhead=RPG

MinimumRange=2

Report=GLNCH4

 

;Bike Missile

[BikeMissile]

Damage=40

ROF=60

Range=5

Projectile=HeatSeeker

Speed=30

Report=MISL1

Warhead=AP

 

;SAM missile

[RedEye2]

Damage=33

ROF=55

Range=15

Projectile=AAHeatSeeker

Speed=30

Warhead=SAMWH

Report=SAMSHOT1

TurboBoost=yes

 

;Hover Missile

[HoverMissile]

Damage=30

ROF=68

Range=8

Burst=2

Projectile=AAHeatSeeker2

Speed=30

Warhead=AP

Report=HOVRMIS1

MinimumRange=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=Invisible

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=Invisible

Speed=100

Warhead=RailShot

Report=RAILUSE5

Anim=GUNFIRE

IsRailgun=true

AttachedParticleSystem=LargeRailgunSys

 

; rapid fire machine gun

[Vulcan]

Damage=20

ROF=60

Range=4

Projectile=Invisible

Speed=100

Warhead=SA

Report=CHAINGN1

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=Invisible

Speed=100

Warhead=SA

Report=CYGUN1

;Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW

 

; fireball from flame tank

[FireballLauncher]

Damage=0

AmbientDamage=2

ROF=50

Range=4.25

Projectile=Invisible

Speed=1

Warhead=Fire

Report=FLAMTNK1

UseFireParticles=yes

AttachedParticleSystem=FireStreamSys

Burst=2

 

; sniper rifle

[Sniper]

Damage=150

ROF=60

Range=6.75

Projectile=Invisible

Speed=100

Warhead=HollowPoint

Report=SILENCER

 

; rifle soldier weapons (multiple shots)

[M1Carbine]

Damage=15

ROF=20

Range=4

Projectile=Invisible

Speed=100

Warhead=SA

Report=INFGUN3

 

; man-packed anti-tank missile (bazooka type)

[Dragon]

Damage=30

ROF=50

Burst=2

Range=6

Projectile=AAHeatSeeker2

Speed=25

Warhead=AP

Report=MISL1

 

; 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

 

[Proton]

Damage=20

ROF=3

Range=5

Projectile=ProtonTorpedo

Speed=30

Warhead=AP

Report=scrin5b

 

; 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=36

ROF=50

Range=6.75

Projectile=Cannon

Speed=40

Warhead=AP

Report=120MMF

Anim=GUNFIRE

Bright=yes

 

; large anti-armor cannon (two shooter)

[120mmx]

Damage=50

ROF=80

Range=6.75

Projectile=Cannon

Speed=40

Warhead=AP

Report=120MMX9

Anim=GUNFIRE

Burst=2

Bright=yes

 

; large anti-armor cannon (single shooter)

[120mm]

Damage=70

ROF=80

Range=6.75

Projectile=Invisible

Speed=90

Warhead=AP

Report=120MMF

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=40

ROF=80

Range=6

Projectile=AAHeatSeeker

Speed=20

Warhead=HE

Burst=2

Report=MISL1

 

; artillery cannon

[155mm]

Damage=150

ROF=110

Range=18

MinimumRange=5

Projectile=Ballistic

Speed=10

Warhead=ARTYHE

Report=120MMF

Anim=GUNFIRE

Lobber=yes

 

; Sonic Zap

[SonicZap]

Damage=1

AmbientDamage=3

ROF=120

Range=6

Projectile=Null

Speed=100

Warhead=SonicWarhead

Report=SONIC4

IsSonic=Yes

 

; repair bot repairing

[RepairBullet]

Damage=-50

ROF=80

Range=1.8

Projectile=Invisible

Speed=100

Warhead=Mechanical

Report=REPAIR11

UseSparkParticles=yes

AttachedParticleSystem=WeldingSys

 

; medic healing

[Heal]

Damage=-50

ROF=80

Range=2.83

Projectile=Invisible

Speed=100

Warhead=Organic

Report=HEALER1

 

; rapid fire machine gun

[Vulcan2]

Damage=50

ROF=50

Range=6

Projectile=Invisible

Speed=100

Warhead=SA

Report=TSGUN4

Anim=GUNFIRE

 

; Solid laser beam.

[LaserFire]

Damage=250

ROF=120

Range=10.5

Speed=100

Warhead=Super

Report=OBELRAY1

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=FIEND2

 

[MultiLauncher]

Damage=130

ROF=80

Range=30

Projectile=MultiMissile

Speed=35 ; was 10

Warhead=HE

Report=SAMSHOT1

 

[Pistola]

Damage=2

ROF=20

Range=3

Projectile=Invisible

Speed=100

Warhead=SA

Report=GUN18

 

; MultiMissile Cluster Missiles

[MultiCluster]

Damage=65

ROF=80

Range=6

Projectile=HeatSeeker

Speed=20

Warhead=HE

Burst=2

Report=MISL1

 

; ******* 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)?

; 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)?

; Arm = arming delay (def=0)

; Bouncy = Does it bounce a bit upon impact (def=no)?

; Degenerates = Does the bullet strength weaken as it travels (def=no)?

; Dropping = Does it fall from a starting height (def=no)?

; Elasticity = "bounciness" of the object [should be 0.0 through 1.0] (def=0.75)

; High = Can it fly over walls (def=no)?

; 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)?

; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)

; Color = Color scheme to use for special remapping projectiles (def = none)

; VeryHigh = Does it fly at a very high cruise altitude (def=no)?

; Cluster = number of explosions attached to projectile [cluster-bomb] (def=1)

 

; 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

 

[Null]

Inviso=yes

Arm=9999999

Image=none

 

; straight high-speed ballistic shot

[Cannon]

Image=120MM

Arcing=true

 

; orca bomber bomblets

[Cannon2]

Image=120MM

AA=no

 

; chemical missile

[ChemMissile]

Arm=2

High=yes

VeryHigh=yes

Cluster=8

;Shadow=no

Proximity=yes

Ranged=yes

AA=no

Image=MISLCHEM

ROT=4

Color=DarkGreen

IgnoresFirestorm=yes

 

[MultiMissile]

Arm=2

High=yes

VeryHigh=yes

;Shadow=no

Proximity=yes

Cluster=10 ; number of small missiles to launch

Ranged=yes

AA=no

Image=MISLMLTI

ROT=4

Color=DarkGreen

Airburst=yes

AirburstWeapon=MultiCluster

IgnoresFirestorm=yes

 

; small homing missile (targets vehicles best)

[HeatSeeker]

Arm=2

High=yes

Shadow=no

Proximity=yes

Ranged=yes

Image=DRAGON

ROT=8

 

[ProtonTorpedo]

Arm=2

High=yes

Shadow=no

Proximity=yes

Ranged=yes

Image=TORPEDO

ROT=1

IgnoresFirestorm=yes

 

[ProtonBlast]

High=yes

Shadow=no

Proximity=yes

Ranged=yes

Image=TORPEDO

ROT=1

IgnoresFirestorm=yes

 

; aircraft-only heatseeker

[AAHeatSeeker]

Arm=2

High=yes

Shadow=no

Proximity=yes

Ranged=yes

AA=yes

AG=no

Image=DRAGON

ROT=5

 

; aircraft and ground heatseeker

[AAHeatSeeker2]

Arm=2

High=yes

Shadow=no

Proximity=yes

Ranged=yes

AA=yes

AG=yes

Image=DRAGON

ROT=8

 

[Lobbed]

High=yes

Image=DISCUS

Bouncy=yes

Arcing=yes

Floater=yes

 

[Lobbed2]

High=yes

Image=CANISTER

Arcing=true

 

; arcing ballistic projectile

[Ballistic]

High=yes

Image=120MM

Arcing=true

 

[PulsPr]

High=yes

Image=PULSBALL

 

[LLine]

Inviso=yes

Image=none

AA=no

AG=yes

 

[LLine2]

Inviso=yes

Image=none

AA=no

AG=yes

 

[DogShard]

Image=CRYSTAL4

Arcing=true

 

 

; *** 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=25

SparkSpawnFrames=20

LightSize=25

OneFrameLight=true

SpawnSparkPercentage=.4

 

[SparkSys]

HoldsWhat=Spark

BehavesLike=Spark

ParticleCap=12

SparkSpawnFrames=1

LightSize=21

SpawnSparkPercentage=1

 

[FirestormSparkSys]

HoldsWhat=FirestormSpark

BehavesLike=Spark

ParticleCap=25

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=30

SpawnCutoff=15.0

SpawnTranslucencyCutoff=13.0

BehavesLike=Smoke

 

; a system for small amounts of smoke (damaged units)

[SmallGreySSys]

HoldsWhat=SmallGreySmoke

Spawns=yes

SpawnFrames=5

SpawnRadius=5

Slowdown=.0025

ParticleCap=15

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=15

SpawnCutoff=13.0

SpawnTranslucencyCutoff=12.5

BehavesLike=Smoke

 

[DebrisSmokeSys]

HoldsWhat=SmallGreySmoke

Spawns=yes

SpawnFrames=2

SpawnRadius=3

ParticleCap=15

SpawnCutoff=13.0

SpawnTranslucencyCutoff=13.0

BehavesLike=Smoke

 

[FireStreamSys]

HoldsWhat=FireStream

Spawns=yes

SpawnFrames=4

BehavesLike=Fire

Image=TWLT036

Lifetime=30 ; was 100

 

[LGSparkSys]

HoldsWhat=LargeSpark

BehavesLike=Spark

ParticleCap=15

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]

Image=FLAMEALL

Deacc=0.01

Velocity=28.0

BehavesLike=Fire

MaxEC=500

MaxDC=3

Warhead=Fire

Damage=2

StartStateAI=1

EndStateAI=19

StateAIAdvance=6

Translucent50State=15

Translucent25State=10

DeleteOnStateLimit=yes

Normalized=yes

FinalDamageState=14

Report=FLAMTNK1

 

[WeldingSpark]

BehavesLike=Spark

MaxEC=500

XVelocity=16

YVelocity=16

MinZVelocity=40

ZVelocityRange=15

ColorList=(0,128,255),(255,255,255),(200,200,150),(80,80,80),(0,0,0)

StartColor1=80,255,255

StartColor2=255,255,100

ColorSpeed=.13

 

[Spark]

BehavesLike=Spark

MaxEC=500

XVelocity=10

YVelocity=10

MinZVelocity=40

ZVelocityRange=15

ColorList=(255,255,255),(200,200,80),(200,10,10),(0,0,0)

ColorSpeed=.13

 

[FirestormSpark]

BehavesLike=Spark

MaxEC=500

XVelocity=16

YVelocity=16

MinZVelocity=40

ZVelocityRange=15

ColorList=(0,0,255),(255,255,255),(200,200,80),(200,10,10),(0,0,0)

ColorSpeed=.13

 

; Cloud of Poison Gas #1 Formation particle

[GasCloudM1]

Image=gaslrgmk

MaxDC=60

MaxEC=448

Damage=0

Warhead=Gas

StartFrame=0

EndStateAI=11

Translucency=50

WindEffect=0

BehavesLike=Gas

StateAIAdvance=3

NextParticle=GasCloud1

DeleteOnStateLimit=yes

NextParticleOffset=0,0,150

 

; Cloud of Poison Gas #2 formation particle

[GasCloudM2]

Image=gaslrgmk

MaxDC=60

MaxEC=448

Damage=0

Warhead=Gas

StartFrame=0

EndStateAI=11

Translucency=50

WindEffect=0

BehavesLike=Gas

StateAIAdvance=3

NextParticle=GasCloud2

DeleteOnStateLimit=yes

NextParticleOffset=0,0,150

 

; Cloud of Poison Gas #1

[GasCloud1]

Image=CLOUD1

MaxDC=60

MaxEC=1000

Damage=50

Warhead=Gas

StartFrame=0

EndStateAI=28

Translucency=50

WindEffect=0

BehavesLike=Gas

StateAIAdvance=4

NextParticle=GasCloudD1

 

; Cloud of Poison Gas #2

[GasCloud2]

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=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=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=25

Velocity=8.0

Deacc=.05

WindEffect=0

BehavesLike=Smoke

DeleteOnStateLimit=yes

EndStateAI=20

StateAIAdvance=4

 

[SmallGreySmoke]

Image=SGRYSMK1

MaxEC=80

Translucency=25

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 = damage spread factor [larger means greater spread] (def=1)

; [A value of 1 means the damage is halved every pixel distant from center point.

; a value of 2 means damage is halved every 2 pixels, etc.]

; Wall = Does this warhead damage concrete walls (def=no)?

; Wood = Does this warhead damage wood walls (def=no)?

; Fire = Does this produce great heat and thus will melt ice (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, wood (buildings), light armor, heavy armor, concrete

; 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

; 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.

 

; EM Pulse cannon warhead.

[EMPuls]

Spread=11 ; Spread is radius of EM pulse effect.

EMEffect=yes

AnimList=PULSEFX1,PULSEFX2

 

; warhead for the sonic zap

[SonicWarhead]

Spread=2

Wood=yes

Verses=100%,100%,100%,80%,60% ; was 65, 50

InfDeath=3

Rocker=yes

ProneDamage=50%

 

; warhead for the flying tank of gas

[TankOGas]

Spread=8

Wall=yes

Wood=yes

Tiberium=yes

Sparky=yes

Rocker=no

AnimList=TWLT026,TWLT036,TWLT050,TWLT070,TWLT100

Verses=90%,100%,60%,25%,10%

Fire=yes

InfDeath=4

ProneDamage=50%

 

[RailShot]

Spread=1

Verses=200%,175%,160%,100%,25%

Rocker=no

ProneDamage=100%

InfDeath=2

 

; Ghost's Railgun

[RailShot2]

Spread=1

Verses=100%,130%,150%,110%,5%

Rocker=no

ProneDamage=100%

InfDeath=2

 

; general multiple small arms fire

[SA]

Spread=3

Verses=100%,60%,40%,25%,10%

InfDeath=1

AnimList=PIFFPIFF,PIFFPIFF

Bright=yes

ProneDamage=70%

 

; high explosive (shrapnel)

[HE]

Spread=4

Wall=yes

Wood=yes

Verses=100%,85%,70%,35%,28% ; changed conc from 10%

Conventional=yes

Rocker=no

InfDeath=2

AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070

Deform=10%

DeformThreshhold=300

Tiberium=yes

Sparky=yes

Bright=yes

ProneDamage=70% ; Presumes air burst

 

; Artillery shell

[ARTYHE]

Spread=6

Wall=yes

Wood=yes

Verses=100%,85%,68%,35%,35%

Conventional=yes

Rocker=yes

InfDeath=2

AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG

Deform=15%

DeformThreshhold=120

Tiberium=yes

Bright=yes

ProneDamage=150%

 

; Ion storm strike

[IonWH]

Spread=6

Wall=yes

Wood=yes

Verses=90%,75%,60%,25%,100%

Conventional=yes

Rocker=yes

InfDeath=5

AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG

Deform=10%

DeformThreshhold=300

Tiberium=yes

Sparky=yes

Bright=yes

ProneDamage=75% ; Presumes air burst

 

; armor piercing (discarding sabot, narrow effect)

[AP]

Spread=3

Wall=yes

Wood=yes

Verses=25%,65%,75%,100%,60%

Conventional=yes

InfDeath=3

AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58

ProneDamage=50%

 

; RPG Warhead

[RPG]

Spread=3

Wall=yes

Wood=yes

Rocker=yes

Verses=30%,75%,90%,100%,70%

Conventional=yes

InfDeath=3

AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58

ProneDamage=100%

 

; Poison Gas Cloud

[Gas]

Spread=512

Verses=200%,150%,100%,20%,0%

InfDeath=1

Particle=GasCloudSys

ProneDamage=300% ; Gas concentrates at gound level

 

; napalm and fire in general

[Fire]

Spread=8

Wood=yes

Verses=600%,148%,59%,6%,2%

InfDeath=4

Sparky=yes

Fire=yes

ProneDamage=600%

 

; napalm and fire in general, that doesn't set other things on fire (weird, but necessary)

[Fire2]

Spread=8

Wood=yes

Verses=600%,148%,59%,6%,2%

InfDeath=4

Sparky=no

Fire=yes

ProneDamage=600%

 

; anti-infantry rifle bullet (single shot -- very effective verses infantry)

[HollowPoint]

Spread=1

Verses=100%,5%,5%,5%,5%

InfDeath=1

AnimList=PIFF

ProneDamage=100%

 

; special case damage effect (do not use for regular weapons)

[Super]

Spread=0

Verses=100%,100%,100%,100%,100%

InfDeath=5

Tiberium=yes

ProneDamage=60%

Sparky=yes

 

; special case to only affect mechanical units

[Mechanical]

Spread=0

Verses=0%,100%,100%,100%,100%

InfDeath=0

 

; special case to only affect infantry (do not use for regular weapons)

[Organic]

Spread=0

Verses=100%,0%,0%,0%,0%

InfDeath=0

 

[Slimer]

Spread=0

Verses=100%,100%,60%,40%,20%

InfDeath=0

 

[Shard]

Spread=0

Verses=100%,100%,60%,40%,20%

InfDeath=1

 

[FirestormWH]

Spread=0

Verses=100%,100%,100%,100%,100%

InfDeath=4

 

[IonCannonWH]

Spread=40

Verses=100%,100%,100%,100%,100%

InfDeath=5

Wood=yes

Wall=yes

Fire=yes

Deform=100%

Sparky=yes

 

[VeinholeWH]

Spread=1

Verses=100%,100%,100%,100%,100%

InfDeath=0

Veinhole=yes

 

[PlasmaWH]

Spread=0

Verses=350%,260%,205%,150%,80%

InfDeath=5

Wall=yes

Bright=yes

Tiberium=yes

ProneDamage=350%

AnimList=EXPLOMED,EXPLOLRG

Sparky=yes

 

[SAMWH]

Spread=3

Verses=100%,100%,100%,100%,100%

InfDeath=3

AnimList=XGRYSML1,XGRYSML2,EXPLOSML

ProneDamage=100%

 

; Special Orca AP missile

[ORCAAP]

Spread=2

Wall=yes

Wood=yes

Verses=30%,65%,150%,100%,30%

Conventional=yes

InfDeath=3

AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58

ProneDamage=50%

 

; Orca bomber HE bomb

[ORCAHE]

Spread=512

Wall=yes

Sparky=yes

Wood=yes

Bright=yes

Fire=yes

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%

 

; ******* 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=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=6

 

[TREE02]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=7

 

[TREE03]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=6

 

[TREE04]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=7

SnowOccupationBits=6

 

[TREE05]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=5

SnowOccupationBits=7

 

[TREE06]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=7

 

[TREE07]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=7

 

[TREE08]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=7

SnowOccupationBits=4

 

[TREE09]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=4

 

[TREE10]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=6

SnowOccupationBits=3

 

[TREE11]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=3

 

[TREE12]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=7

 

[TREE13]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=4

 

[TREE14]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=4

 

[TREE15]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=7

 

[TREE16]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=7

 

[TREE17]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=7

 

[TREE18]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=7

 

[TREE19]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=2

 

[TREE20]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=3

 

[TREE21]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=1

 

[TREE22]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=3

 

[TREE23]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=3

 

[TREE24]

Name=Tree

IsFlammable=yes

RadarColor=0,192,0

TemperateOccupationBits=4

SnowOccupationBits=6

 

[TREE25]

Name=Tree

IsFlammable=yes

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

 

[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

 

[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

 

[VEINTREE]

Name=Veinhole Tree

Image=None

Armor=None

IsVeinhole=true

Strength=1000

 

; ******* 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=yes

 

[TIB2_02]

Image=TIB02

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_03]

Image=TIB03

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_04]

Image=TIB04

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_05]

Image=TIB05

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_06]

Image=TIB06

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_07]

Image=TIB07

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_08]

Image=TIB08

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_09]

Image=TIB09

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_10]

Image=TIB10

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_11]

Image=TIB11

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_12]

Image=TIB12

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_13]

Image=TIB13

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_14]

Image=TIB14

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_15]

Image=TIB15

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_16]

Image=TIB16

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_17]

Image=TIB17

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_18]

Image=TIB18

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_19]

Image=TIB19

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB2_20]

Image=TIB20

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_01]

Image=TIB01

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_02]

Image=TIB02

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_03]

Image=TIB03

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_04]

Image=TIB04

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_05]

Image=TIB05

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_06]

Image=TIB06

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_07]

Image=TIB07

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_08]

Image=TIB08

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_09]

Image=TIB09

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_10]

Image=TIB10

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_11]

Image=TIB11

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_12]

Image=TIB12

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_13]

Image=TIB13

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_14]

Image=TIB14

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_15]

Image=TIB15

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_16]

Image=TIB16

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_17]

Image=TIB17

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_18]

Image=TIB18

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_19]

Image=TIB19

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[TIB3_20]

Image=TIB20

Name=Tiberium

Tiberium=yes

LegalTarget=false

RadarInvisible=false

ChainReaction=yes

 

[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

 

[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

 

[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

 

[BTIB01]

Name=Tiberium (Large)

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB02]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB03]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB04]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB05]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB06]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB07]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB08]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB09]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB10]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB11]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

NoUseTileLandType=true

DrawFlat=false

 

[BTIB12]

Name=Large Tiberium

Tiberium=yes

LegalTarget=false

RadarColor=80,0,0

Land=Rock

ChainReaction=yes

CellAnim=BIGBLUE

Image=None

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

 

[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

 

[CRATE]

Name=Goodie Crate

RadarColor=92,92,92

Crate=yes

CrateTrigger=yes

RadarInvisible=yes

Land=Clear

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=100%

Amphibious=80%

Buildable=yes

 

; rocky terrain

[Rough]

Foot=80%

Track=60%

Wheel=40%

Float=0%

Hover=100%

Amphibious=40%

Buildable=yes

 

; roads

[Road]

Foot=100%

Track=100%

Wheel=100%

Hover=100%

Float=0%

Amphibious=100%

Buildable=yes

 

; open water

[Water]

Foot=0%

Track=0%

Wheel=0%

Hover=100%

Float=100%

Amphibious=80%

Buildable=no

 

; cliffs

[Rock]

Foot=0%

Track=0%

Wheel=0%

Float=0%

Hover=0%

Amphibious=0%

Buildable=no

 

; walls and other man made obstacles

[Wall]

Foot=0%

Track=0%

Wheel=0%

Float=0%

Hover=0%

Amphibious=0%

Buildable=no

 

; Tiberium

[Tiberium]

Foot=90%

Track=70%

Wheel=50%

Float=0%

Hover=100%

Amphibious=50%

Buildable=no

 

; Vein hole creater weeds

[Weeds]

Foot=50%

Track=70%

Wheel=50%

Float=0%

Hover=100%

Amphibious=50%

Buildable=no

 

; sandy beach

[Beach]

Foot=0%

Track=0%

Wheel=0%

Float=0%

Hover=100%

Amphibious=60%

Buildable=no

 

; ice

[Ice]

Foot=50%

Track=80%

Wheel=50%

Float=0%

Hover=100%

Amphibious=50%

Buildable=no

 

; train tracks

[Railroad]

Foot=90%

Track=100%

Wheel=50%

Float=0%

Hover=100%

Amphibious=50%

Buildable=no

 

; tunnels

[Tunnel]

Foot=100%

Track=100%

Wheel=100%

Float=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, if present, specifies

; the data value needed for that crate powerup. They mean different things

; for the different powerups.

[Powerups]

Armor=33,ARMOR,2.0 ; armor of nearby objects increased (armor multiplier)

Cloak=20,CLOAK ; enable cloaking on nearby objects

Darkness=5,SHROUDX ; cloak entire radar map

Explosion=38,<none>,500 ; high explosive baddie (damage per explosion)

Firepower=28,FIREPOWR,2.0 ; firepower of nearby objects increased (firepower multiplier)

HealBase=23,HEALALL ; all buildings to full strength

ICBM=13,CHEMISLE ; nuke missile one time shot

Money=55,MONEY,2000 ; a chunk o' cash (maximum cash)

Napalm=25,<none>,600 ; fire explosion baddie (damage)

Reveal=8,REVEAL ; reveal entire radar map

Speed=30,ARMOR,1.7 ; speed of nearby objects increased (speed multiplier)

Squad=45,<none> ; squad of random infantry

Unit=40,<none> ; vehicle

Invulnerability=10,ARMOR,1.0 ; invulnerability (duration in minutes)

Veteran=15,VETERAN,1 ; veteran upgrade (levels to upgrade)

IonStorm=0,<none> ; initiate ion storm

Gas=18,<none>,100 ; tiberium gas (damage for each gas cloud)

Tiberium=35,<none> ; tiberium patch

Pod=0,<none> ; drop pod special

 

; ******* 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 green tiberium. It grows and spreads quickly and is not explosive

[Riparius]

Name=Tiberium Riparius

Image=1

Power=4

Value=25

Growth=2200

GrowthPercentage=.09

Spread=2200

SpreadPercentage=.09

Color=NeonGreen ; **WARNING**: If you change this color, notify Bret_a

 

; This is the big tiberium crystal. It does not grow or spread, is impassable and is explosive

; Not currently in use in TS (AI)

[Cruentus]

Name=Tiberium Cruentus

Image=2

Value=70

Growth=10000

GrowthPercentage=0

Spread=10000

SpreadPercentage=0

Power=10

Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a

Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

 

; This is blue tiberium. It grows and spreads slowly and is explosive.

[Vinifera]

Name=Tiberium Vinifera

Image=3

Value=40

Growth=10000

GrowthPercentage=.05

Spread=10000

SpreadPercentage=.05

Power=100 ; 10

Color=NeonBlue ; **WARNING**: If you change this color, notify Bret_a

Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4

 

; This is blue tiberium. It grows and spreads slowly and is explosive. This entry should be

; the same as [vinifera] except for Name and Image

[Aboreus]

Name=Tiberium Aboreus

Image=4

Value=30

Growth=10000

GrowthPercentage=.05

Spread=10000

SpreadPercentage=.05

Power=10

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

 

; 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

 

; <unused>

[Return]

 

; Stop moving and firing at the first available opportunity.

[Stop]

 

; <unused>

[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

 

[MultiSpecial]

Name=Multi-Missile

IsPowered=true

RechargeVoice=00-I154

ChargingVoice=

ImpatientVoice=

SuspendVoice=

RechargeTime=10

Type=MultiMissile

SidebarImage=MltiIcon

Action=Nuke

WeaponType=MultiLauncher

 

[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]

Name=Ion Cannon

IsPowered=true

RechargeVoice=00-I156

ChargingVoice=

ImpatientVoice=

SuspendVoice=

RechargeTime=8.5

Type=IonCannon

Action=IonCannon

SidebarImage=IONCICON

 

[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=<Alternate Start Location>

1=<Alternate Next Scenario>

2=<reserved2>

3=Sensor Array Down

4=Toxin Trucks Found

5=Dam Destroyed

6=Ion Cannon Codes Found

7=C4 Placed

8=Completed 3B

9=Prisoners Freed

10=Train Stolen

11=Completed 9B

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