[Basic] Name=[C&C: CW v0.95] A Path Beyond Intro= Brief= Win= Lose= Action= Player=Multi1 Theme=No theme CarryOverMoney=0 ToCarryOver=no ToInherit=no TimerInherit=no CivEvac=no NewINIFormat=3 CarryOverCap=0 EndOfGame=no NoSpyPlane=no SkipScore=no OneTimeOnly=no SkipMapSelect=no Official=yes FillSilos=no TruckCrate=no Percent=0 [Map] Theater=TEMPERATE X=16 Y=16 Width=96 Height=96 [Waypoints] 0=4129 1=12513 2=11939 3=3678 4=12226 5=8097 6=4034 7=7771 98=2064 [MapPack] 1=9gEAIIH//h8Q/4IBAP++ACAQ/5QB4A+BHCAC/0gAMhKBGyAC/2QAyBGBWAACgUwAAoFK9o 2=MSgSEgAjC4gSAgAoFJAAKBTQACyTQTgR4AAtlkEoFOIIaBT8q7EoEaAAL/agDMEoFKILSB 3=WQACcB6DTgBLAALZNBMw/tVyE4FKIECBTyD+gx4AMgACcDqBMAACEDQQLoFO1rMTgxoAMf 4=9dAM8TgUYAAjAWcQCBG0COEJYxAIFKAJqBHyCqMQyBHSACUPyBIUBChXcAdwB6AAJwaumK 5=FNEMFTEAzc4U/1YA4BQwAYNbAFthjnCWyVIVEAzlYhUQAYHcYBCCJgAQAjB4gRIgAt/+FT 6=EAy9AV/0wA4BWBSAAC0TAW1wYX014WhaQApADpAAKBpQAC00gXyZgW56IWEAGDJQAl/2kA 7=0xb1Oxj/WgB0FxD+/1gA0hfppBfZVRmCkwAQAoNpAJ0gAtNcGYMnACfK0xiBEwAC/84Aqh 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Player=Greece Count=0 [OverlayPack] 1=iwIAIIH//pcK/4MMCgvmbwqBCv5TAP+FC/8LCgzk8QqGCQoJ/wsJy7cK55oK1a0KggkJ5l 2=gLgwkMC8tICwB/5RwL1gALgwkMDMtJC9esC4H/ACrLxAqBDP9BAFgLAETNiwyBBQADhwcG 3=BQgIBwbciQyCCQr/QgBXC9AZDYoFBwgMBgcHB/8I3qUK/1QA2QwAAYEGAISEBf8ICgEL2z 4=oNgQn92QvTGA4A+4UIBgcGB+AjDP5WAP+EBgcJCgAFgQbdNg3+WgD/AgWDCAwIAgX+egD/ 5=hAUIBQXQtgz+agD/gQcTjP56AP/StAz+bAD/gQf/egC4Dv6tAf+BCAWx/noA/4MGDAYGLP 6=55AP+EBwUGCAUs/3gAYBOGCAYGCAX/EAT5JBOBBwVrCHHVxRPZ4RMIqoEGAIT44RMCP4IG 7=BxFE3n4V0uIUAX8AP/jgE4IFBSlwgQXY4xWBBwcPAmXSJhUAuIEGFyv3oxMBYAFD12IUAu 8=CCBQYABQDngQXQYxYJKwDB9iMUEX0SQtUGFgD3AF+BCxEk0+EWAjyCBQn34hYAfNrfFgGa 9=gQspaYIHDAAm0SMXhAcJBQv34xWDCAcJGOfVoheBBQCiOeeCBQrVYhYSu/biFIIIBgNB2C 10=QWCws65oQHDAwH06EYAHz24heBDAC9gQUcdNaFGIEMCow67QOl1WMW9WMYFDuDBQoK1aEY 11=ABcLh0tnACX/UQDhEwvrgQcEANWhGRIWggUGTGaBCgMC/lAA/wN4gQUb6dQ1DhFXAwGCCQ 12=kRA4EJAKr+UQD/A70GANlJGhWbAKCDBQkMAwz+dAD/gQURowQnBQX/fAA5D9kfGP5mAP8D 13=K/57Av8K6srLDP5yAP9z/oIKCuebCwABgFUCACCB/9QAAIEL1QAA0TAAhQUGBwgHQAyFCg 14=r/Cgz+QgD/gQrsGACDCwYGMAuBCf9EAFQAhf8LDAsK6OwAhAj/BgVAMP9EANMAAMaD/wsL 15=6FEBhAUIBQVBgoEJ/kYA/4IKC+qZAIYICQsHCAX+TAD/6hkBAIGBBmKC/nYA/4MH/wf/fg 16=DLAiKH/o0A/4IFBRGXQ5j+cwD/ggUHAHyBCv96AGIEAQEAfvNMAv9DANEBhwUHCAYFBQbx 17=zQPNmAUC3QHN7p0DhQj/CAsG8mIFgQzJGgKBBRFE8coCgQgGl4EF9OIEypoCJWDurQaFBg 18=gMB/9WmOxpBnGDIXyBCACB7hoDgQYUEfApBs4TAIQLCP8H8mEG9eEHy84HAUqEBwwHC+pi 19=ByIuAXz84gSBBRXVggYFAP0EzO3wCFCH92MJgQYQQIEIAP1DBe1vCfRhBcvPCBN7gQsATO 20=DgCPNhBtkFCSN3EFYEy9srCRQk/d8I0soJJ1jeYQQQnQFwaQX/SADPCiGD4CsJA++DBwcJ 21=AqsJiAA0gQf/SwDNA+JLAgKgggoIB3GDBgkFAbaBBf9MAM4K42EEBumBBwD2AH6CBgUG+f 22=9wAEwDhgYGBwYICgbygQcRC4EI/3AAYQSBBQHyAv8LBgF9Ayr/cgDiBIEHAiZGJhZ5/3IA 23=2A3KWQ4Qjv7IA/+BCdmYBeKbAYIKC/eYBYILCdjnEoMLCQzgwRKCCwrapBLd+wbY0gCCCg 24=zgaBODDAwK+GgTggwJ15oCggsL4JkCgQvivxPXyxPW5hP/RgDRAOr4B/7QCv+B/4A= [General] SoloCrateMoney=2500 ; money to give for money crate in solo play missions ; special weapons ChronoDuration=5 ; time that a unit will remain chronoshifted before returning to start location ChronoKillCargo=yes ; Should cargo be destroyed when object is chronoshifted? ChronoTechLevel=12 ; Tech level at which Chrono facility can create Chrono effect GPSTechLevel=9 ; tech level at which GPS satelite becomes available GapRadius=12 ; radius of gap generator (cells) GapRegenInterval=.1 ; gap generators will regenerate their shroud at this time interval IronCurtain=1 ; minutes that Iron Curtain invulnerability lasts ParaTech=5 ; tech level when free para-infantry appears from airstrip ParabombTech=8 ; tech level that parabomb appears free with airfield RadarJamRadius=0 ; cell radius distance that mobile radar jammer is effective SpyPlaneTech=5 ; tech level when free spy plane appears from airstrip BadgerBombCount=3 ; number of badgers used to drop parabombs ; repair and refit 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=5 ; hit points to heal per repair 'tick' for buildings URepairPercent=20% ; [units only] percent cost to fully repair as ratio of full cost URepairStep=11 ; [units only] hit points to heal per repair 'tick' for units ; combat and damage TurboBoost=1.5 ; speed multiplier for turbo-boosted weapons when firing upon aircraft APMineDamage=1000 ; damage to inflict when anti-personnel mine explodes AVMineDamage=1200 ; damage to inflict when anti-vehicle mine explodes AtomDamage=999999 ; damage points when nuclear bomb explodes (regardless of source) BallisticScatter=0.5 ; maximum scatter distance (cells) for inaccurate ballistic projectiles BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed] C4Delay=.03 ; minutes to delay after placing C4 before building will explode Crush=1.5 ; if this close (cells) to crushable target, then crush instead of firing upon it (computer only) ExpSpread=.3 ; cell damage spread per 256 damage points for exploding object types [if Explodes=yes] FireSupress=1 ; radius from target to look for friendlies and thus discourage firing upon, if found HomingScatter=0.75 ; maximum scatter distance (cells) for inaccurate homing projectiles MaxDamage=1000 ; maximum damage (after adjustments) per shot MinDamage=1 ; minimum damage (after adjustments) per shot OreExplosive=no ; Does the harvester explode big time when destroyed? 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=65% ; when infantry is prone, damage is reduced to this percentage TreeTargeting=no ; Automatically show target cursor when over trees? 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. ; income and production BailCount=28 ; number of 'bails' carried by a harvester BuildSpeed=.8 ; general build speed [time (in minutes) to produce a 1000 credit cost item] BuildupTime=.06 ; average minutes that building build-up animation runs GemValue=57.142857142857142857 ; gem credits per 'bail' carried by a harvester GoldValue=28.57142857142857142857 ; gold credits per 'bail' carried by a harvester GrowthRate=2 ; minutes between ore (Tiberium) growth 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] SeparateAircraft=yes ; Is first helicopter to be purchased separately from helipad? SurvivorRate=.4 ; fraction of building cost to be converted to survivors when sold ; audio/visual map controls AllyReveal=yes ; Allies automatically reveal radar maps to each other? ConditionRed=25% ; when damaged to this percentage, health bar turns red ConditionYellow=50% ; when damaged to this percentage, health bar turns yellow DropZoneRadius=4 ; distance around drop zone flair that map reveals itself EnemyHealth=yes ; Show enemy health bar graph when selected? Gravity=3 ; gravity constant for ballistic projectiles IdleActionFrequency=.1 ; average minutes between infantry performing idle actions MessageDelay=.6 ; time duration of multiplayer messages displayed over map MovieTime=.06 ; minutes that movie recorder will record when activated (debug version only) NamedCivilians=no ; Show true names over civilians and civilian buildings? SavourDelay=.03 ; delay between scenario end and ending movie [keep the delay short] ShroudRate=4 ; minutes between each shroud creep process [0 means no shadow creep] SpeakDelay=2 ; minutes between EVA repeating advice to the player TimerWarning=2 ; if mission timer is less than this many minutes, then display in red FlashLowPower=yes ; Flash the power bar when power is low? ; computer and movement controls CurleyShuffle=no ; Should helicopter shuffle position between shots (as in C&C)? BaseBias=2 ; multiplier to threat target value when enemy is close to friendly base BaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threat CloseEnough=2.75 ; If distance to destination less than this, then abort movement if otherwise blocked. DamageDelay=1 ; minutes between applying trivial structure damage when low on power GameSpeeBias=1 ; multiplier to overall game object movement speed LZScanRadius=16 ; maximum radius to scan for alternate landing zone if otherwise occupied MineAware=yes ; Are friendly units smart enough to avoid friendly mines? Stray=2.0 ; radius distance (cells) that team members may stray without causing regroup action SubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submerge SuspendDelay=2 ; minutes that suspended teams will remain suspended SuspendPriority=20 ; teams with less than this priority will suspend during base defense ops TeamDelay=.6 ; interval between checking for and creating teams EngineerCaptureLevel=100% EngineerDamage=25% NewUnitsEnabled=1 AftermathFastBuildSpeed=yes [Aftermath] MTankDistance=30 QuakeUnitDamage=60% QuakeBuildingDamage=45% QuakeInfantryDamage=80 QuakeDelay=120 CarrierLaunchDelay=30 ChronoTankDuration=2 NewUnitsEnabled=1 EngineerCaptureLevel=100% EngineerDamage=25% [STNK] ; Carrier Prerequisite=weap,miss Primary=Napalm Secondary=Napalm Strength=175 Armor=light TechLevel=9 Sight=5 Speed=7 Owner=allies Cost=1200 Points=25 ROT=5 Tracked=yes Passengers=0 Cloakable=yes SelfHealing=yes [CARR] ; Chrono Tank Prerequisite=hpad,miss Strength=350 Primary=AirAssault Armor=heavy TechLevel=-1 Sight=6 Speed=6 Owner=allies,soviet Cost=1200 Points=25 ROT=7 Passengers=5 [CTNK] ; Tesla Tank Prerequisite=pdox Primary=APTusk Strength=350 Armor=light TechLevel=-1 Sight=5 Speed=5 Owner=allies Cost=2400 Points=25 ROT=5 Tracked=yes [TTNK] ; Demolition Truck Prerequisite=tsla Primary=TTankZap Strength=400 Armor=light TechLevel=11 Sight=7 Speed=5.5 Owner=soviet Cost=1500 Points=30 ROT=5 Tracked=yes Crewed=yes NoMovingFire=yes [DTRK] ; M.A.D. Tank Prerequisite=mslo Primary=Democharge Strength=110 Armor=light TechLevel=-1 Sight=3 Speed=8 Owner=allies,soviet Cost=2400 Points=5 ROT=5 Explodes=yes [QTNK] ; Missile Submarine Prerequisite=miss Primary=none Strength=300 Armor=heavy TechLevel=10 Sight=6 Speed=3 Owner=soviet Cost=2500 Points=60 ROT=5 Tracked=yes Crewed=no [MSUB] ; Shock Trooper Prerequisite=miss,spen Primary=SubSCUD Strength=150 Armor=light TechLevel=12 Sight=6 Speed=5 Owner=allies Cost=2800 Points=45 ROT=7 Cloakable=yes Inaccurate=no [SHOK] ; field mechanic Prerequisite=tsla Primary=PortaTesla Strength=80 Armor=none TechLevel=9 Sight=4 Speed=3 Owner=soviet Cost=900 Points=15 Explodes=no NoMovingFire=yes Crushable=no [MECH] Prerequisite=fix Primary=GoodWrench Strength=60 Armor=none TechLevel=7 Sight=3 Speed=4 Owner=allies,soviet Cost=950 Points=15 [Recharge] Chrono=9 GPS=12 IronCurtain=3 Nuke=20 ParaBomb=14 Paratrooper=7 Saboteur=14 Sonar=10 SpyPlane=3 [England] ;Elite Units but more expensive and slower build Firepower=1.1 Groundspeed=1.1 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.1 BuildTime=1.1 [Spain] ;Cheap and Fast building units but slower ROF and less armour Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.1 ROF=1.1 Cost=0.8 BuildTime=0.8 [France] ;Better Armour but slower units Firepower=1.0 Groundspeed=0.9 Airspeed=1.0 Armor=0.9 ROF=1.0 Cost=1.0 BuildTime=1.0 [Ukraine] ;Faster, Cheaper Units but less output damage Firepower=0.9 Groundspeed=1.15 Airspeed=1.0 Armor=1.0 ROF=1.1 Cost=1.0 BuildTime=0.9 [USSR] ;Base Faction Values Firepower=1.0 Groundspeed=1.0 Airspeed=1.1 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [Greece] ;Base Faction Values Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [Turkey] ;Cheap Units with fast ROF but slower and less Damage per Shot Firepower=0.9 Groundspeed=0.9 Airspeed=1.0 Armor=1.0 ROF=0.9 Cost=0.75 BuildTime=1.0 [Germany] ;Base Faction Values Firepower=1.0 Groundspeed=1.0 Airspeed=1.0 Armor=1.0 ROF=1.0 Cost=1.0 BuildTime=1.0 [V2RL] Prerequisite=weap,dome Primary=SCUD Strength=150 Armor=light TechLevel=6 Sight=7 Speed=3.5 Owner=soviet Cost=1000 Points=40 ROT=5 Tracked=yes Ammo=1 Crewed=yes NoMovingFire=yes [1TNK] Prerequisite=weap Primary=75mm Strength=300 Armor=heavy TechLevel=4 Sight=4 Speed=7 Owner=soviet Cost=750 Points=30 ROT=5 Tracked=yes Crewed=yes [3TNK] Prerequisite=weap,miss Primary=105mm Secondary=105mm Strength=400 Armor=heavy TechLevel=9 Sight=5 Speed=6 Owner=allies Cost=1400 Points=50 ROT=5 Tracked=yes Crewed=yes [2TNK] Image=cc_mtnk Prerequisite=weap Primary=90mm Strength=400 Armor=heavy TechLevel=4 Sight=5 Speed=6 Owner=allies Cost=1000 Points=40 ROT=5 Tracked=yes Crewed=yes [4TNK] Prerequisite=weap,miss Primary=120mm Secondary=MammothTusk Strength=750 Armor=heavy TechLevel=11 Sight=5 Speed=4.5 Owner=soviet Cost=2600 Points=60 ROT=5 Tracked=yes SelfHealing=yes Crewed=yes [MRJ] Name=Artillery Image=arty Prerequisite=weap Primary=155mm Strength=140 Armor=light TechLevel=6 Sight=5 Speed=5 Owner=allies Cost=800 Points=35 ROT=2 Tracked=yes Crewed=yes NoMovingFire=yes [MGG] Prerequisite=weap,atek Strength=110 Armor=light TechLevel=-1 Sight=4 Speed=9 Owner=soviet Cost=600 Points=40 ROT=5 Crewed=yes [ARTY] Name=Rocket Launcher Image=cc_sam2 Primary=Maverick Prerequisite=weap,dome Strength=175 Armor=light TechLevel=8 Sight=7 Speed=5 Owner=allies Cost=900 Points=30 ROT=5 Tracked=yes Crewed=yes NoMovingFire=yes [HARV] Prerequisite=weap,proc Strength=600 Armor=heavy TechLevel=1 Sight=4 Speed=5 Owner=soviet,allies Cost=1000 Points=55 ROT=5 Tracked=yes Crewed=yes SelfHealing=yes [MCV] Prerequisite=weap Strength=600 Armor=light TechLevel=11 Sight=9 Speed=4 Owner=soviet,allies Cost=4000 Points=60 ROT=5 Crewed=yes [JEEP] Prerequisite=weap Primary=M60mg Secondary=Dragon Strength=100 Armor=light TechLevel=3 Sight=3 Speed=12 Owner=soviet,allies Cost=500 Points=20 ROT=10 Crewed=yes [APC] Name=Flame Tank Image=ftnk Prerequisite=weap,ftur,dome Primary=flamer Secondary=flamer Strength=350 Armor=heavy TechLevel=5 Sight=5 Speed=5 Owner=soviet Cost=900 Points=25 ROT=5 Tracked=yes Passengers=0 [MNLY] Prerequisite=weap,fix Strength=100 Armor=heavy TechLevel=3 Sight=5 Speed=9 Owner=soviet,allies Cost=600 Points=25 ROT=5 Tracked=yes Ammo=10 Crewed=yes [TRUK] Strength=110 Armor=light Owner=allies,soviet TechLevel=-1 Sight=3 Speed=10 Cost=500 Points=5 ROT=5 Passengers=1 [SS] Prerequisite=spen Primary=TorpTube Secondary=TorpTube Strength=300 Armor=light TechLevel=6 Sight=7 Speed=5 Owner=soviet Cost=1200 Points=45 ROT=7 Cloakable=yes SelfHealing=yes [DD] Prerequisite=syrd,dome Primary=Stinger Secondary=DepthCharge Strength=450 Armor=heavy TechLevel=9 Sight=6 Speed=4.5 Owner=allies Cost=1400 Points=50 ROT=7 Sensors=Yes SelfHealing=yes [CA] Prerequisite=syrd,miss Primary=8Inch Secondary=8Inch Strength=500 Armor=heavy TechLevel=12 Sight=7 Speed=3 Owner=allies Cost=2800 Points=60 ROT=5 Sensors=Yes SelfHealing=Yes [LST] Strength=350 Armor=heavy TechLevel=3 Sight=3 Speed=12 Owner=soviet,allies Cost=700 Points=25 ROT=10 Passengers=6 [PT] Primary=2Inch Secondary=DepthCharge Strength=200 Armor=heavy TechLevel=5 Sight=5 Speed=7 Owner=soviet,allies Cost=800 Points=30 ROT=7 Sensors=Yes [DOG] Prerequisite=kenn Primary=DogJaw Strength=20 Armor=none TechLevel=1 Sight=5 Speed=5 Owner=allies,soviet Cost=25 Points=5 IsCanine=yes GuardRange=7 [E1] Primary=M1Carbine Strength=40 Armor=none TechLevel=1 Sight=4 Speed=4 Owner=soviet,allies Cost=50 Points=5 [E2] Primary=Grenade Strength=35 Armor=none TechLevel=1 Sight=4 Speed=5 Owner=allies Cost=100 Points=10 Explodes=yes [E3] Primary=Dragon Strength=30 Armor=none TechLevel=2 Sight=4 Speed=3 Owner=soviet,allies Cost=150 Points=10 [E4] Prerequisite=ftur Primary=Flamer Strength=40 Armor=none TechLevel=3 Sight=4 Speed=3 Owner=soviet Cost=200 Points=15 Explodes=yes [E6] Strength=25 Armor=none TechLevel=6 Sight=7 Speed=5 Owner=allies,soviet Cost=200 Points=15 Infiltrate=yes [THF] Prerequisite=proc Strength=30 Armor=none TechLevel=6 Sight=5 Speed=4 Owner=soviet,allies Cost=300 Points=10 Infiltrate=yes [E7] Prerequisite=miss Primary=Sniper Secondary=Sniper Strength=100 Armor=none TechLevel=8 Sight=6 Speed=5 Owner=soviet,allies Cost=1000 Points=25 Infiltrate=yes C4=yes DoubleOwned=yes [MEDI] Primary=Heal Strength=80 Armor=none TechLevel=2 Sight=3 Speed=5 Owner=soviet,allies Cost=400 Points=15 SelfHealing=yes [GNRL] Primary=Pistol Strength=80 Armor=none TechLevel=-1 Sight=3 Speed=5 Owner=soviet,allies Cost=0 Points=15 Infiltrate=yes [C1] Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Ammo=10 Fraidycat=yes [C2] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Fraidycat=yes [C3] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Fraidycat=yes [C4] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Fraidycat=yes [C5] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Fraidycat=yes [C6] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Fraidycat=yes [C7] Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Ammo=10 Fraidycat=yes [C8] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Fraidycat=yes [C9] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Fraidycat=yes [C10] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Fraidycat=yes [EINSTEIN] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet Cost=10 Points=1 Fraidycat=yes [DELPHI] Primary=Pistol Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 Ammo=10 [CHAN] Strength=25 Armor=none TechLevel=-1 Sight=2 Speed=5 Owner=soviet,allies Cost=10 Points=1 [BADR] Prerequisite=afld Primary=ParaBomb Strength=110 Armor=light TechLevel=-1 Sight=0 Speed=12 Owner=allies Cost=10 Points=20 ROT=5 Ammo=5 Passengers=5 [U2] Prerequisite=afld Primary=Camera Strength=2000 Armor=heavy TechLevel=-1 Sight=0 Speed=40 Owner=allies Cost=10 Points=5 ROT=7 Ammo=1 [MIG] Prerequisite=afld Primary=Maverick Secondary=Maverick Strength=50 Armor=light TechLevel=-1 Sight=0 Speed=20 Owner=allies Cost=1200 Points=50 ROT=5 Ammo=3 GuardRange=30 [YAK] Prerequisite=afld Primary=ChainGun Secondary=ChainGun Strength=60 Armor=light TechLevel=-1 Sight=0 Speed=16 Owner=allies Cost=800 Points=25 ROT=5 Ammo=15 Crewed=yes GuardRange=30 [TRAN] Prerequisite=hpad Strength=90 Armor=light TechLevel=8 Sight=0 Speed=11 Owner=allies,soviet Cost=1000 Points=35 ROT=5 Passengers=6 [HELI] Prerequisite=hpad Primary=Hellfire Secondary=Hellfire Strength=150 Armor=heavy TechLevel=8 Sight=0 Speed=17 Owner=soviet Cost=1400 Points=50 ROT=4 Ammo=10 Crewed=yes GuardRange=30 [HIND] Prerequisite=hpad Primary=ChainGun Strength=175 Armor=heavy TechLevel=8 Sight=0 Speed=17 Owner=allies Cost=1200 Points=40 ROT=4 Ammo=16 Crewed=yes GuardRange=30 [IRON] Prerequisite=bio Strength=400 Armor=wood TechLevel=12 Sight=10 Owner=allies Cost=1500 Points=100 Power=-150 Powered=true Capturable=true Crewed=yes [FCOM] Strength=400 Armor=wood TechLevel=-1 Sight=10 Owner=allies Cost=0 Points=40 Power=-200 Bib=yes Capturable=true Crewed=yes [ATEK] Name=Adv. Communications Centre Prerequisite=bio Strength=400 Armor=wood TechLevel=10 Sight=10 Owner=soviet Cost=2500 Points=85 Power=-300 Bib=yes Capturable=true Crewed=yes [PDOX] Prerequisite=bio Strength=400 Armor=wood TechLevel=12 Sight=10 Owner=soviet Cost=2000 Points=100 Power=-200 Powered=true Capturable=true Crewed=yes [WEAP] Prerequisite=proc Strength=600 Armor=light TechLevel=3 Sight=4 Owner=allies,soviet Cost=3000 Points=80 Power=-40 Bib=yes Capturable=true Crewed=yes [SYRD] Prerequisite=proc Strength=1400 Armor=light TechLevel=6 Sight=8 Owner=allies Cost=1500 Points=80 Power=-30 Adjacent=6 WaterBound=yes Capturable=true BaseNormal=no [SPEN] Prerequisite=proc Strength=1400 Armor=light TechLevel=6 Sight=8 Owner=soviet Cost=1500 Points=80 Power=-30 Adjacent=6 WaterBound=yes Capturable=true BaseNormal=no [PBOX] Prerequisite=barr Primary=Vulcan Strength=500 Armor=wood TechLevel=2 Sight=5 Owner=allies Cost=400 Points=50 Power=-35 Sensors=yes Crewed=yes [HBOX] Name=Rocket Box Prerequisite=Barr,dome Primary=Maverick Strength=900 Armor=wood TechLevel=8 Sight=7 Owner=allies Cost=900 Points=60 Power=-50 Sensors=yes Crewed=yes [TSLA] Prerequisite=bio Primary=TeslaZap Strength=350 Armor=heavy TechLevel=10 Sight=8 Owner=soviet Cost=1600 Points=80 Power=-200 Ammo=3 Powered=true Sensors=yes Crewed=yes [GUN] Prerequisite=barr Primary=TurretGun Strength=400 Armor=heavy TechLevel=4 Sight=7 Owner=allies Cost=800 Points=50 Power=-40 Sensors=yes Crewed=yes ROT=12 [AGUN] Prerequisite=tent Primary=ZSU-23 Secondary=ZSU-23 Strength=200 Armor=heavy TechLevel=7 Sight=7 Owner=soviet Cost=600 Points=50 Power=-70 Crewed=yes ROT=15 Powered=true [FTUR] Prerequisite=tent Primary=FireballLauncher Strength=400 Armor=heavy TechLevel=2 Sight=6 Owner=soviet Cost=500 Points=65 Power=-45 Sensors=yes Explodes=no Crewed=yes [FACT] Strength=1000 Armor=heavy TechLevel=-1 Sight=10 Owner=soviet,allies Cost=4000 Points=80 Power=10 Bib=yes Capturable=true Crewed=yes [PROC] Prerequisite=powr Strength=900 Armor=wood TechLevel=1 Sight=6 Owner=soviet,allies Cost=2500 Points=80 Power=-25 Storage=3000 Bib=yes Capturable=true Crewed=yes [SILO] Prerequisite=proc Strength=300 Armor=wood TechLevel=1 Sight=4 Owner=soviet,allies Cost=150 Points=25 Power=0 Storage=1500 Capturable=true [HPAD] Prerequisite=proc Strength=200 Armor=wood TechLevel=8 Sight=5 Owner=soviet,allies Cost=200 Points=20 Power=-10 Bib=yes Capturable=true Crewed=no [DOME] Name=Communications Centre Prerequisite=proc Strength=1000 Armor=wood TechLevel=6 Sight=10 Owner=soviet,allies Cost=1200 Points=60 Power=-60 Bib=yes Powered=true Capturable=true Sensors=yes Crewed=yes [GAP] ; This has been removed because it causes game crashes - unknown why. Prerequisite=bio Strength=400 Armor=wood TechLevel=-1 Sight=10 Owner=allies Cost=500 Points=35 Power=-60 Powered=true Capturable=true Crewed=no Sensors=yes [SAM] Prerequisite=barr Primary=Nike Secondary=Nike Strength=200 Armor=heavy TechLevel=9 Sight=5 Owner=allies Cost=800 Points=50 Power=-20 Crewed=no Powered=true ROT=30 [MSLO] Prerequisite=bio Primary=none Strength=400 Armor=heavy TechLevel=13 Sight=5 Owner=allies,soviet Cost=3000 Points=90 Power=-200 Crewed=yes [AFLD] Prerequisite=stek Strength=1000 Armor=heavy TechLevel=-1 Sight=7 Owner=allies Cost=600 Points=70 Power=-30 Capturable=true Crewed=yes [POWR] Prerequisite=fact Strength=400 Armor=wood TechLevel=1 Sight=4 Owner=soviet,allies Cost=500 Points=40 Power=100 Bib=yes Capturable=true Crewed=yes [APWR] Prerequisite=powr Strength=700 Armor=wood TechLevel=6 Sight=4 Owner=soviet,allies Cost=800 Points=50 Power=200 Bib=yes Capturable=true Crewed=yes [STEK] Prerequisite=afld Strength=1000 Armor=wood TechLevel=-1 Sight=4 Owner=allies,soviet Cost=4000 Points=85 Power=-150 Bib=yes Capturable=true Crewed=yes [HOSP] Strength=400 Armor=wood TechLevel=-1 Sight=4 Points=20 Power=-20 Bib=yes Capturable=true Crewed=yes [BIO] Prerequisite=dome Strength=600 Armor=wood TechLevel=9 Sight=7 Owner=allies,soviet Cost=2500 Points=30 Power=-100 Bib=yes Crewed=yes [BARR] Prerequisite=powr Strength=600 Armor=wood TechLevel=1 Sight=5 Owner=allies Cost=700 Points=30 Power=-25 Bib=yes Crewed=yes Capturable=true [TENT] Prerequisite=powr Strength=400 Armor=wood TechLevel=1 Sight=5 Owner=soviet Cost=600 Points=30 Power=-15 Bib=yes Crewed=yes Capturable=true [KENN] Prerequisite=fact Strength=30 Armor=wood TechLevel=1 Sight=4 Owner=allies,soviet Cost=50 Points=25 Power=0 [FIX] Prerequisite=proc Strength=900 Armor=wood TechLevel=4 Sight=5 Owner=soviet,allies Cost=900 Points=80 Power=-30 Capturable=true Crewed=yes [SBAG] Strength=1 Armor=none TechLevel=2 Sight=0 Owner=soviet Cost=25 Points=1 Repairable=false Adjacent=1 [BRIK] Strength=1 Armor=none TechLevel=8 Sight=0 Owner=soviet,allies Cost=100 Points=5 Repairable=false Adjacent=1 [FENC] Strength=1 Armor=none TechLevel=2 Sight=0 Owner=allies Cost=25 Points=1 Repairable=false Adjacent=1 [MISS] Name=Adv. Weapons Lab Prerequisite=dome,weap Strength=1000 Armor=wood TechLevel=8 Sight=4 Owner=allies,soviet Cost=3000 Points=85 Power=-150 Bib=yes Capturable=true Crewed=yes [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 [BARL] Strength=10 Repairable=false Adjacent=0 BaseNormal=no [BRL3] Strength=10 Repairable=false Adjacent=0 BaseNormal=no [MINV] Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no [MINP] Strength=1 Repairable=false Adjacent=0 Invisible=yes Unsellable=yes BaseNormal=no [FACF] Image=FACT Owner=soviet TechLevel=-1 Strength=30 Cost=50 Sight=4 Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no [WEAF] Prerequisite=proc Image=WEAP Owner=soviet TechLevel=-1 Cost=50 Strength=30 Sight=4 Points=15 Power=-2 Bib=yes Capturable=true BaseNormal=no [SYRF] Prerequisite=powr Image=SYRD Strength=30 TechLevel=-1 Sight=4 Cost=50 Owner=soviet Power=-2 Points=15 WaterBound=yes Capturable=true BaseNormal=no Adjacent=8 [SPEF] Image=SPEN Strength=30 TechLevel=-1 Sight=4 Cost=50 Owner=allies Power=-2 Points=15 WaterBound=yes Capturable=true BaseNormal=no Adjacent=8 [DOMF] Prerequisite=proc Image=DOME Strength=30 Sight=4 TechLevel=-1 Cost=50 Owner=soviet Power=-2 Points=15 Bib=yes Capturable=true BaseNormal=no [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 [Colt45] Damage=50 ROF=5 Range=5.75 Projectile=Invisible Speed=100 Warhead=HollowPoint Report=GUN5 [ZSU-23] Damage=25 ROF=10 Range=7 Projectile=Ack Speed=100 Warhead=AP Anim=GUNFIRE Report=AACANON3 [Vulcan] Damage=40 ROF=30 Range=5 Projectile=Invisible Speed=100 Warhead=SA Report=GUN13 Anim=MINIGUN [Maverick] Damage=60 ROF=40 Range=6.75 Projectile=HeatSeeker Speed=30 Warhead=HE Report=MISSILE7 [Camera] Damage=0 ROF=10 Range=2.75 Projectile=Inivisble Speed=100 Warhead=Super Camera=yes [FireballLauncher] Damage=125 ROF=50 Range=4 Projectile=Fireball Speed=30 Warhead=Fire [Flamer] Damage=70 ROF=40 Range=3.5 Projectile=Fireball Speed=30 Warhead=Fire [Sniper] Damage=100 ROF=40 Range=5 Projectile=Invisible Speed=100 Warhead=HollowPoint Report=SILENCER [ChainGun] Damage=40 ROF=3 Range=5 Projectile=Invisible Speed=100 Warhead=SA Report=GUN13 Anim=MINIGUN [Pistol] Damage=10 ROF=7 Range=1.75 Projectile=Invisible Speed=100 Warhead=SA Report=GUN27 [M1Carbine] Damage=15 ROF=20 Range=3 Projectile=Invisible Speed=100 Warhead=SA Report=GUN11 [Dragon] Damage=25 ROF=40 Range=5.5 Projectile=HeatSeeker Speed=35 Warhead=AP Report=MISSILE6 [Hellfire] Damage=40 ROF=60 Range=4 Projectile=HeatSeeker Speed=30 Warhead=AP Report=MISSILE6 [Grenade] ; small anti-armor cannon Damage=40 ROF=60 Range=4 Projectile=Lobbed Speed=5 Warhead=HE [75mm] ; light anti-armor cannon Damage=25 ROF=40 Range=4 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON2 Anim=GUNFIRE [90mm] ; medium anti-armor cannon Damage=30 ROF=50 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE [105mm] ; large anti-armor cannon Damage=30 ROF=70 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE [120mm] ; turret cannon Damage=50 ROF=80 Range=4.75 Projectile=Cannon Speed=40 Warhead=AP Report=CANNON1 Anim=GUNFIRE Burst=2 [TurretGun] ; Vehicle carried anti-tank missile Damage=40 ROF=50 Range=6 Projectile=Cannon Speed=40 Warhead=AP Report=TURRET1 Anim=GUNFIRE [MammothTusk] ; artillery cannon Damage=60 ROF=80 Range=5 Projectile=HeatSeeker Speed=30 Warhead=HE Report=MISSILE7 Burst=2 [155mm] ; vehicle mounted machine gun Damage=175 ROF=50 Range=6.75 Projectile=Ballistic Speed=12 Warhead=HE Report=TANK5 Anim=GUNFIRE [M60mg] ; napalm bomblets (dropped from plane) Damage=15 ROF=20 Range=4 Projectile=Invisible Speed=100 Warhead=SA Report=PILLBOX1 Anim=MINIGUN [Napalm] ;Stealth tank rockets Damage=40 ROF=40 Range=5.5 Projectile=HeatSeeker Speed=35 Warhead=AP Report=MISSILE6 [TeslaZap] ; anti-aircraft missile (fired from SAM site) Damage=100 ROF=120 Range=8.5 Projectile=Invisible Speed=100 Warhead=Super Report=TESLA1 Charges=yes [Nike] ; rocket launcher weapon Damage=30 ROF=20 Range=7.5 Projectile=AAMissile Speed=50 Warhead=AP Report=MISSILE1 Anim=SAMFIRE [RedEye] ; 8 inch cruiser cannon Damage=45 ROF=90 Range=4 Projectile=Heatseeker Speed=50 Warhead=AP Report=MISSILE7 Burst=1 [8Inch] ; gunboat mounted anti-aircraft rocket Damage=500 ROF=160 Range=22 Projectile=Ballistic Speed=6 Warhead=HE Report=TURRET1 Anim=GUNFIRE Supress=yes [Stinger] ; torpedo tube Damage=40 ROF=60 Range=9 Projectile=LaserGuided Speed=20 Warhead=AP Report=MISSILE6 Burst=2 TurboBoost=yes [TorpTube] ; destroyer mounted 2 inch cannon Damage=110 ROF=60 Range=9 Projectile=Torpedo Speed=15 Warhead=AP Report=TORPEDO1 [2Inch] ; anti-submarine weapon Damage=35 ROF=60 Range=5.5 Projectile=Cannon Speed=25 Warhead=AP Report=CANNON2 Anim=GUNFIRE [DepthCharge] ; parachute bomb Damage=90 ROF=60 Range=5 Projectile=Catapult Speed=5 Warhead=AP [ParaBomb] ; dog bite Damage=400 ROF=4 Range=4.5 Projectile=Parachute Speed=5 Warhead=HE Report=CHUTE1 [DogJaw] ; medic healing Damage=100 ROF=10 Range=2.2 Projectile=LeapDog Speed=20 Warhead=Organic Report=DOGG5P [Heal] ; SCUD launcher Damage=-250 ROF=35 Range=3 Projectile=Invisible Speed=100 Warhead=Organic Report=HEAL2 [SCUD] Damage=500 ROF=350 Range=9 Projectile=FROG Speed=25 Warhead=HE Report=MISSILE1 [Invisible] ; special case for dog Inviso=yes Image=none [LeapDog] ; straight high-speed ballistic shot Image=DOGBULLT Translucent=yes Rotates=yes Proximity=yes ROT=20 [Cannon] ; anti aircraft artillery projectile Image=120MM [Ack] ; Sub-surface projectile. Image=none Inviso=yes AA=true AG=false [Torpedo] ; Free Rocket Over Ground UnderWater=yes Image=MISSILE Rotates=yes ASW=yes [FROG] ; small homing missile (targets vehicles best) Arm=10 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes Inaccurate=yes Image=V2 Rotates=yes [HeatSeeker] ; small missile with deadly accuracy Arm=2 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes Inaccurate=yes AA=yes Image=DRAGON ROT=5 Rotates=yes Translucent=yes [LaserGuided] ; anti aircraft missile Arm=3 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes AA=yes Image=DRAGON ROT=20 Rotates=yes Translucent=yes [AAMissile] ; lobbed tumbling grenade Arm=3 High=yes Shadow=no Proximity=yes Animates=yes Ranged=yes AA=yes AG=no Image=MISSILE ROT=20 Rotates=yes Translucent=yes [Lobbed] ; Depth charge catapult High=yes Arcing=yes Inaccurate=yes Image=BOMB Frames=8 Translucent=yes [Catapult] ; dropped from plane tumbling object High=yes Arcing=yes Inaccurate=yes Image=BOMB Frames=8 ASW=yes AG=no Translucent=yes [Bomblet] ; arcing ballistic projectile Arm=24 RangeLimit=24 High=yes Dropping=yes Image=BOMBLET Frames=6 Translucent=yes [Ballistic] ; parachute bomb High=yes Arcing=yes Inaccurate=yes Image=120MM [Parachute] ;Image=PARABOMB ; Allied free radar (GPS satellite) Arm=24 RangeLimit=24 High=yes Dropping=yes Parachuted=yes [GPSSatellite] ; Nuclear missile, flying up Gigundo=yes High=yes Image=SPUTNIK Frames=4 [NukeUp] ; Nuclear missile, flying down Gigundo=yes High=yes Image=ATOMICUP Frames=4 [NukeDown] ; wizard's fireball Gigundo=yes High=yes Image=ATOMICDN Frames=4 [Fireball] ; ******* 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 Animates=yes Image=FB1 Frames=8 [SA] ; high explosive (shrapnel) Spread=3 Verses=100%,75%,70%,35%,35% Explosion=2 InfDeath=1 Ore=yes [HE] ; armor piercing (discarding sabot, narrow effect) Spread=6 Wall=yes Wood=yes Verses=90%,75%,60%,25%,100% Explosion=5 InfDeath=2 Ore=Yes [AP] ; napalm and fire in general Spread=3 Wall=yes Wood=yes Verses=30%,75%,75%,100%,50% Explosion=4 InfDeath=3 Ore=Yes [Fire] ; anti-infantry rifle bullet (single shot -- very effective verses infantry) Spread=8 Wood=yes Verses=90%,100%,60%,25%,50% Explosion=3 InfDeath=4 Ore=Yes [HollowPoint] ; special case damage effect (do not use for regular weapons) Spread=1 Verses=100%,5%,5%,5%,5% Explosion=1 InfDeath=5 Ore=Yes [Super] ; special case to only affect infantry (do not use for regular weapons) Spread=1 Verses=100%,100%,100%,100%,100% InfDeath=5 [Organic] ; Nuclear warhead (same as fire) Spread=0 Verses=100%,0%,0%,0%,0% InfDeath=0 [Nuke] Spread=6 Wall=yes Wood=yes Ore=yes Verses=100%,100%,100%,100%,100% Explosion=6 InfDeath=4 [Clear] ; rocky terrain Foot=90% Track=80% Wheel=60% Float=0% Buildable=yes [Rough] ; roads Foot=80% Track=70% Wheel=40% Float=0% Buildable=no [Road] ; open water Foot=100% Track=100% Wheel=120% Float=0% Buildable=yes [Water] ; cliffs Foot=0% Track=0% Wheel=0% Float=100% Buildable=no [Rock] ; walls and other man made obstacles Foot=0% Track=0% Wheel=0% Float=0% Buildable=no [Wall] ; ore (Tiberium) Foot=0% Track=0% Wheel=0% Float=0% Buildable=no [Ore] ; sandy beach Foot=85% Track=80% Wheel=60% Float=0% Buildable=no [Beach] ; craggy riverbed Foot=95% Track=70% Wheel=40% Float=0% Buildable=no [River] ; ******* 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. Foot=0% Track=0% Wheel=0% Float=0% Buildable=no [Powerups] ; ******* Mission Control ******* ; This specifies the various general behavior characteristics of ; the missions that objects can be assigned. Each of the game objects must ; be in a mission. The mission behavior is generally hard coded into ; the program, but there are some behavior characteristics that can ; be overridden. Don't modify these. ; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)? ; Zombie = Is forced to sit there like a zombie and never recovers (def=no)? ; Recruitable = Can it be recruited into a team or base defense (def=yes)? ; Paralyzed = Is the object frozen in place but can still fire and function (def=no)? ; Retaliate = Is allowed to retaliate while on this mission (def=yes)? ; Scatter = Is allowed to scatter from threats (def=yes)? ; Rate = delay between normal processing (larger = faster game, less responsiveness) ; AARate = anti-aircraft delay rate (if not specifed it uses regular rate). ; Unit sits still and plays dead. Armor=10,ARMOR,2.0 Cloak=4,STEALTH2 Darkness=0,EMPULSE Explosion=5,NONE,500 Firepower=10,FPOWER,2.0 HealBase=1,INVUN ICBM=1,MISSILE2 Money=50,DOLLAR,2000 Napalm=5,NONE,600 ParaBomb=3,PARABOX Reveal=1,EARTH Sonar=3,SONARBOX Speed=10,SPEED,1.7 Squad=20,NONE Unit=20,NONE Invulnerability=3,INVULBOX,1.0 TimeQuake=3,TQUAKE