Command & Conquer – Red Alert rules.ini

Command & Conquer - Red Alert rules.ini

Submitted by: kumayl hassan
E-mail: goldiman2002@yahoo.com

following is a file it is about Command &
Conquer :Red Alert.To use it copy it from here and
paste in the directory of the game it will modify the
rules of the games as shown under it.please copy only
the text which is below the dashed line.
; RULES.INI
; 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 cell distances or time delays
; are specified as simple floating point number.
Distance values are expressed in cells. Time
; values are expressed in minutes.
-------------------------------------------------------

[General]
TeamDelay=.6            ; interval between checking
for and creating teams
SubmergeDelay=.02       ; forced delay that subs will
remain on surface before allowing to submerge
GameSpeeBias=1          ; multiplier to overall game
object movement speed
BaseBias=2              ; multiplier to threat target
value when enemy is close to friendly base
ExpSpread=.3            ; cell damage spread per 256
damage points for exploding object types [if
Explodes=yes]
APMineDamage=1000       ; damage to inflict when
anti-personnel mine explodes
AVMineDamage=1200       ; damage to inflict when
anti-vehicle mine explodes
AllyReveal=yes          ; Allies automatically reveal
radar maps to each other?
AtomDamage=1000         ; damage points when nuclear
bomb explodes (regardless of source)
BailCount=28            ; number of 'bails' carried by
a harvester
BallisticScatter=1.0    ; maximum scatter distance
(cells) for inaccurate ballistic projectiles
BaseDefenseDelay=.25    ; minutes delay between
sending response teams to deal with base threat
BridgeStrength=1000     ; strength of bridge [smaller
means more easily destroyed]
BuildSpeed=.5           ; general build speed [time
(in minutes) to produce a 1000 credit cost item]
BuildupTime=.06         ; average minutes that
building build-up animation runs
C4Delay=.03             ; minutes to delay after
placing C4 before building will explode
ChronoTechLevel=4       ; Tech level at which Chrono
facility can create Chrono effect
CloseEnough=2.75        ; If distance to destination
less than this, then abort movement if otherwise
blocked.
ConditionRed=25%        ; when damaged to this
percentage, health bar turns red
ConditionYellow=50%     ; when damaged to this
percentage, health bar turns yellow
CrateMinimum=3          ; 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
Crush=1.5               ; if this close (cells) to
crushable target, then crush instead of firing upon it
(computer only)
DamageDelay=1           ; minutes between applying
trivial structure damage when low on power
DropZoneRadius=4        ; distance around drop zone
flair that map reveals itself
EnemyHealth=yes         ; Show enemy health bar graph
when selected?
FireSupress=1           ; radius from target to look
for friendlies and thus discourage firing upon, if
found
GapRadius=10            ; radius of gap generator
(cells)
GemValue=110            ; gem credits per 'bail'
carried by a harvester
GoldValue=35            ; gold credits per 'bail'
carried by a harvester
Gravity=3               ; gravity constant for
ballistic projectiles
GrowthRate=10           ; rate of ore (Tiberium)
growth [larger means faster]
HomingScatter=2.0       ; maximum scatter distance
(cells) for inaccurate homing projectiles
IdleActionFrequency=.1  ; average minutes between
infantry performing idle actions
IronCurtain=.5          ; minutes that Iron Curtain
invulnerability lasts
LZScanRadius=16         ; maximum radius to scan for
alternate landing zone if otherwise occupied
MCVUndeploy=no          ; Allow construction yard to
undeploy back into MCV?
MaxDamage=1000          ; maximum damage (after
adjustments) per shot
MessageDelay=.6         ; time duration of multiplayer
messages displayed over map
MinDamage=1             ; minimum damage (after
adjustments) per shot
MineAware=yes           ; Are friendly units smart
enough to avoid friendly mines?
MovieTime=.06           ; minutes that movie recorder
will record when activated (debug version only)
NamedCivilians=no       ; Show true names over
civilians and civilian buildings?
OreGrows=yes            ; Does ore grow denser over
time?
OreSpreads=yes          ; Does ore spread into
adjacent areas?
OreTruckRate=1          ; speed that harvester truck
manages ore [larger means slower]
ParaTech=10             ; tech level when free
para-infantry appears from airstrip
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
QuakeDamage=33%         ; percentage damage to inflict
when time quake occurs
RadarJamRadius=10       ; cell radius distance that
mobile radar jammer is effective
RefundPercent=50%       ; percent of original cost to
refund when building/unit is sold
ReloadRate=.04          ; 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=7            ; hit points to heal per
repair 'tick' for buildings
SavourDelay=.03         ; delay between scenario end
and ending movie [keep the delay short]
SeparateAircraft=no     ; Is first aircraft to be
purchased separately from helipad/airstrip?
ShroudRate=4            ; minutes between each shroud
creep process [0 means no shadow creep]
SilverCrate=HealBase    ; solo play silver crate bonus
SpeakDelay=2            ; minutes between EVA
repeating advice to the player
SpyPlaneTech=4          ; tech level when free spy
plane appears from airstrip
Stray=2.0               ; radius distance (cells) that
team members may stray without causing regroup action
SurvivorRate=.5         ; fraction of building cost to
be converted to survivors when sold
SuspendDelay=2          ; minutes that suspended teams
will remain suspended
SuspendPriority=20      ; teams with less than this
priority will suspend during base defense ops
TimerWarning=2          ; if mission timer is less
than this many minutes, then display in red
TreeTargeting=no        ; Automatically show target
cursor when over trees?
URepairPercent=20%      ; [units only] percent cost to
fully repair as ratio of full cost
URepairStep=10          ; [units only] hit points to
heal per repair 'tick' for units
WaterCrate=Money        ; solo play water crate bonus
WoodCrate=Money         ; solo play wood crate bonus
VortexRange=10          ; scan for victims up to this
distance away [in cells]
VortexSpeed=10          ; speed of vortex movement
VortexDamage=200        ; damage inflicted by vortex
discharge
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 and
                        ; parachute bombs have this
characteristic.


; ******* Theme Controls *******
; Controls when each theme becomes available in solo
play. Each
; theme identifier is given a scenario and owner. The
theme will
; become available at that scenario or later and for
the specified
; owner only. If no owner is specified, it is presumed
to be available
; for all sides.
[ThemeControl]
BIGF226M=1,Soviet
CRUS226M=1,Allies
FAC1226M=1,Soviet
FAC2226M=2,Soviet
HELL226M=2
RUN1226M=2,Soviet
SMSH226M=3
TREN226M=3,Soviet
WORK226M=3,Allies
AWAIT=1
DENSE_R=1
FOGGER1A=1
MUD1A=1
RADIO2=1
ROLLOUT=1
SNAKE=1
TERMINAT=1
TWIN=1
VECTOR1A=1


; ******* Multiplayer Settings *******
; These are the multiplayer dialog default settings.
[MultiplayerDefaults]
Money=3000
MaxMoney=10000
ShadowGrow=no
Bases=yes
OreGrows=yes
Crates=yes
AIPlayers=no
CaptureTheFlag=no


; ******* Special weapon charge times *******
; The time (minutes) for recharge of these special
weapons.
[Recharge]
Chrono=3                ; chronosphere
GPS=8                   ; satellite radar
IronCurtain=14          ; invulnerability device
Nuke=14                 ; nuclear missile
ParaBomb=14             ; parachute bombs
Paratrooper=8           ; paratroopers
Saboteur=14             ; para-saboteur
Sonar=10                ; sonar pulse
SpyPlane=3              ; recon mission


; ******* Object Heap Maximums *******
; These are the absolute maximum number of these
object types
; allowed in the game (at any one time).
[Maximums]
Players=8
Aircraft=100
Anim=100
Building=500
Bullet=50
Factory=32              ; 32 is minimum for 8 player
game
Infantry=500
Overlay=1               ; special case -- only needs
one
Projectile=20           ; projectile types, not actual
projectiles
Smudge=1                ; special case -- only needs
one
Team=60
TeamType=60
Template=1              ; special case -- only needs
one
Terrain=500             ; trees and rocks
TrigType=80             ; trigger types
Trigger=200             ; triggers themselves
Unit=500
Vessel=100
Warhead=10              ; warhead types, not actual
warheads
Weapon=55               ; weapon types, not actual
weapons


; ******* AI Statistics *******
; Computer behavior controls.
[AI]
PatrolScan=.090         ; minute interval between
scanning for enemys while patrolling.
CreditReserve=10000     ; Structure repair will not
begin if available cash falls below this amount.
PathDelay=.1            ; Delay (minutes) between
retrying when path is blocked.
OreNearScan=12           ; cell radius to scan when
harvesting a single patch of ore
OreFarScan=48           ; cells radius to scan when
looking for a new ore patch to harvest
AutocreateTime=5        ; average minutes between
creating an 'autocreate' team


; ******* 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.
[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=4             ; 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=3               ; will scatter from incoming
threats [grenades and such]
ContentScan=4           ; will consider contents of
transport when picking good target


; ******* 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.

; 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)

[England]
Firepower=10.0
Groundspeed=10.0
Airspeed=10.0
Armor=10.0
ROF=.10
Cost=.10
BuildTime=.10

[Germany]
Firepower=10.0
Groundspeed=10.0
Airspeed=10.0
Armor=10.0
ROF=.10
Cost=.10
BuildTime=.10

[France]
Firepower=10.0
Groundspeed=10.0
Airspeed=10.0
Armor=10.0
ROF=.10
Cost=.10
BuildTime=.10

[Italy]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0

[USSR]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0

[Greece]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0

[Turkey]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0

[Spain]
Firepower=1.0
Groundspeed=1.0
Airspeed=1.0
Armor=1.0
ROF=1.0
Cost=1.0
BuildTime=1.0


; ******* 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]
Firepower=1.2
Groundspeed=1.2
Airspeed=1.2
BuildTime=.9
Armor=.9
ROF=.9
Cost=.9
RepairDelay=.001
BuildDelay=.001
DestroyWalls=yes
ContentScan=yes

[Normal]
Firepower=1.0
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]
Firepower=.9
Groundspeed=.9
Airspeed=.9
BuildTime=1.2
Armor=1.2
ROF=1.2
Cost=1.2
RepairDelay=.05
BuildDelay=.1
BuildSlowdown=yes
DestroyWalls=no


; ******* Unit Statistics *******
; Specifies the characteristics of the various game
objects.

; 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)
; Cloakable = Is it equipped with a cloaking device
(def=no)?
; Cost = cost to build object in credits
; Explodes = Does it explode violently when destroyed
[i.e., does it do collateral damage] (def=no)?
; 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)
; Invisible = Is completely and always invisible to
enemy (def=no)?
; Owner = who can build this [Allies or Soviet]
(def="allies,soviet", i.e., all)
; 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)
; ROT = Rate Of Turn for body (if present) and turret
(if present) (def=0)
; Reload = time delay between reloads (def=0)
; Secondary = secondary weapon equipped with
(def=none)
; SelfHealing = Does the object heal automatically up
to half strength (def=no)?
; Sight = sight range, in cells (def=1)
; Strength = strength (hit points) of this object
; TechLevel = tech level required to build this [-1
means can't build] (def=-1)
; Sensors = Has sensors to detect nearby cloaked
objects (def=no)?
;  <<< applies only to infantry types >>>
;    C4 = Equipped with building sabotage explosives
[presumes Infiltrate is true] (def=no)?
;    Fraidycat = Is it inherently afraid and will
panic easily (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?
;  <<< applies only to moving units (not buildings)
>>>
;    Passengers = number of passengers it may carry
(def=0)
;    Speed = speed of this object [n/a for buildings]
(def=0)
;  <<< applies only to terrestrial driving vehicle
types >>>
;    Crushable = Can it be crushed by a heavy tracked
vehicle (def=no)?
;    Tracked = Is this vehicle tracked [as opposed to
wheeled] (def=no)?
;    NoMovingFire = The vehicle must stop before it
can fire (def=no)?
;  <<< applies only to building types >>>
;    BaseNormal = Considered for building adjacency
checks (def=yes)?
;    Adjacent = distance allowed to place from other
buildings (def=1)
;    Bib = Should the building have an attached bib
(def=no)?
;    Capturable = Can this building be infiltrated by
a spy/engineer (def=no)?
;    Crewed = Does it contain a crew that can escape
(def=no)?
;    Power = power output [positive for output,
negative for drain] (def=0)
;    Powered = Does it require power to function
(def=no)?
;    Repairable = Can it be repaired (def=yes)?
;    Storage = the number of credits this building can
store (def=0)
;    Unsellable = Cannot sell this building (even if
it can be built)?
;    WaterBound = Is this building placed on water
only (def=no)?

; ******* terrestrial driving vehicle types *******
; SCUD launcher
[V2RL]
Prerequisite=weap,dome
Primary=SCUD
Strength=150
Armor=light
TechLevel=4
Sight=5
Speed=7
Owner=soviet
Cost=600
Points=40
ROT=5
Tracked=yes
Ammo=1
Crewed=yes
NoMovingFire=yes

; light tank
[1TNK]
Prerequisite=weap
Primary=75mm
Strength=300
Armor=heavy
TechLevel=4
Sight=4
Speed=10
Owner=allies
Cost=600
Points=30
ROT=5
Tracked=yes
Crewed=yes

; heavy tank
[3TNK]
Prerequisite=weap
Primary=105mm
Secondary=105mm
Strength=400
Armor=heavy
TechLevel=4
Sight=5
Speed=7
Owner=soviet
Cost=950
Points=50
ROT=5
Tracked=yes
Crewed=yes

; medium tank
[2TNK]
Prerequisite=weap
Primary=90mm
Strength=400
Armor=heavy
TechLevel=6
Sight=5
Speed=9
Owner=allies
Cost=800
Points=40
ROT=5
Tracked=yes
Crewed=yes

; Mammoth tank
[4TNK]
Prerequisite=weap,stek
Primary=120mm
Secondary=MammothTusk
Strength=600
Armor=heavy
TechLevel=10
Sight=6
Speed=6
Owner=soviet
Cost=1500
Points=60
ROT=5
Tracked=yes
SelfHealing=yes
Crewed=yes

; mobile radar jammer
[MRJ]
Prerequisite=weap,dome
Strength=110
Armor=light
TechLevel=15
Sight=7
Speed=9
Owner=allies,soviet
Cost=600
Points=30
ROT=5
Tracked=yes
Crewed=yes

; mobile gap generator
[MGG]
Prerequisite=weap,atek
Strength=110
Armor=light
TechLevel=15
Sight=4
Speed=9
Owner=allies
Cost=600
Points=40
ROT=5
Crewed=yes

; mobile artillery
[ARTY]
Prerequisite=weap
Primary=155mm
Strength=75
Armor=light
TechLevel=8
Sight=5
Speed=6
Owner=allies
Cost=450
Points=35
ROT=2
Tracked=yes
Crewed=yes
NoMovingFire=yes

; harvester
[HARV]
Prerequisite=weap,proc
Strength=600
Armor=light
TechLevel=1
Sight=4
Speed=6
Owner=allies,soviet
Cost=1400
Points=55
ROT=5
Tracked=yes
Crewed=yes

; Mobile Construction Vehicle
[MCV]
Prerequisite=weap,fix
Strength=600
Armor=light
TechLevel=15
Sight=4
Speed=6
Owner=allies,soviet
Cost=5000
Points=60
ROT=5
Crewed=yes

; Jeep
[JEEP]
Prerequisite=weap
Primary=M60mg
Strength=150
Armor=light
TechLevel=3
Sight=6
Speed=12
Owner=allies
Cost=400
Points=20
ROT=10
Crewed=yes

; Armored Personnel Carrier
[APC]
Prerequisite=weap,tent
Primary=M60mg
Strength=200
Armor=heavy
TechLevel=5
Sight=5
Speed=14
Owner=allies
Cost=700
Points=25
ROT=5
Tracked=yes
Passengers=5

; mine layer
[MNLY]
Prerequisite=weap,fix
Strength=100
Armor=heavy
TechLevel=3
Sight=5
Speed=9
Owner=allies,soviet
Cost=800
Points=50
ROT=5
Tracked=yes
Ammo=5         ; number of mines carried
Crewed=yes

; convoy truck
[TRUK]
Strength=110
Armor=light
Owner=soviet,allies
TechLevel=-1
Sight=3
Speed=10
Cost=500
Points=5
ROT=5
Passengers=5

; ******* ship types *******
; submarine
[SS]
Prerequisite=spen
Primary=TorpedoTube
Strength=200
Armor=light
TechLevel=6
Sight=6
Speed=6
Owner=soviet
Cost=500
Points=45
ROT=7
Cloakable=yes

; destroyer
[DD]
Prerequisite=syrd
Primary=Stinger
Secondary=DepthCharge
Strength=400
Armor=heavy
TechLevel=7
Sight=6
Speed=6
Owner=allies
Cost=500
Points=50
ROT=7
Sensors=Yes

; cruiser
[CA]
Prerequisite=syrd,atek
Primary=8Inch
Secondary=8Inch
Strength=700
Armor=heavy
TechLevel=10
Sight=7
Speed=4
Owner=allies
Cost=2000
Points=60
ROT=5
Sensors=Yes

; transport
[LST]
Strength=350
Armor=heavy
TechLevel=1
Sight=6
Speed=14
Owner=allies,soviet
Cost=300
Points=25
ROT=10
Passengers=5

; gun boat
[PT]
Prerequisite=syrd
Primary=2Inch
Secondary=DepthCharge
Strength=200
Armor=heavy
TechLevel=5
Sight=7
Speed=9
Owner=allies
Cost=300
Points=30
ROT=7
Sensors=Yes

; ******* infantry types *******
; attack dog
[DOG]
Prerequisite=kenn
Primary=DogJaw
Strength=5
Armor=none
TechLevel=2
Sight=5
Speed=4
Owner=soviet
Cost=200
Points=5
IsCanine=yes
GuardRange=7

; rifle soldier
[E1]
Primary=M1Carbine
Strength=50
Armor=none
TechLevel=1
Sight=4
Speed=4
Owner=allies,soviet
Cost=100
Points=5

; grenadier
[E2]
Primary=Grenade
Strength=50
Armor=none
TechLevel=1
Sight=4
Speed=5
Owner=soviet
Cost=160
Points=10
Explodes=yes

; rocket soldier
[E3]
Primary=Dragon
Strength=25
Armor=none
TechLevel=2
Sight=4
Speed=3
Owner=allies
Cost=300
Points=10

; Flamethrower
[E4]
Prerequisite=stek
Primary=Flamer
Strength=25
Armor=none
TechLevel=2
Sight=4
Speed=3
Owner=soviet
Cost=300
Points=15
Explodes=yes

; engineer
[E6]
Strength=25
Armor=none
TechLevel=5
Sight=4
Speed=4
Owner=soviet,allies
Cost=500
Points=20
Infiltrate=yes

; spy
[SPY]
Prerequisite=dome
Strength=25
Armor=none
TechLevel=6
Sight=5
Speed=4
Owner=allies
Cost=500
Points=15
Infiltrate=yes

; thief
[THF]
Prerequisite=atek
Strength=25
Armor=none
TechLevel=15
Sight=5
Speed=4
Owner=allies
Cost=500
Points=10
Infiltrate=yes

; Tanya
[E7]
Prerequisite=atek
Primary=Colt45
Secondary=Colt45
Strength=100
Armor=none
TechLevel=15
Sight=6
Speed=5
Owner=allies
Cost=1000
Points=25
Infiltrate=yes
C4=yes

; field medic
[MEDI]
Primary=Heal
Strength=80
Armor=none
TechLevel=2
Sight=3
Speed=4
Owner=allies
Cost=1000
Points=15

; field marshal
[GNRL]
Primary=Pistol
Strength=80
Armor=none
TechLevel=-1
Sight=3
Speed=5
Owner=allies,soviet
Cost=0
Points=15
Infiltrate=yes

; civilians
[C1]
Image=C1
Primary=Pistol
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Ammo=10
Fraidycat=yes

[C2]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C3]
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C4]
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C5]
Image=C2
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C6]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C7]
Image=C1
Primary=Pistol
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Ammo=10
Fraidycat=yes

[C8]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C9]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

[C10]
Image=C1
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Fraidycat=yes

; professor Einstein
[EINSTEIN]
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies
Cost=10
Points=1
Fraidycat=yes

; special agent
[DELPHI]
Primary=Pistol
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1
Ammo=10

; special agent
[CHAN]
Strength=25
Armor=none
TechLevel=-1
Sight=2
Speed=5
Owner=allies,soviet
Cost=10
Points=1

; ******* aircraft types *******
; Badger bomber
[BADR]
Prerequisite=afld
Primary=ParaBomb
Strength=60
Armor=light
TechLevel=-1
Sight=0
Speed=16
Owner=soviet
Cost=10
Points=20
ROT=5
Ammo=5
Passengers=5

; spy photo-recon plane
[U2]
Prerequisite=afld
Primary=Camera
Strength=60
Armor=light
TechLevel=-1
Sight=0
Speed=40
Owner=soviet
Cost=10
Points=5
ROT=5
Ammo=1         ; snapshot film

; jet attack plane
[MIG]
Prerequisite=afld
Primary=Maverick
Secondary=Maverick
Strength=60
Armor=light
TechLevel=10
Sight=0
Speed=40
Owner=soviet
Cost=1200
Points=50
ROT=5
Ammo=3
GuardRange=30

; prop attack plane
[YAK]
Prerequisite=afld
Primary=ChainGun
Secondary=ChainGun
Strength=60
Armor=light
TechLevel=1
Sight=0
Speed=16
Owner=soviet
Cost=800
Points=25
ROT=5
Ammo=15
Crewed=yes
GuardRange=30

; transport helicopter
[TRAN]
Prerequisite=hpad
Strength=90
Armor=light
TechLevel=-1
Sight=0
Speed=12
Owner=allies,soviet
Cost=1
Points=35
ROT=5
Passengers=5

; Longbow attack helicopter
[HELI]
Prerequisite=hpad
Primary=Hellfire
Secondary=Hellfire
Strength=125
Armor=heavy
TechLevel=10
Sight=0
Speed=16
Owner=allies
Cost=1200
Points=50
ROT=4
Ammo=6
Crewed=yes
GuardRange=30

; Hind attack helicopter
[HIND]
Prerequisite=hpad
Primary=ChainGun
Strength=125
Armor=heavy
TechLevel=10
Sight=0
Speed=12
Owner=soviet
Cost=1200
Points=40
ROT=4
Ammo=20
Crewed=yes
GuardRange=30

; ******* building types *******
; Iron Curtain
[IRON]
Prerequisite=stek
Strength=400
Armor=wood
TechLevel=15
Sight=10
Owner=soviet
Cost=2800
Points=100
Power=-200
Powered=true
Capturable=true
Crewed=yes

; forward command center
[FCOM]
Strength=400
Armor=wood
TechLevel=-1
Sight=10
Owner=soviet
Cost=
Points=40
Power=-200
Bib=yes
Capturable=true
Crewed=yes

; advanced tech center
[ATEK]
Prerequisite=weap,dome
Strength=400
Armor=wood
TechLevel=7
Sight=10
Owner=allies
Cost=1500
Points=85
Power=-200
Bib=yes
Capturable=true
Crewed=yes

; paradox device
[PDOX]
Prerequisite=atek
Strength=400
Armor=wood
TechLev1el=15
Sight=10
Owner=allies
Cost=2800
Points=100
Power=-200
Powered=true
Capturable=true
Crewed=yes

; weapons factory
[WEAP]
Prerequisite=proc
Strength=1000
Armor=light
TechLevel=3
Sight=4
Owner=soviet,allies
Cost=2000
Points=80
Power=-30
Bib=yes
Capturable=true
Crewed=yes

; ship yard
[SYRD]
Prerequisite=powr
Strength=1000
Armor=light
TechLevel=3
Sight=4
Owner=allies
Cost=650
Points=80
Power=-30
Adjacent=8
WaterBound=yes
Capturable=true
BaseNormal=no

; sub pen
[SPEN]
Prerequisite=powr
Strength=1000
Armor=light
TechLevel=5
Sight=4
Owner=soviet
Cost=650
Points=80
Power=-30
Adjacent=8
WaterBound=yes
Capturable=true
BaseNormal=no

; pill box
[PBOX]
Prerequisite=tent
Primary=Vulcan
Strength=400
Armor=wood
TechLevel=2
Sight=4
Owner=allies
Cost=400
Points=50
Power=-10
Sensors=yes
Crewed=yes

; camouflaged pill box
[HBOX]
Prerequisite=tent
Primary=Vulcan
Strength=600
Armor=wood
TechLevel=3
Sight=5
Owner=allies
Cost=600
Points=60
Power=-10
Sensors=yes
Crewed=yes

; Tesla coil
[TSLA]
Prerequisite=stek
Primary=TeslaZap
Strength=400
Armor=light
TechLevel=7
Sight=6
Owner=soviet
Cost=1500
Points=80
Power=-150
Ammo=3
Powered=true
Sensors=yes
Crewed=yes

; gun turret
[GUN]
Prerequisite=tent
Primary=TurretGun
Strength=400
Armor=heavy
TechLevel=4
Sight=6
Owner=allies
Cost=600
Points=50
Power=-40
Sensors=yes
Crewed=yes
ROT=12

; anti-aircraft artillery
[AGUN]
Prerequisite=dome
Primary=ZSU-23
Secondary=ZSU-23
Strength=400
Armor=heavy
TechLevel=5
Sight=6
Owner=allies
Cost=600
Points=50
Power=-40
Crewed=yes
ROT=15

; flame turret
[FTUR]
Prerequisite=barr
Primary=FireballLauncher
Strength=400
Armor=heavy
TechLevel=4
Sight=6
Owner=soviet
Cost=600
Points=65
Power=-40
Sensors=yes
Explodes=yes
Crewed=yes

; construction yard
[FACT]
Strength=800
Armor=wood
TechLevel=-1
Sight=5
Owner=allies,soviet
Cost=5000
Points=80
Power=0
Bib=yes
Capturable=true
Crewed=yes

; refinery
[PROC]
Prerequisite=powr
Strength=900
Armor=wood
TechLevel=1
Sight=6
Owner=allies,soviet
Cost=2000
Points=80
Power=-30
Storage=2000
Bib=yes
Capturable=true
Crewed=yes

; storage silo
[SILO]
Prerequisite=proc
Strength=300
Armor=wood
TechLevel=1
Sight=4
Owner=allies,soviet
Cost=150
Points=25
Power=-10
Storage=1500
Capturable=true

; helipad
[HPAD]
Prerequisite=dome
Strength=800
Armor=wood
TechLevel=10
Sight=5
Owner=allies,soviet
Cost=1500
Points=70
Power=-10
Bib=yes
Capturable=true
Crewed=yes

; radar building
[DOME]
Prerequisite=proc
Strength=1000
Armor=wood
TechLevel=3
Sight=10
Owner=allies,soviet
Cost=1000
Points=60
Power=-40
Bib=yes
Powered=true
Capturable=true
Sensors=yes
Crewed=yes

; gap generator
[GAP]
Prerequisite=atek
Strength=1000
Armor=wood
TechLevel=10
Sight=10
Owner=allies
Cost=500
Points=35
Power=-60
Powered=true
Capturable=true
Crewed=yes

; Surface to Air Missile launcher
[SAM]
Prerequisite=dome
Primary=Nike
Strength=400
Armor=heavy
TechLevel=9
Sight=5
Owner=soviet
Cost=750
Points=50
Power=-20
Crewed=yes
ROT=15

; big missile silo
[MSLO]
Prerequisite=stek
Primary=none
Strength=400
Armor=heavy
TechLevel=15
Sight=5
Owner=soviet
Cost=2500
Points=90
Power=-100
Crewed=yes

; airstrip
[AFLD]
Prerequisite=dome
Strength=1000
Armor=heavy
TechLevel=4
Sight=7
Owner=soviet
Cost=600
Points=70
Power=-30
Capturable=true
Crewed=yes

; normal power plant
[POWR]
Prerequisite=fact
Strength=400
Armor=wood
TechLevel=1
Sight=4
Owner=allies,soviet
Cost=300
Points=40
Power=100
Bib=yes
Capturable=true
Crewed=yes

; advanced power plant
[APWR]
Prerequisite=powr
Strength=600
Armor=wood
TechLevel=8
Sight=4
Owner=allies,soviet
Cost=700
Points=50
Power=200
Bib=yes
Capturable=true
Crewed=yes

; Soviet tech center
[STEK]
Prerequisite=weap,dome
Strength=600
Armor=wood
TechLevel=2
Sight=4
Owner=soviet
Cost=1500
Points=85
Power=-100
Bib=yes
Capturable=true
Crewed=yes

; hospital (obsolete?)
[HOSP]
Strength=400
Armor=wood
TechLevel=-1
Sight=4
Owner=
Cost=
Points=20
Power=-20
Bib=yes
Capturable=true
Crewed=yes

; bio-research laboratory (obsolete?)
[BIO]
Strength=600
Armor=wood
TechLevel=-1
Sight=4
Owner=
Cost=
Points=30
Power=-40
Bib=yes
Crewed=yes

; Soviet barracks
[BARR]
Prerequisite=powr
Strength=800
Armor=wood
TechLevel=1
Sight=5
Owner=soviet
Cost=300
Points=30
Power=-20
Bib=yes
Crewed=yes
Capturable=true

; Allied training tent
[TENT]
Prerequisite=powr
Strength=800
Armor=wood
TechLevel=1
Sight=5
Owner=allies
Cost=300
Points=30
Power=-20
Bib=yes
Crewed=yes
Capturable=true

; attack dog training facility
[KENN]
Prerequisite=barr
Strength=400
Armor=wood
TechLevel=2
Sight=4
Owner=soviet
Cost=200
Points=25
Power=-10

; service depot
[FIX]
Prerequisite=weap
Strength=800
Armor=wood
TechLevel=3
Sight=5
Owner=allies,soviet
Cost=1200
Points=80
Power=-30
Capturable=true
Crewed=yes

; sandbag wall
[SBAG]
Strength=1
Armor=none
TechLevel=2
Sight=0
Owner=allies
Cost=25
Points=1
Repairable=false
Adjacent=1

; concrete wall
[BRIK]
Strength=1
Armor=none
TechLevel=8
Sight=0
Owner=allies,soviet
Cost=100
Points=5
Repairable=false
Adjacent=1

; wire fence
[FENC]
Strength=1
Armor=none
TechLevel=2
Sight=0
Owner=soviet
Cost=25
Points=1
Repairable=false
Adjacent=1

; barrels
[BARL]
Strength=10
Repairable=false
Adjacent=0
BaseNormal=no

[BRL3]
Strength=10
Repairable=false
Adjacent=0
BaseNormal=no

; anti-vehicle mine
[MINV]
Strength=1
Repairable=false
Adjacent=0
Invisible=yes
Unsellable=yes
BaseNormal=no

; anti-personnel mine
[MINP]
Strength=1
Repairable=false
Adjacent=0
Invisible=yes
Unsellable=yes
BaseNormal=no

; fakes
[FACF]
Image=FACT
Owner=allies
TechLevel=15
Strength=30
Cost=50
Sight=4
Power=-2
Points=15
Bib=yes
Capturable=true
BaseNormal=no

[WEAF]
Prerequisite=proc
Image=WEAP
Owner=allies
TechLevel=15
Cost=50
Strength=30
Sight=4
Points=15
Power=-2
Bib=yes
Capturable=true
BaseNormal=no

[SYRF]
Prerequisite=powr
Image=SYRD
Strenght=30
TechLevel=15
Sight=4
Cost=50
Owner=allies
Power=-2
Points=15
WaterBound=yes
Capturable=true
BaseNormal=no

[SPEF]
Image=SPEN
Strength=30
TechLevel=-1
Sight=4
Cost=50
Owner=soviet
Power=-2
Points=15
WaterBound=yes
Capturable=true
BaseNormal=no

[DOMF]
Prerequisite=proc
Image=DOME
Strength=30
Sight=4
TechLevel=15
Cost=50
Owner=allies
Power=-2
Points=15
Bib=yes
Capturable=true
BaseNormal=no

; civilian structures
[V01]
Strength=400
Points=5
Armor=wood
Repariable=false
Capturable=true

[V02]
Strength=400
Points=5
Armor=wood
Repariable=false

[V03]
Strength=400
Points=5
Armor=wood
Repariable=false

[V04]
Strength=400
Points=5
Armor=wood
Repariable=false

[V05]
Strength=400
Points=5
Armor=wood
Repariable=false

[V06]
Strength=400
Points=5
Armor=wood
Repariable=false

[V07]
Strength=400
Points=5
Armor=wood
Repariable=false

[V08]
Strength=400
Points=5
Armor=wood
Repariable=false

[V09]
Strength=400
Points=5
Armor=wood
Repariable=false

[V10]
Strength=400
Points=5
Armor=wood
Repariable=false

[V11]
Strength=400
Points=5
Armor=wood
Repariable=false

[V12]
Strength=400
Points=5
Armor=wood
Repariable=false

[V13]
Strength=400
Points=5
Armor=wood
Repariable=false

[V14]
Strength=400
Points=5
Armor=wood
Repariable=false

[V15]
Strength=400
Points=5
Armor=wood
Repariable=false

[V16]
Strength=400
Points=5
Armor=wood
Repariable=false

[V17]
Strength=400
Points=5
Armor=wood
Repariable=false

[V18]
Strength=400
Points=5
Armor=wood
Repariable=false

[V19]
Strength=400
Points=5
Armor=wood
Repariable=false

[V20]
Strength=400
Points=5
Armor=wood
Repariable=false

[V21]
Strength=400
Points=5
Armor=wood
Repariable=false

[V22]
Strength=400
Points=5
Armor=wood
Repariable=false

[V23]
Strength=400
Points=5
Armor=wood
Repariable=false

[V24]
Strength=400
Points=5
Armor=wood
Repariable=false

[V25]
Strength=400
Points=5
Armor=wood
Repariable=false

[V26]
Strength=400
Points=5
Armor=wood
Repariable=false

[V27]
Strength=400
Points=5
Armor=wood
Repariable=false

[V28]
Strength=400
Points=5
Armor=wood
Repariable=false

[V29]
Strength=400
Points=5
Armor=wood
Repariable=false

[V30]
Strength=400
Points=5
Armor=wood
Repariable=false

[V31]
Strength=400
Points=5
Armor=wood
Repariable=false

[V32]
Strength=400
Points=5
Armor=wood
Repariable=false

[V33]
Strength=400
Points=5
Armor=wood
Repariable=false

[V34]
Strength=400
Points=5
Armor=wood
Repariable=false

[V35]
Strength=400
Points=5
Armor=wood
Repariable=false

[V36]
Strength=400
Points=5
Armor=wood
Repariable=false

[V37]
Strength=400
Points=5
Armor=wood
Repariable=false

[MISS]
Strength=400
Points=5
Armor=wood
Bib=yes
Capturable=true

[CYCL]
Strength=1
Points=1
Armor=none
Cost=75
Repariable=false
Adjacent=1
Sight=0

[BARB]
Strength=1
Points=1
Armor=wood
Cost=25
Repariable=false
Adjacent=1
Sight=0

[WOOD]
Strength=1
Points=1
Repariable=false
Adjacent=1
Sight=0


; ******* Weapon Statistics *******
; The weapons specified here are attached to the
various combat
; units and buildings.

; Anim = animation to display as a firing effect
; 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
; Projectile = projectile characteristic to use
; ROF = delay between shots [15 = 1 second at middle
speed setting]
; Range = maximum cell range
; Report = sound to 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)?

; Tanya pistol
[Colt45]
Damage=50
ROF=5
Range=5.75
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=GUN5

; anti-aircraft multiple cannon
[ZSU-23]
Damage=35
ROF=5
Range=6
Projectile=Ack
Speed=100
Warhead=AP
Anim=GUNFIRE
Report=GUN27

; rapid fire machine gun
[Vulcan]
Damage=40
ROF=40
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN13
Anim=MINIGUN

; air-to-surface homing missile (launched from jet)
[Maverick]
Damage=50
ROF=3
Range=6
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE7

; camera
[Camera]
Damage=0
ROF=10
Range=2.75
Projectile=Inivisble
Speed=100
Warhead=Super
Camera=yes

; fireball from flame turret
[FireballLauncher]
Damage=125
ROF=50
Range=3.5
Projectile=Fireball
Speed=12
Warhead=Fire

; hand-held flame thrower type
[Flamer]
Damage=70
ROF=50
Range=3.5
Projectile=Fireball
Speed=12
Warhead=Fire

; sniper rifle
[Sniper]
Damage=100
ROF=5
Range=3.75
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=SILENCER

; rapid fire aircraft gun
[ChainGun]
Damage=40
ROF=3
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN13
Anim=MINIGUN

; civilian pistol
[Pistol]
Damage=1
ROF=7
Range=1.75
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN27

; rifle soldier weapons (multiple shots)
[M1Carbine]
Damage=15
ROF=20
Range=3
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN11

; man-packed anti-tank missile (bazooka type)
[Dragon]
Damage=30
ROF=60
Range=5
Projectile=HeatSeeker
Speed=50
Warhead=AP
Report=MISSILE6

; air-to-surface homing missile (launched from
helicopter)
[Hellfire]
Damage=40
ROF=60
Range=4
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE6

; hand grenade
[Grenade]
Damage=50
ROF=60
Range=4
Projectile=Lobbed
Speed=5
Warhead=HE

; small anti-armor cannon
[75mm]
Damage=25
ROF=40
Range=4
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON2
Anim=GUNFIRE

; light anti-armor cannon
[90mm]
Damage=30
ROF=50
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE

; medium anti-armor cannon
[105mm]
Damage=30
ROF=70
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE

; large anti-armor cannon
[120mm]
Damage=40
ROF=80
Range=4.75
Projectile=Cannon
Report=cannon4
Speed=40
Warhead=AP
Report=CANNON4
Anim=GUNFIRE
Burst=2

; turret cannon
[TurretGun]
Damage=40
ROF=50
Range=6
Projectile=Cannon
Speed=40
Warhead=AP
Report=TURRET1
Anim=GUNFIRE

; Vehicle carried anti-tank missile
[MammothTusk]
Damage=75
ROF=80
Range=5
Projectile=HeatSeeker
Speed=30
Warhead=HE
Report=MISSILE6
Burst=2

; artillery cannon
[155mm]
Damage=150
ROF=65
Range=6
Projectile=Ballistic
Speed=12
Warhead=HE
Report=TANK5
Anim=GUNFIRE

; vehicle mounted machine gun
[M60mg]
Damage=15
ROF=20
Range=4
Projectile=Invisible
Speed=100
Warhead=SA
Report=PILLBOX1
Anim=MINIGUN

; napalm bomblets (dropped from plane)
[Napalm]
Damage=100
ROF=20
Range=4.5
Projectile=Bomblet
Speed=5
Warhead=Fire

; Tesla coil zap
[TeslaZap]
Damage=100
ROF=120
Range=7.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=TESLA1
Charges=yes

; anti-aircraft missile (fired from SAM site)
[Nike]
Damage=50
ROF=50
Range=7.5
Projectile=AAMissile
Speed=30
Warhead=AP
Report=MISSILE1
Anim=SAMFIRE

; 8 inch cruiser cannon
[8Inch]
Damage=500
ROF=120
Range=22
Projectile=Ballistic
Speed=8
Warhead=HE
Report=TURRET1
Anim=GUNFIRE
Supress=yes

; gunboat mounted anti-aircraft rocket
[Stinger]
Damage=30
ROF=60
Range=6
Projectile=LaserGuided
Speed=60
Warhead=AP
Report=MISSILE6

; torpedo tube
[TorpedoTube]
Damage=90
ROF=60
Range=16
Projectile=Torpedo
Speed=15
Warhead=AP
Report=TORPEDO1

; destroyer mounted 2 inch cannon
[2Inch]
Damage=25
ROF=60
Range=5.5
Projectile=Cannon
Speed=25
Warhead=AP
Report=CANNON2
Anim=GUNFIRE

; anti-submarine weapon
[DepthCharge]
Damage=45
ROF=60
Range=5
Projectile=Catapult
Speed=5
Warhead=AP

; parachute bomb
[ParaBomb]
Damage=300
ROF=4
Range=4.5
Projectile=Parachute
Speed=5
Warhead=HE
Report=CHUTE1

; dog bite
[DogJaw]
Damage=100
ROF=10
Range=2.2
Projectile=LeapDog
Speed=20
Warhead=Organic
Report=DOGG5P

; medic healing
[Heal]
Damage=-50
ROF=80
Range=1.83
Projectile=Invisible
Speed=100
Warhead=Organic
Report=HEAL2

; SCUD launcher
[SCUD]
Damage=600
ROF=400
Range=10
Projectile=FROG
Speed=25
Warhead=HE
Report=MISSILE1


; ******* 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)?
; Animates = Does it animate [this means smoke puffs]
(def=no)?
; Arcing = Does it have a ballistic trajectory
(def=no)?
; Arm = arming delay (def=0)
; Degenerates = Does the bullet strength weaken as it
travels (def=no)?
; Dropping = Does it fall from a starting height
(def=no)?
; Frames = number of image frames for animation
purposes (def=1)
; Gigundo = Is the projectile larger than normal
(def=no)?
; 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)?
; Rotates = Does the projectile have rotation specific
imagery (def=no)?
; Shadow = If High, does this bullet need to have a
shadow drawn? (def = yes)
; Translucent = Are translucent colors used in artwork
(def=no)?
; UnderWater = Does the projectile travel under water?

; invisible flight to target
[Invisible]
Inviso=yes
Image=none

; special case for dog
[LeapDog]
Image=DOGBULLT
Translucent=yes
Rotates=yes
Proximity=yes
ROT=20

; straight high-speed ballistic shot
[Cannon]
Image=120MM

; anti aircraft artillery projectile
[Ack]
Image=none
Inviso=yes
AA=true
AG=false

; Sub-surface projectile.
[Torpedo]
UnderWater=yes
Image=MISSILE
Rotates=yes

; Free Rocket Over Ground
[FROG]
Arm=10
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
Inaccurate=yes
Image=V2
Rotates=yes

; small homing missile (targets vehicles best)
[HeatSeeker]
Arm=4
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
Inaccurate=yes
AA=yes
Image=DRAGON
ROT=5
Rotates=yes
Translucent=yes

; small missile with deadly accuracy
[LaserGuided]
Arm=7
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
AA=yes
Image=DRAGON
ROT=10
Rotates=yes
Translucent=yes

; anti aircraft missile
[AAMissile]
Arm=7
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
AA=yes
AG=no
Image=MISSILE
ROT=10
Rotates=yes
Translucent=yes

; lobbed tumbling grenade
[Lobbed]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
Translucent=yes

; Depth charge catapult
[Catapult]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
ASW=yes
AG=no
Translucent=yes

; dropped from plane tumbling object
[Bomblet]
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Image=BOMBLET
Frames=6
Translucent=yes

; arcing ballistic projectile
[Ballistic]
High=yes
Arcing=yes
Inaccurate=yes
Image=120MM

; parachute bomb
[Parachute]
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Parachuted=yes
Image=BOMBLET

; Allied free radar (GPS satellite)
[GPSSatellite]
Gigundo=yes
High=yes
Image=SPUTNIK
Frames=4

; Nuclear missile, flying up
[NukeUp]
Gigundo=yes
High=yes
Image=ATOMICUP
Frames=4

; Nuclear missile, flying down
[NukeDown]
Gigundo=yes
High=yes
Image=ATOMICDN
Frames=4

; wizard's fireball
[Fireball]
Animates=yes
Image=FB1
Frames=8


; ******* 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)?
; Ore = Does this warhead destroy ore (def=no)?
; Verses = damage value verses various armor types (as
percentage of full damage)...
;           -vs- none, wood (buildings), light armor,
heavy armor, concrete
; Explosion = which explosion set to use when warhead
of this type impacts (def=0)
;             0=none, 1=piff, 2=piffs, 3=fire,
4=frags, 5=pops, 6=nuke
; 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

; general multiple small arms fire
[SA]
Spread=3
Verses=100%,50%,60%,25%,25%
Explosion=2
InfDeath=1

; high explosive (shrapnel)
[HE]
Spread=6
Wall=yes
Wood=yes
Verses=90%,75%,60%,25%,100%
Explosion=5
InfDeath=2

; armor piercing (discarding sabot, narrow effect)
[AP]
Spread=3
Wall=yes
Wood=yes
Verses=30%,75%,75%,100%,50%
Explosion=4
InfDeath=3

; napalm and fire in general
[Fire]
Spread=8
Wood=yes
Verses=90%,100%,60%,25%,50%
Explosion=3
InfDeath=4

; anti-infantry rifle bullet (single shot)
[HollowPoint]
Spread=1
Verses=100%,5%,5%,5%,5%
Explosion=1
InfDeath=1

; special case damage effect (do not use for regular
weapons)
[Super]
Spread=1
Verses=100%,100%,100%,100%,100%
InfDeath=5

; special case to only affect infantry (do not use for
regular weapons)
[Organic]
Spread=0
Verses=100%,0%,0%,0%,0%
InfDeath=0

; Nuclear warhead, same as fire
[Nuke]
Spread=6
Wall=yes
Wood=yes
Ore=yes
Verses=90%,100%,60%,25%,50%
Explosion=6
InfDeath=4


; ******* 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)
; Buildable = Can buildings be built upon this terrain
(def=no)?

; clear grassy terrain
[Clear]
Foot=90%
Track=80%
Wheel=60%
Float=0%
Buildable=yes

; rocky terrain
[Rough]
Foot=80%
Track=70%
Wheel=40%
Float=0%
Buildable=no

; roads
[Road]
Foot=100%
Track=100%
Wheel=100%
Float=0%
Buildable=yes

; open water
[Water]
Foot=0%
Track=0%
Wheel=0%
Float=100%
Buildable=no

; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no

; walls and other man made obstacles
[Wall]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no

; ore (Tiberium)
[Ore]
Foot=90%
Track=70%
Wheel=50%
Float=0%
Buildable=no

; sandy beach
[Beach]
Foot=80%
Track=70%
Wheel=40%
Float=0%
Buildable=no

; craggy riverbed
[River]
Foot=0%
Track=0%
Wheel=0%
Float=0%
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=10,ARMOR,2.0              ; armor of nearby
objects increased (armor multiplier)
Cloak=0,STEALTH2                ; enable cloaking on
nearby objects
Darkness=1,EMPULSE              ; cloak entire radar
map
Explosion=5,NONE,500            ; high explosive
baddie (damage per explosion)
Firepower=10,FPOWER,2.0         ; firepower of nearby
objects increased (firepower multiplier)
HealBase=1,INVUN                ; all buildings to
full strength
ICBM=1,MISSILE2                 ; nuke missile one
time shot
Money=50,DOLLAR,2000            ; a chunk o' cash
(maximum cash)
Napalm=5,NONE,600               ; fire explosion
baddie (damage)
ParaBomb=3,PARABOX              ; para-bomb raid one
time shot
Reveal=1,EARTH                  ; reveal entire radar
map
Sonar=3,SONARBOX                ; one time sonar pulse
Speed=10,SPEED,1.7              ; speed of nearby
objects increased (speed multiplier)
Squad=20,NONE                   ; squad of random
infantry
Unit=20,NONE                    ; vehicle
Invulnerability=3,INVULBOX,1.0  ; invulnerability
(duration in minutes)
TimeQuake=3,TQUAKE              ; time quake

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