Maps/Section: Structures
Flag: | Maps/Section: Structures |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
This section simply defines which BuildingTypes are on the map from the start. The section takes the form of a numbered list (the numbering convention is not important but keep them in order to avoid confusion). Each entry in the list takes the following format;-
NUMBER=House,BuildingType,HEALTH,X,Y,DIRECTION,TAG ID,A,B,C,D,E,P1,P2,P3,F,G
NUMBER
Specifies the number of this object for listing purposes. Each line must have an unused value. Keep these in order, although your numbering convention is not important.
House
Specifies the house from the [Houses] section of the map file which will own this object.
BuildingType
Specifies the BuildingType from the RULES file which is placed on the map.
HEALTH
Percentage of this objects Strength= that it has when placed on the map. 1 is minimum, 256 is 100%.
X
Specifies the X co-ordinate of the object on the map, derived in the same manner as waypoints.
Y
Specifies the Y co-ordinate of the object on the map, derived in the same manner as waypoints.
DIRECTION
Specifies the direction the object is facing - '0' is North East, '32' is East, '64' is South East, '96' is South, '128' is South West, '160' is West, '192' is North West and '224' is North.
TAG ID
Specifies the Tag= attached to this object. Put here a tag ID number here if you wish to associate this unit to a trigger. Set this to None for no trigger.
A
Can be set to '0' or '1' and specifies whether or not this object can be sold when owned by the AI should it need to raise funds or a 'fire sale' action is initiated.
B
Can be set to '0' or '1' and specifies whether or not this object should be repaired by the AI if or when it gets damaged.
C
Can be set to '0' or '1' and specifies whether or not this object is powered (i.e. it has full power support).
D
Specifies how many 'powerups' this structure has. Should be set to a value between '0' and '3'. See the RULES.INI Guide for details of adding powerups to structures.
E
Specifies the type of spotlight this structure has by default (the structure requires HasSpotlight=true set). Should be set to '0' (no spotlight), '1' (sweep), '2' (circle) or '3' (follow). Refer to the Some Spotlight Controls section of the RULES.INI Guide for more details on spotlights.
P1
Specifies the BuildingType from the RULES file which acts as Power up #1 for this structure. Make sure you set the D parameter to at least '1' to use this.
P2
Specifies the BuildingType from the RULES file which acts as Power up #2 for this structure. Make sure you set the D parameter to at least '2' to use this.
P3
Specifies the BuildingType from the RULES file which acts as Power up #3 for this structure. Make sure you set the D parameter to '3' to use this.
F
Can be set to '0' or '1' and specifies whether or not this object should be rebuilt (replaced) by the AI if or when it gets destroyed.
G
Can be set to '0' or '1' and specifies whether or not this objects name should be displayed when selected by anyone other than it's owner ('1'), or just display the generic 'enemy structure' string ('0'). Appears not to work in Red Alert 2 as this used the standard Name= tag in Tiberian Sun rather than the UIName= system employed by Red Alert 2.