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Mission Control

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This section in rules(md).ini specifies behavioural characteristics of objects engaged in missions. These mission types are not singleplayer campaign missions or anything like that. A mission in this sense is something like 'Attack', or 'Area Guard' or 'Harvest'. Something that the computer performs automatically.

Most mission behaviour is hardcoded, but a few values can be overridden in each mission's subsection. New missions cannot be added, and conversely you should not remove any mission's section either.

The available missions depend on the game at hand, with Tiberian Dawn having the least and Red Alert 2/Yuri's Revenge having the most mission types. Most missions have carried over from past games, with the exception being the 'Timed Hunt' mission that only appears in TD.

Available Mission Types

Here are all missions available in each game in the order they are read by the game:

Mission Type Available In Function / Objective
Tiberian Dawn Red Alert Tiberian Sun & Firestorm Red Alert 2 & Yuri's Revenge
Sleep Unit basically plays dead.
Attack Attack mission used by team logic.
Move Move to a destination. Simple as that.
QMove Queued move. Similar to move, but allows queueing movement missions.
Retreat Run away. The INI states that the unit may leave the map too.
Guard Engage any enemy that enters weapons range. The defending unit may follow the aggressor.
Sticky Operates like Guard mode, but the unit will not move from its current location.
Enter Enter a building or transport.
Capture Mission used whenever an Engineer unit enters something.
Harvest Automatic mission used by harvester units. Collect ore, dump it, repeat.
Area Guard Guard the general area around the unit.
Return Head back to refinery.
Stop Halt! Basically, the unit will cease firing and moving whenever it can.
Ambush Wait until discovered.
Hunt Seek out and attack enemy units.
Timed Hunt Wait a while, then go into hunt mission
Unload Unloading cargo, e.g. an APC unloading passengers.
Sabotage C4 mission.
Construction Mission used by buildings when they are initially placed.
Selling Mission used by buildings during deconstruction, i.e. when they're sold.
Repair Used by the Service Depot to repair the docked unit.
Rescue A special override mission. Perhaps used if a critical unit is in danger.
Missile Used by a Nuke Silo when it is firing.
Harmless Unit will not return fire, and is not considered a threat by the AI.
Open Gate structure operation.
Patrol Patrol a series of waypoints. Used by units in a waypoint loop.
Eaten Used by units when entering a grinder.


Applicable INI Flags

These tables show all INI flags applicable1 to Mission Control. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.

Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.

1 "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.


MissionType
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID NoThreat boolean no
Rules(md).ini Object's ID Zombie boolean no
Rules(md).ini Object's ID Recruitable boolean yes
Rules(md).ini Object's ID Paralyzed boolean no
Rules(md).ini Object's ID Retaliate boolean yes
Rules(md).ini Object's ID Scatter boolean yes
Rules(md).ini Object's ID Rate boolean ?
Rules(md).ini Object's ID AARate boolean Same as Rate


Notes

Tiberian Dawn doesn't have a rules.ini. All of the game's rules, including mission types, are hardcoded. However, the mission types available in the game are still listed here for reference.

See Also