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; Command & Conquer RULES.INI; If placed in game directory, it will not override built in values. Values to be used as; multipliers or percentages can be specified as either a simple floating pointnumber (embed "."); or as a conventional percentage number (append "%"). Values used as cell distances or time delays; are specified as simple floating point number. Distance values are expressed in cells. Time; values are expressed in minutes.
; This is not the real file because there is none - the C&C rules were hard-coded into the game.dat; file (C&C95.exe in Win95 Edition). This is what the file could have been like,based on what; editors/testing tells us, as well as what the values were in Red Alert, whichis VERY similar to; C&C. Therefore most of the rules file has been taken directly from Red Alert,as well as the rules; flags, if applicable. The unit names are the actual names also used in the game files for the .shp; images. There is still a lot missing from what should be here. These are usually things that cannot; be found, so it is unknown what their values are.
; C&C is different from Red Alert and its successors in a few ways. First of all, the Burst= flag is; not tied to weapons here. Instead, units that have this flag set to yes will fire their weapons twice,; but another unit with the same weapon may not. Another difference is that explosions from weapons are; attached to the weapon, not the warhead. An example is that the chemical sprayer and the high-velocity; chaingun both use the HE warhead, which is also used for the MLRS and hand grenade. When I was doing; testing it was hard to say this is true, but one clue was that the percentages(verses=) were the same.; Another clue was that both weapons can destroy walls.
; Note how the object speed is drastically higher than what Red Alert uses. To make it even more; complicated, C&C treats the speeds for different types of unit differently. But to make it a bit easier; to compare it to Red Alert: aircraft, ship and vehicle speeds should be divided by four, while infantry; speeds should be divided by two. Projectile speeds are ok the way they are. Astrange quirk is the; speed of the cargo plane [C17], which is 5. I have the feeling that it shouldbe either doubled or; tripled but I'm not certain of this.; Another thing to note is that the numeric data hard-coded in the C&C files hasbuilding
; hit-points that are only half of what it says here, and this is also what editors show.; Don't be fooled by this - the game is wired to double the Strength= values forbuildings -; whatever is in this file is correct.;; -ImmoMan
[General]
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; cratesCrateMinimum=1 ; crates are normally one per human player but never below this numberCrateMaximum=255 ; crates can never exceed this quantityCrateRadius=3.0 ; radius (cells) for area effect crate powerup bonusesCrateRegen=3 ; average minutes between random powerup crate regenerationUnitCrateType=none ; specifies specific unit type for unit type crate ['none' means pick randomly]SoloCrateMoney=2000 ; money to give for money crate in solo play missionsSilverCrate=HealBase ; solo play silver crate bonusWoodCrate=Money ; solo play wood crate bonus
; repair and refitRefundPercent=50% ; percent of original cost to refund when building/unitis soldReloadRate=.04 ; minutes to reload each ammo point for aircraft or helicoptersRepairPercent=20% ; percent cost to fully repair as ratio of full costRepairRate=.016 ; minutes between applying repair stepRepairStep=7 ; hit points to heal per repair 'tick' for buildings
; combat and damageIonDamage=600 ; damage points for ion cannon strike
AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectilesC4Delay=.02 ; minutes to delay after placing C4 before building willexplodeCrush=1.5 ; if this close (cells) to crushable target, then crushinstead of firing upon it (computer only)ExpSpread=.3 ; cell damage spread per 256 damage points for explodingobject types [if Explodes=yes]HomingScatter=2.0 ; maximum scatter distance (cells) for inaccurate homingprojectilesMaxDamage=1000 ; maximum damage (after adjustments) per shot
MinDamage=1 ; minimum damage (after adjustments) per shotTiberiumExplosive=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=50% ; when infantry is prone, damage is reduced to this percentageTreeTargeting=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 productionBailCount=28 ; number of 'bails' carried by a harvesterBuildSpeed=1.0 ; general build speed [time (in minutes) to produce a 1000 credit cost item]BuildupTime=.06 ; average minutes that building build-up animation runsTiberiumValue=25 ; credits per 'bail' carried by a harvester
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GrowthRate=2 ; minutes between Tiberium growthSeparateAircraft=no ; Is first helicopter to be purchased separately from helipad?SurvivorRate=.4 ; fraction of building cost to be converted to survivorswhen sold
; audio/visual map controlsAllyReveal=yes ; Allies automatically reveal radar maps to each other?ConditionRed=25% ; when damaged to this percentage, health bar turns redConditionYellow=50% ; when damaged to this percentage, health bar turns yellowDropZoneRadius=4 ; distance around drop zone flair that map reveals itselfEnemyHealth=yes ; Show enemy health bar graph when selected?Gravity=3 ; gravity constant for ballistic projectilesIdleActionFrequency=.1 ; average minutes between infantry performing idle actionsMessageDelay=.6 ; time duration of multiplayer messages displayed over mapMovieTime=.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 thedelay short]
SpeakDelay=2 ; minutes between EVA repeating advice to the player
; computer and movement controlsBaseBias=2 ; multiplier to threat target value when enemy is closeto friendly baseBaseDefenseDelay=.25 ; minutes delay between sending response teams to deal with base threatCloseEnough=2.75 ; If distance to destination less than this, then abortmovement if otherwise blocked.DamageDelay=1 ; minutes between applying trivial structure damage whenlow on powerGameSpeedBias=1 ; multiplier to overall game object movement speedLZScanRadius=16 ; maximum radius to scan for alternate landing zone if o
therwise occupiedStray=2.0 ; radius distance (cells) that team members may stray without causing regroup actionSubmergeDelay=.02 ; forced delay that subs will remain on surface before allowing to submergeSuspendDelay=2 ; minutes that suspended teams will remain suspendedSuspendPriority=20 ; teams with less than this priority will suspend duringbase defense opsTeamDelay=.6 ; interval between checking for and creating teams
; ******* Special weapon charge times *******; The time (minutes) for recharge of these special weapons.
[Recharge]Nuke=13 ; nuclear missileAirstrike=8 ; A-10 strikeIonCannon=10 ; ion cannon
; ******* Unit Statistics *******; Specifies the characteristics of the various game objects.
; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1); Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=no
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ne); Cloakable = Is it equipped with a cloaking device (def=no)?; Cost = cost to build object (in credits); Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?; GuardRange = distance to scan for enemies to attack (def=use weapon range); Invisible = Is completely and always invisible to enemy (def=no)?; Owner = who can build this [GoodGuy, BadGuy, Neutral or Special] (def=none); Prerequisite = list of buildings needed before this can be manufactured*** (def=nothing); Primary = primary weapon equipped with (def=none); Secondary = secondary weapon equipped with (def=none); Burst = does it fire its weapon(s) twice in rapid succession (def=no)?; RangeLimit = does this unit only attack units at this range even if the weaponrange is different (def=same as weapon range)?; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0); SelfHealing = Does the object heal automatically up to half strength (def=no)?; Sight = sight range, in cells; Strength = strength (hit points) of this object; TechLevel = tech level required to build this [anything higher than 7 means can't build]; BuildLevel = single player mission level required to build this [max for GDI is 15, 13 for Nod, higher means can't build]; Buildable = can this object be built at all [if yes, TechLevel and BuildLevel
are used] (def=no); Sensors = Has sensors to detect nearby cloaked objects (def=no)?; Immune = Is it immune to all combat damage (def=no)?; Selectable = Can this unit be selected (def=yes)?; Attack = Will units automatically open fire upon it (units def=yes, buildingsdef=no)?; >; Speed = speed of this object (def=0); NoMovingFire = The unit must stop before it can fire (def=no)?; TiberiumHeal = This unit regenerates hit points in a Tiberium field (def=no); >; Landable = Can it land on open ground (def=yes)?
; >; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?; Fraidycat = Is it inherently afraid and will panic easily (def=no)?; Infiltrate = Can it enter a building to capture or C4 it (def=no)?; TiberiumProof = Is it immune to damage from walking in Tiberium (def=no)?; >; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?; Tracked = Is this vehicle tracked [as opposed to wheeled] (def=no)?; Passengers = number of passengers it may carry (def=0); >; Bib = Should the building have an attached bib (def=no)?; Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
; Crewed = Does it contain a crew that can escape (def=no)?; PowerIn = power drain (def=0); PowerOut = power output; Powered = Does it require power to function (def=no)?; Repairable = Can it be repaired (def=yes)?; Storage = the number of credits this building can store (def=0); Closable = can this building be "closed" when idle [this requires special art, if it has a weapon, it will close after every shot] (def=no)?; ClosedMultiple = How many times stronger this building is when it is "closed" (def=1)
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; *** TECH means EYE or TMPL, BAR means HAND or PYLE and WAR means WEAP or AFLD- the game is hard-wired to treat both prerequisites as equal, like Red Alert did with both tech centres
; ******* terrestrial driving vehicle types *******; visceroid[VICE]Primary=ChemsprayStrength=150Armor=woodTechLevel=99BuildLevel=1Sight=4Speed=18Cost=800ROT=5Explodes=yesTiberiumHeal=yes
; flame tank[FTNK]Prerequisite=WAR,HQBuildable=yes
Primary=FlameTongueBurst=yesStrength=300Armor=heavyTechLevel=4BuildLevel=9Sight=4Speed=18Owner=BadGuyCost=800ROT=5Crewed=yesTracked=yes
; stealth tank[STNK]Prerequisite=WAR,HQBuildable=yesPrimary=DragonBurst=yesStrength=110Armor=lightTechLevel=5BuildLevel=12Sight=4Speed=30
Owner=BadGuyCost=900ROT=5Crewed=yesTracked=yesCloakable=yes
; light tank[LTNK]Prerequisite=WAR
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Buildable=yesPrimary=75mmStrength=300Armor=heavyTechLevel=3BuildLevel=5Sight=3Speed=18Owner=BadGuyCost=600ROT=5Crewed=yesTracked=yes
; medium tank[MTNK]Prerequisite=WARBuildable=yesPrimary=105mmStrength=400Armor=heavyTechLevel=3BuildLevel=7Sight=3
Speed=18Owner=GoodGuyCost=800ROT=5Crewed=yesTracked=yes
; mammoth tank[HTNK]Prerequisite=WAR,FIXBuildable=yesPrimary=120mmSecondary=MammothTusk
Burst=yesStrength=600Armor=heavyTechLevel=5BuildLevel=13Sight=4Speed=12Owner=GoodGuyCost=1500ROT=5Crewed=yesTracked=yesSelfHealing=yes
; mobile headquarters[MHQ]Strength=110Armor=lightTechLevel=99BuildLevel=99Sight=5Speed=18Owner=GoodGuy,BadGuy
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Cost=600ROT=5
; surface-to-surface missile launcher[MLRS]Prerequisite=WAR,OBLIBuildable=yesPrimary=HonestJohnStrength=120Armor=lightTechLevel=7BuildLevel=98Sight=4Speed=18Owner=BadGuyCost=750ROT=5Crewed=yesTracked=yes
; mobile artillery[ARTY]Prerequisite=WARBuildable=yes
Primary=155mmStrength=75Armor=lightTechLevel=6BuildLevel=9Sight=4Speed=12Owner=BadGuyCost=450ROT=2Crewed=yes
; tiberium harvester
[HARV]Prerequisite=WAR,PROCBuildable=yesStrength=600Armor=lightTechLevel=2BuildLevel=7Sight=2Speed=12Owner=GoodGuy,BadGuyCost=1400ROT=5Tracked=yes
Crewed=yes
; mobile construction yard[MCV]Prerequiste=WAR,TECHBuildable=yesStrength=600Armor=lightTechLevel=7BuildLevel=15
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Sight=2Speed=12Owner=GoodGuy,BadGuyCost=5000ROT=5Tracked=yesCrewed=yes
; hum-vee[JEEP]Prerequisite=WARBuildable=yesPrimary=M60Strength=150Armor=lightTechLevel=2BuildLevel=5Sight=2Speed=30Owner=GoodGuyCost=400ROT=10Crewed=yes
; Nod buggy[BGGY]Prerequisite=WARBuildable=yesPrimary=M60Strength=140Armor=lightTechLevel=2BuildLevel=5Sight=2Speed=30Owner=BadGuyCost=300
ROT=10Crewed=yes
; attack bike[BIKE]Prerequisite=WARBuildable=yesPrimary=DragonStrength=160Armor=woodTechLevel=2BuildLevel=5Sight=2
Speed=40Owner=BadGuyCost=500ROT=10Crushable=yes
; mobile rocket launcher[MSAM]Prerequiste=WAR,TECHBuildable=yes
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Primary=227mmBurst=yesStrength=100Armor=lightTechLevel=7BuildLevel=11 ; game disables this for Nod in any game classed as "single player"Sight=4Speed=18Owner=GoodGuy,BadGuyCost=800ROT=5Crewed=yesTracked=yes
; armoured personnel carrier[APC]Prerequiste=WAR,PYLEBuildable=yesPrimary=M60Strength=200Armor=heavyTechLevel=4BuildLevel=5
Sight=4Speed=35Owner=GoodGuy,BadGuyCost=700ROT=5Tracked=yes
; triceratops[TRIC]Primary=DinoBite1Strength=700Armor=heavyTechLevel=99
BuildLevel=99Sight=5Speed=8Owner=GoodGuy,BadGuyCost=-1ROT=5
; tyrannosaurus rex[TREX]Primary=DinoBite2Strength=750Armor=heavyTechLevel=99
BuildLevel=99Sight=5Speed=18Owner=GoodGuy,BadGuyCost=-1ROT=5
; velociraptor[RAPT]Primary=DinoBite2
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Strength=180Armor=heavyTechLevel=99BuildLevel=99Sight=5Speed=40Owner=GoodGuy,BadGuyCost=-1ROT=5
; stegosaurus[STEG]Primary=DinoBite1Strength=600Armor=heavyTechLevel=99BuildLevel=99Sight=5Speed=8Owner=GoodGuy,BadGuyCost=-1ROT=5
; ******* ship types *******
; patrol boat[BOAT]Primary=BoatMissileBurst=yesStrength=700Armor=heavyTechLevel=99BuildLevel=99Sight=5Speed=8Owner=GoodGuy,BadGuyCost=300
; landing craft[LST]Strength=400Armor=lightImmune=yesTechLevel=99BuildLevel=99Sight=3Speed=30Owner=GoodGuy,BadGuyCost=300
; ******* infantry types *******
; minigunner[E1]Prerequisite=BARBuildable=yesPrimary=M16Strength=50Armor=noneTechLevel=1BuildLevel=1Sight=1
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Speed=8Owner=GoodGuy,BadGuyCost=100
; grenadier[E2]Prerequisite=BARBuildable=yesPrimary=GrenadeStrength=50Armor=noneTechLevel=1BuildLevel=3Sight=1Speed=10Owner=GoodGuyCost=160Explodes=yes
; bazooka[E3]Prerequisite=BARBuildable=yesPrimary=Dragon
Strength=25Armor=noneTechLevel=2BuildLevel=3 ; game makes it available to GDI at 9Sight=2Speed=6Owner=GoodGuy,BadGuyCost=300
; flame infantry[E4]Prerequisite=BARBuildable=yes
Primary=FlamethrowerStrength=70Armor=noneTechLevel=1BuildLevel=5Sight=1Speed=10Owner=BadGuyCost=200Explodes=yes
; chem infantry[E5]
Prerequisite=BAR,TMPLBuildable=yesPrimary=ChemsprayStrength=70Armor=noneTechLevel=7BuildLevel=99Sight=1Speed=8Owner=BadGuy
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Cost=300Explodes=yes
; engineer[E6]Prerequisite=BARBuildable=yesStrength=25Armor=noneTechLevel=3BuildLevel=2Sight=2Speed=8Owner=GoodGuy,BadGuyCost=500Infiltrate=yes
; commando[RMBO]Prerequisite=BAR,TECHPrimary=SniperStrength=100Armor=noneTechLevel=7
BuildLevel=99Sight=5Speed=10Owner=GoodGuy,BadGuyCost=1000Infiltrate=yesC4=yes
; Doctor Moebius[MOEBIUS]Strength=25Armor=noneTechLevel=99
BuildLevel=99Sight=0Speed=10Owner=GoodGuy,BadGuyCost=10
; special agent[DELPHI]Primary=PistolStrength=25Armor=noneTechLevel=99BuildLevel=99
Sight=0Speed=10Owner=GoodGuy,BadGuyCost=10Ammo=10
; special agent[CHAN]Strength=25Armor=none
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TechLevel=99BuildLevel=99Sight=0Speed=10Owner=GoodGuy,BadGuyCost=10
; civilians[C1]Primary=PistolStrength=5Armor=noneTechLevel=99BuildLevel=99Speed=10Owner=GoodGuy,BadGuyCost=10Ammo=10Fraidycat=yes
[C2]Strength=5Armor=none
TechLevel=99BuildLevel=99Speed=10Owner=GoodGuy,BadGuyCost=10Fraidycat=yes
[C3]Strength=5Armor=noneTechLevel=99BuildLevel=99Speed=10
Owner=GoodGuy,BadGuyCost=10Fraidycat=yes
[C4]Strength=5Armor=noneTechLevel=99BuildLevel=99Speed=10Owner=GoodGuy,BadGuyCost=10Fraidycat=yes
[C5]Strength=5Armor=noneTechLevel=99BuildLevel=99Speed=10Owner=GoodGuy,BadGuyCost=10Fraidycat=yes
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[C6]Strength=5Armor=noneTechLevel=99BuildLevel=99Speed=10Owner=GoodGuy,BadGuyCost=10Fraidycat=yes
[C7]Primary=PistolStrength=5Armor=noneTechLevel=99BuildLevel=99Speed=10Owner=GoodGuy,BadGuyCost=10Ammo=10Fraidycat=yes
[C8]
Strength=5Armor=noneTechLevel=99BuildLevel=99Speed=10Owner=GoodGuy,BadGuyCost=10Fraidycat=yes
[C9]Strength=5Armor=noneTechLevel=99
BuildLevel=99Speed=10Owner=GoodGuy,BadGuyCost=10Fraidycat=yes
[C10]Strength=5Armor=noneTechLevel=99BuildLevel=99Speed=10Owner=GoodGuy,BadGuy
Cost=10Fraidycat=yes
; ******* aircraft types *******; orca[ORCA]Prerequisite=HPADBuildable=yesPrimary=DragonBurst=yes
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Strength=125Armor=heavyTechLevel=6BuildLevel=10Sight=0Speed=40Owner=GoodGuyCost=1200ROT=4Ammo=6GuardRange=30
; apache[HELI]Prerequisite=HPADBuildable=yesPrimary=ChaingunBurst=yesStrength=125Armor=heavyTechLevel=6BuildLevel=10Sight=0Speed=40
Owner=BadGuyCost=1200ROT=4Ammo=15GuardRange=30
; chinook[TRAN]Prerequisite=HPADBuildable=yesStrength=90Armor=lightTechLevel=6
BuildLevel=98Sight=0Speed=30Owner=GoodGuy,BadGuyCost=1500ROT=5Passengers=5
; cargo plane[C17]Strength=25Armor=lightTechLevel=0
BuildLevel=0Sight=0Speed=50Owner=GoodGuy,BadGuyCost=800ROT=4Passengers=5Attack=noLandable=noSelectable=no
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; A-10 warthog[A10]Strength=60Armor=lightTechLevel=0BuildLevel=0Sight=0Speed=40Owner=GoodGuy,BadGuyCost=800ROT=4Ammo=3Landable=noSelectable=no
; ******* building types *******; temple of Nod[TMPL]Prerequisite=HQBuildable=yesStrength=2000Armor=lightTechLevel=7
BuildLevel=13Sight=4Owner=BadGuyCost=3000PowerIn=150Capturable=yesCrewed=yesBib=yes
; advanced comm centre[EYE]Prerequisite=HQBuildable=yes
Strength=1000Armor=woodTechLevel=7BuildLevel=13Sight=10Owner=GoodGuyCost=2800PowerIn=200Capturable=yesCrewed=yesBib=yes
; weapons factory
[WEAP]Prerequisite=PROCBuildable=yesStrength=400Armor=lightTechLevel=2BuildLevel=5Sight=3Owner=GoodGuyCost=2000
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PowerIn=30Capturable=yesCrewed=yesBib=yes
; guard tower[GTWR]Prerequisite=PYLEBuildable=yesPrimary=ChaingunStrength=400Armor=woodTechLevel=2BuildLevel=7Sight=3Owner=GoodGuyCost=500PowerIn=10Crewed=yesSensors=yes
; advanced guard tower[ATWR]Prerequisite=HQ
Buildable=yesPrimary=TomahawkBurst=yesStrength=600Armor=lightTechLevel=4BuildLevel=13Sight=4Owner=GoodGuyCost=1000PowerIn=20Powered=yesCrewed=yes
Sensors=yes
; obelisk of light[OBLI]Prerequisite=HQBuildable=yesPrimary=LaserStrength=400Armor=lightTechLevel=4BuildLevel=11Sight=5Owner=BadGuy
Cost=1500PowerIn=150Powered=yesCrewed=yesSensors=yes
; gun turret[GUN]Prerequisite=HANDBuildable=yes
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Primary=TurretGunStrength=400Armor=heavyTechLevel=2BuildLevel=8Sight=5Owner=BadGuyCost=600PowerIn=20Sensors=yesCrewed=yesROT=12
; construction yard[FACT]Strength=800Armor=woodTechLevel=99BuildLevel=1Sight=3Owner=GoodGuy,BadGuyCost=5000PowerIn=15PowerOut=30
Capturable=yesCrewed=yesBib=yes
; tiberium refinery[PROC]Prerequisite=NUKEBuildable=yesStrength=900Armor=woodTechLevel=1BuildLevel=2Sight=4
Owner=GoodGuy,BadGuyCost=2000PowerIn=40PowerOut=10Storage=1000Capturable=yesCrewed=yesBib=yes
; tiberium silo[SILO]Prerequisite=PROCBuildable=yes
Strength=300Armor=woodTechLevel=1BuildLevel=2Sight=2Owner=GoodGuy,BadGuyCost=150PowerIn=10Storage=1500Capturable=yes
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Crewed=yesBib=yes
; helipad[HPAD]Prerequisite=BARBuildable=yesStrength=800Armor=woodTechLevel=6BuildLevel=10 ; game disables this for nod in any game classed as "single player"Sight=3Owner=GoodGuy,BadGuyCost=1500PowerIn=10Capturable=yesCrewed=yesBib=yes
; communications centre[HQ]Prerequisite=PROCBuildable=yes
Strength=1000Armor=woodTechLevel=2BuildLevel=3Sight=10Owner=GoodGuy,BadGuyCost=1000PowerIn=40Capturable=yesCrewed=yesPowered=yesBib=yes
; SAM site[SAM]Prerequisite=HANDBuildable=yesPrimary=NikeBurst=yesStrength=400Armor=heavyTechLevel=6BuildLevel=5Sight=3Owner=BadGuyCost=750
PowerIn=20Crewed=yesClosable=yesClosedMultiple=3RangeLimit=10
; airstrip[AFLD]Prerequisite=PROCBuildable=yes
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Strength=1000Armor=heavyTechLevel=2BuildLevel=5Sight=5Owner=BadGuyCost=2000PowerIn=30Capturable=yesCrewed=yesBib=yes
; power plant[NUKE]Prerequisite=FACTBuildable=yesStrength=400Armor=woodTechLevel=0BuildLevel=1Sight=2Owner=GoodGuy,BadGuyCost=300PowerOut=100
Capturable=yesCrewed=yesBib=yes
; advanced power plant[NUK2]Prerequisite=NUKEBuildable=yesStrength=600Armor=woodTechLevel=5BuildLevel=13Sight=2
Owner=GoodGuy,BadGuyCost=700PowerOut=200Capturable=yesCrewed=yesBib=yes
; barracks[PYLE]Prerequisite=NUKEBuildable=yesStrength=800Armor=wood
TechLevel=0BuildLevel=1Sight=3Owner=GoodGuyCost=300PowerIn=20Capturable=yesCrewed=yesBib=yes
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; hand of Nod[HAND]Prerequisite=NUKEBuildable=yesStrength=800Armor=woodTechLevel=0BuildLevel=2Sight=3Owner=BadGuyCost=300PowerIn=20Capturable=yesCrewed=yesBib=yes
; repair facility[FIX]Prerequisite=NUKEBuildable=yesStrength=800Armor=woodTechLevel=5BuildLevel=8
Sight=3Owner=GoodGuy,BadGuyCost=1200PowerIn=30Capturable=yesCrewed=yesBib=yes
; sandbag wall[SBAG]Prerequisite=FACTBuildable=yesStrength=1
Armor=noneTechLevel=2BuildLevel=5Sight=0Owner=GoodGuy,BadGuyCost=50Repairable=no
; chain link fence[CYCL]Prerequisite=FACTBuildable=yesStrength=1
Armor=noneTechLevel=5BuildLevel=9Cost=75Owner=GoodGuy,BadGuySight=0Repariable=no
; concrete wall[BRIK]
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Prerequisite=FACTBuildable=yesStrength=1Armor=noneTechLevel=7BuildLevel=13Cost=100Owner=GoodGuy,BadGuySight=0Repairable=no
; hospital[HOSP]Strength=400Armor=woodTechLevel=99Buildlevel=99Sight=4Power=-20Bib=yesCapturable=trueCrewed=yes
; bio-research laboratory
[BIO]Strength=600Armor=woodTechLevel=99BuildLevel=99Sight=4Power=-40Bib=yesCrewed=yes
; auxiliary decorative building[MISS]Strength=400
Armor=woodBib=yesCapturable=true
; arcology[ARCO]Strength=400Armor=wood
; barb wire fence[BARB]Strength=1Armor=wood
Cost=50Repariable=noSight=0
; wood fence[WOOD]Strength=1Repariable=noSight=0
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; civilian structures[V01]Strength=400Armor=woodRepariable=no
[V02]Strength=400Armor=woodRepariable=no
[V03]Strength=400Armor=woodRepariable=no
[V04]Strength=400Armor=woodRepariable=no
[V05]Strength=400Armor=wood
Repariable=no
[V06]Strength=400Armor=woodRepariable=no
[V07]Strength=400Armor=woodRepariable=no
[V08]
Strength=400Armor=woodRepariable=no
[V09]Strength=400Armor=woodRepariable=no
[V10]Strength=400Armor=woodRepariable=no
[V11]Strength=400Armor=woodRepariable=no
[V12]Strength=400Armor=woodRepariable=no
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[V13]Strength=400Armor=woodRepariable=no
[V14]Strength=400Armor=woodRepariable=no
[V15]Strength=400Armor=woodRepariable=no
[V16]Strength=400Armor=woodRepariable=no
[V17]Strength=400Armor=wood
Repariable=no
[V18]Strength=400Armor=woodRepariable=no
[V19]Strength=400Armor=woodRepariable=no
; ******* Weapon Statistics *******; The weapons specified here are attached to the various combat; units and buildings.
; Anim = animation to display as a firing effect [use 8 for facing-dependant anims]; Charges = Does it have charge-up-before-firing logic (def=no)?; Damage = the amount of damage (unattenuated) dealt with every bullet; Projectile = projectile characteristic to use; ROF = delay between shots [15 = 1 second at middle speed setting]; Range = maximum cell range; Report = sound to play when firing; Speed = speed of projectile to target (100 is maximum)
; Warhead = warhead to attach to projectile; Explosion = which explosion set to use when weapon of this type impacts (def=0); 0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=fireball
; sniper rifle[Sniper]Damage=100ROF=40Range=5.5
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Projectile=InvisibleSpeed=100Warhead=HollowPointReport=RAMGUN2Explosion=1
; rapid fire machine gun[Chaingun]Damage=25ROF=50Range=4Projectile=InvisibleSpeed=100Warhead=HEReport=GUN8Explosion=2Anim=MINIGUN
; civilian pistol[Pistol]Damage=1ROF=7Range=1.75Projectile=Invisible
Speed=100Warhead=SAReport=GUN18Explosion=2
; rifle soldier weapons (multiple shots)[M16]Damage=15ROF=20Range=2Projectile=InvisibleSpeed=100Warhead=SA
Report=MGUN2Explosion=2
; man-packed anti-tank missile (bazooka type)[Dragon]Damage=30ROF=60Range=4Projectile=HeatSeekerSpeed=25Warhead=APReport=BAZOOK1Explosion=5
; hand-held flame thrower type[Flamethrower]Damage=35ROF=50Range=2Projectile=InvisibleSpeed=100Warhead=FireReport=FLAMER2
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Anim=FLAME-N,FLAME-NE,FLAME-E,FLAME-SE,FLAME-S,FLAME-SW,FLAME-W,FLAME-NW
; tank flame thrower[FlameTongue]Damage=50ROF=50Range=2Projectile=InvisibleSpeed=100Warhead=FireReport=FLAMER2Anim=FLAME-N,FLAME-NE,FLAME-E,FLAME-SE,FLAME-S,FLAME-SW,FLAME-W,FLAME-NW
; hand-held chemical spray[Chemspray]Damage=80ROF=70Range=2Projectile=InvisibleSpeed=100Warhead=HEReport=FLAMER2Anim=CHEM-N,CHEM-NE,CHEM-E,CHEM-SE,CHEM-S,CHEM-SW,CHEM-W,CHEM-NW
; hand grenade[Grenade]Damage=50ROF=50Range=3.25Projectile=LobbedSpeed=5Warhead=HEExplosion=5
; small anti-armor cannon[75mm]Damage=25
ROF=60Range=4Projectile=CannonSpeed=40Warhead=APReport=TNKFIRE3Explosion=4Anim=GUNFIRE
; medium anti-armor cannon[105mm]Damage=30ROF=50
Range=4.75Projectile=CannonSpeed=40Warhead=APReport=TNKFIRE4Explosion=4Anim=GUNFIRE
; large anti-armor cannon[120mm]
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Damage=40ROF=80Range=4.75Projectile=CannonSpeed=40Warhead=APReport=TNKFIRE6Explosion=4Anim=GUNFIRE
; turret cannon[TurretGun]Damage=40ROF=60Range=6Projectile=CannonSpeed=40Warhead=APReport=TNKFIRE6Explosion=4Anim=GUNFIRE
; Vehicle carried anti-tank missile[MammothTusk]
Damage=75ROF=80Range=5Projectile=HeatSeekerSpeed=30Warhead=HEReport=ROCKET1Explosion=4
; long-range missile[227mm]Damage=75ROF=80
Range=6Projectile=HeatSeekerSpeed=20Warhead=HEReport=ROCKET1Explosion=4
; artillery cannon[155mm]Damage=150ROF=65Range=6Projectile=Ballistic
Speed=12Warhead=HEReport=TNKFIRE2Explosion=5Anim=GUNFIRE
; vehicle mounted machine gun[M60]Damage=15ROF=30
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Range=4Projectile=InvisibleSpeed=100Warhead=SAReport=MGUN11Explosion=2Anim=MINIGUN
; long range missile for gunboat[BoatMissile]Damage=60ROF=35Range=8Projectile=HeatSeekerSpeed=20Warhead=HEReport=ROCKET2Explosion=4
; long range missile for guard tower[Tomahawk]Damage=60ROF=40Range=6
Projectile=HeatSeekerSpeed=25Warhead=HEReport=ROCKET2Explosion=4Anim=GUNFIRE
; napalm bomblets (dropped from plane)[Napalm]Damage=100ROF=5Range=4.5Projectile=Bomblet
Speed=5Warhead=FireExplosion=3
; obelisk laser[Laser]Damage=200ROF=90Range=7.5Projectile=InvisibleSpeed=100Warhead=SuperReport=OBELRAY1
Charges=yes
; anti-aircraft missile (fired from SAM site)[Nike]Damage=50ROF=50Range=15Projectile=AAMissileSpeed=40Warhead=AP
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Report=ROCKET2Explosion=6Anim=SAMFIRE
; extreme-range napalm rocket[HonestJohn]Damage=100ROF=200Range=10Projectile=FROGSpeed=15Warhead=FireReport=ROCKET1Explosion=3
; dinosaur bite 1[DinoBite1]Damage=ROF=Range=Projectile=InvisibleSpeed=100Warhead=HEReport=
; dinosaur bite 2[DinoBite2]Damage=ROF=Range=Projectile=InvisibleSpeed=100Warhead=HEReport=
; ******* Projectile Statistics *******
; Projectiles describe how and what image to use as the weapon flies; to its target. Think of the projectile as the "delivery method" used; to get the warhead to the desired target.
; AA = Can this weapon fire upon flying aircraft (def=no)?; Animates = Does it animate [this means smoke puffs] (def=no)?; Arcing = Does it have a ballistic trajectory (def=no)?; Arm = arming delay (def=0); Dropping = Does it fall from a starting height (def=no)?; Frames = number of image frames for animation purposes (def=1); Gigundo = Is the projectile larger than normal (def=no)?; High = Can it fly over walls (def=no)?; Image = image to use during flight
; Inaccurate = Is it inherently inaccurate (def=no)?; Inviso = Is the projectile invisible as it travels (def=no)?; Proximity = Does it blow up when near its target (def=no)?; ROT = Rate Of Turn [non zero implies homing] (def=0); Ranged = Can it run out of fuel (def=no)?; Rotates = Does the projectile have rotation specific imagery (def=no)?; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes); Translucent = Are translucent colors used in artwork (def=no)?
; invisible flight to target
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[Invisible]Inviso=yesImage=none
; straight high-speed ballistic shot[Cannon]Image=120MM
; Free Rocket Over Ground[FROG]Arm=10High=yesShadow=noProximity=yesAnimates=yesRanged=yesInaccurate=yesImage=MISSILERotates=yes
; small homing missile (targets vehicles best)[HeatSeeker]Arm=2High=yes
Shadow=noProximity=yesAnimates=yesRanged=yesInaccurate=yesAA=yesImage=DRAGONROT=5Rotates=yesTranslucent=yes
; anti aircraft missile[AAMissile]
Arm=3High=yesShadow=noProximity=yesAnimates=yesRanged=yesAA=yesImage=MISSILEROT=20Rotates=yesTranslucent=yes
; lobbed tumbling grenade
[Lobbed]High=yesArcing=yesInaccurate=yesImage=BOMBFrames=8Translucent=yes
; dropped from plane tumbling object[Bomblet]
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Arm=24RangeLimit=24High=yesDropping=yesImage=BOMBLETFrames=7Translucent=yes
; arcing ballistic projectile[Ballistic]High=yesArcing=yesInaccurate=yesImage=120MM
; Nuclear missile, flying up[NukeUp]Gigundo=yesHigh=yesImage=ATOMICUPFrames=4
; Nuclear missile, flying down[NukeDown]
Gigundo=yesHigh=yesImage=ATOMICDN
; ******* 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)?; Tiberium = Does this warhead destroy tiberium (def=no)?; Verses = damage value verses various armor types (as percentage of full damage)...; -vs- none, wood (buildings), light armor, heavy armor, concrete; InfDeath = which infantry death animation to use (def=0)
; 0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death
; general multiple small arms fire[SA]Spread=3Verses=100%,50%,50%,25%,25%InfDeath=1
; high explosive (shrapnel)
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[HE]Spread=6Wall=yesWood=yesVerses=90%,75%,60%,25%,100%InfDeath=2
; armor piercing (discarding sabot, narrow effect)[AP]Spread=3Wall=yesWood=yesVerses=30%,75%,75%,100%,50%InfDeath=3
; napalm and fire in general[Fire]Spread=8Wood=yesVerses=90%,100%,60%,25%,50%InfDeath=4
; anti-infantry rifle bullet (single shot -- very effective verses infantry)[HollowPoint]
Spread=1Verses=100%,5%,5%,5%,5%InfDeath=1
; special case damage effect (do not use for regular weapons)[Super]Spread=1Verses=100%,100%,100%,100%,100%InfDeath=4
; ******* Land Characteristics *******; This section specifies the characteristics of the various
; terrain types. The primary purpose is to differentiate the; movement capabilities.
; Float = % of full speed for ships [0 means impassable] (def=100); Foot = % of full speed for foot soldiers [0 means impassable] (def=100); Track = % of full speed for tracked vehicles [0 means impassable] (def=100); Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100); Buildable = Can buildings be built upon this terrain (def=no)?
; clear grassy terrain[Clear]Foot=90%Track=80%
Wheel=60%Float=0%Buildable=yes
; rocky terrain[Rough]Foot=80%Track=70%Wheel=40%Float=0%
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Buildable=no
; roads[Road]Foot=100%Track=100%Wheel=100%Float=0%Buildable=yes
; open water[Water]Foot=0%Track=0%Wheel=0%Float=100%Buildable=no
; cliffs[Rock]Foot=0%Track=0%Wheel=0%Float=0%
Buildable=no
; walls and other man made obstacles[Wall]Foot=0%Track=0%Wheel=0%Float=0%Buildable=no
; Tiberium[Tiberium]Foot=90%
Track=70%Wheel=50%Float=0%Buildable=no
; sandy beach[Beach]Foot=80%Track=70%Wheel=40%Float=0%Buildable=no
; craggy riverbed[River]Foot=0%Track=0%Wheel=0%Float=0%Buildable=no
; ******* Random Crate Powerups *******
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; This specifies the chance for the specified crate powerup to appear; in a 'random' crate. The chance is expressed in the form of 'shares'; out of the total shares specified. The second parameter is the animation; to use when this crate is picked up. The third parameter, if present, specifies; the data value needed for that crate powerup. They mean different things; for the different powerups.[Powerups]Airstrike=3,DEVIATOR ; air strike one time shotCloak=5,STEALTH2 ; enable cloaking on nearby objectsDarkness=1,EMPULSE ; cloak entire radar mapExplosion=5,NONE,500 ; high explosive baddie (damage per explosion)HealBase=1,INVUN ; all buildings to full strengthICBM=1,MISSILE2 ; nuke missile one time shotIonCannon=1,EARTH ; ion cannon one time shotMoney=50,DOLLAR,2000 ; a chunk o' cash (maximum cash)Napalm=5,NONE,600 ; fire explosion baddie (damage)Nuke=1,NONE,1000 ; nuke explosion (damage)Reveal=1,EMPULSE ; reveal entire radar mapSquad=20,NONE ; squad of random infantryUnit=20,NONE ; vehicleVisceroid=5,NONE ; visceroid
; ******* Mission Control *******; This specifies the various general behavior characteristics of; the missions that objects can be assigned. Each of the game objects must; be in a mission. The mission behavior is generally hard coded into; the program, but there are some behavior characteristics that can; be overridden. Don't modify these.
; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?; Recruitable = Can it be recruited into a team or base defense (def=yes)?; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
; Retaliate = Is allowed to retaliate while on this mission (def=yes)?; Scatter = Is allowed to scatter from threats (def=yes)?; Rate = delay between normal processing (larger = faster game, less responsiveness); AARate = anti-aircraft delay rate (if not specifed it uses regular rate).
; Unit sits still and plays dead.[Sleep]Recruitable=noZombie=yesRetaliate=noScatter=noRate=1
; Unit doesn't fire and is not considered a threat.[Harmless]Recruitable=noNoThreat=yesRetaliate=noRate=.5
; Just like guard mode, but cannot move.[Sticky]
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Recruitable=noParalyzed=yesScatter=noRate=.016
; Special attack mission used by team logic.[Attack]Rate=.016AARate=.016
; Move to destination.[Move]Rate=.016
; Special move to destination after all other queued moves occur.[QMove]Rate=.016
; Run away (possibly leave the map).[Retreat]Recruitable=noRetaliate=noRate=.1
; Sit around and engage any enemy that wanders within weapon range.[Guard]Rate=.050AARate=.016
; Enter building or transport for loading purposes.[Enter]Retaliate=noRecruitable=noRate=.016
; Engineer entry logic.[Capture]
Retaliate=noRecruitable=noScatter=noRate=.016
; Handle harvest tiberium - unload at refinery loop.[Harvest]Retaliate=noRecruitable=noScatter=noRate=.016
; Guard the general area where the unit starts at.
[Area Guard]Recruitable=noRate=.080AARate=.032
; [Return]
; Stop moving and firing at the first available opportunity.[Stop]
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; [Ambush]
; Scan for and attack any enemies whereever they may be.[Hunt]Recruitable=noRetaliate=noRate=.016
; While dropping off cargo (e.g., APC unloading passengers).[Unload]Recruitable=noRetaliate=noScatter=noRate=.016
; Commando running to place bomb in building.[Sabotage]Recruitable=noRate=.016
; Buildings use this when building up after initial placement.[Construction]
Recruitable=noRetaliate=noScatter=no
; Buildings use this when deconstruction after being sold.[Selling]Recruitable=noNoThreat=yesRetaliate=noScatter=no
; Service depot uses this mission to repair attached object.[Repair]
Rate=.08
; Special team override mission.[Rescue]Rate=.016
; Temple of Nod special launch missile mission.[Missile]Rate=.1