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01. RULES.INI Full Guide
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!
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 |
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
|
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
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) |
| 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. |
| 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. |
| 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). |
| 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. |
| 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? |
| 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 |
| 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 |
- |
| 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. |
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? |
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.
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 |
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 |
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 |
[IonCannon]
Damage=300
# ...| Rule | Description |
|---|---|
Damage |
The amount if damage an Ion Cannon impact inflicts |
[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 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 |
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 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 |
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. |
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 |
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. |
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? |
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 | Description |
|---|---|
NONE |
No Armor |
WOOD |
- |
ALUMINUM |
- |
STEEL |
- |
CONCRETE |
- |
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 |
- |
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) |
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 |
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 |
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 | Description |
|---|---|
FOOT |
- |
TRACK |
Tank |
HARVESTER |
- |
WHEEL |
Hum-vee etc. |
WINGED |
??? (not used) |
HOVER |
Hovercraft |
FLOAT |
Gunboat |
List of Aircraft names in the rules file:
| Aircraft | Description |
|---|---|
TRAN |
Chinook |
A10 |
Airstrike |
HELI |
Apache |
C17 |
Cargo Plane |
ORCA |
- |
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? |
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 |
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? |