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/Alerte rouge 1/Mod Destruction Alerte Rouge/ -> RULES.INI (source)

   1  ; RULES.INI
   2  ;This is one of MANY units in my conversion called Red Alert Operation: Annihilation
   3  ;it will be out soon
   4  
   5  [General]
   6  
   7  ; crates
   8  CrateMinimum=1          ; crates are normally one per human player but never below this number
   9  CrateMaximum=255        ; crates can never exceed this quantity
  10  CrateRadius=3.0         ; radius (cells) for area effect crate powerup bonuses
  11  CrateRegen=3            ; average minutes between random powerup crate regeneration
  12  UnitCrateType=none      ; specifies specific unit type for unit type crate ['none' means pick randomly]
  13  WaterCrateChance=20%    ; chance that a water crate will be generated rather than land crate [multiplay only]
  14  SoloCrateMoney=2000     ; money to give for money crate in solo play missions
  15  SilverCrate=HealBase    ; solo play silver crate bonus
  16  WaterCrate=Money        ; solo play water crate bonus
  17  WoodCrate=Money         ; solo play wood crate bonus
  18  
  19  ; special weapons
  20  ChronoDuration=3        ; time that a unit will remain chronoshifted before returning to start location
  21  ChronoKillCargo=yes     ; Should cargo be destroyed when object is chronoshifted?
  22  ChronoTechLevel=1       ; Tech level at which Chrono facility can create Chrono effect
  23  GPSTechLevel=1          ; tech level at which GPS satelite becomes available
  24  GapRadius=10            ; radius of gap generator (cells)
  25  GapRegenInterval=.1     ; gap generators will regenerate their shroud at this time interval
  26  IronCurtain=.75         ; minutes that Iron Curtain invulnerability lasts
  27  ParaTech=1              ; tech level when free para-infantry appears from airstrip
  28  ParabombTech=8          ; tech level that parabomb appears free with airfield
  29  RadarJamRadius=2       ; cell radius distance that mobile radar jammer is effective
  30  SpyPlaneTech=1          ; tech level when free spy plane appears from airstrip
  31  BadgerBombCount=1       ; number of badgers used to drop parabombs
  32  
  33  ; Chrono side effects
  34  QuakeChance=20%         ; percentage chance time quake will occur with each chronoshift use
  35  QuakeDamage=33%         ; percentage damage to inflict when time quake occurs
  36  VortexChance=20%        ; percent chance that chronal vortex occurs with each chronoshift use
  37  VortexDamage=200        ; damage inflicted by vortex discharge
  38  VortexRange=10          ; scan for victims up to this distance away [in cells]
  39  VortexSpeed=10          ; speed of vortex movement
  40  
  41  ; repair and refit
  42  RefundPercent=50%       ; percent of original cost to refund when building/unit is sold
  43  ReloadRate=.04          ; minutes to reload each ammo point for aircraft or helicopters
  44  RepairPercent=20%       ; percent cost to fully repair as ratio of full cost
  45  RepairRate=.016         ; minutes between applying repair step
  46  RepairStep=7            ; hit points to heal per repair 'tick' for buildings
  47  URepairPercent=20%      ; [units only] percent cost to fully repair as ratio of full cost
  48  URepairStep=10          ; [units only] hit points to heal per repair 'tick' for units
  49  
  50  ; combat and damage
  51  TurboBoost=1.5          ; speed multiplier for turbo-boosted weapons when firing upon aircraft
  52  APMineDamage=1000       ; damage to inflict when anti-personnel mine explodes
  53  AVMineDamage=1200       ; damage to inflict when anti-vehicle mine explodes
  54  AtomDamage=8000         ; damage points when nuclear bomb explodes (regardless of source)
  55  BallisticScatter=1.0    ; maximum scatter distance (cells) for inaccurate ballistic projectiles
  56  BridgeStrength=1000     ; strength of bridge [smaller means more easily destroyed]
  57  C4Delay=.03             ; minutes to delay after placing C4 before building will explode
  58  Crush=1.5               ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only)
  59  ExpSpread=.3            ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes]
  60  FireSupress=1           ; radius from target to look for friendlies and thus discourage firing upon, if found
  61  HomingScatter=2.0       ; maximum scatter distance (cells) for inaccurate homing projectiles
  62  MaxDamage=9999          ; maximum damage (after adjustments) per shot
  63  MinDamage=1             ; minimum damage (after adjustments) per shot
  64  OreExplosive=yes        ; Does the harvester explode big time when destroyed?
  65  PlayerAutoCrush=no      ; Will player controlled units automatically try to crush enemy infantry?
  66  PlayerReturnFire=no     ; More aggressive return fire from player controlled objects?
  67  PlayerScatter=no        ; Will player units scatter, of their own accord, from threats and damage?
  68  ProneDamage=50%         ; when infantry is prone, damage is reduced to this percentage
  69  TreeTargeting=yes       ; Automatically show target cursor when over trees?
  70  Incoming=10             ; If an incoming projectile is as slow or slower than this, then
  71                          ; object in the target location will try to run away. Grenades and
  72                          ; parachute bombs have this characteristic.
  73  
  74  ; income and production
  75  BailCount=28            ; number of 'bails' carried by a harvester
  76  BuildSpeed=.1           ; general build speed [time (in minutes) to produce a 1000 credit cost item]
  77  BuildupTime=.06         ; average minutes that building build-up animation runs
  78  GemValue=50             ; gem credits per 'bail' carried by a harvester
  79  GoldValue=25            ; gold credits per 'bail' carried by a harvester
  80  GrowthRate=2            ; minutes between ore (Tiberium) growth
  81  OreGrows=yes            ; Does ore grow denser over time?
  82  OreSpreads=yes          ; Does ore spread into adjacent areas?
  83  OreTruckRate=1          ; speed that harvester truck manages ore [larger means slower]
  84  SeparateAircraft=no     ; Is first helicopter to be purchased separately from helipad?
  85  SurvivorRate=.4         ; fraction of building cost to be converted to survivors when sold
  86  
  87  ; audio/visual map controls
  88  AllyReveal=yes          ; Allies automatically reveal radar maps to each other?
  89  ConditionRed=25%        ; when damaged to this percentage, health bar turns red
  90  ConditionYellow=50%     ; when damaged to this percentage, health bar turns yellow
  91  DropZoneRadius=4        ; distance around drop zone flair that map reveals itself
  92  EnemyHealth=yes         ; Show enemy health bar graph when selected?
  93  Gravity=3               ; gravity constant for ballistic projectiles
  94  IdleActionFrequency=.1  ; average minutes between infantry performing idle actions
  95  MessageDelay=.6         ; time duration of multiplayer messages displayed over map
  96  MovieTime=.06           ; minutes that movie recorder will record when activated (debug version only)
  97  NamedCivilians=yes      ; Show true names over civilians and civilian buildings?
  98  SavourDelay=.03         ; delay between scenario end and ending movie [keep the delay short]
  99  ShroudRate=4            ; minutes between each shroud creep process [0 means no shadow creep]
 100  SpeakDelay=2            ; minutes between EVA repeating advice to the player
 101  TimerWarning=2          ; if mission timer is less than this many minutes, then display in red
 102  FlashLowPower=yes       ; Flash the power bar when power is low?
 103  
 104  ; computer and movement controls
 105  CurleyShuffle=no        ; Should helicopter shuffle position between shots (as in C&C)?
 106  BaseBias=2              ; multiplier to threat target value when enemy is close to friendly base
 107  BaseDefenseDelay=.25    ; minutes delay between sending response teams to deal with base threat
 108  CloseEnough=2.75        ; If distance to destination less than this, then abort movement if otherwise blocked.
 109  DamageDelay=1           ; minutes between applying trivial structure damage when low on power
 110  GameSpeeBias=1          ; multiplier to overall game object movement speed
 111  LZScanRadius=16         ; maximum radius to scan for alternate landing zone if otherwise occupied
 112  MineAware=yes           ; Are friendly units smart enough to avoid friendly mines?
 113  Stray=2.0               ; radius distance (cells) that team members may stray without causing regroup action
 114  SubmergeDelay=.02       ; forced delay that subs will remain on surface before allowing to submerge
 115  SuspendDelay=2          ; minutes that suspended teams will remain suspended
 116  SuspendPriority=20      ; teams with less than this priority will suspend during base defense ops
 117  TeamDelay=.6            ; interval between checking for and creating teams
 118  
 119  ; misc
 120  FineDiffControl=no      ; Allow 5 difficulty settings instead of only 3 settings?
 121  MCVUndeploy=yes         ; Allow construction yard to undeploy back into MCV?
 122  
 123  
 124  ; ******* Theme Controls *******
 125  ; Controls when each theme becomes available in solo play. Each
 126  ; theme identifier is given a scenario and owner. The theme will
 127  ; become available at that scenario or later and for the specified
 128  ; owner only. If no owner is specified, it is presumed to be available
 129  ; for all sides.
 130  [ThemeControl]
 131  BIGF226M=1,Soviet
 132  CRUS226M=1,Allies
 133  FAC1226M=1,Soviet
 134  HELL226M=1
 135  FAC2226M=2,Soviet
 136  RUN1226M=2,Soviet
 137  TREN226M=3,Soviet
 138  WORK226M=3,Allies
 139  AWAIT=4
 140  DENSE_R=5,Soviet
 141  FOGGER1A=5,Allies
 142  MUD1A=6
 143  RADIO2=7,Soviet
 144  ROLLOUT=7,Allies
 145  SNAKE=8
 146  TERMINAT=9,Soviet
 147  TWIN=9,Allies
 148  VECTOR1A=10
 149  SMSH226M=11
 150  
 151  
 152  ; ******* Multiplayer Settings *******
 153  ; These are the multiplayer dialog default settings. Does not apply to
 154  ; Westwood chat, only to the in-game dialogs.
 155  [MultiplayerDefaults]
 156  Money=10000
 157  MaxMoney=10000
 158  ShadowGrow=no
 159  Bases=yes
 160  OreGrows=yes
 161  Crates=yes
 162  AIPlayers=no
 163  CaptureTheFlag=no
 164  
 165  
 166  ; ******* Special weapon charge times *******
 167  ; The time (minutes) for recharge of these special weapons.
 168  [Recharge]
 169  Chrono=0                ; chronosphere
 170  GPS=0                   ; satellite radar
 171  IronCurtain=11          ; invulnerability device
 172  Nuke=0                  ; nuclear missile
 173  ParaBomb=50             ; parachute bombs
 174  Paratrooper=0.5         ; paratroopers
 175  Saboteur=0              ; para-saboteur
 176  Sonar=10                ; sonar pulse
 177  SpyPlane=0              ; recon mission
 178  
 179  
 180  ; ******* Object Heap Maximums *******
 181  ; These are the absolute maximum number of these object types
 182  ; allowed in the game (at any one time).
 183  [Maximums]
 184  Players=8                ; ipx layer limits this to 8 maximum
 185  Aircraft=100
 186  Anim=100
 187  Building=500
 188  Bullet=50
 189  Factory=32              ; 32 is minimum for 8 player game
 190  Infantry=500
 191  Overlay=1               ; special case -- only needs one
 192  Projectile=20           ; projectile types, not actual projectiles
 193  Smudge=1                ; special case -- only needs one
 194  Team=60
 195  TeamType=60
 196  Template=1              ; special case -- only needs one
 197  Terrain=500             ; trees and rocks
 198  TrigType=80             ; trigger types
 199  Trigger=200             ; triggers themselves
 200  Unit=500
 201  Vessel=100
 202  Warhead=10              ; warhead types, not actual warheads
 203  Weapon=55               ; weapon types, not actual weapons
 204  
 205  
 206  ; ******* AI Controls *******
 207  ; Computer Skirmish-Mode behavior controls. The ratio values are based on the
 208  ; number of buildings in the computer base that should be of the type specified.
 209  ; The ratio total should exceed 100% so that the base will always try to grow as
 210  ; it vainly attempts to achieve the specified percentage composition.
 211  
 212  ; Take note: The computer AI in Red Alert is merely a warmed over version
 213  ; of the AI experiment I wrote during the unallocated time in the month
 214  ; following C&C's release. It was more than adequate at that time (even
 215  ; difficult to beat), but since Red Alert is a very different game, the skirmish
 216  ; mode AI is somewhat under-effective. In order to improve the AI
 217  ; over this initial experiment, the following controls are provided. It might
 218  ; be possible to manipulate these values to achieve a greater challenge when
 219  ; playing the computer opponent.
 220  [AI]
 221  AttackInterval=3        ; average delay between computer attacks
 222  AttackDelay=5           ; average delay time before computer begins first attack
 223  PatrolScan=.016         ; minute interval between scanning for enemys while patrolling.
 224  CreditReserve=100       ; Structure repair will not begin if available cash falls below this amount.
 225  PathDelay=.01           ; Delay (minutes) between retrying when path is blocked.
 226  OreNearScan=6           ; cell radius to scan when harvesting a single patch of ore
 227  OreFarScan=48           ; cells radius to scan when looking for a new ore patch to harvest
 228  AutocreateTime=5        ; average minutes between creating an 'autocreate' team
 229  InfantryReserve=3000    ; always build infantry if cash reserve is greater than this
 230  InfantryBaseMult=1      ; build infantry if building count times this number is less than current infantry quantity
 231  PowerSurplus=50         ; build power plants until power surplus is at least this amount
 232  BaseSizeAdd=3           ; computer base size can be no larger than the largest human opponent, plus this quantity
 233  RefineryRatio=.16       ; ratio of base that should be composed of refineries
 234  RefineryLimit=4         ; never build more than this many refineries
 235  BarracksRatio=.16       ; ratio of base that should be composed of barracks
 236  BarracksLimit=2         ; never build more than this many barracks
 237  WarRatio=.1             ; ratio of base that should be composed of war factories
 238  WarLimit=2              ; never build more than this many war factories
 239  DefenseRatio=.4         ; ratio of base that should be defensive structures
 240  DefenseLimit=40         ; maximum number of defensive buildings to build
 241  AARatio=.14             ; ratio of base that should be anti-aircraft defense
 242  AALimit=10              ; maximum number of anti-aircraft buildings to build
 243  TeslaRatio=.16          ; ratio of base that should be telsa coils
 244  TeslaLimit=10           ; maximum number of tesla coils to build
 245  HelipadRatio=.12        ; ratio of base that should be composed of helipads
 246  HelipadLimit=5          ; maximum number of helipads to build
 247  AirstripRatio=.12       ; ratio of base that should be composed of airstrips
 248  AirstripLimit=5         ; maximum number of airstrips to build
 249  CompEasyBonus=yes       ; When more than one human in game, computer player goes to "easy" mode?
 250  Paranoid=yes            ; Will computer players ally with each other if the situation looks bleak?
 251  PowerEmergency=75%      ; sell buildings to raise power level if it falls below this percentage
 252  
 253  
 254  ; ******* IQ setting for computer activity *******
 255  ; Each player (computer controlled or otherwise) is given an IQ rating that is used
 256  ; to control what the computer is allowed to automatically control. This is
 257  ; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
 258  ; and intelligent the side will behave. Each ability is given a rating that
 259  ; indicates the IQ level (or above) that the ability will be granted. Because such
 260  ; abilities are automatically performed by the computer, giving a human controlled
 261  ; country a high IQ is not recommended. Otherwise the player's units will start to
 262  ; automatically "do their own thing"! A human controlled country is presumed to have
 263  ; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
 264  ; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
 265  ; the maximum.
 266  [IQ]
 267  MaxIQLevels=5           ; the maximum number of discrete IQ levels
 268  SuperWeapons=4          ; super weapons are automatically fired by computer
 269  Production=5            ; building/unit production is automatically controlled by computer
 270  GuardArea=4             ; newly produced units start in guard area mode
 271  RepairSell=1            ; allowed to choose repair or sell of damaged buildings
 272  AutoCrush=2             ; automatically try to crush antogonists if possible
 273  Scatter=3               ; will scatter from incoming threats [grenades and such]
 274  ContentScan=4           ; will consider contents of transport when picking good target
 275  Aircraft=4              ; automatically replace aircraft or helicopters
 276  Harvester=2             ; automatically replace lost harvesters
 277  SellBack=2              ; allowed to sell buildings
 278  
 279  
 280  ; ******* Country Statistics *******
 281  ; Certain countries have special adjustments to their unit and building
 282  ; values. These are global values that affect ALL units and buildings owned
 283  ; by that country. This applies only to multiplayer games and skirmish mode. In
 284  ; normal game play, all values are "1.0".
 285  
 286  ; Airspeed = multiplier to speed for all air units [larger means faster] (def=1.0)
 287  ; Armor = multiplier to armor strength for all units and buildings [larger means stronger] (def=1.0)
 288  ; Cost = multiplier to cost for all units and buildings [larger means costlier] (def=1.0)
 289  ; Firepower = multiplier to firepower for all weapons [larger means more damage] (def=1.0)
 290  ; Groundspeed = multiplier to speed for all ground units [larger means faster] (def=1.0)
 291  ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
 292  ; BuildTime = multiplier to general object build time [larger means longer to build] (def=1.0)
 293  
 294  [England]
 295  Firepower=1.0
 296  Groundspeed=1.0
 297  Airspeed=1.0
 298  Armor=1.1
 299  ROF=1.0
 300  Cost=1.0
 301  BuildTime=1.0
 302  
 303  [Germany]
 304  Firepower=1.1
 305  Groundspeed=1.0
 306  Airspeed=1.0
 307  Armor=1.0
 308  ROF=1.0
 309  Cost=1.0
 310  BuildTime=1.0
 311  
 312  [France]
 313  Firepower=1.0
 314  Groundspeed=1.0
 315  Airspeed=1.0
 316  Armor=1.0
 317  ROF=1.1
 318  Cost=1.0
 319  BuildTime=1.0
 320  
 321  [Ukraine]
 322  Firepower=1.0
 323  Groundspeed=1.1
 324  Airspeed=1.0
 325  Armor=1.0
 326  ROF=1.0
 327  Cost=1.0
 328  BuildTime=1.0
 329  
 330  [USSR]
 331  Firepower=1.0
 332  Groundspeed=1.0
 333  Airspeed=1.0
 334  Armor=1.0
 335  ROF=1.0
 336  Cost=0.9
 337  BuildTime=1.0
 338  
 339  [Greece]
 340  Firepower=1.0
 341  Groundspeed=1.0
 342  Airspeed=1.0
 343  Armor=1.0
 344  ROF=1.0
 345  Cost=1.0
 346  BuildTime=1.0
 347  
 348  [Turkey]
 349  Firepower=1.0
 350  Groundspeed=1.0
 351  Airspeed=1.0
 352  Armor=1.0
 353  ROF=1.0
 354  Cost=1.0
 355  BuildTime=1.0
 356  
 357  [Spain]
 358  Firepower=1.0
 359  Groundspeed=1.0
 360  Airspeed=1.0
 361  Armor=1.0
 362  ROF=1.0
 363  Cost=1.0
 364  BuildTime=1.0
 365  
 366  
 367  ; ******* Difficulty Settings *******
 368  ; Game difficulty is controlled by these factors. Some of these factors will
 369  ; only affect a computer player. The computer and the player are handicapped by
 370  ; individual settings. Thus the computer may be playing at 'difficult' level while the
 371  ; player may be playing at 'easy' level.
 372  
 373  ; Airspeed = multiplier to speed for all air units (def=1.0)
 374  ; Armor = multiplier to armor strength for all units and buildings (def=1.0)
 375  ; Cost = multiplier to cost for all units and buildings (def=1.0)
 376  ; Firepower = multiplier to firepower for all weapons (def=1.0)
 377  ; Groundspeed = multiplier to speed for all ground units (def=1.0)
 378  ; ROF = multiplier to Rate Of Fire for all weapons [larger means slower ROF] (def=1.0)
 379  ; BuildSlowdown = Should the computer build slower than the player (def=no)?
 380  ;  <<< affects the computer player, not the human player >>>
 381  ;    ContentScan = Should the contents of a transport be considered when picking best target (def=no)?
 382  ;    RepairDelay = average delay (minutes) between initiating building repair
 383  ;    BuildDelay = average delay (minutes) between initiating construction
 384  ;    DestroyWalls = Allow scanning for nearby enemy walls and destroy them (def=yes)?
 385  
 386  [Easy]
 387  Firepower=1.2
 388  Groundspeed=1.2
 389  Airspeed=1.2
 390  BuildTime=.1
 391  Armor=1.2
 392  ROF=.8
 393  Cost=.0
 394  RepairDelay=.001
 395  BuildDelay=.001
 396  DestroyWalls=yes
 397  ContentScan=yes
 398  
 399  [Normal]
 400  Firepower=1.0
 401  Groundspeed=1.0
 402  Airspeed=1.0
 403  BuildTime=1
 404  Armor=1.0
 405  ROF=1.0
 406  Cost=1.0
 407  RepairDelay=.02
 408  BuildDelay=.03
 409  BuildSlowdown=yes
 410  DestroyWalls=yes
 411  ContentScan=yes
 412  
 413  [Difficult]
 414  Firepower=.8
 415  Groundspeed=.8
 416  Airspeed=.8
 417  BuildTime=1.0
 418  Armor=.8
 419  ROF=1.2
 420  Cost=1.0
 421  RepairDelay=.05
 422  BuildDelay=.1
 423  BuildSlowdown=yes
 424  DestroyWalls=no
 425  
 426  
 427  ; ******* Unit Statistics *******
 428  ; Specifies the characteristics of the various game objects.
 429  
 430  ; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
 431  ; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none)
 432  ; Cloakable = Is it equipped with a cloaking device (def=no)?
 433  ; Cost = cost to build object (in credits)
 434  ; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
 435  ; GuardRange = distance to scan for enemies to attack (def=use weapon range)
 436  ; Image = name of graphic data to use for this object (def=same as object identifier)
 437  ; Invisible = Is completely and always invisible to enemy (def=no)?
 438  ; Owner = who can build this [Allies or Soviet] (def="allies,soviet", i.e., all)
 439  ; Points = point value for scoring purposes (def=0)
 440  ; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
 441  ; Primary = primary weapon equipped with (def=none)
 442  ; Secondary = secondary weapon equipped with (def=none)
 443  ; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
 444  ; Reload = time delay between reloads (def=0)
 445  ; SelfHealing = Does the object heal automatically up to half strength (def=no)?
 446  ; Sight = sight range, in cells (def=1)
 447  ; Strength = strength (hit points) of this object
 448  ; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
 449  ; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
 450  ; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
 451  ;  <<< applies only to infantry types >>>
 452  ;    C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
 453  ;    Fraidycat = Is it inherently afraid and will panic easily (def=no)?
 454  ;    Infiltrate = Can it enter a building like a spy or thief (def=no)?
 455  ;    IsCanine = Should special case dog logic be applied to this?
 456  ;  <<< applies only to moving units (not buildings) >>>
 457  ;    Passengers = number of passengers it may carry (def=0)
 458  ;    Speed = speed of this object [n/a for buildings] (def=0)
 459  ;  <<< applies only to terrestrial driving vehicle types >>>
 460  ;    Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
 461  ;    Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?
 462  ;    NoMovingFire = The vehicle must stop before it can fire (def=no)?
 463  ;  <<< applies only to building types >>>
 464  ;    BaseNormal = Considered for building adjacency checks (def=yes)?
 465  ;    Adjacent = distance allowed to place from other buildings (def=1)
 466  ;    Bib = Should the building have an attached bib (def=no)?
 467  ;    Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
 468  ;    Crewed = Does it contain a crew that can escape (def=no)?
 469  ;    Power = power output [positive for output, negative for drain] (def=0)
 470  ;    Powered = Does it require power to function (def=no)?
 471  ;    Repairable = Can it be repaired (def=yes)?
 472  ;    Storage = the number of credits this building can store (def=0)
 473  ;    Unsellable = Cannot sell this building (even if it can be built)?
 474  ;    WaterBound = Is this building placed on water only (def=no)?
 475  
 476  ; ******* terrestrial driving vehicle types *******
 477  ; SCUD launcher
 478  [V2RL]
 479  Prerequisite=powr
 480  Primary=SCUD
 481  Strength=150
 482  Armor=light
 483  TechLevel=1
 484  Sight=5
 485  Speed=7
 486  Owner=allies
 487  Cost=700
 488  Points=40
 489  ROT=5
 490  Tracked=yes
 491  Ammo=1
 492  Crewed=yes
 493  NoMovingFire=yes
 494  
 495  ; light tank
 496  [1TNK]
 497  Prerequisite=powr
 498  Primary=75mm
 499  Strength=300
 500  Armor=heavy
 501  TechLevel=1
 502  Sight=4
 503  Speed=9
 504  Owner=allies
 505  Cost=700
 506  Points=30
 507  ROT=5
 508  Tracked=yes
 509  Crewed=yes
 510  
 511  ; heavy tank
 512  [3TNK]
 513  Prerequisite=powr
 514  Primary=105mm
 515  Secondary=105mm
 516  Strength=400
 517  Armor=heavy
 518  TechLevel=1
 519  Sight=5
 520  Speed=7
 521  Owner=allies
 522  Cost=950
 523  Points=50
 524  ROT=5
 525  Tracked=yes
 526  Crewed=yes
 527  
 528  ; medium tank
 529  [2TNK]
 530  Prerequisite=weap
 531  Primary=90mm
 532  Strength=400
 533  Armor=heavy
 534  TechLevel=6
 535  Sight=5
 536  Speed=8
 537  Owner=allies
 538  Cost=800
 539  Points=40
 540  ROT=5
 541  Tracked=yes
 542  Crewed=yes
 543  
 544  ; Mammoth tank
 545  [4TNK]
 546  Prerequisite=powr
 547  Primary=120mm
 548  Secondary=MammothTusk
 549  Strength=600
 550  Armor=heavy
 551  TechLevel=1
 552  Sight=6
 553  Speed=4
 554  Owner=allies
 555  Cost=1700
 556  Points=60
 557  ROT=5
 558  Tracked=yes
 559  SelfHealing=yes
 560  Crewed=yes
 561  
 562  ; mobile radar jammer
 563  [MRJ]
 564  Prerequisite=weap,dome
 565  Strength=110
 566  Armor=light
 567  TechLevel=12
 568  Sight=7
 569  Speed=9
 570  Owner=allies
 571  Cost=600
 572  Points=30
 573  ROT=5
 574  Tracked=yes
 575  Crewed=yes
 576  
 577  ; mobile gap generator
 578  [MGG]
 579  Prerequisite=weap,atek
 580  Strength=110
 581  Armor=light
 582  TechLevel=11
 583  Sight=4
 584  Speed=9
 585  Owner=allies
 586  Cost=600
 587  Points=40
 588  ROT=5
 589  Crewed=yes
 590  
 591  ; mobile artillery
 592  [ARTY]
 593  Prerequisite=weap
 594  Primary=155mm
 595  Strength=75
 596  Armor=light
 597  TechLevel=1
 598  Sight=5
 599  Speed=6
 600  Owner=allies
 601  Cost=600
 602  Points=35
 603  ROT=2
 604  Tracked=yes
 605  Crewed=yes
 606  NoMovingFire=yes
 607  
 608  ; harvester
 609  [HARV]
 610  Prerequisite=weap,proc
 611  Strength=600
 612  Armor=heavy
 613  TechLevel=1
 614  Sight=4
 615  Speed=6
 616  Owner=allies,soviet
 617  Cost=1400
 618  Points=55
 619  ROT=5
 620  Tracked=yes
 621  Crewed=yes
 622  SelfHealing=yes
 623  
 624  ; Mobile Construction Vehicle
 625  [MCV]
 626  Prerequisite=weap
 627  Strength=600
 628  Armor=light
 629  TechLevel=1
 630  Sight=4
 631  Speed=10
 632  Owner=allies
 633  Cost=2500
 634  Points=60
 635  ROT=5
 636  Crewed=yes
 637  
 638  ; Ranger (as in "Ford", not "W.W. II Commando")
 639  [JEEP]
 640  Prerequisite=powr
 641  Primary=MammothTusk
 642  Strength=150
 643  Armor=light
 644  TechLevel=3
 645  Sight=6
 646  Speed=10
 647  Owner=allies
 648  Cost=600
 649  Points=20
 650  ROT=10
 651  Crewed=yes
 652  Passengers=5
 653  
 654  ; Armored Personnel Carrier
 655  [APC]
 656  Prerequisite=powr
 657  Primary=M60mg
 658  Strength=200
 659  Armor=heavy
 660  TechLevel=5
 661  Sight=5
 662  Speed=10
 663  Owner=allies
 664  Cost=800
 665  Points=25
 666  ROT=5
 667  Tracked=yes
 668  Passengers=5
 669  
 670  ; mine layer
 671  [MNLY]
 672  Prerequisite=weap,fix
 673  Strength=100
 674  Armor=heavy
 675  TechLevel=3
 676  Sight=5
 677  Speed=9
 678  Owner=allies,soviet
 679  Cost=800
 680  Points=50
 681  ROT=5
 682  Tracked=yes
 683  Ammo=5         ; number of mines carried
 684  Crewed=yes
 685  
 686  ; convoy truck
 687  [TRUK]
 688  Strength=110
 689  Armor=light
 690  Owner=soviet,allies
 691  TechLevel=-1
 692  Sight=3
 693  Speed=10
 694  Cost=500
 695  Points=5
 696  ROT=5
 697  Passengers=1
 698  
 699  ; ******* ship types *******
 700  ; submarine
 701  [SS]
 702  Prerequisite=spen
 703  Primary=TorpTube
 704  Strength=120
 705  Armor=light
 706  TechLevel=5
 707  Sight=6
 708  Speed=6
 709  Owner=soviet
 710  Cost=950
 711  Points=45
 712  ROT=7
 713  Cloakable=yes
 714  
 715  ; destroyer
 716  [DD]
 717  Prerequisite=syrd
 718  Primary=Stinger
 719  Secondary=DepthCharge
 720  Strength=400
 721  Armor=heavy
 722  TechLevel=7
 723  Sight=6
 724  Speed=6
 725  Owner=allies
 726  Cost=1000
 727  Points=50
 728  ROT=7
 729  Sensors=Yes
 730  
 731  ; cruiser
 732  [CA]
 733  Prerequisite=syrd,atek
 734  Primary=8Inch
 735  Secondary=8Inch
 736  Strength=700
 737  Armor=heavy
 738  TechLevel=10
 739  Sight=7
 740  Speed=4
 741  Owner=allies
 742  Cost=2000
 743  Points=60
 744  ROT=5
 745  Sensors=Yes
 746  
 747  ; transport
 748  [LST]
 749  Strength=350
 750  Armor=heavy
 751  TechLevel=1
 752  Sight=6
 753  Speed=14
 754  Owner=allies
 755  Cost=700
 756  Points=25
 757  ROT=10
 758  Passengers=20
 759  
 760  ; gun boat
 761  [PT]
 762  Prerequisite=syrd
 763  Primary=2Inch
 764  Secondary=DepthCharge
 765  Strength=200
 766  Armor=heavy
 767  TechLevel=5
 768  Sight=7
 769  Speed=9
 770  Owner=allies
 771  Cost=500
 772  Points=30
 773  ROT=7
 774  Sensors=Yes
 775  
 776  ; ******* infantry types *******
 777  ; attack dog
 778  [DOG]
 779  Prerequisite=powr
 780  Primary=DogJaw
 781  Strength=12
 782  ;Strength=5
 783  Armor=none
 784  TechLevel=1
 785  Sight=5
 786  Speed=4
 787  Owner=allies
 788  Cost=200
 789  Points=5
 790  IsCanine=yes
 791  GuardRange=7
 792  
 793  ; rifle soldier
 794  [E1]
 795  Primary=M1Carbine
 796  Strength=50
 797  Armor=none
 798  TechLevel=1
 799  Sight=4
 800  Speed=4
 801  Owner=allies,soviet
 802  Cost=100
 803  Points=5
 804  
 805  ; grenadier
 806  [E2]
 807  Primary=Grenade
 808  Strength=1
 809  Armor=none
 810  TechLevel=1
 811  Sight=4
 812  Speed=5
 813  Owner=allies
 814  Cost=160
 815  Points=10
 816  Explodes=yes
 817  
 818  ; rocket soldier
 819  [E3]
 820  Primary=RedEye
 821  Secondary=Dragon
 822  Strength=45
 823  Armor=none
 824  TechLevel=2
 825  Sight=4
 826  Speed=3
 827  Owner=allies
 828  Cost=300
 829  Points=10
 830  DoubleOwned=yes
 831  
 832  ; Flamethrower
 833  [E4]
 834  Prerequisite=powr
 835  Primary=Flamer
 836  Secondary=TeslaZap
 837  Strength=40
 838  Armor=none
 839  TechLevel=1
 840  Sight=4
 841  Speed=3
 842  Owner=allies
 843  Cost=300
 844  Points=15
 845  Explodes=yes
 846  C4=Yes
 847  
 848  ; engineer
 849  [E6]
 850  Strength=25
 851  Armor=none
 852  TechLevel=5
 853  Sight=4
 854  Speed=4
 855  Owner=soviet,allies
 856  Cost=500
 857  Points=20
 858  Infiltrate=yes
 859  
 860  ; spy
 861  [SPY]
 862  Prerequisite=powr
 863  Strength=25
 864  Armor=none
 865  TechLevel=1
 866  Sight=5
 867  Speed=4
 868  Owner=allies
 869  Cost=500
 870  Points=15
 871  Infiltrate=yes
 872  
 873  ; thief
 874  [THF]
 875  Prerequisite=powr
 876  Strength=25
 877  Armor=none
 878  TechLevel=1
 879  Sight=5
 880  Speed=4
 881  Owner=allies
 882  Cost=500
 883  Points=10
 884  Infiltrate=yes
 885  
 886  ; Tanya
 887  [E7]
 888  Prerequisite=powr
 889  Primary=Colt45
 890  Secondary=Colt45
 891  Strength=100
 892  Armor=none
 893  TechLevel=1
 894  Sight=6
 895  Speed=5
 896  Owner=allies,soviet
 897  Cost=1200
 898  Points=25
 899  Infiltrate=yes
 900  C4=yes
 901  DoubleOwned=yes
 902  
 903  ; field medic
 904  [MEDI]
 905  Primary=Heal
 906  Strength=80
 907  Armor=none
 908  TechLevel=2
 909  Sight=3
 910  Speed=4
 911  Owner=allies
 912  Cost=800
 913  Points=15
 914  
 915  ; field marshal
 916  [GNRL]
 917  Primary=Pistol
 918  Strength=80
 919  Armor=none
 920  TechLevel=1
 921  Sight=3
 922  Speed=5
 923  Owner=allies
 924  Cost=0
 925  Points=15
 926  Infiltrate=yes
 927  
 928  ; civilians
 929  [C1]
 930  Prerequisite=powr
 931  Primary=Dragon
 932  Image=C1
 933  Primary=Pistol
 934  Strength=25
 935  Armor=none
 936  TechLevel=1
 937  Sight=2
 938  Speed=5
 939  Owner=allies
 940  Cost=10
 941  Points=1
 942  Ammo=10
 943  Fraidycat=yes
 944  
 945  [C2]
 946  Prerequisite=powr
 947  Primary=sniper
 948  Image=C1
 949  Strength=25
 950  Armor=none
 951  TechLevel=-1
 952  Sight=2
 953  Speed=5
 954  Owner=allies,soviet
 955  Cost=10
 956  Points=1
 957  Fraidycat=yes
 958  
 959  [C3]
 960  Image=C2
 961  Strength=25
 962  Armor=none
 963  TechLevel=-1
 964  Sight=2
 965  Speed=5
 966  Owner=allies,soviet
 967  Cost=10
 968  Points=1
 969  Fraidycat=yes
 970  
 971  [C4]
 972  Image=C2
 973  Strength=25
 974  Armor=none
 975  TechLevel=-1
 976  Sight=2
 977  Speed=5
 978  Owner=allies,soviet
 979  Cost=10
 980  Points=1
 981  Fraidycat=yes
 982  
 983  [C5]
 984  Image=C2
 985  Strength=25
 986  Armor=none
 987  TechLevel=-1
 988  Sight=2
 989  Speed=5
 990  Owner=allies,soviet
 991  Cost=10
 992  Points=1
 993  Fraidycat=yes
 994  
 995  [C6]
 996  Image=C1
 997  Strength=25
 998  Armor=none
 999  TechLevel=-1
1000  Sight=2
1001  Speed=5
1002  Owner=allies,soviet
1003  Cost=10
1004  Points=1
1005  Fraidycat=yes
1006  
1007  [C7]
1008  Image=C1
1009  Primary=Pistol
1010  Strength=25
1011  Armor=none
1012  TechLevel=-1
1013  Sight=2
1014  Speed=5
1015  Owner=allies,soviet
1016  Cost=10
1017  Points=1
1018  Ammo=10
1019  Fraidycat=yes
1020  
1021  [C8]
1022  Image=C1
1023  Strength=25
1024  Armor=none
1025  TechLevel=-1
1026  Sight=2
1027  Speed=5
1028  Owner=allies,soviet
1029  Cost=10
1030  Points=1
1031  Fraidycat=yes
1032  
1033  [C9]
1034  Image=C1
1035  Strength=25
1036  Armor=none
1037  TechLevel=-1
1038  Sight=2
1039  Speed=5
1040  Owner=allies,soviet
1041  Cost=10
1042  Points=1
1043  Fraidycat=yes
1044  
1045  [C10]
1046  Image=C1
1047  Strength=25
1048  Armor=none
1049  TechLevel=-1
1050  Sight=2
1051  Speed=5
1052  Owner=allies,soviet
1053  Cost=10
1054  Points=1
1055  Fraidycat=yes
1056  
1057  ; professor Einstein
1058  [EINSTEIN]
1059  Strength=25
1060  Armor=none
1061  TechLevel=-1
1062  Sight=2
1063  Speed=5
1064  Owner=allies
1065  Cost=10
1066  Points=1
1067  Fraidycat=yes
1068  
1069  ; special agent
1070  [DELPHI]
1071  Primary=Pistol
1072  Strength=25
1073  Armor=none
1074  TechLevel=-1
1075  Sight=2
1076  Speed=5
1077  Owner=allies,soviet
1078  Cost=10
1079  Points=1
1080  Ammo=10
1081  
1082  ; special agent
1083  [CHAN]
1084  Strength=25
1085  Armor=none
1086  TechLevel=-1
1087  Sight=2
1088  Speed=5
1089  Owner=allies,soviet
1090  Cost=10
1091  Points=1
1092  
1093  ; ******* aircraft types *******
1094  ; Badger bomber
1095  [BADR]
1096  Prerequisite=powr
1097  Strength=1
1098  Armor=light
1099  TechLevel=-1
1100  Sight=50
1101  Speed=30
1102  Owner=soviet
1103  Cost=10
1104  Points=20
1105  ROT=5
1106  Ammo=0
1107  Passengers=100
1108  
1109  ; spy photo-recon plane
1110  [U2]
1111  Image=PLHI
1112  Prerequisite=powr
1113  Primary=Camera
1114  Strength=2000
1115  Armor=heavy
1116  TechLevel=-1
1117  Sight=0
1118  Speed=60
1119  Owner=allies
1120  Cost=10
1121  Points=5
1122  ROT=7
1123  Ammo=1         ; snapshot film
1124  
1125  ; jet attack plane
1126  [MIG]
1127  Prerequisite=powr
1128  Primary=Maverick
1129  Secondary=Maverick
1130  Strength=50
1131  Armor=light
1132  TechLevel=1
1133  Sight=0
1134  Speed=20
1135  Owner=allies
1136  Cost=1200
1137  Points=50
1138  ROT=5
1139  Ammo=99
1140  GuardRange=30
1141  
1142  ; prop attack plane
1143  [YAK]
1144  Prerequisite=powr
1145  Primary=Parabomb
1146  Secondary=Parabomb
1147  Strength=900
1148  Armor=light
1149  TechLevel=1
1150  Sight=0
1151  Speed=30
1152  Owner=allies
1153  Cost=800
1154  Points=25
1155  ROT=2
1156  Ammo=-1
1157  Crewed=yes
1158  GuardRange=5
1159  Passengers=40
1160  
1161  ; transport helicopter
1162  [TRAN]
1163  Image=PLHI
1164  Name=Transport Plane
1165  Prerequisite=powr
1166  Strength=90
1167  Armor=light
1168  TechLevel=1
1169  Sight=2
1170  Speed=40
1171  Owner=allies
1172  Cost=1200
1173  Points=35
1174  ROT=5
1175  Passengers=50
1176  
1177  ; Longbow attack helicopter
1178  [HELI]
1179  Prerequisite=powr
1180  Primary=pistol
1181  Secondary=pistol
1182  Strength=1
1183  Armor=heavy
1184  TechLevel=1
1185  Sight=0
1186  Speed=16
1187  Owner=allies
1188  Cost=1200
1189  Points=50
1190  ROT=4
1191  Ammo=66
1192  Crewed=yes
1193  GuardRange=30
1194  
1195  ; Hind attack helicopter
1196  [HIND]
1197  Prerequisite=powr
1198  Primary=grenade
1199  Strength=1
1200  Armor=heavy
1201  TechLevel=1
1202  Sight=0
1203  Speed=12
1204  Owner=allies
1205  Cost=999000
1206  Points=40
1207  ROT=4
1208  Ammo=50
1209  Crewed=yes
1210  GuardRange=10
1211  
1212  ; ******* building types *******
1213  ; Iron Curtain
1214  [IRON]
1215  Prerequisite=powr
1216  Strength=400
1217  Armor=wood
1218  TechLevel=1
1219  Sight=10
1220  Owner=allies
1221  Cost=2800
1222  Points=-100
1223  Power=-200
1224  Powered=true
1225  Capturable=true
1226  Crewed=yes
1227  
1228  ; forward command center
1229  [FCOM]
1230  Primary=NukeDown
1231  Strength=400
1232  Armor=wood
1233  TechLevel=1
1234  Sight=10
1235  Owner=allies
1236  Cost=2000
1237  Points=40
1238  Power=200
1239  Bib=yes
1240  Capturable=true
1241  Crewed=yes
1242  
1243  ; advanced tech center
1244  [ATEK]
1245  Prerequisite=powr
1246  Strength=400
1247  Armor=wood
1248  TechLevel=1
1249  Sight=10
1250  Owner=allies
1251  Cost=1500
1252  Points=85
1253  Power=200
1254  Bib=yes
1255  Capturable=true
1256  Crewed=yes
1257  
1258  ; paradox device
1259  [PDOX]
1260  Prerequisite=powr
1261  Strength=400
1262  Armor=wood
1263  TechLevel=1
1264  Sight=10
1265  Owner=allies
1266  Cost=2800
1267  Points=100
1268  Power=200
1269  Powered=true
1270  Capturable=true
1271  Crewed=yes
1272  
1273  ; weapons factory
1274  [WEAP]
1275  Prerequisite=powr
1276  Strength=1000
1277  Armor=light
1278  TechLevel=1
1279  Sight=4
1280  Owner=allies
1281  Cost=2000
1282  Points=80
1283  Power=30
1284  Bib=yes
1285  Capturable=true
1286  Crewed=yes
1287  
1288  ; ship yard
1289  [SYRD]
1290  Prerequisite=powr
1291  Strength=1000
1292  Armor=light
1293  TechLevel=1
1294  Sight=4
1295  Owner=allies
1296  Cost=650
1297  Points=80
1298  Power=30
1299  Adjacent=8
1300  WaterBound=yes
1301  Capturable=true
1302  BaseNormal=no
1303  
1304  ; sub pen
1305  [SPEN]
1306  Prerequisite=powr
1307  Strength=1000
1308  Armor=light
1309  TechLevel=1
1310  Sight=4
1311  Owner=allies
1312  Cost=650
1313  Points=80
1314  Power=30
1315  Adjacent=8
1316  WaterBound=yes
1317  Capturable=true
1318  BaseNormal=no
1319  
1320  ; pill box
1321  [PBOX]
1322  Prerequisite=powr
1323  Primary=Vulcan
1324  Strength=400
1325  Armor=wood
1326  TechLevel=1
1327  Sight=5
1328  Owner=allies
1329  Cost=400
1330  Points=50
1331  Power=15
1332  Sensors=yes
1333  Crewed=yes
1334  
1335  ; camouflaged pill box
1336  [HBOX]
1337  Prerequisite=tent
1338  Primary=Colt45
1339  Strength=600
1340  Armor=wood
1341  TechLevel=1
1342  Sight=5
1343  Owner=allies
1344  Cost=9000
1345  Points=60
1346  Power=15
1347  Sensors=yes
1348  Crewed=yes
1349  
1350  ; Tesla coil
1351  [TSLA]
1352  Prerequisite=weap
1353  Primary=TeslaZap
1354  Strength=400
1355  Armor=heavy
1356  TechLevel=1
1357  Sight=8
1358  Owner=allies
1359  Cost=1500
1360  Points=80
1361  Power=150
1362  Ammo=0
1363  Powered=true
1364  Sensors=yes
1365  Crewed=yes
1366  
1367  ; gun turret
1368  [GUN]
1369  Prerequisite=powr
1370  Primary=TurretGun
1371  Strength=400
1372  Armor=heavy
1373  TechLevel=1
1374  Sight=6
1375  Owner=allies
1376  Cost=600
1377  Points=50
1378  Power=40
1379  Sensors=yes
1380  Crewed=yes
1381  ROT=12
1382  
1383  ; anti-aircraft artillery
1384  [AGUN]
1385  Prerequisite=powr
1386  Primary=ZSU-23
1387  Secondary=ZSU-23
1388  Strength=400
1389  Armor=heavy
1390  TechLevel=5
1391  Sight=6
1392  Owner=allies
1393  Cost=600
1394  Points=50
1395  Power=50
1396  Crewed=yes
1397  ROT=15
1398  Powered=true
1399  
1400  ; flame turret
1401  [FTUR]
1402  Prerequisite=powr
1403  Primary=FireballLauncher
1404  Strength=400
1405  Armor=heavy
1406  TechLevel=1
1407  Sight=6
1408  Owner=allies
1409  Cost=600
1410  Points=65
1411  Power=20
1412  Sensors=yes
1413  Explodes=yes
1414  Crewed=yes
1415  
1416  ; construction yard
1417  [FACT]
1418  Strength=1000
1419  Armor=heavy
1420  TechLevel=1
1421  Sight=5
1422  Owner=allies
1423  Cost=2500
1424  Power=50
1425  Points=80
1426  Power=0
1427  Bib=yes
1428  Capturable=true
1429  Crewed=yes
1430  
1431  ; refinery
1432  [PROC]
1433  Prerequisite=powr
1434  Strength=900
1435  Armor=wood
1436  TechLevel=1
1437  Sight=6
1438  Owner=allies,soviet
1439  Cost=2000
1440  Points=80
1441  Power=-30
1442  Storage=2000
1443  Bib=yes
1444  Capturable=true
1445  Crewed=yes
1446  
1447  ; storage silo
1448  [SILO]
1449  Prerequisite=proc
1450  Primary=NukeDown
1451  Strength=300
1452  Armor=wood
1453  TechLevel=1
1454  Sight=4
1455  Owner=allies
1456  Cost=150
1457  Points=25
1458  Power=-10
1459  Storage=1500
1460  Capturable=true
1461  
1462  ; helipad
1463  [HPAD]
1464  Prerequisite=powr
1465  Strength=800
1466  Armor=wood
1467  TechLevel=1
1468  Sight=5
1469  Owner=allies,soviet
1470  Cost=1500
1471  Points=70
1472  Power=10
1473  Bib=yes
1474  Capturable=true
1475  Crewed=yes
1476  
1477  ; radar building
1478  [DOME]
1479  Prerequisite=powr
1480  Strength=1000
1481  Armor=wood
1482  TechLevel=1
1483  Sight=10
1484  Owner=allies,soviet
1485  Cost=1000
1486  Points=60
1487  Power=40
1488  Bib=yes
1489  Powered=true
1490  Capturable=true
1491  Sensors=yes
1492  Crewed=yes
1493  
1494  ; gap generator
1495  [GAP]
1496  Prerequisite=powr
1497  Strength=1000
1498  Armor=wood
1499  TechLevel=1
1500  Sight=10
1501  Owner=allies
1502  Cost=500
1503  Points=35
1504  Power=60
1505  Powered=true
1506  Capturable=true
1507  Crewed=yes
1508  
1509  ; Surface to Air Missile launcher
1510  [SAM]
1511  Prerequisite=powr
1512  Primary=Nike
1513  Strength=400
1514  Armor=heavy
1515  TechLevel=9
1516  Sight=5
1517  Owner=allies
1518  Cost=750
1519  Points=50
1520  Power=-300
1521  Crewed=yes
1522  ROT=30
1523  
1524  ; big missile silo
1525  [MSLO]
1526  Prerequisite=powr
1527  Primary=none
1528  Strength=400
1529  Armor=heavy
1530  TechLevel=1
1531  Sight=5
1532  Owner=allies
1533  Cost=2500
1534  Points=90
1535  Power=100
1536  Crewed=yes
1537  
1538  ; airstrip
1539  [AFLD]
1540  Prerequisite=powr
1541  Strength=1000
1542  Armor=heavy
1543  TechLevel=5
1544  Sight=7
1545  Owner=allies
1546  Cost=600
1547  Points=70
1548  Power=30
1549  Capturable=true
1550  Crewed=yes
1551  
1552  ; normal power plant
1553  [POWR]
1554  Prerequisite=fact
1555  Strength=400
1556  Armor=wood
1557  TechLevel=1
1558  Sight=4
1559  Owner=allies,soviet
1560  Cost=300
1561  Points=40
1562  Power=100
1563  Bib=yes
1564  Capturable=true
1565  Crewed=yes
1566  
1567  ; advanced power plant
1568  [APWR]
1569  Prerequisite=powr
1570  Strength=700
1571  Armor=wood
1572  TechLevel=8
1573  Sight=4
1574  Owner=allies,soviet
1575  Cost=500
1576  Points=50
1577  Power=200
1578  Bib=yes
1579  Capturable=true
1580  Crewed=yes
1581  
1582  ; Soviet tech center
1583  [STEK]
1584  Prerequisite=powr
1585  Strength=600
1586  Armor=wood
1587  TechLevel=1
1588  Sight=4
1589  Owner=allies
1590  Cost=1500
1591  Points=85
1592  Power=100
1593  Bib=yes
1594  Capturable=true
1595  Crewed=yes
1596  
1597  ; hospital (obsolete?)
1598  [HOSP]
1599  Prerequisite=powr
1600  Primary:Heal
1601  Strength=400
1602  Armor=wood
1603  TechLevel=1
1604  Sight=4
1605  Owner=allies
1606  Cost=200
1607  Points=20
1608  Power=20
1609  Bib=yes
1610  Capturable=true
1611  Crewed=yes
1612  
1613  ; bio-research laboratory (obsolete?)
1614  [BIO]
1615  Prerequisite=powr
1616  Strength=600
1617  Armor=wood
1618  TechLevel=1
1619  Sight=4
1620  Owner=allies
1621  Cost=200
1622  Points=30
1623  Power=40
1624  Bib=yes
1625  Crewed=yes
1626  
1627  ; Soviet barracks
1628  [BARR]
1629  Prerequisite=powr
1630  Strength=800
1631  Armor=wood
1632  TechLevel=1
1633  Sight=5
1634  Owner=soviet
1635  Cost=900
1636  Points=30
1637  Power=-20
1638  Bib=yes
1639  Crewed=yes
1640  Capturable=true
1641  
1642  ; Allied training tent
1643  [TENT]
1644  Prerequisite=powr
1645  Strength=800
1646  Armor=wood
1647  TechLevel=1
1648  Sight=5
1649  Owner=allies
1650  Cost=300
1651  Points=30
1652  Power=-20
1653  Bib=yes
1654  Crewed=yes
1655  Capturable=true
1656  
1657  ; attack dog training facility
1658  [KENN]
1659  Prerequisite=powr
1660  Strength=400
1661  Armor=wood
1662  TechLevel=1
1663  Sight=4
1664  Owner=allies
1665  Cost=200
1666  Points=25
1667  Power=10
1668  
1669  ; service depot
1670  [FIX]
1671  Prerequisite=powr
1672  Strength=800
1673  Armor=wood
1674  TechLevel=1
1675  Sight=5
1676  Owner=allies,soviet
1677  Cost=1200
1678  Points=80
1679  Power=30
1680  Capturable=true
1681  Crewed=yes
1682  
1683  ; sandbag wall
1684  [SBAG]
1685  Strength=1
1686  Armor=none
1687  TechLevel=2
1688  Sight=0
1689  Owner=allies
1690  Cost=25
1691  Points=1
1692  Repairable=false
1693  Adjacent=1
1694  
1695  ; concrete wall
1696  [BRIK]
1697  Strength=1
1698  Armor=none
1699  TechLevel=1
1700  Sight=0
1701  Owner=allies
1702  Cost=100
1703  Points=5
1704  Repairable=false
1705  Adjacent=1
1706  
1707  ; wire fence
1708  [FENC]
1709  Strength=1
1710  Armor=none
1711  TechLevel=1
1712  Sight=0
1713  Owner=allies
1714  Cost=25
1715  Points=1
1716  Repairable=false
1717  Adjacent=1
1718  
1719  ; auxiliary decorative building
1720  [MISS]
1721  Prerequisite=powr
1722  Strength=400
1723  Points=5
1724  Armor=wood
1725  owner=allies
1726  Bib=yes
1727  Capturable=true
1728  
1729  ; chain link fence
1730  [CYCL]
1731  Strength=1
1732  Points=1
1733  Armor=none
1734  Cost=75
1735  Repariable=false
1736  Adjacent=1
1737  Sight=0
1738  
1739  ; barb wire fence
1740  [BARB]
1741  Strength=1
1742  Points=1
1743  Armor=wood
1744  Cost=25
1745  Repariable=false
1746  Adjacent=1
1747  Sight=0
1748  
1749  ; wood fence
1750  [WOOD]
1751  Strength=1
1752  Points=1
1753  Repariable=false
1754  Adjacent=1
1755  Sight=0
1756  
1757  ; barrels
1758  [BARL]
1759  Strength=10
1760  Repairable=false
1761  Adjacent=0
1762  BaseNormal=no
1763  
1764  [BRL3]
1765  Strength=10
1766  Repairable=false
1767  Adjacent=0
1768  BaseNormal=no
1769  
1770  ; anti-vehicle mine
1771  [MINV]
1772  Strength=1
1773  Repairable=false
1774  Adjacent=0
1775  Invisible=yes
1776  Unsellable=yes
1777  BaseNormal=no
1778  
1779  ; anti-personnel mine
1780  [MINP]
1781  Strength=1
1782  Repairable=false
1783  Adjacent=0
1784  Invisible=yes
1785  Unsellable=yes
1786  BaseNormal=no
1787  
1788  ; fakes
1789  [FACF]
1790  Image=FACT
1791  Owner=allies
1792  TechLevel=1
1793  Strength=30
1794  Cost=50
1795  Sight=4
1796  Power=-2
1797  Points=15
1798  Bib=yes
1799  Capturable=true
1800  BaseNormal=no
1801  
1802  [WEAF]
1803  Prerequisite=proc
1804  Image=WEAP
1805  Owner=allies
1806  TechLevel=3
1807  Cost=50
1808  Strength=30
1809  Sight=500
1810  Points=15
1811  Power=-2
1812  Bib=yes
1813  Capturable=true
1814  BaseNormal=no
1815  
1816  [SYRF]
1817  Prerequisite=powr
1818  Image=SYRD
1819  Strength=30
1820  TechLevel=3
1821  Sight=4
1822  Cost=50
1823  Owner=allies
1824  Power=-2
1825  Points=15
1826  WaterBound=yes
1827  Capturable=true
1828  BaseNormal=no
1829  Adjacent=8
1830  
1831  [SPEF]
1832  Image=SPEN
1833  Strength=30
1834  TechLevel=-1
1835  Sight=4
1836  Cost=50
1837  Owner=soviet
1838  Power=-2
1839  Points=15
1840  WaterBound=yes
1841  Capturable=true
1842  BaseNormal=no
1843  Adjacent=8
1844  
1845  [DOMF]
1846  Prerequisite=proc
1847  Image=DOME
1848  Strength=30
1849  Sight=4
1850  TechLevel=3
1851  Cost=50
1852  Owner=allies
1853  Power=-2
1854  Points=15
1855  Bib=yes
1856  Capturable=true
1857  BaseNormal=no
1858  
1859  ; civilian structures
1860  [V01]
1861  Prerequiste=powr
1862  Primary=Colt45
1863  Strength=400
1864  Techlevel=1
1865  Owner=allies
1866  Points=5
1867  Armor=wood
1868  Repariable=false
1869  Capturable=true
1870  
1871  [V02]
1872  Strength=400
1873  Points=5
1874  Armor=wood
1875  Repariable=false
1876  
1877  [V03]
1878  Strength=400
1879  Points=5
1880  Armor=wood
1881  Repariable=false
1882  
1883  [V04]
1884  Strength=400
1885  Points=5
1886  Armor=wood
1887  Repariable=false
1888  
1889  [V05]
1890  Strength=400
1891  Points=5
1892  Armor=wood
1893  Repariable=false
1894  
1895  [V06]
1896  Strength=400
1897  Points=5
1898  Armor=wood
1899  Repariable=false
1900  
1901  [V07]
1902  Strength=400
1903  Points=5
1904  Armor=wood
1905  Repariable=false
1906  
1907  [V08]
1908  Strength=400
1909  Points=5
1910  Armor=wood
1911  Repariable=false
1912  
1913  [V09]
1914  Strength=400
1915  Points=5
1916  Armor=wood
1917  Repariable=false
1918  
1919  [V10]
1920  Strength=400
1921  Points=5
1922  Armor=wood
1923  Repariable=false
1924  
1925  [V11]
1926  Strength=400
1927  Points=5
1928  Armor=wood
1929  Repariable=false
1930  
1931  [V12]
1932  Strength=400
1933  Points=5
1934  Armor=wood
1935  Repariable=false
1936  
1937  [V13]
1938  Strength=400
1939  Points=5
1940  Armor=wood
1941  Repariable=false
1942  
1943  [V14]
1944  Strength=400
1945  Points=5
1946  Armor=wood
1947  Repariable=false
1948  
1949  [V15]
1950  Strength=400
1951  Points=5
1952  Armor=wood
1953  Repariable=false
1954  
1955  [V16]
1956  Strength=400
1957  Points=5
1958  Armor=wood
1959  Repariable=false
1960  
1961  [V17]
1962  Strength=400
1963  Points=5
1964  Armor=wood
1965  Repariable=false
1966  
1967  [V18]
1968  Strength=400
1969  Points=5
1970  Armor=wood
1971  Repariable=false
1972  
1973  [V19]
1974  Strength=400
1975  Points=5
1976  Armor=wood
1977  Repariable=false
1978  
1979  [V20]
1980  Strength=400
1981  Points=5
1982  Armor=wood
1983  Repariable=false
1984  
1985  [V21]
1986  Strength=400
1987  Points=5
1988  Armor=wood
1989  Repariable=false
1990  
1991  [V22]
1992  Strength=400
1993  Points=5
1994  Armor=wood
1995  Repariable=false
1996  
1997  [V23]
1998  Strength=400
1999  Points=5
2000  Armor=wood
2001  Repariable=false
2002  
2003  [V24]
2004  Strength=400
2005  Points=5
2006  Armor=wood
2007  Repariable=false
2008  
2009  [V25]
2010  Strength=400
2011  Points=5
2012  Armor=wood
2013  Repariable=false
2014  
2015  [V26]
2016  Strength=400
2017  Points=5
2018  Armor=wood
2019  Repariable=false
2020  
2021  [V27]
2022  Strength=400
2023  Points=5
2024  Armor=wood
2025  Repariable=false
2026  
2027  [V28]
2028  Strength=400
2029  Points=5
2030  Armor=wood
2031  Repariable=false
2032  
2033  [V29]
2034  Strength=400
2035  Points=5
2036  Armor=wood
2037  Repariable=false
2038  
2039  [V30]
2040  Strength=400
2041  Points=5
2042  Armor=wood
2043  Repariable=false
2044  
2045  [V31]
2046  Strength=400
2047  Points=5
2048  Armor=wood
2049  Repariable=false
2050  
2051  [V32]
2052  Strength=400
2053  Points=5
2054  Armor=wood
2055  Repariable=false
2056  
2057  [V33]
2058  Strength=400
2059  Points=5
2060  Armor=wood
2061  Repariable=false
2062  
2063  [V34]
2064  Strength=400
2065  Points=5
2066  Armor=wood
2067  Repariable=false
2068  
2069  [V35]
2070  Strength=400
2071  Points=5
2072  Armor=wood
2073  Repariable=false
2074  
2075  [V36]
2076  Strength=400
2077  Points=5
2078  Armor=wood
2079  Repariable=false
2080  
2081  [V37]
2082  Strength=400
2083  Points=5
2084  Armor=wood
2085  Repariable=false
2086  
2087  
2088  ; ******* Weapon Statistics *******
2089  ; The weapons specified here are attached to the various combat
2090  ; units and buildings.
2091  
2092  ; Anim = animation to display as a firing effect
2093  ; Burst = number of rapid succession shots from this weapon (def=1)
2094  ; Camera = Reveals area around firer (def=no)?
2095  ; Charges = Does it have charge-up-before-firing logic (def=no)?
2096  ; Damage = the amount of damage (unattenuated) dealt with every bullet
2097  ; Projectile = projectile characteristic to use
2098  ; ROF = delay between shots [15 = 1 second at middle speed setting]
2099  ; Range = maximum cell range
2100  ; Report = sound to play when firing
2101  ; Speed = speed of projectile to target (100 is maximum)
2102  ; Warhead = warhead to attach to projectile
2103  ; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
2104  ; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
2105  
2106  ; Tanya pistol
2107  [Colt45]
2108  Damage=500
2109  ROF=5
2110  Range=10.75
2111  Projectile=Invisible
2112  Speed=100
2113  Warhead=HollowPoint
2114  Report=GUN5
2115  
2116  ; anti-aircraft multiple cannon
2117  [ZSU-23]
2118  Damage=25
2119  ROF=10
2120  Range=6
2121  Projectile=Ack
2122  Speed=100
2123  Warhead=AP
2124  Anim=GUNFIRE
2125  Report=AACANON3
2126  
2127  ; rapid fire machine gun
2128  [Vulcan]
2129  Damage=40
2130  ROF=40
2131  Range=5
2132  Projectile=Invisible
2133  Speed=100
2134  Warhead=SA
2135  Report=GUN13
2136  Anim=MINIGUN
2137  
2138  ; air-to-surface homing missile (launched from jet)
2139  [Maverick]
2140  Damage=50
2141  ROF=3
2142  Range=6
2143  Projectile=HeatSeeker
2144  Speed=30
2145  Warhead=AP
2146  Report=MISSILE7
2147  
2148  ; camera
2149  [Camera]
2150  Damage=0
2151  ROF=10
2152  Range=5.75
2153  Projectile=Inivisble
2154  Speed=100
2155  Warhead=Super
2156  Camera=yes
2157  
2158  ; fireball from flame turret
2159  [FireballLauncher]
2160  Damage=125
2161  ROF=50
2162  Range=4
2163  Projectile=Fireball
2164  Speed=12
2165  Warhead=Fire
2166  
2167  ; hand-held flame thrower type
2168  [Flamer]
2169  Damage=70
2170  ROF=50
2171  Range=3.5
2172  Projectile=Fireball
2173  Speed=12
2174  Warhead=Fire
2175  
2176  ; sniper rifle
2177  [Sniper]
2178  Damage=100
2179  ROF=5
2180  Range=3.75
2181  Projectile=Invisible
2182  Speed=100
2183  Warhead=HollowPoint
2184  Report=SILENCER
2185  
2186  ; rapid fire aircraft gun
2187  [ChainGun]
2188  Damage=40
2189  ROF=3
2190  Range=5
2191  Projectile=Invisible
2192  Speed=100
2193  Warhead=SA
2194  Report=GUN13
2195  Anim=MINIGUN
2196  
2197  ; civilian pistol
2198  [Pistol]
2199  Damage=1
2200  ROF=7
2201  Range=1.75
2202  Projectile=Invisible
2203  Speed=100
2204  Warhead=SA
2205  Report=GUN27
2206  
2207  ; rifle soldier weapons (multiple shots)
2208  [M1Carbine]
2209  Damage=15
2210  ROF=20
2211  Range=3
2212  Projectile=Invisible
2213  Speed=100
2214  Warhead=SA
2215  Report=GUN11
2216  
2217  ; man-packed anti-tank missile (bazooka type)
2218  [Dragon]
2219  Damage=35
2220  ROF=50
2221  Range=5
2222  Projectile=HeatSeeker
2223  Speed=25
2224  Warhead=AP
2225  Report=MISSILE6
2226  
2227  ; air-to-surface homing missile (launched from helicopter)
2228  [Hellfire]
2229  Damage=40
2230  ROF=60
2231  Range=4
2232  Projectile=HeatSeeker
2233  Speed=30
2234  Warhead=AP
2235  Report=MISSILE6
2236  
2237  ; hand grenade
2238  [Grenade]
2239  Damage=0
2240  ROF=1
2241  Range=4
2242  Projectile=Lobbed
2243  Speed=5
2244  Warhead=HE
2245  Dropping=yes
2246  Parachuted=yes
2247  
2248  ; small anti-armor cannon
2249  [75mm]
2250  Damage=25
2251  ROF=40
2252  Range=4
2253  Projectile=Cannon
2254  Speed=40
2255  Warhead=AP
2256  Report=CANNON2
2257  Anim=GUNFIRE
2258  
2259  ; light anti-armor cannon
2260  [90mm]
2261  Damage=30
2262  ROF=50
2263  Range=4.75
2264  Projectile=Cannon
2265  Speed=40
2266  Warhead=AP
2267  Report=CANNON1
2268  Anim=GUNFIRE
2269  
2270  ; medium anti-armor cannon
2271  [105mm]
2272  Damage=30
2273  ROF=70
2274  Range=4.75
2275  Projectile=Cannon
2276  Speed=40
2277  Warhead=AP
2278  Report=CANNON1
2279  Anim=GUNFIRE
2280  
2281  ; large anti-armor cannon
2282  [120mm]
2283  Damage=40
2284  ROF=80
2285  Range=4.75
2286  Projectile=Cannon
2287  Speed=40
2288  Warhead=AP
2289  Report=CANNON1
2290  Anim=GUNFIRE
2291  Burst=2
2292  
2293  ; turret cannon
2294  [TurretGun]
2295  Damage=40
2296  ROF=50
2297  Range=6
2298  Projectile=Cannon
2299  Speed=40
2300  Warhead=AP
2301  Report=TURRET1
2302  Anim=GUNFIRE
2303  
2304  ; Vehicle carried anti-tank missile
2305  [MammothTusk]
2306  Damage=75
2307  ROF=80
2308  Range=5
2309  Projectile=HeatSeeker
2310  Speed=30
2311  Warhead=HE
2312  Report=MISSILE6
2313  Burst=2
2314  
2315  ; artillery cannon
2316  [155mm]
2317  Damage=150
2318  ROF=65
2319  Range=6
2320  Projectile=Ballistic
2321  Speed=12
2322  Warhead=HE
2323  Report=TANK5
2324  Anim=GUNFIRE
2325  
2326  ; vehicle mounted machine gun
2327  [M60mg]
2328  Damage=15
2329  ROF=20
2330  Range=4
2331  Projectile=Invisible
2332  Speed=100
2333  Warhead=SA
2334  Report=PILLBOX1
2335  Anim=MINIGUN
2336  
2337  ; napalm bomblets (dropped from plane)
2338  [Napalm]
2339  Damage=100
2340  ROF=20
2341  Range=4.5
2342  Projectile=Bomblet
2343  Speed=5
2344  Warhead=Fire
2345  
2346  ; Tesla coil zap
2347  [TeslaZap]
2348  Damage=100
2349  ROF=120
2350  Range=8.5
2351  Projectile=Invisible
2352  Speed=100
2353  Warhead=Super
2354  Report=TESLA1
2355  Charges=yes
2356  
2357  ; anti-aircraft missile (fired from SAM site)
2358  [Nike]
2359  Damage=50
2360  ROF=20
2361  Range=7.5
2362  Projectile=AAMissile
2363  Speed=50
2364  Warhead=AP
2365  Report=MISSILE1
2366  Anim=SAMFIRE
2367  
2368  ; man-packed surface to air missile
2369  [RedEye]
2370  Damage=50
2371  ROF=50
2372  Range=7.5
2373  Projectile=AAMissile
2374  Speed=50
2375  Warhead=AP
2376  Report=MISSILE1
2377  Anim=SAMFIRE
2378  
2379  ; 8 inch cruiser cannon
2380  [8Inch]
2381  Damage=500
2382  ROF=160
2383  Range=22
2384  Projectile=Ballistic
2385  Speed=6
2386  Warhead=HE
2387  Report=TURRET1
2388  Anim=GUNFIRE
2389  Supress=yes
2390  
2391  ; gunboat mounted anti-aircraft rocket
2392  [Stinger]
2393  Damage=30
2394  ROF=60
2395  Range=9
2396  Projectile=LaserGuided
2397  Speed=20
2398  Warhead=AP
2399  Report=MISSILE6
2400  Burst=2
2401  TurboBoost=yes
2402  
2403  ; torpedo tube
2404  [TorpTube]
2405  Damage=90
2406  ROF=60
2407  Range=9
2408  Projectile=Torpedo
2409  Speed=15
2410  Warhead=AP
2411  Report=TORPEDO1
2412  
2413  ; destroyer mounted 2 inch cannon
2414  [2Inch]
2415  Damage=25
2416  ROF=60
2417  Range=5.5
2418  Projectile=Cannon
2419  Speed=25
2420  Warhead=AP
2421  Report=CANNON2
2422  Anim=GUNFIRE
2423  
2424  ; anti-submarine weapon
2425  [DepthCharge]
2426  Damage=80
2427  ROF=60
2428  Range=5
2429  Projectile=Catapult
2430  Speed=5
2431  Warhead=AP
2432  
2433  ; parachute bomb
2434  [ParaBomb]
2435  Damage=900
2436  ROF=1
2437  Range=4.5
2438  Projectile=Parachute
2439  Speed=5
2440  Warhead=HE
2441  Report=CHUTE1
2442  
2443  ; dog bite
2444  [DogJaw]
2445  Damage=100
2446  ROF=10
2447  Range=2.2
2448  Projectile=LeapDog
2449  Speed=20
2450  Warhead=Organic
2451  Report=DOGG5P
2452  
2453  ; medic healing
2454  [Heal]
2455  Damage=-50
2456  ROF=80
2457  Range=1.83
2458  Projectile=Invisible
2459  Speed=100
2460  Warhead=Organic
2461  Report=HEAL2
2462  
2463  ; SCUD launcher
2464  [SCUD]
2465  Damage=600
2466  ROF=400
2467  Range=10
2468  Projectile=FROG
2469  Speed=25
2470  Warhead=HE
2471  Report=MISSILE1
2472  
2473  
2474  ; ******* Projectile Statistics *******
2475  ; Projectiles describe how and what image to use as the weapon flies
2476  ; to its target. Think of the projectile as the "delivery method" used
2477  ; to get the warhead to the desired target.
2478  
2479  ; AA = Can this weapon fire upon flying aircraft (def=no)?
2480  ; AG = Can this weapon fire upon ground objects (def=yes)?
2481  ; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
2482  ; Animates = Does it animate [this means smoke puffs] (def=no)?
2483  ; Arcing = Does it have a ballistic trajectory (def=no)?
2484  ; Arm = arming delay (def=0)
2485  ; Degenerates = Does the bullet strength weaken as it travels (def=no)?
2486  ; Dropping = Does it fall from a starting height (def=no)?
2487  ; Frames = number of image frames for animation purposes (def=1)
2488  ; Gigundo = Is the projectile larger than normal (def=no)?
2489  ; High = Can it fly over walls (def=no)?
2490  ; Image = image to use during flight
2491  ; Inaccurate = Is it inherently inaccurate (def=no)?
2492  ; Inviso = Is the projectile invisible as it travels (def=no)?
2493  ; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
2494  ; Proximity = Does it blow up when near its target (def=no)?
2495  ; ROT = Rate Of Turn [non zero implies homing] (def=0)
2496  ; Ranged = Can it run out of fuel (def=no)?
2497  ; Rotates = Does the projectile have rotation specific imagery (def=no)?
2498  ; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
2499  ; Translucent = Are translucent colors used in artwork (def=no)?
2500  ; UnderWater = Does the projectile travel under water?
2501  
2502  ; invisible flight to target
2503  [Invisible]
2504  Inviso=yes
2505  Image=none
2506  
2507  ; special case for dog
2508  [LeapDog]
2509  Image=DOGBULLT
2510  Translucent=yes
2511  Rotates=yes
2512  Proximity=yes
2513  ROT=20
2514  
2515  ; straight high-speed ballistic shot
2516  [Cannon]
2517  Image=120MM
2518  
2519  ; anti aircraft artillery projectile
2520  [Ack]
2521  Image=none
2522  Inviso=yes
2523  AA=true
2524  AG=false
2525  
2526  ; Sub-surface projectile.
2527  [Torpedo]
2528  UnderWater=yes
2529  Image=MISSILE
2530  Rotates=yes
2531  ASW=yes
2532  
2533  ; Free Rocket Over Ground
2534  [FROG]
2535  Arm=10
2536  High=yes
2537  Shadow=no
2538  Proximity=yes
2539  Animates=yes
2540  Ranged=yes
2541  Inaccurate=yes
2542  Image=V2
2543  Rotates=yes
2544  
2545  ; small homing missile (targets vehicles best)
2546  [HeatSeeker]
2547  Arm=2
2548  High=yes
2549  Shadow=no
2550  Proximity=yes
2551  Animates=yes
2552  Ranged=yes
2553  Inaccurate=yes
2554  AA=yes
2555  Image=DRAGON
2556  ROT=5
2557  Rotates=yes
2558  Translucent=yes
2559  
2560  ; small missile with deadly accuracy
2561  [LaserGuided]
2562  Arm=3
2563  High=yes
2564  Shadow=no
2565  Proximity=yes
2566  Animates=yes
2567  Ranged=yes
2568  AA=yes
2569  Image=DRAGON
2570  ROT=20
2571  Rotates=yes
2572  Translucent=yes
2573  
2574  ; anti aircraft missile
2575  [AAMissile]
2576  Arm=3
2577  High=yes
2578  Shadow=no
2579  Proximity=yes
2580  Animates=yes
2581  Ranged=yes
2582  AA=yes
2583  AG=no
2584  Image=MISSILE
2585  ROT=20
2586  Rotates=yes
2587  Translucent=yes
2588  
2589  ; lobbed tumbling grenade
2590  [Lobbed]
2591  High=yes
2592  Arcing=yes
2593  Inaccurate=yes
2594  Image=BOMB
2595  Frames=8
2596  Translucent=yes
2597  
2598  ; Depth charge catapult
2599  [Catapult]
2600  High=yes
2601  Arcing=yes
2602  Inaccurate=yes
2603  Image=BOMB
2604  Frames=8
2605  ASW=yes
2606  AG=no
2607  Translucent=yes
2608  
2609  ; dropped from plane tumbling object
2610  [Bomblet]
2611  Arm=24
2612  RangeLimit=24
2613  High=yes
2614  Dropping=yes
2615  Image=BOMBLET
2616  Frames=6
2617  Translucent=yes
2618  
2619  ; arcing ballistic projectile
2620  [Ballistic]
2621  High=yes
2622  Arcing=yes
2623  Inaccurate=yes
2624  Image=120MM
2625  
2626  ; parachute bomb
2627  [Parachute]
2628  Arm=24
2629  RangeLimit=24
2630  High=yes
2631  Dropping=yes
2632  Parachuted=yes
2633  ;Image=PARABOMB
2634  
2635  ; Allied free radar (GPS satellite)
2636  [GPSSatellite]
2637  Gigundo=yes
2638  High=yes
2639  Image=SPUTNIK
2640  Frames=4
2641  
2642  ; Nuclear missile, flying up
2643  [NukeUp]
2644  Gigundo=yes
2645  High=yes
2646  Image=ATOMICUP
2647  Frames=4
2648  
2649  ; Nuclear missile, flying down
2650  [NukeDown]
2651  Gigundo=yes
2652  High=yes
2653  Image=ATOMICDN
2654  Frames=4
2655  
2656  ; wizard's fireball
2657  [Fireball]
2658  Animates=yes
2659  Image=FB1
2660  Frames=8
2661  
2662  
2663  ; ******* Warhead Characteristics *******
2664  ; This is what gives the "rock, paper, scissors" character to the game.
2665  ; It describes how the damage is to be applied to the target. The
2666  ; values should take into consideration the 'area of effect'.
2667  ; example: Although an armor piercing tank round would instantly
2668  ; kill a soldier IF it hit, the anti-infantry rating is still
2669  ; very low because the tank round has such a limited area of
2670  ; effect, lacks pinpoint accuracy, and acknowledges the fact that
2671  ; tanks pose little threat to infantry that take cover.
2672  
2673  ; Spread = damage spread factor [larger means greater spread] (def=1)
2674  ;          [A value of 1 means the damage is halved every pixel distant from center point.
2675  ;          a value of 2 means damage is halved every 2 pixels, etc.]
2676  ; Wall = Does this warhead damage concrete walls (def=no)?
2677  ; Wood = Does this warhead damage wood walls (def=no)?
2678  ; Ore = Does this warhead destroy ore (def=no)?
2679  ; Verses = damage value verses various armor types (as percentage of full damage)...
2680  ;           -vs- none, wood (buildings), light armor, heavy armor, concrete
2681  ; Explosion = which explosion set to use when warhead of this type impacts (def=0)
2682  ;             0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke
2683  ; InfDeath = which infantry death animation to use (def=0)
2684  ;             0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro
2685  
2686  ; general multiple small arms fire
2687  [SA]
2688  Spread=3
2689  Verses=100%,50%,60%,25%,25%
2690  Explosion=2
2691  InfDeath=1
2692  
2693  ; high explosive (shrapnel)
2694  [HE]
2695  Spread=6
2696  Wall=yes
2697  Wood=yes
2698  Verses=90%,75%,60%,25%,100%
2699  Explosion=5
2700  InfDeath=2
2701  
2702  ; armor piercing (discarding sabot, narrow effect)
2703  [AP]
2704  Spread=3
2705  Wall=yes
2706  Wood=yes
2707  Verses=30%,75%,75%,100%,50%
2708  Explosion=4
2709  InfDeath=3
2710  
2711  ; napalm and fire in general
2712  [Fire]
2713  Spread=8
2714  Wood=yes
2715  Verses=90%,100%,60%,25%,50%
2716  Explosion=3
2717  InfDeath=4
2718  
2719  ; anti-infantry rifle bullet (single shot -- very effective verses infantry)
2720  [HollowPoint]
2721  Spread=1
2722  Verses=100%,5%,5%,5%,5%
2723  Explosion=1
2724  InfDeath=1
2725  
2726  ; special case damage effect (do not use for regular weapons)
2727  [Super]
2728  Spread=1
2729  Verses=100%,100%,100%,100%,100%
2730  InfDeath=5
2731  
2732  ; special case to only affect infantry (do not use for regular weapons)
2733  [Organic]
2734  Spread=0
2735  Verses=100%,0%,0%,0%,0%
2736  InfDeath=0
2737  
2738  ; Nuclear warhead (same as fire)
2739  [Nuke]
2740  Spread=6
2741  Wall=yes
2742  Wood=yes
2743  Ore=yes
2744  Verses=10%,10%,10%,15%,10%
2745  Explosion=6
2746  InfDeath=4
2747  
2748  
2749  ; ******* Land Characteristics *******
2750  ; This section specifies the characteristics of the various
2751  ; terrain types. The primary purpose is to differentiate the
2752  ; movement capabilities.
2753  
2754  ; Float = % of full speed for ships [0 means impassable] (def=100)
2755  ; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
2756  ; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
2757  ; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
2758  ; Buildable = Can buildings be built upon this terrain (def=no)?
2759  
2760  ; clear grassy terrain
2761  [Clear]
2762  Foot=90%
2763  Track=80%
2764  Wheel=60%
2765  Float=0%
2766  Buildable=yes
2767  
2768  ; rocky terrain
2769  [Rough]
2770  Foot=80%
2771  Track=70%
2772  Wheel=40%
2773  Float=0%
2774  Buildable=no
2775  
2776  ; roads
2777  [Road]
2778  Foot=100%
2779  Track=100%
2780  Wheel=100%
2781  Float=0%
2782  Buildable=yes
2783  
2784  ; open water
2785  [Water]
2786  Foot=0%
2787  Track=0%
2788  Wheel=0%
2789  Float=100%
2790  Buildable=no
2791  
2792  ; cliffs
2793  [Rock]
2794  Foot=0%
2795  Track=0%
2796  Wheel=0%
2797  Float=0%
2798  Buildable=no
2799  
2800  ; walls and other man made obstacles
2801  [Wall]
2802  Foot=0%
2803  Track=0%
2804  Wheel=0%
2805  Float=0%
2806  Buildable=no
2807  
2808  ; ore (Tiberium)
2809  [Ore]
2810  Foot=90%
2811  Track=70%
2812  Wheel=50%
2813  Float=0%
2814  Buildable=no
2815  
2816  ; sandy beach
2817  [Beach]
2818  Foot=80%
2819  Track=70%
2820  Wheel=40%
2821  Float=0%
2822  Buildable=no
2823  
2824  ; craggy riverbed
2825  [River]
2826  Foot=0%
2827  Track=0%
2828  Wheel=0%
2829  Float=0%
2830  Buildable=no
2831  
2832  
2833  ; ******* Random Crate Powerups *******
2834  ; This specifies the chance for the specified crate powerup to appear
2835  ; in a 'random' crate. The chance is expressed in the form of 'shares'
2836  ; out of the total shares specified. The second parameter is the animation
2837  ; to use when this crate is picked up. The third parameter, if present, specifies
2838  ; the data value needed for that crate powerup. They mean different things
2839  ; for the different powerups.
2840  [Powerups]
2841  Armor=10,ARMOR,2.0              ; armor of nearby objects increased (armor multiplier)
2842  Cloak=0,STEALTH2                ; enable cloaking on nearby objects
2843  Darkness=1,EMPULSE              ; cloak entire radar map
2844  Explosion=5,NONE,500            ; high explosive baddie (damage per explosion)
2845  Firepower=10,FPOWER,2.0         ; firepower of nearby objects increased (firepower multiplier)
2846  HealBase=1,INVUN                ; all buildings to full strength
2847  ICBM=1,MISSILE2                 ; nuke missile one time shot
2848  Money=50,DOLLAR,2000            ; a chunk o' cash (maximum cash)
2849  Napalm=5,NONE,600               ; fire explosion baddie (damage)
2850  ParaBomb=3,PARABOX              ; para-bomb raid one time shot
2851  Reveal=1,EARTH                  ; reveal entire radar map
2852  Sonar=3,SONARBOX                ; one time sonar pulse
2853  Speed=10,SPEED,1.7              ; speed of nearby objects increased (speed multiplier)
2854  Squad=20,NONE                   ; squad of random infantry
2855  Unit=20,NONE                    ; vehicle
2856  Invulnerability=3,INVULBOX,1.0  ; invulnerability (duration in minutes)
2857  TimeQuake=3,TQUAKE              ; time quake
2858  
2859  
2860  ; ******* Mission Control *******
2861  ; This specifies the various general behavior characteristics of
2862  ; the missions that objects can be assigned. Each of the game objects must
2863  ; be in a mission. The mission behavior is generally hard coded into
2864  ; the program, but there are some behavior characteristics that can
2865  ; be overridden. Don't modify these.
2866  
2867  ; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
2868  ; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?
2869  ; Recruitable = Can it be recruited into a team or base defense (def=yes)?
2870  ; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
2871  ; Retaliate = Is allowed to retaliate while on this mission (def=yes)?
2872  ; Scatter = Is allowed to scatter from threats (def=yes)?
2873  ; Rate = delay between normal processing (larger = faster game, less responsiveness)
2874  ; AARate = anti-aircraft delay rate (if not specifed it uses regular rate).
2875  
2876  ; Unit sits still and plays dead.
2877  [Sleep]
2878  Recruitable=no
2879  Zombie=yes
2880  Retaliate=no
2881  Scatter=no
2882  Rate=1
2883  
2884  ; Unit doesn't fire and is not considered a threat.
2885  [Harmless]
2886  Recruitable=no
2887  NoThreat=yes
2888  Retaliate=no
2889  Rate=.5
2890  
2891  ; Just like guard mode, but cannot move.
2892  [Sticky]
2893  Recruitable=no
2894  Paralyzed=yes
2895  Scatter=no
2896  Rate=.016
2897  
2898  ; Special attack mission used by team logic.
2899  [Attack]
2900  Rate=.016
2901  AARate=.016
2902  
2903  ; Move to destination.
2904  [Move]
2905  Rate=.016
2906  
2907  ; Special move to destination after all other queued moves occur.
2908  [QMove]
2909  Rate=.016
2910  
2911  ; Run away (possibly leave the map).
2912  [Retreat]
2913  Recruitable=no
2914  Retaliate=no
2915  Rate=.1
2916  
2917  ; Sit around and engage any enemy that wanders within weapon range.
2918  [Guard]
2919  Rate=.050
2920  AARate=.016
2921  
2922  ; Enter building or transport for loading purposes.
2923  [Enter]
2924  Retaliate=no
2925  Recruitable=no
2926  Rate=.016
2927  
2928  ; Engineer entry logic.
2929  [Capture]
2930  Retaliate=no
2931  Recruitable=no
2932  Scatter=no
2933  Rate=.016
2934  
2935  ; Handle harvest ore - dump at refinery loop.
2936  [Harvest]
2937  Retaliate=no
2938  Recruitable=no
2939  Scatter=no
2940  Rate=.016
2941  
2942  ; Guard the general area where the unit starts at.
2943  [Area Guard]
2944  Recruitable=no
2945  Rate=.080
2946  AARate=.032
2947  
2948  ; <unused>
2949  [Return]
2950  
2951  ; Stop moving and firing at the first available opportunity.
2952  [Stop]
2953  
2954  ; <unused>
2955  [Ambush]
2956  
2957  ; Scan for and attack any enemies whereever they may be.
2958  [Hunt]
2959  Recruitable=no
2960  Retaliate=no
2961  Rate=.016
2962  
2963  ; While dropping off cargo (e.g., APC unloading passengers).
2964  [Unload]
2965  Recruitable=no
2966  Retaliate=no
2967  Scatter=no
2968  Rate=.016
2969  
2970  ; Tanya running to place bomb in building.
2971  [Sabotage]
2972  Recruitable=no
2973  Rate=.016
2974  
2975  ; Buildings use this when building up after initial placement.
2976  [Construction]
2977  Recruitable=no
2978  Retaliate=no
2979  Scatter=no
2980  
2981  ; Buildings use this when deconstruction after being sold.
2982  [Selling]
2983  Recruitable=no
2984  NoThreat=yes
2985  Retaliate=no
2986  Scatter=no
2987  
2988  ; Service depot uses this mission to repair attached object.
2989  [Repair]
2990  Rate=.08
2991  
2992  ; Special team override mission.
2993  [Rescue]
2994  Rate=.016
2995  
2996  ; Missile silo special launch missile mission.
2997  [Missile]
2998  Rate=.1
2999  


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