ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

ScriptTypes/ScriptActions

From ModEnc
(Redirected from ScriptActions)
Jump to navigation Jump to search

Script actions are the steps that determine what each script actually does, in the same vein as actions determine what a trigger does.

The following action types are available:

Parameters Description
P1 (Script Action) P2 (Argument)
0 Quarry Type#12 Attack Quarry Type

This instructs the team to approach and attack a target that fits the quarry type (target category)1 specified by the second parameter. Target selection from this category is based on nearest/first built depending on the scan range defined by TargetDistanceCoefficientDefault or its technotype override of TargetDistanceCoefficient.

These attack missions are inherently self-repeating. For example, when executing script action 0,2 ("attack building"), the task force will attack the next building when the current building being attacked is destroyed and will continue to destroy enemy buildings until there are no more left. When no more targets are left to attack (either destroyed or inaccessible), the script action is complete and the task force moves on to execute the next script action, if any.

Note that the completion of this script action can get cut short in case the task force gets destroyed or runs out of ammo.

The following are the quarry type values which can be used:

Value Quarry Type Description
0 N/A Cancel attack mission
1 Anything Enemy vehicle, aircraft, infantry or building. Target selection works the same as in the "Hunt" mission (see action 11 below). However, unlike in Hunt, if the team is attacked, it will retaliate and pursue the attackers, provided that the team has Suicide=no.
2 Structures Enemy building
3 Harvesters, Refineries, and Silos /
Ore Miners
Enemy vehicle with Harvester=yes set.
In Tiberian Sun, this quarry also includes enemy Tiberium Refineries and Silos.
4 Infantry Enemy infantry
5 Vehicles Enemy vehicle
6 Factories Enemy building with Factory set
7 Base Defenses Enemy building with IsBaseDefense=yes set
8 Base Threats Enemy unit approaching (or already in) its base and which are in an attack mission
9 Power Plants Enemy building with a positive Power value set
Red Alert 2 additions
10 Occupiable Building with CanBeOccupied=yes set (usually neutral structures)
11 Tech Buildings Building with NeedsEngineer=yes set (usually neutral tech buildings)
1 Waypoint#2 Attack Waypoint

This instructs the team to use the task force to attack the waypoint number specified by the second parameter. If any members have Infiltrate=yes set they will enter the structure at the waypoint. Members with Engineer=yes set will capture the structure provided it does not have Capturable=no set or if it has NeedsEngineer=yes set. Members with Agent=yes set will spy on the structure if it has Spyable=yes set. Members that do not have Assaulter=no set will garrison the structure if it has CanBeOccupied=yes set. Members with C4=yes set will blow up the structure if does not have CanC4=no set. If there is no building at the specified waypoint, the task force will attack the ground when reaching in range of the waypoint. Refer Waypoints for details on waypoint.

2 0 Go Berzerk
Logic related to Go Berzerk, as a whole or in part, is obsolete in Tiberian Sun to Yuri's Revenge.

Would have caused cyborg infantry in the team to go berserk. This action is obsolete, so the team simply moves on to the next action in the script, if present.

3 Waypoint#2 Move To Waypoint

This instructs the team to use the task force to move to the waypoint number specified by the second parameter. Refer Waypoints for details on waypoint.

Tip: You can use this action to get a team to move to waypoint no. 99 (just about every map has this defined as the center point) - that will mean it will always strive to get to the center of the map, providing a good vantage point from which to perform further actions and giving the impression that the computer is scouting for enemies.

4 Cell#2 Move Into Specific Cell

This instructs the team to use the task force to move into the Cell specified by the second parameter. Cell number in the second parameter uses formula of (Y * 128) + X. With modulus operator being used to compute the X value from the given parameter, even if the X values used in the formula is 128 or higher, the resultant X value is limited to between 0 and 127. This action can be used when you want the team to trigger a specific action (when the game tests for the cell tag being entered). Cell tags are attached to cells and are used to trigger events and thus fire actions when that cell is entered by a unit (or any unit from the task force). Refer CellTags for details on cell tags.

5 Time3 Guard Area

This instructs the team to put the task force into Guard Mode for the amount of time specified. Units will move to attack enemy units that fall within their range. After guarding for the amount of time specified, the team will move on to execute its next script action.

6 Line#2 Jump To Line #

This is used to repeat script actions within the script. The second parameter is the action line number of the script type that you want to jump to.
Note: Script action index starts at 0 whereas the line number starts at 1. So, to jump to the first script action whose index is 0, use {{{1}}} for this script. Jump to line number could be specified to any of the preceding line numbers, not just to the first script action to create a loop of actions.

7 0 Force Player Win

Forces a game win condition for the owner of the team (they win the game).

8 Unload Behaviour#2 Unload

If the task force contains a unit or units that have a valid Passengers value set, and those units contain passengers, this command will make the units inside the transport(s) disembark. Note that once the passengers have disembarked, the transport itself is suspended until given a new mission and is therefore no longer considered a part of this task force - this means that you cannot, for example, get units to disembark, do something, then get back into the transport in the same script. The second parameter can be used to control what happens to the transport after it 'deploys' its cargo:

Value Description
0 Keep transports and units - all remain in the team and execute the remainder of the script
1 Keep transport and lose the units - only the transport will execute the remainder of the script
2 Lose transport and keep units - only the units will execute the remainder of the script
3 Lose transports and lose units - nothing executes the remainder of the script
9 0 Deploy

If the task force contains a unit or units that are able to deploy (for example a unit which DeploysInto a [BuildingType] or has any of Deployer=yes, DeployFire=yes, DeployToFire=yes set) then this action causes them to deploy at the current cell they are occupying (same effect as selecting a unit and pressing the Deploy key as defined in KEYBOARD.INI or clicking the relevant button on the Advanced Command Bar).

10 0 Follow Friendlies

This command causes the task force to follow the nearest friendly unit when it moves although it will not function as if it is 'guarding' the unit. The following is not permanent, when the task force is assigned another mission it abandons the following.

Tip: If the secondary (support) team has this as the first line in its script, then it will escort the primary team.

11 Mission#2 Assign New Mission

The objects in the task force are assigned the mission defined by the second parameter.

Not all of the available mission types are applicable to teams; those that are, such as Sleep, Sticky, Guard, Area Guard, Hunt, are perpetual by nature so once assigned to a team, the units in the team will remain in that mission until those units are destroyed, the team is dissolved, or the units are recruited into another team and given a different mission. Because the missions are never-ending, this script action can't finish and move to the next script action. Thus, this script action is best given as the last script action in the script.

The following are valid settings for the second parameter:

Value Name Description
Tiberian Sun and Firestorm
0 Sleep object sits around and plays dead, will not acquire targets
1 Attack special attack mission used by AI team types (utilizes threat rating logic)
2 Move simply moving to destination
3 QMove special move to destination after other queued moves occur
4 Retreat object runs away (may even leave the map)
5 Guard object sits around and will engage an enemy that falls within its weapon range
6 Sticky just like guard mode, except the object will engage enemies but not pursue them
7 Enter enter building or transport
8 Capture engineer entry logic used by MultiEngineer
9 Harvest the loop controlling harvesting of tiberium and dumping at a Refinery
10 Area Guard guard the general area where the object starts at
11 Return return to co-ordinating object (e.g. spawned object returns to the spawner)
12 Stop stop moving or firing at the first available opportunity
13 Ambush force fire (units with Infiltrate=yes will enter target if possible)
14 Hunt scan for and attack enemies wherever they may be on the map. Chooses the target based on threat or first built. See TargetDistanceCoefficientDefault for more information. Will not retaliate if attacked.
15 Unload while dropping off cargo
16 Sabotage unit runs to place C4 on a building
17 Construction structures use this when building up after initial placement
18 Selling structures use this for deconstruction after being sold
19 Repair used when repairing an object (e.g. Service Depot)
20 Rescue special team over-ride mission
21 Missile nuke Silo special launch missile mission
22 Harmless object doesn't fire and is not considered in any threat scan
23 Open while opening or closing a gate to allow passage
24 Patrol patrol a series of waypoints
Red Alert 2 and Yuri's Revenge
0 Sleep object sits around and plays dead, will not acquire targets
1 Attack special attack mission used by AI team types (utilizes threat rating logic)
2 Move simply moving to destination
3 QMove special move to destination after other queued moves occur
4 Retreat object runs away (may even leave the map)
5 Guard object sits around and will engage an enemy that falls within its weapon range
6 Sticky just like guard mode, except the object will engage enemies but not pursue them
7 Enter enter building or transport
8 Capture engineer entry logic used by MultiEngineer
9 Eaten unit enters a grinder
10 Harvest the loop controlling harvesting of Ore and dumping at a Refinery
11 Area Guard guard the general area where the object starts at
12 Return return to co-ordinating object (e.g. spawned object returns to the spawner)
13 Stop stop moving or firing at the first available opportunity
14 Ambush force fire (units with Infiltrate=yes will enter target if possible)
15 Hunt scan for and attack enemies wherever they may be on the map
16 Unload while dropping off cargo (e.g. Landing Craft unloading passengers)
17 Sabotage unit runs to place C4 on a building or Ivan goes to place bomb on object
18 Construction structures use this when building up after initial placement
19 Selling structures use this for deconstruction after being sold
20 Repair used when repairing an object (e.g. Service Depot)
21 Rescue special team over-ride mission
22 Missile nuke silo special launch missile mission
23 Harmless object doesn't fire and is not considered in any threat scan
24 Open while opening or closing a gate to allow passage
25 Patrol patrol a series of waypoints
26 Paradrop Approach object is approaching the paradrop site
27 Paradrop Overfly object is flying over the paradrop site (i.e. dropping the paratroopers)
28 Wait paused and awaiting next mission
29 Attack (again) (special duplicate) used when units are deployed to fire (e.g. weapons with an area fire effect)
Yuri's Revenge additions
30 Spyplane Approach object is flying towards target
31 Spyplane Overfly object is flying over the target
12 Global Variable#2 Set Global Variable

The global variable number specified in the second parameter is defined as being 'set' (it is allocated a value of '1' or 'true'). This should be employed in specific map files only. This is part of the boolean logic employed by the global variables system in the game engine.

13 Sequence#2 Play Idle Anim Sequence

If the task force contains a unit or units that use SHP graphics (i.e. infantry) then the relevant idle SHP sequence is displayed as defined by the frame numbering system in ART.INI. Parameter 0 for Idle1 and 1 for Idle2.

14 0 Load Onto Transport

If the task force contains a unit or units that have a valid Passengers value set, and units whose Size and PhysicalSize settings allow them to be carried by that transport, this command will make the units enter the transport.

15 Waypoint#2 Spy On Structure At Waypoint

Should be used only for units with Infiltrate=yes and Agent=yes set. This instructs the task force to enter the structure at the waypoint number specified by the second parameter and spy on the structure if it has Spyable=yes set. If there is no building at the specified waypoint, the task force may not activate correctly and will just remain in their last mission. Refer Waypoints for details on waypoint.

16 Waypoint#2 Patrol To Waypoint

This is similar to Move to waypoint. This instructs the team to use the task force to move to the waypoint number specified by the second parameter. The difference is that the units in the task force will move out of their patrol route to actively go and engage any enemy objects that are within their Sight as they move to the waypoint.

Note: This patrol mission eats up processor time, because the task force will scan for enemy objects with each movement. If you have a lot of task forces (or lots of units in them) engaged in this mission, you will experience slowdown in the game - this is one reason why the single player missions are comparatively slow, they use this mission a lot. The rate at which the scanning for targets whilst in this mission is controlled by the PatrolScan statement in the [AI]section of RULES.INI. Refer Waypoints for details on waypoint.

17 Script#2 Change Script
Logic related to Change Script, as a whole or in part, is obsolete in Tiberian Sun.

Very handy and under utilized - this instructs the task force to execute another script. The second parameter specifies the number of the script type to execute as listed in the [ScriptTypes] table (consider the table as being numbered starting at 0 for this purpose).

Appears not to work, at least in Tiberian Sun.

18 Team#2 Change Team

This instructs the task force to switch to another team. The second parameter specifies the number of the team type to switch to as listed in the [TeamTypes] table (consider the table as being numbered starting at 0 for this purpose).

Note: The game loads team types from ai(md).ini first, then aifs.ini second (if applicable), and the current map last. Because this action refers to a team by its index, it's prone to break as the index will change whenever you add or remove teams from any of the AI INIs. Therefore it is not recommended to use this action. A much more reliable method is to use trigger actions to recruit the units to a new team, as triggers refer to teams by their names, not indexes.

19 0 Panic

If the task force contains a unit or units that have Fraidycat=yes set then they will run around aimlessly, using the Panic animation from their sequence as defined in ART.INI. Normally used for the civilian units. Units that do not fulfil this criteria lie down and act as if prone.

20 House#2 Change House Ownership

Used in single player missions on specific map files only, this changes ownership of the entire team to the house number specified by the second parameter.

21 0 Scatter

This instructs the task force to scatter (same effect as selecting a group of units and pressing the Scatter key as defined in KEYBOARD.INI).

22 0 Afraid & Run To Shroud

This instructs the task force to behave in a scared manner and it will run to the nearest shrouded cell. The task force will not actively engage in combat, will not acquire targets and will not retaliate (it will scatter instead if attacked).

23 0 Force Player Loss

Forces a game loss condition for the owner of the team (they lose the game).

24 Speech#2 Play Speech

This instructs the task force to play one of the Sofia or EVA voices (depending upon the ParentCountry or the owner of this task force). The second parameter is the number of the sound to be played from the [DialogList] in the EVA.INI (note that you should consider this list as being numbered from 0 instead of 1 to get the correct numbering convention).

25 Sound#2 Play Sound

This instructs the task force to play one of the generic in game sounds from the [SoundList] in the SOUNDS.INI file.

26 Movie#2 Play Movie

This instructs the task force to play one of the movies from the [Movies] list in the ART.INI file.

27 Theme#2 Play Theme

This instructs the task force to play one of the game soundtracks from the [Themes] list in the Theme.INI file.

28 0 Reduce Tiberium/Ore

Reduces the amount of Tiberium/Ore in the cell that the team is occupying. Used by the special 'weapon' that is inherent with Harvesters/Ore Miners.

29 0 Begin Production

Forces the owner of the team to begin the auto-production process (the AI's behaviour in skirmish games). Should only be used on AI controlled houses.

30 0 Force Sale

Forces the 'fire sale' of all remaining structures owned by the house to which the team belongs.

31 0 Suicide

This instructs the task force to destroy itself. In effect it commits suicide, usually accompanied by an explosion.

32 Time#2 Start Storm In...

Initiates an Ion Storm (TS) or Weather Storm (RA2) after the time specified. In Red Alert 2, this initiates the Weather Storm intro effect (when the screen goes dark prior to the clouds appearing). The effect is set to be delayed by the number of seconds specified by parameter 2.

33 0 End Storm

This forces an end to the active Ion Storm or Weather Storm.

34 Speed#2 Center Map On Team

This will center the screen on the team. The same effect as hitting the Home key as defined in KEYBOARD.INI when the screen centers on your MCV (or the unit defined by the BaseUnit statement in RULES.INI). The second parameter determines the speed at which the 'camera' switches view to the task force with 0 being slow to 4 being fast.

35 Time#2 Shroud Map For Time Interval

This action will shroud the entire map except for the area revealed by the player's own and/or friendly units. The second parameter determines the number of frames for which the map should remain shrouded after which the explored areas are revealed again.

36 Time#2 Reveal Map For Time Interval

This action will reveal the entire map. The second parameter determines the number of frames for which the map should remain revealed after which the map is shrouded again.

37 0 Delete Team Members

Deletes members of this task force from the map.

38 Global Variable#2 Clear Global Variable

The global variable number specified in the second parameter is defined as being 'clear' (it is allocated a value of '0' or 'false'). This should be employed in specific map files only in which the global variable has been defined. This is part of the boolean logic employed by the global variables system in the game engine.

39 Local Variable#2 Set Local Variable

The local variable number specified in the second parameter is defined as being 'set' (it is allocated a value of '1' or 'true'). This should be employed in specific map files only in which the local variable has been defined. This is part of the boolean logic employed by the local variables system in the game engine.

40 Local Variable#2 Clear Local Variable

The local variable number specified in the second parameter is defined as being 'cleared' (it is allocated a value of '0' or 'false'). This should be employed in specific map files only in which the local variable has been defined. This is part of the boolean logic employed by the local variables system in the game engine.

41 0 Unpanic

If the task force contains a unit or units that have Fraidycat=yes set which are currently assigned the Panic= sequence then this action nullifies that effect and the unit(s) adopt their default behaviour.

42 Direction#2 Change Facing

This instructs the task force to turn and face the new direction specified by the second parameter. The facings are as follows:

Value Direction Type5 Direction
0 North Top-Right
1 North-East Right
2 East Bottom-Right
3 South-East Bottom
4 South Bottom-Left
5 South-West Left
6 West Top-Left
7 North-West Top
43 0 Wait Until Fully Loaded

This is always used after members of the task force have entered a transport in the same task force and serves two purposes. The effect of this is that the transport will be used to carry out any subsequent movement or deploy actions but after that it is no longer considered a part of this task force and as such is available to be recruited into new teams. It is this action which enables use of the TransportsReturnOnUnload=yes statement in the corresponding team type entry. The second purpose is to flag the transport as being 'loaded' with passengers and thus is considered in the AI's targeting logic as a potential threat (see the ContentScan entry in the RULES.INI). This action also orders the transport to wait until it is fully loaded before executing any subsequent script actions.

44 0 Unload Truck (TRUCKB to TRUCKA)

Used purely for a graphical effect and applicable uniquely to the [TRUCKB] unit, this has the effect of converting [TRUCKB] into [TRUCKA] to give the impression that the unit has unloaded its cargo. Note: May not work correctly in Red Alert 2 since [TRUCKA] refers to the Demo Truck image which has no 'unloaded' image. Changing the image for the Demo Truck and assigning new units to [TRUCKA] and [TRUCKB] enables use of this logic.

45 0 Load Truck (TRUCKA to TRUCKB)

Used purely for a graphical effect and applicable uniquely to the [TRUCKA] unit, this has the effect of converting [TRUCKA] into [TRUCKB] to give the impression that the unit has been loaded with cargo. Note: May not work correctly in Red Alert 2 since [TRUCKA] refers to the Demo Truck image which has no 'unloaded' image. Changing the image for the Demo Truck and assigning new units to [TRUCKA] and [TRUCKB] enables use of this logic.

46 BwP4 Attack Enemy Structure

Members of this task force attack the enemy structure specified by the second parameter. This action depends upon the type of units in the task force and if certain members have Infiltrate=yes set. Members with Engineer=yes set will capture the structure provided it does not have Capturable=no set or if it has NeedsEngineer=yes set. Members with Agent=yes set will spy on the structure if it has Spyable=yes set. Members that do not have Assaulter=no set will garrison the structure if it has CanBeOccupied=yes set. Members with C4=yes set will blow up the structure if does not have CanC4=no set.

47 BwP4 Move To Enemy Structure

Members of this task force move and stay adjacent to the enemy structure specified by the second parameter.

48 0 Scout

Causes members of this task force to move to a pre-determined point on the map in an attempt to scout an area. The effect is that the task force will move in one randomly chosen direction until it is no longer able to do so which can make it very useful or a waste of time depending on the direction chosen. If you want to continually scout the map, you should loop this script action.

49 0 Register Success

Executing this script action even once in a script by its task force is considered as a success. A script not containing this script action is a fail for its task force. A script containing this script action but the task force being unable to reach and execute this action even once is a fail. These success and failure are used to adjust the current weight defined in AITriggers. Refer AITriggerType's weights.

50 Time Frames Flash

This causes all members of the task force to 'flash', the visual effect you get on an object when you order something to attack it. The second parameter is the number of time frames to flash the unit 'white'.

51 Animation#2 Play Animation

This instructs the task force to play one of the animations from the [Animations] list.

Firestorm addition
52 Talk Bubble#2 Display Talk Bubble

Should be used for single-unit task forces only, this causes a 'talk bubble' to appear above the unit. The second parameter determines which type of talk bubble to display. By default, the game has only three talk bubbles, though it's possible to add more and change what the bubbles represent:

Value Bubble
1 * (generic speech)
2 ? (question, confusion)
3 ! (alert, attention, shout)

Note: The length of time for which the talk bubble is displayed is controlled through the TalkBubbleTime statement in RULES.INI. Refer to the RULES.INI Guide for details of this and the steps to take to enable its inclusion in Red Alert 2.

Red Alert 2 additions
53 0 Gather (At Enemy Base)

This causes the task force to gather together (sometimes used when members of the task force move at different speeds and you want the faster ones to stop while the slower ones catch up) after the previous script action has been executed. If the task force is in an attack mission and moving towards an enemy base, this command is usually executed when the first member of the task force reaches the distance from that base defined by the AISafeDistance statement in RULES.INI.

54 0 Regroup (At Friendly Base)

This causes the task force to regroup, if for example any of its members have become engaged in a base defense mission or strayed away whilst in guard mode, or even the team itself has been suspended for whatever reason. The members regroup directly next to each other leaving no 'gaps' at the nearest available point with sufficient space, and is used, for example, prior to activating the Iron Curtain so that all applicable members are affected (i.e. they fall within its range of effect).

55 0 Activate Iron Curtain On Task Force

If the owner of the task force to which this script is attached also has the Iron Curtain fully charged then it will be fired at this task force. Note that the use of the Iron Curtain in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the AIMinorSuperReadyPercent statement in RULES.INI.

56 BwP4 Chronoshift Task Force to a building

If the owner of the task force to which this script is attached also has the Chronosphere fully charged then it will be used on the task force to transport it to the enemy structure specified by the second parameter, before moving on to the next script action. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the AIMinorSuperReadyPercent statement in RULES.INI.

57 Quarry Type#2 Chronoshift Task Force to a target type

If the owner of the task force to which this script is attached also has the Chronosphere fully charged then it will be used on the task force to transport it to a target that fits the quarry type (target category) specified by the second parameter, before moving on to the next script action. Target selection is based on nearest/first built depending on the scan range defined by TargetDistanceCoefficientDefault or its technotype override of TargetDistanceCoefficient. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the AIMinorSuperReadyPercent statement in RULES.INI.

58 BwP4 Move To Friendly Structure

Members of this task force move and stay adjacent to the friendly structure specified by the second parameter. The structure can be one owned by the owner of the task force or any of its allies.

Yuri's Revenge additions
59 Waypoint#2 Attack Structure At Waypoint

Members of this task force attack the structure at the waypoint specified by the second parameter. This script action is very similar to script action no. 43 although this action does not test for ownership of the structure itself - thus the inclusion of this action allows, for example, InfantryTypes with Engineer=yes set to enter structures owned by the same side for the purposes of repair. This would be the most appropriate action to use to get the AI to repair bridges. Use of this also means that the task force will attack the structure with one of its weapons meaning, for example, that units with C4=yes set will not C4 the building but shoot at it instead. This is useful if you want to get a task force to destroy a nearby occupiable structure instead of entering it in a bid to prevent the enemy getting hold of it - a tactic used in the Yuri's Revenge AI.

60 0 Enter Grinder

Members of this task force will enter the nearest structure with Grinding=yes set if it is owned by the owner of the task force or any of its allies.

61 0 Occupy Tank Bunker

Any VehicleType members of this task force which do not have Bunkerable=no set will enter the nearest vacant structure with Bunker=yes set if it is owned by the owner of the task force or any of its allies.

62 0 Enter Bio Reactor

Any InfantryType members of this task force will enter the nearest structure with InfantryAbsorb=yes set if it is owned by the owner of the task force or any of its allies and has space available.

63 0 Occupy Battle Bunker

Any InfantryType members of this task force with Occupier=yes set will enter the nearest structure (which they own) with CanOccupyFire=yes set.

64 0 Garrison Structure

Any InfantryType members of this task force with Occupier=yes set will enter the nearest (neutral) structure with CanOccupyFire=yes set. This script action is used specifically for this purpose due to action no. 59 (see above) since the logic in Yuri's Revenge has changed so that the unit's weapon is transferred to the structure. Use of this action also allows the computer to repair those structures by sending an InfantryType with Engineer=yes set into them and also allows the AI to differentiate between attacking such a structure and entering it, which is useful if you want the AI to use infantry to destroy an occupiable structure thus preventing its enemy from using it.

1 Quarry as in the sense of prey or target, not mine.

2 For convenience, the "#" symbol refers to a number/index of the object type. For example, "Waypoint#" refers to the index number of the Waypoint in the Waypoints list.

3 Time to guard area. In Tiberian Sun, the time is measured in seconds at default game speed (15 FPS). In Red Alert 2 and Yuri's Revenge, the time is measured in tenths of a minute (multiples of 6 seconds) at normal game speed.

4 Building with Property is the computed value of the building's index in BuildingTypes and the AI's choice for target selection. See the notes below for more information.

5 Note that the internal "compass" is tilted due to the game's dimetric projection, i.e. internal North is top-right, North-East is right, etc.

Notes

Building with Property (BwP) number

This number allows the AI to target a specific instance of a building based on threat or distance when there are multiple instances of the specified building. When there is only one instance of a specified building then there is only one building to select, so the outcome based on options of threat or distance is the same. The computation of this building number is as follows:

Computed Value Description
0 (Hex 0x0) + Building Index Select the instance of the building with least threat
65536 (Hex 0x10000) + Building Index Select the instance of the building with highest threat
131072 (Hex 0x20000) + Building Index Select the instance of the building which is nearest
196608 (Hex 0x30000) + Building Index Select the instance of the building which is farthest

Reference to a building number exceeding the buildings in the BuildingTypes list or using number 262144 or higher, results in a do-nothing script action and the team will move on to execute its next script action.

Threat posed by any number of instances of the same building will all be the same. So, to determine which instance of a building has higher or lower threat, its cumulative threat value is used. For example, if there are some units near a building, its threat rating becomes higher with the additional threat values of the nearby units.

In cases where multiple instances of the specified building have equal threat or are equidistant, AI will choose the one which was constructed first by the target side. If the first was destroyed/sold etc., then the next constructed building becomes target. Friendlies don't pose threat, so it becomes a case of equal threat.

Example of BwP number computation: to make the AI team members select their nearest enemy Allied War Factory, look for the 0-based index of the GAWEAP in the BuildingTypes list (7), add 131072, and use the resulting structure number as the script action parameter: 7 + 131072 = 131079.