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01. RULES.INI Full Guide

matthew snoddy edited this page Jan 2, 2021 · 21 revisions

RULES.INI is a simple text file that controls how different units, buildings and infantry behave in-game. This was included by default by Westwood in Red Alert onward. Below is a explaination of the sections in this file and different values that can be set.

Note: The Rules file can be found in the mod folder, you can find this folder using the steps here.

Special Notes

Enhancements is the section you want if you wish to enable features ported from mods like CFE Patch!

MaxBuildDistance is the rule you want if you wish to build more than one cell away from existing buildings!



NCO

At the start of the file is the NCO section which controls the New Construction Options mod itself.

[NCO]
LogLevel=error
EnableLuaConsole=true
#...
Field Description Valid Values Example Value
LogLevel Controls how much information is written to the mod log file - default is Off Trace, Debug, Info, Warn, Error, Off (Off => log nothing up to Trace => log A LOT of stuff) Info
LogFile Full path to write the log file to (including extension) - default is nco.log inside the log folder in your CnC Remastered installation folder - E:\Games\nco.log
EnableLuaScripts Enable loading of Lua scripts? - default is true true, false true
EnableLuaConsole Show a separate console window when in game which allows you to run ad-hoc Lua commands? - default is false true, false true
LuaScripts A list of script file names to load before the game starts One or more files stored in the mod Data directory my_script.lua,another-script.lua
GameTickIntervalInMs Controls how often the onGameTick lua event will be fired, value is in milliseconds - default is 67; this matches C&C's internal rate of around 15 ticks a second A number greater than zero 134

Enhancements

The Enhancements section toggles certain enhancements that have been ported over from other mods. These are things that don't just extend current behavior (building stuff further away for example) but add a new mechanic/feature to the game.

[Enhancements]
RallyPoints=false
AStarPathFinding=true
#...
Field Description Valid Values
RallyPoints This enables Rally Points to be make new units move when built to a given location on the map. Ported over from the CFEPatch true or false - default is true
AStarPathFinding This enables A* star path finding for units, infantry etc. Ported over from the CFEPatch true or false - default is true
CommandoGuard When a commando is ordered to guard a thing or area, should he actively fire at approaching enemies? If set to false commando will do nothing in guard mode (game default). true or false - default is true
AiHarvestersPerRefinery The number of harvesters placed on the map when a refinery is built (AI players) at least 1 - default is 1; increase this when increasing the growth rate of tiberium so AI don't 'drown' in tiberium
HumanHarvestersPerRefinery The number of harvesters placed on the map when a refinery is built (Human players) at least 1 - default is 1
MultiWallLength This enables modern wall building when set to 2 or higher; you can build large sections of wall at once. Ported over from the CFEPatch 1-10 (inclusive) - default is 1
FullCostMultiWalls When building multi length walls, should the cost be the same as placing each wall segment individually? If set to false no money will be refunded when selling parts of a multi length wall. true or false - default is true

Mods

The Mods section controls adding new types to the game. This enables you to add your own mod units etc. to C&C without having to make any code changes.

[Mods]
NewWarheads=Thermite
NewBullets=PackShell
NewWeapons=ThermCannon
NewInfantry=MyNewSolider,MrX
NewUnits=NukeTank,LaserAPC
NewAircraft=BiPlane
NewBuildings=StealthGen
#...
Field Description
NewWarheads A CSV of new warhead type names that the mod should configure. These are the section names in the rules file that define the rules for the new type.
NewBullets A CSV of new bullet type names that the mod should configure. These are the section names in the rules file that define the rules for the new type.
NewWeapons A CSV of new weapon type names that the mod should configure. These are the section names in the rules file that define the rules for the new type.
NewInfantry A CSV of new infantry type names that the mod should configure. These are the section names in the rules file that define the rules for the new type.
NewUnits A CSV of new unit type names that the mod should configure. These are the section names in the rules file that define the rules for the new type.
NewAircraft A CSV of new aircraft type names that the mod should configure. These are the section names in the rules file that define the rules for the new type.
NewBuildings A CSV of new building type names that the mod should configure. These are the section names in the rules file that define the rules for the new type.

See the full guide for adding mods here

Game

This section contains a list of 'switches' for turning certain hard-wired game logic on/off. Set a switch value to true to turn it on and false to turn it off. All values in the default RULES.INI file are the defaults from the original source code.

[Game]
EnableDebugLogging=false

; map
MaxBuildDistance=1
PreventBuildingInShroud=true
AllowBuildingBesideWalls=true

; misc
SmartDefence=false
# ...
Switch Notes
EnableDebugLogging Enable the existing C&C debugging logs (output to mod log file)

Map

Switch Notes
MaxBuildDistance This controls how far away from an existing structure a player can place a building. Note: values higher than 6 may cause performance problems.
PreventBuildingInShroud Prevent a player from placing a building inside the shroud/fog of war.
AllowBuildingBesideWalls Allow building structures off player walls. (Known issue with this - if turned off the game shows White instead of Red tiles when you try to place beside walls, but it does work - it won't let you place the building)
TiberiumGrows Tiberium cells will grow on the map.
TiberiumSpreads Tiberium will spread to nearby cells.
SlowTiberiumGrowthAndSpread Slows down tiberium spread and growth (half the default rate)
TiberiumGrowthRate Controls the rate of tiberium growth, note enabling SlowTiberiumGrowthAndSpread will half the set rate.
TiberiumSpreadRate Controls the rate of tiberium spread, note enabling SlowTiberiumGrowthAndSpread will half the set rate.
TiberiumInfantryDamage The amount of damage infantry takes by walking across a cell of tiberium, if infantry type has the ImmuneToTiberium flag is set to true then this is ignored for that type.
TiberiumBlossomTreeDamage The amount of damage nearby units/infantry etc. take by when a blossom tree shoots tiberium in the air.

Harvesting

Switch Notes
CreditsPerTiberiumScoop The value of one scoop of tiberium collected by a Harvester. Number of scoops is controlled by the MaxHarvesterCapacity rule, these two rules combined are multiplied together to calculate the value of a full harvester.
MaxHarvesterCapacity How much tiberium a harvester can hold, this is measured in the number of scoops a harvester makes. Value of a scoop is controlled by the MaxHarvesterCapacity rule, these two rules combined are multiplied together to calculate the value of a full harvester.

Factories

Switch Notes
ProductionStepsPerTick The amount of building progress that is made on each game tick. There are 15 ticks in second, so this value multiplied by 15 is the amount of progress that will be made in one second.
FactoryCountStepMultiplier The multipler to apply for each factory present, so if you have two Barracks and set this to 1.0
TotalProductionSteps The amount of steps required to build a thing, this divided by ProductionStepsPerTick is the time in game ticks required. For example: if ProductionStepsPerTick was 2 and TotalProductionSteps was 30 - it would take 15 game ticks (or 1 second).

Repair

Switch Notes
UnitRepairFactor Used along with strength step value to calculate the cost of a single repair step. (Cost / (MaxStrength / UnitRepairStrengthStep)) * UnitRepairFactor)
UnitRepairStrengthStep The amount of strength to give a unit on each repair step.
AircraftRepairFactor Used along with strength step value to calculate the cost of a single repair step. (Cost / (MaxStrength / AircraftRepairStrengthStep)) * AircraftRepairFactor)
AircraftRepairStrengthStep The amount of strength to give a aircraft on each repair step.

Misc

Switch Notes
SmartDefence Human controlled units retaliate when they come under fire and they will also try to crush infantry if possible.
TargetTrees Allow units to target trees.
MvcRedeployable Construction yards can be deconstructed by selecting them and clicking nearby on the map.
SpawnVisceroids Spawn visceroids on the map.
VehiclesDoThreePointTurns Make wheeled vehicles do 3 point turns.
ShowBibsOnBuildings Show little dirt bibs on buildings (if turned off, overrides any rules for indiviual buildings)
ShowCivilianBuildingNames - (C&C remastered seems to show the names regardless of this switch)
OnlyAllowNukeIfAllPartsHaveBeenCollected Only give the player the nuke at the end of Nod campaign if all crates were collected
OnlyAllowUsingOneNukePerScenario Remove the nuclear superpower after 1 shot
HelipadsAndAircraftBoughtSeperately Helipads do not come with a chopper, they are also cheaper.
DestroyedBuildingsHaveSurvivors When a building is destroyed, should there be survivors left behind?

Houses

Switch Notes
HideTempleFromGdi Don't allow captured NOD con yards to build a NOD Temple
HideObeliskFromGdi Don't allow captured NOD con yards to build an Obelisk
HideApcFromNod -
HideRocketLauncherFromNod -
HideHelipadFromNod -
HideAdvancedCommCenterFromNod Don't allow captured GDI con yards to build an Adv. Comm Center
OnlyGdiCanUseIonCannon Only allow GDI constructed Adv. Comm Centers to grant the Ion Cannon superpower

Levels

Switch Notes
SetBuildLevelTo1InGdiScenario2 When player is in GDI level 2 set the build level to 1
RenameTechCenterToPrisionInNodScenario3 When playing level 3 rename Tech Centers to Prison
HideBazookaFromGdiUntilSenario8 -
HideRocketLauncherFromGdiUntilScenario9 -
HideSandbagFromGdiUntilScenario9 -
AllowNodToBuildAdvancedPowerInScenario12 -

Cheats

Switch Notes
AllowBuildingAllForCurrentHouse Allow building everything for your side, but you still need to build prerequisites for stuff (Repair Bay -> Mammoth Tank for example)
UnitsAreIndestructible Weapons do no damage to anything. (No win/lose scenario)
InfantryAutoScatters Infantry auto scatters when under attack.
GiveAttackersAnAdvantage Defending units will not take less damage than attacking ones.
SpeedyBuilds Faster build times.

Difficulty

These sections control how the game changes based on the current difficulty chosen by the player.

[Easy]
Firepower=1.2
Groundspeed=1.2
Airspeed=1.2
Armor=0.3
#...
Field Description
Firepower Multiplier applied to firepower for all weapons
Groundspeed Multiplier applied to speed for all ground units
Airspeed Multiplier applied to speed for all air units
Armor Multiplier applied to armor strength for all units and buildings
ROF Multiplier applied to Rate Of Fire for all weapons (larger means slower ROF)
Cost Multiplier applied to cost for all units and buildings
RepairDelay Average delay (minutes) between initiating building repair
BuildDelay Average delay (minutes) between initiating construction
BuildSpeed Multiplier applied to general object build time
BuildSlowdown Should the computer build slower than the player?

AI Control

These sections control how the computer AI behaves in other multi-player and single player modes. It is modelled after the same rules used in Red Alert, as this AI was ported to Tiberian Dawn for the Remastered Version.

AI

Set behaviours and limits that an AI player will follow.

[AI]
AttackInterval=3
AttackDelay=5
InfantryReserve=3000
InfantryBaseMult=1
# ...

Note: All Ratio/Fraction entries must be between 0.00 and 0.99 (inclusive) as they represent a percentage value

Rule Description
AttackInterval Average delay between computer attacks
AttackDelay Average delay time before computer begins first attack
InfantryReserve Always build infantry if cash reserve is greater than this
InfantryBaseMult Build infantry if building count times this number is less than current infantry quantity
PowerSurplus Build power plants until power surplus is at least this amount
BaseSizeAdd Computer base size can be no larger than the largest human opponent, plus this quantity
RefineryRatio Ratio of base that should be composed of refineries
RefineryLimit Never build more than this many refineries
BarracksRatio Ratio of base that should be composed of barracks
BarracksLimit Never build more than this many barracks
WarRatio Ratio of base that should be composed of weapons factories
WarLimit Never build more than this many weapons factories
DefenseRatio Ratio of base that should be defensive structures
DefenseLimit Maximum number of defensive buildings to build
AARatio Ratio of base that should be anti-aircraft defense
AALimit Maximum number of anti-aircraft buildings to build
HelipadRatio Ratio of base that should be composed of helipads
HelipadLimit Maximum number of helipads to build
AirstripRatio Ratio of base that should be composed of airstrips
AirstripLimit Maximum number of airstrips to build
Paranoid Will computer players ally with each other if the situation looks bleak?
PowerEmergency Sell buildings to raise power level if it falls below this percentage

IQ

Controls what an AI opponent does at different IQ levels. This maps to the AI values of Easy, Medium and Hard

[IQ]
MaxIQLevels=5 
SuperWeapons=4
Production=5
# ...

Note: the values other than MaxIQLevels are the minimum IQ required for the behaviour in the description

Rule Description
MaxIQLevels The maximum number of discrete IQ levels
SuperWeapons Super weapons are automatically fired by computer
Production Building/unit production is automatically controlled by computer
GuardArea Newly produced units start in guard area mode
RepairSell Allowed to choose repair or sell of damaged buildings
AutoCrush Automatically try to crush antogonists if possible
Scatter Will scatter from incoming threats (grenades and such)
ContentScan Will consider contents of transport when picking good target
Aircraft Automatically replace aircraft or helicopters
Harvester Automatically replace lost harvesters
SellBack Allowed to sell buildings

Superweapons

These sections control the recharge time for superweapons.

[AirStrike]
RechargeTimeInMins=8
Rule Description
RechargeTimeInMins The time in minutes it takes to fully charge a superweapon

Ion Cannon

[IonCannon]
Damage=300
# ...
Rule Description
Damage The amount if damage an Ion Cannon impact inflicts

Nuclear Strike

[NuclearStrike]
Damage=1500
DamageRadius=6
MultiplayerDamage=750
MultiplayerDamageRadius=3
# ...
Rule Description
Damage The amount if damage a Nuclear explosion inflicts (singleplayer only)
DamageRadius How wide from the impact point the damage happens (in cells - singleplayer only)
MultiplayerDamage The amount if damage a Nuclear explosion inflicts (multiplayer only)
MultiplayerDamageRadius How wide from the impact point the damage happens (in cells - multiplayer only)

Warheads

Warheads are assocatied with bullets, they indicate how the bullet will impact on different armor and the types of walls that it can damage.

List of Warhead names in the rules file:

Warhead Description
SA M16, Pistol etc.
HE Artillery Shell, Gunboat, Nuke, Bazooka etc.
AP Tanks, Adv. Guard Tower, Gun Turret etc.
FIRE Flamthrower, Flame Tank
LASER Obelisk Laser
PB Ion Cannon Beam
FIST Hand to hand combat (not used in game)
FOOT Hand to hand combat (not used in game)
HOLLOW_POINT Commando Sniper Bullets
SPORE Tiberium blossom tree emissions
HEADBUTT Stegosaurus/Triceratops
FEEDME T-Rex/Raptor

Warhead Rules

The following rules can be set for warheads:

[HE]
FriendlyName=High Explosive
SpreadFactor=6
DestroyWalls=true
DestroyWood=true
#...
Rule Description
FriendlyName Human readbable name for this warhead, this is used interally by the Lua API and is not displayed ingame.
SpreadFactor Controls how the damage from this warhead is affected by distance, higher number the less the damage is reduced at range.
DestroyWalls Can this warhead destroy walls?
DestroyWood Can this warhead destroy wooden armor / walls?
DestroyTiberium Can this warhead destroy tiberium?
NoArmorModifier Modifier that controls how much damage targets without armor take. Higher number means they are weak to this warhead, lower means they are resistant. (Flame burns wood fast but not steel etc.)
WoodArmorModifier Modifier that controls how much damage targets with wooden armor take.
AluminumArmorModifier Modifier that controls how much damage targets with aluminum armor take.
SteelArmorModifier Modifier that controls how much damage targets with steel armor take.
ConcreteArmorModifier Modifier that controls how much damage targets with conrete armor take.

Bullets

Bullets are assocatied with weapons, they indicate how a weapon behaves when fired, it's speed and the warhead to use.

List of Bullet names in the rules file:

Bullet Description
SNIPER Commando Bullet
BULLET Minigunner / Technician Pistol
APDS Tank Shells
ARTILLERY_SHELL -
SS_MISSILE Gunboat, Adv. Guard Tower, Mammoth Tank Anti-Infantry
MLRS_ROCKET Rocket Launcher
SAM_MISSILE SAM Site
TOW_MISSILE Bazooka Rocket
FLAME -
CHEMICALS Chem. Warrior Blast
NAPALM_BOMB Airstrike Bombs
GRENADE_BOMB Grenadier
LASER_BEAM Obelisk of Light
NUKE_UP Nuclear Missile leaving a Temple of Nod
NUKE_DOWN Nuclear Missile descending onto it's target
HONEST_JOHN_MISSILE S.S.M Launcher
SPREADFIRE Guard Tower
GORE Stegosaurus/Triceratops
CHEW T-Rex/Raptor

Bullet Rules

The following rules can be set for bullets:

[BULLET]
High=false
AntiAircraft=false
Translucent=false
Arcing=false
#...
Rule Description
FriendlyName Human readbable name for this bullet, this is used interally by the Lua API and is not displayed ingame.
High Does this bullet type fly over walls?
AntiAircraft If this bullet can be fired on aircraft, then this flag will be true.
Translucent If the bullet contains translucent pixels, then this flag will be true. These translucent pixels really are "shadow" pixels in the same style as the shadow cast by regular ground units.
Arcing If this projecile is one that balistically arcs from ground level, up into the air and then back to the ground, where it explodes. Typical uses of this are for grenades and artillery shells.
Homing If the projectile changes course as it flies in order to home in on the projectile's target, then this flag is true. Missiles are typically ones that do this.
Dropping Certain projectiles do not travel horizontally, but rather, vertically -- they drop from a height. Bombs fall into this category and will have this value set to true. Dropping projectiles do not calculate collision with terrain (such as walls).
Invisible Is this projectile invisible? Some bullets and weapon effects are not directly rendered. Small caliber bullets and flame thrower flames are treated like normal projectiles for damage purposes, but are displayed using custom rules.
ProximityArmed Does this bullet explode when near the target? Some bullets only explode if it actually hits the target. Some explode even if nearby.
FlameEquipped Does this projectile spew puffs of smoke out its tail while it travels? Missiles are prime examples of this projectile type.
Fueled Should fuel consumption be tracked for this projectile? Rockets are the primary projectile with this characteristic, but even for bullets it should be checked so that bullets don't travel too far.
Faceless Is this projectile without different facing visuals? Most plain bullets do not change visual imagery if their facing changes. Rockets, on the other hand, are equipped with the full 32 facing imagery.
Inaccurate If this is a typically inaccurate projectile, then this flag will be true. Artillery is a prime example of this type.
Warhead This projectile has a certain style of warhead. This value specifies what that warhead type is.
Speed Maximum speed for this bullet type.
RateOfTurn This is the rotation speed of the bullet. It only has practical value for those projectiles that performing homing action during flight -- such as with rockets.
Arming Some projectiles have a built in arming distance that must elapse before the projectile may explode. If this value is non-zero, then this override is applied.
Range Some projectiles have a built in override for distance travelled before it automatically explodes. This value, if non-zero, specifies this distance.

Weapons

List of Weapon names in the rules file:

Weapon Description
NONE Unarmed
RIFLE Commando
CHAIN_GUN Guard Tower
PISTOL Technician
M16 Minigunner
DRAGON Stealth Tank / Orca
FLAMETHROWER -
FLAME_TONGUE Flame Tank
CHEMSPRAY Chem Warrior / Visceroid
GRENADE -
75MM Light Tank
105MM Medium Tank
120MM Mammoth Tank
155MM Artillery
TURRET_GUN -
MAMMOTH_TUSK Mammoth Anti-Air/Infantry Weapon
ROCKER_LAUNCHER -
M60MG APC
TOMAHAWK Gunboat
TOWTWO Adv. Guard Tower
NAPALM Airstrike
OBELISK_LASER BOOM!
NIKE Anti-aircraft missle
HONEST_JOHN SSM launcher
DINO_RAM Stegosaurus/Triceratops
DINO_BITE T-Rex/Raptor

Weapon Rules

The following rules can be set for weapons.

[PISTOL]
FriendlyName=Pistol Bullet
Damage=1
RateOfFire=7
Range=448
Rule Description
FriendlyName Human readbable name for this weapon, this is used interally by the Lua API and is not displayed ingame.
Projectile The type of bullet this weapon fires, see Bullets.
Damage Amount of damage this weapon inflicts, must be between 1 and 255 (inclusive).
RateOfFire How fast this weapon fires, must be between 1 and 255 (inclusive).
Range Range of the weapon, must be greater than zero.

General Rules

These rules can be set for all infantry, units, aircraft and buildings in the RULES.INI

[E1]
BuildLevel=1
ScenarioLevel=1
Prerequisite=NONE
Cost=100
Buildable=true
#...
Rule Description
FriendlyName Human readbable name for this thing, this is used interally by the Lua API and is not displayed ingame.
BuildLevel Minimum build level required to allow building this thing - must be between 1-99 (generally should be set to the same value as ScenarioLevel)
ScenarioLevel Minimum level number required to allow building this thing - must be between 1-99
Prerequisite This structure must be built before this thing is available (See Buildings for a list of valid structure names)
Cost The cost of this thing in dollars (percentage of this value actually required is determined by difficulty level)
Buildable Is this a legal thing to allow the player to build?
Flammable Can this thing catch fire?
Speed Means nothing for buildings - must be between 0-255
Strength Hit points this unit has - must be between 0-65535
Houses A list of sides that can build this thing, see Houses for a list of names
PrimaryWeapon See Weapons for a list of names
SecondaryWeapon See Weapons for a list of names
Armor See Armor for a list of names
Ammo Amount of ammo this unit has, a non-zero value required to fire, -1 means infinite ammo (no pausing between shots)
SightRange How many map cells does this thing reveal when it is placed/moves
Reward Number used by AI to calculate reward factor for hunting this unit (Risk is determined by AI using the PrimaryWeapon type)
Crushable Can this thing be crushed?
DetectCloakedObjects Reveal objects like the stealth tank when they are adjacent to this thing
Leader Should this thing be ahead of other things in a group, for example those with weapons are better leaders than those without.
TwoShooter Does this thing fire two shots in rapid succession? (similar to the Advanced Guard Tower, Mammoth Tank, Flame Tank etc.)
HasTheaterSpecificGraphic Does this thing have theater specific graphics the game must load?

Houses

A house identifies a player/AI side.

House Description
NONE Nobody - use this value to prevent anyone from building a thing (if this is used in a list it overrides all other values)
GOODGUY GDI Scum
BADGUY Nod Zealots
NEUTRAL Poor Civilians
JP Dinosaurs
MULTI1 Multiplayer 1
MULTI2 Multiplayer 2
MULTI3 Multiplayer 3
MULTI4 Multiplayer 4
MULTI5 Multiplayer 5
MULTI6 Multiplayer 6

Armor

Armor Description
NONE No Armor
WOOD -
ALUMINUM -
STEEL -
CONCRETE -

Animations

List of animation names that can be used in the rules file:

Animation Description
NONE No Animation
FBALL1 -
GRENADE -
FRAG1 -
FRAG2 -
VEH_HIT1 -
VEH_HIT2 -
VEH_HIT3 -
ART_EXP1 -
NAPALM1 -
NAPALM2 -
NAPALM3 -
SMOKE_PUFF -
PIFF -
PIFFPIFF -
FLAME_N -
FLAME_NE -
FLAME_E -
FLAME_SE -
FLAME_S -
FLAME_SW -
FLAME_W -
FLAME_NW -
CHEM_N -
CHEM_NE -
CHEM_E -
CHEM_SE -
CHEM_S -
CHEM_SW -
CHEM_W -
CHEM_NW -
FIRE_SMALL -
FIRE_MED -
FIRE_MED2 -
FIRE_TINY -
MUZZLE_FLASH -
SMOKE_M -
BURN_SMALL -
BURN_MED -
BURN_BIG -
ON_FIRE_SMALL -
ON_FIRE_MED -
ON_FIRE_BIG -
SAM_N -
SAM_NE -
SAM_E -
SAM_SE -
SAM_S -
SAM_SW -
SAM_W -
SAM_NW -
GUN_N -
GUN_NE -
GUN_E -
GUN_SE -
GUN_S -
GUN_SW -
GUN_W -
GUN_NW -
LZ_SMOKE -
ION_CANNON -
ATOM_BLAST -
CRATE_DEVIATOR -
CRATE_DOLLAR -
CRATE_EARTH -
CRATE_EMPULSE -
CRATE_INVUN -
CRATE_MINE -
CRATE_RAPID -
CRATE_STEALTH -
CRATE_MISSILE -
ATOM_DOOR -
MOVE_FLASH -
OILFIELD_BURN -
TRIC_DIE -
TREX_DIE -
STEG_DIE -
RAPT_DIE -
CHEM_BALL -
FLAG -
BEACON -
FIRE_SMALL_VIRTUAL -
FIRE_MED_VIRTUAL -
FIRE_MED2_VIRTUAL -
FIRE_TINY_VIRTUAL -
BEACON_VIRTUAL -

Infantry

List of Infantry names in the rules file:

Infantry Description
E1 Minigunner
E2 Grenadier
E3 Bazooka
E4 Flamethrower
E5 Chem Warrior
E6 Engineer
RMBO Commando
C1 Civilian 1
C2 Civilian 2
C3 Civilian 3
C4 Civilian 4
C5 Civilian 5
C6 Civilian 6
C7 Civilian 7
C8 Civilian 8
C9 Civilian 9
C10 Civilian 10 (AKA Nikoomba)
MOEBIUS Dr. Moebius - A wonderful plan!
DELPHI Agent Delphi
CHAN Ion Cannon Scientist (AKA Dr. Chan)

Infantry Rules

A few options are available only for Infantry types.

[E5]
Female=false
Crawling=true
CanCapture=false
#...
Rule Description
Female Is this person female?
Crawling Does this person crawl when under fire?
CanCapture Can this person capture an enemy building?
FraidyCat Does this person freak out when out of ammo?
Civilian Is this a civilian?
AvoidsTiberium Do this person not run through tiberium fields?
ImmuneToTiberium Is this unit immune to tiberium? (i.e. will not take damage walking through a field of tiberium)
HasC4Charges Does this unit have C4 charges that it can use to blow up buildings? (like a Commando)
ExplodesUponDeath Does this explode when it dies? (like a Grendier or Flamethrower)
DeathExplosionAnimation Animation to use when exploding upon death; see Animations for a list of valid values
DeathExplosionWarhead Warhead that causes the death explosion; see Warheads for a list of valid values
DeathExplosionDamage Damage inflicted by the death explosion

Units

List of Unit names in the rules file:

Unit Description
LTNK Light Tank
MTNK Medium Tank
HTNK Mammoth Tank
STNK Stealth Tank
FTNK Flame Tank
VICE Visceroid
APC -
MLRS SSM-launcher
JEEP Humm-Vee
BGGY Nod Buggy
HARV Harvester
ARTY Artillery
MSAM Rocket Launcher
LST Hovercraft
MHQ Mobile HQ
BOAT Gunboat
MCV -
BIKE Recon Bike
TRIC Triceratops
TREX T-Rex
RAPT Raptor
STEG Stegosaurus

Unit Rules

A few options are available only for Unit types.

[JEEP]
CanBeFoundInCrate=true
LimitedFacings=false
CanCrushInfantry=false
CanHarvest=false
#...
Rule Description
CanBeFoundInCrate Include in multiplayer crate gifts?
LimitedFacings Only has eight static frames?
CanCrushInfantry -
CanHarvest -
RadarEquipped Has a rotating radar dish?
HasFireAnimation -
LockTurret No turret rotation (Artillery for example)
HasTracks Does this unit lay tracks while moving?
Huge (Harverter/MVC for example)
CanCloak -
ConstantAnimation Constantly changes? (Visceroid for example)
UnitSpeed This value modifies the base speed based on type. See Unit Speed Types for names.
RateOfTurn How fast this unit can rotate, must be between 0-255.
CanTransportInfantry Can this unit hold infantry? (like an APC - note units other than APC will work fine but may have graphical glitches as the frames are missing for the load/unload of troops; note: Hovercraft cannot deliver a unit that can hold infantry, the Hovercraft will simply arrive empty and leave)
TransportCapacity The amount of infantry this unit can hold
Repairable Can you repair this unit in a repair bay?
HasCrew Is their crew inside that will appear when destroyed
TurretEquipped Is there a turret attached?
SelfRepair Can this unit repair itself? (similar to a Mammoth Tank)
ExplodesUponDeath Does this explode when it dies? (like a Grendier or Flamethrower)
DeathExplosionAnimation Animation to use when exploding upon death; see Animations for a list of valid values
DeathExplosionWarhead Warhead that causes the death explosion; see Warheads for a list of valid values
DeathExplosionDamage Damage inflicted by the death explosion

Unit Speed Types

Unit Speed Description
FOOT -
TRACK Tank
HARVESTER -
WHEEL Hum-vee etc.
WINGED ??? (not used)
HOVER Hovercraft
FLOAT Gunboat

Aircraft

List of Aircraft names in the rules file:

Aircraft Description
TRAN Chinook
A10 Airstrike
HELI Apache
C17 Cargo Plane
ORCA -

Aircraft Rules

A few options are available only for Aircraft types.

[ORCA]
CantHover=false
CanLand=false
#...
Rule Description
CantHover Must be constantly moving (Cargo Plane/A10)
CanLand Can actually land (not Cargo Plane/A10)
HasRotor Has rotor blades (Apache/Chinook)
RateOfTurn How fast this aircraft can rotate, must be between 0-255.
CanTransportInfantry Can this thing hold infantry? (like an Chinook - note units other than Chinook will work fine but may have graphical glitches as the frames are missing for the load/unload of troops)
TransportCapacity The amount of infantry this aircraft can hold
Repairable Can you repair this aircraft in a repair bay?
HasCrew Is their crew inside that will appear when destroyed
TurretEquipped Is there a turret attached?

Buildings

List of Building names in the rules file:

Building Description
WEAP Weapons Factory
GTWR Guard Tower
ATWR Adv. Guard Tower
OBLI Obelisk
HQ Comms Center
GUN Gun Turret
FACT Construction Yard
PROC Refinery
SILO -
HPAD Helipad
SAM SAM Site
AFLD Airfield
NUKE Power Plant
NUK2 Adv. Power Plant
HOSP Hospital
PYLE Barracks
FIX Repair Bay
BIO Bio Lab
HAND Hand of Nod
TMPL Temple of Nod
EYE Adv. COmms Center
MISS Technology Center
ARCO Oil Tanker
V01 Civilian Building
V02 Civilian Building
V03 Civilian Building
V04 Civilian Building
V05 Civilian Building
V06 Civilian Building
V07 Civilian Building
V08 Civilian Building
V09 Civilian Building
V10 Civilian Building
V11 Civilian Building
V12 Civilian Building
V13 Civilian Building
V14 Civilian Building
V15 Civilian Building
V16 Civilian Building
V17 Civilian Building
V18 Civilian Building
V19 Civilian Building
V20 Civilian Building
V21 Civilian Building
V22 Civilian Building
V23 Civilian Building
V24 Civilian Building
V25 Civilian Building
V26 Civilian Building
V27 Civilian Building
V28 Civilian Building
V29 Civilian Building
V30 Civilian Building
V31 Civilian Building
V32 Civilian Building
V33 Civilian Building
V34 Civilian Building
V35 Civilian Building
V36 Civilian Building
V37 Civilian Building
SBAG Sandbags
CYCL Chain-Link Fence
BRIK Concrete Wall
BARB Barbed Wire
WOOD Wooden Fence

Building Rules

A few options are available only for Building types.

[FACT]
Bibbed=true
Wall=false
Factory=true
#...
Rule Description
Bibbed Has a dirt patch below the structure?
Wall Is a wall?
Factory Produces things? (units/infantry/aircraft)
SimpleDamage Shows no damage until destroyed?
Captureable Can this building be captured?
FixedSpeedAnimation Run building animation at the same speed always?
Unsellable Can this building not be sold?
FactoryType What type of thing does this factory produce?
StorageCapacity Tiberium storage
PowerOutput Amount of power this structure generates
PowerInput Amount of power this structure uses
Sturdy ???
Repairable Can you repair this building?
HasCrew Is their crew inside that will appear when destroyed
TurretEquipped Is there a turret attached?

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