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{{WrongTitle|[{{PAGENAME}}]}}
==As an Array Object==


This section of [[Rules|rules(md).ini]] lists all InfantryTypes the game should be able to use. InfantryTypes not listed here cannot be accessed by the game - they don't exist.
The {{tt|[InfantryTypes]}} section of {{Rules}} lists all InfantryTypes{{Sup|[[InfantryTypes#As_an_Object_Class|{{Arr|d}}]]}} that are accessible to the game [[engine]]. InfantryTypes not listed here do not exists as far as the game is concerned even if their objects are defined (although certain references to otherwise unparsed InfantryTypes will add those InfantryTypes to the game's internal *Types array (for example, any InfantryTypes referenced by the {{f|AnimToInfantry|link}} flag will be recognised), you should ''not'' rely on this method for various reasons). You should list all objects in their respective lists to ensure that all objects are parsed correctly.


Okay, that's actually not entirely true. It seems like objects that are parsed by other objects, like [[VehicleTypes]] being called by <tt>[[UndeploysInto]]</tt> or InfantryTypes being referenced by <tt>[[Enslaves]]</tt> are added into the internal *Types arrays as well. However, there is no reason to rely on this method, and you really, really should add your objects to their respective lists.
==As an Object Class==


And you shouldn't expect help on an unlisted object from anyone, either.
InfantryType is a child class of [[TechnoType]] and is used to represent all infantry units in the game.


== Applicable INI Flags ==
=== Applicable INI Flags ===


{{Applicable INI Flags}}
{{Applicable INI Flags}}
Line 16: Line 16:
{{Applicable INI Flags Header|InfantryTypes}}
{{Applicable INI Flags Header|InfantryTypes}}
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Pip}} || Pip
| {{Ini|Rules}} || Object's ID || {{f|Pip|link}} || Pip || ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|OccupyPip}} || Pip
| {{Ini|Rules}} || Object's ID || {{f|OccupyPip|link}} || Pip || ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|OccupyWeapon}} || WeaponType || 0
| {{Ini|Rules}} || Object's ID || {{f|OccupyWeapon|link}} || WeaponType || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|EliteOccupyWeapon}} || WeaponType || 0
| {{Ini|Rules}} || Object's ID || {{f|EliteOccupyWeapon|link}} || WeaponType || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|VoiceComment}} || vector<Sound> || {}
| {{Ini|Rules}} || Object's ID || {{f|VoiceComment|link}} || vector<Sound> || {} ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|DeadBodies}} || vector<Animation> || {}
| {{Ini|Rules}} || Object's ID || {{f|DeadBodies|link}} || vector<Animation> || {} ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|DeathAnims}} || vector<Animation> || {}
| {{Ini|Rules}} || Object's ID || {{f|DeathAnims|link}} || vector<Animation> || {} ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Cyborg}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Cyborg|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|NotHuman}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|NotHuman|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|EnterWaterSound}} || Sound || ""
| {{Ini|Rules}} || Object's ID || {{f|EnterWaterSound|link}} || Sound || "" ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|LeaveWaterSound}} || Sound || ""
| {{Ini|Rules}} || Object's ID || {{f|LeaveWaterSound|link}} || Sound || "" ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Fearless}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Fearless|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Fraidycat}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Fraidycat|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Infiltrate}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Infiltrate|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Ivan}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Ivan|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Occupier}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Occupier|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Assaulter}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Assaulter|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|DetectionDistance}} || int || 0
| {{Ini|Rules}} || Object's ID || {{f|DetectionDistance|link}} || int || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|HarvestRate}} || int || 1
| {{Ini|Rules}} || Object's ID || {{f|HarvestRate|link}} || int || 1 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|C4}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|C4|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Civilian}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Civilian|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Engineer}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Engineer|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|TiberiumProof}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|TiberiumProof|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Agent}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Agent|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Thief}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Thief|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|VehicleThief}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|VehicleThief|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Doggie}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Doggie|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|Deployer}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|Deployer|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|DeployedCrushable}} || boolean || 1
| {{Ini|Rules}} || Object's ID || {{f|DeployedCrushable|link}} || boolean || 1 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|UseOwnName}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|UseOwnName|link}} || boolean || 0 ||
|-
|-
| {{Ini|Rules}} || Object's ID || {{TTL|JumpJetTurn}} || boolean || 0
| {{Ini|Rules}} || Object's ID || {{f|JumpJetTurn|link}} || boolean || 0 ||
|-
|-
| {{Ini|Art}} || Object's Image || {{TTL|Crawls}} || boolean || 1
| {{Ini|Art}} || Object's Image || {{f|Crawls|link}} || boolean || 1 ||
|-
|-
| {{Ini|Art}} || Object's Image || {{TTL|FireUp}} || int || 0
| {{Ini|Art}} || Object's Image || {{f|FireUp|link}} || int || 0 ||
|-
|-
| {{Ini|Art}} || Object's Image || {{TTL|FireProne}} || int || 0
| {{Ini|Art}} || Object's Image || {{f|FireProne|link}} || int || 0 ||
|-
|-
| {{Ini|Art}} || Object's Image || {{TTL|SecondaryFire}} || int || 0
| {{Ini|Art}} || Object's Image || {{f|SecondaryFire|link}} || int || 0 ||
|-
|-
| {{Ini|Art}} || Object's Image || {{TTL|SecondaryProne}} || int || 0
| {{Ini|Art}} || Object's Image || {{f|SecondaryProne|link}} || int || 0 ||
|-
|-
| {{Ini|Art}} || Object's Image || {{TTL|Sequence}} || Sequence Name || 0
| {{Ini|Art}} || Object's Image || {{f|Sequence|link}} || Sequence Name || 0 ||
|}
|}
</onlyinclude>
</onlyinclude>


==See also==
==See Also==
*[[How Object Arrays Work]]
*[[How Object Arrays Work]]


[[Category:InfantryTypes Flags| ]][[Category:Rules(md).ini Sections]]
[[Category:InfantryTypes Flags| ]][[Category:Rules(md).ini Sections]]

Latest revision as of 08:09, 27 November 2009

As an Array Object

The [InfantryTypes] section of Rules(md).ini lists all InfantryTypes that are accessible to the game engine. InfantryTypes not listed here do not exists as far as the game is concerned even if their objects are defined (although certain references to otherwise unparsed InfantryTypes will add those InfantryTypes to the game's internal *Types array (for example, any InfantryTypes referenced by the AnimToInfantry flag will be recognised), you should not rely on this method for various reasons). You should list all objects in their respective lists to ensure that all objects are parsed correctly.

As an Object Class

InfantryType is a child class of TechnoType and is used to represent all infantry units in the game.

Applicable INI Flags

These tables show all INI flags applicable1 to InfantryTypes. 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.

AbstractTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Name string(48 symbols) ID
Rules(md).ini Object's ID UIName string(31 symbol) ""


ObjectTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Image string (31 symbol) Object's ID
Rules(md).ini Object's ID AlphaImage string (31 symbol) ""
Rules(md).ini Object's ID CrushSound Sound (128 symbols) ""
Rules(md).ini Object's ID AmbientSound Sound (128 symbols) ""
Rules(md).ini Object's ID Crushable boolean 0
Rules(md).ini Object's ID Bombable boolean 1
Rules(md).ini Object's ID NoSpawnAlt boolean 0
Rules(md).ini Object's ID AlternateArcticArt boolean 0
Rules(md).ini Object's ID RadarInvisible boolean 0
Rules(md).ini Object's ID Selectable boolean 1
Rules(md).ini Object's ID LegalTarget boolean 1
Rules(md).ini Object's ID Armor Armor 0
Rules(md).ini Object's ID Strength int 0
Rules(md).ini Object's ID Immune boolean 0
Rules(md).ini Object's ID Insignificant boolean 0
Rules(md).ini Object's ID HasRadialIndicator boolean 0
Rules(md).ini Object's ID RadialColor Color 0,0,0
Rules(md).ini Object's ID IgnoresFirestorm boolean 0
Art(md).ini Object's Image UseLineTrail boolean 0
Art(md).ini Object's Image LineTrailColor Color 0,0,0
Art(md).ini Object's Image LineTrailColorDecrement int 16
Art(md).ini Object's Image Theater boolean 0
Art(md).ini Object's Image NewTheater boolean 0
Art(md).ini Object's Image Voxel boolean 0


TechnoTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID LandTargeting int 0
Rules(md).ini Object's ID NavalTargeting int 0
Rules(md).ini Object's ID SpeedType SpeedType 0
Art(md).ini Object's ID CanBeHidden boolean 1
Rules(md).ini Object's ID TypeImmune boolean 0
Rules(md).ini Object's ID WalkRate float 1
Rules(md).ini Object's ID MoveRate float 0
Rules(md).ini Object's ID MoveToShroud boolean 1
Rules(md).ini Object's ID IsTrain boolean 0
Rules(md).ini Object's ID DoubleOwned boolean 0
Rules(md).ini Object's ID GuardRange float->int 0
Rules(md).ini Object's ID Explodes boolean 0
Rules(md).ini Object's ID DeathWeapon WeaponType 0 +
Rules(md).ini Object's ID DeathWeaponDamageModifier float 1.0
Rules(md).ini Object's ID FlightLevel int -1
Rules(md).ini Object's ID IsDropship boolean 0
Rules(md).ini Object's ID PitchAngle float 0.349066
Rules(md).ini Object's ID RollAngle float 0.523599
Rules(md).ini Object's ID PitchSpeed float 0.25
Rules(md).ini Object's ID Locomotor CLSID Teleport
Rules(md).ini Object's ID CloakingSpeed int 7
Rules(md).ini Object's ID ThreatAvoidanceCoefficient float 0.0
Rules(md).ini Object's ID SlowdownDistance int 500
Rules(md).ini Object's ID DeaccelerationFactor float 0.002
Rules(md).ini Object's ID AccelerationFactor float 0.03
Rules(md).ini Object's ID Weight float 1.0
Rules(md).ini Object's ID PhysicalSize float 2.0
Rules(md).ini Object's ID Size float 1.0
Rules(md).ini Object's ID SizeLimit float 0
Rules(md).ini Object's ID HoverAttack boolean 0
Rules(md).ini Object's ID VHPScan VHPScan 0
Rules(md).ini Object's ID MaxDebris int 0
Rules(md).ini Object's ID MinDebris int 0
Rules(md).ini Object's ID DebrisTypes vector<VoxelAnimation> {}
Rules(md).ini Object's ID DebrisMaximums vector<int> {}
Rules(md).ini Object's ID DebrisAnims vector<Animation> {}
Rules(md).ini Object's ID HasTurretTooltips boolean 0
Rules(md).ini Object's ID TurretCount int 0
Rules(md).ini Object's ID WeaponCount int 0
Rules(md).ini Object's ID IsChargeTurret boolean 0
Rules(md).ini Object's ID ClearAllWeapons boolean 0
Rules(md).ini Object's ID Primary WeaponType 0 +
Rules(md).ini Object's ID Secondary WeaponType 0 +
Rules(md).ini Object's ID ElitePrimary WeaponType 0 +
Rules(md).ini Object's ID EliteSecondary WeaponType 0 +
Rules(md).ini Object's ID WeaponX WeaponType 0 +
Rules(md).ini Object's ID EliteWeaponX WeaponType 0 +
Rules(md).ini Object's ID VoiceMove vector<Sound> {}
Rules(md).ini Object's ID VoiceSelect vector<Sound> {}
Rules(md).ini Object's ID VoiceSelectEnslaved vector<Sound> {}
Rules(md).ini Object's ID VoiceSelectDeactivated vector<Sound> {}
Rules(md).ini Object's ID VoiceAttack vector<Sound> {}
Rules(md).ini Object's ID VoiceSpecialAttack vector<Sound> {}
Rules(md).ini Object's ID VoiceDie vector<Sound> {}
Rules(md).ini Object's ID VoiceFeedback vector<Sound> {}
Rules(md).ini Object's ID AuxSound1 Sound ""
Rules(md).ini Object's ID AuxSound2 Sound ""
Rules(md).ini Object's ID CreateSound Sound ""
Rules(md).ini Object's ID DamageSound Sound ""
Rules(md).ini Object's ID ImpactWaterSound Sound ""
Rules(md).ini Object's ID ImpactLandSound Sound ""
Rules(md).ini Object's ID CrashingSound Sound ""
Rules(md).ini Object's ID SinkingSound Sound ""
Rules(md).ini Object's ID VoiceFalling Sound ""
Rules(md).ini Object's ID VoiceCrashing Sound ""
Rules(md).ini Object's ID VoiceSinking Sound ""
Rules(md).ini Object's ID VoiceEnter Sound ""
Rules(md).ini Object's ID VoiceCapture Sound ""
Rules(md).ini Object's ID CloakStop boolean 0
Rules(md).ini Object's ID Storage int 0
Rules(md).ini Object's ID BuildLimit int 2147483647
Rules(md).ini Object's ID Category Category -1
Rules(md).ini Object's ID Dock vector<BuildingType> {} +
Rules(md).ini Object's ID DeploysInto BuildingType 0 +
Rules(md).ini Object's ID UndeploysInto VehicleType 0 +
Rules(md).ini Object's ID PowersUnit VehicleType 0 +
Rules(md).ini Object's ID PoweredUnit boolean 0
Rules(md).ini Object's ID LightningRod boolean 0
Rules(md).ini Object's ID ManualReload boolean 0
Rules(md).ini Object's ID TurretSpins boolean 0
Rules(md).ini Object's ID TiltCrashJumpjet boolean 0
Rules(md).ini Object's ID Turret boolean 0
Rules(md).ini Object's ID TurretRotateSound Sound ""
Rules(md).ini Object's ID EnterTransportSound Sound ""
Rules(md).ini Object's ID LeaveTransportSound Sound ""
Rules(md).ini Object's ID MoveSound vector<Sound> {}
Rules(md).ini Object's ID DieSound vector<Sound> {}
Rules(md).ini Object's ID DeploySound Sound ""
Rules(md).ini Object's ID UndeploySound Sound ""
Rules(md).ini Object's ID ChronoInSound Sound ""
Rules(md).ini Object's ID ChronoOutSound Sound ""
Rules(md).ini Object's ID VoiceHarvest Sound ""
Rules(md).ini Object's ID VoicePrimaryWeaponAttack Sound ""
Rules(md).ini Object's ID VoicePrimaryEliteWeaponAttack Sound ""
Rules(md).ini Object's ID VoiceSecondaryWeaponAttack Sound ""
Rules(md).ini Object's ID VoiceSecondaryEliteWeaponAttack Sound ""
Rules(md).ini Object's ID VoiceDeploy Sound ""
Rules(md).ini Object's ID VoiceUndeploy Sound ""
Rules(md).ini Object's ID EnterGrinderSound Sound ""
Rules(md).ini Object's ID LeaveGrinderSound Sound ""
Rules(md).ini Object's ID EnterBioReactorSound Sound ""
Rules(md).ini Object's ID LeaveBioReactorSound Sound ""
Rules(md).ini Object's ID ActivateSound Sound ""
Rules(md).ini Object's ID DeactivateSound Sound ""
Rules(md).ini Object's ID MindClearedSound Sound ""
Rules(md).ini Object's ID Explosion vector<Animation> {} +
Rules(md).ini Object's ID DestroyAnim vector<Animation> {} +
Rules(md).ini Object's ID NaturalParticleSystem ParticleSystem 0 +
Rules(md).ini Object's ID RefinerySmokeParticleSystem ParticleSystem 0 +
Rules(md).ini Object's ID NaturalParticleLocation XYZ {0;0;0}
Rules(md).ini Object's ID DamageParticleSystems vector<ParticleSystem> {} +
Rules(md).ini Object's ID DestroyParticleSystems vector<ParticleSystem> {} +
Rules(md).ini Object's ID DamageSmokeOffset XYZ {0;0;0}
Rules(md).ini Object's ID DamSmkOffScrnRel boolean 0
Rules(md).ini Object's ID DestroySmokeOffset XYZ {0;0;0}
Rules(md).ini Object's ID RefinerySmokeOffsetOne XYZ {0;0;0}
Rules(md).ini Object's ID RefinerySmokeOffsetTwo XYZ {0;0;0}
Rules(md).ini Object's ID RefinerySmokeOffsetThree XYZ {0;0;0}
Rules(md).ini Object's ID RefinerySmokeOffsetFour XYZ {0;0;0}
Rules(md).ini Object's ID Nominal boolean 0
Rules(md).ini Object's ID DontScore boolean 0
Rules(md).ini Object's ID DamageSelf boolean 0
Rules(md).ini Object's ID Cloakable boolean 0
Rules(md).ini Object's ID GapGenerator boolean 0
Rules(md).ini Object's ID GapRadiusInCells int 0
Rules(md).ini Object's ID SuperGapRadiusInCells int 0
Rules(md).ini Object's ID Teleporter boolean 0
Rules(md).ini Object's ID Sensors boolean 0
Rules(md).ini Object's ID IsGattling boolean 0
Rules(md).ini Object's ID WeaponStages int 0
Rules(md).ini Object's ID RateUp int 0
Rules(md).ini Object's ID RateDown int 0
Rules(md).ini Object's ID StageX int 0
Rules(md).ini Object's ID EliteStageX int 0
Rules(md).ini Object's ID PipScale PipScale 0
Rules(md).ini Object's ID PipsDrawForAll boolean 0
Rules(md).ini Object's ID LeptonMindControlOffset boolean 70
Rules(md).ini Object's ID PixelSelectionBracketDelta boolean 0
Rules(md).ini Object's ID PipWrap int 0
Rules(md).ini Object's ID Prerequisite vector<Prerequisite> {}
Rules(md).ini Object's ID PrerequisiteOverride vector<Prerequisite> {}
Rules(md).ini Object's ID Sight int 0
Rules(md).ini Object's ID ReselectIfLimboed boolean 0
Rules(md).ini Object's ID RejoinTeamIfLimboed boolean 0
Rules(md).ini Object's ID SensorsSight int 0
Rules(md).ini Object's ID DetectDisguiseRange int 0
Rules(md).ini Object's ID BombSight int 0
Rules(md).ini Object's ID LeadershipRating int 5
Rules(md).ini Object's ID MindControlRingOffset int 140
Rules(md).ini Object's ID BuildTimeMultiplier float 1.0
Rules(md).ini Object's ID RevealToAll boolean 0
Rules(md).ini Object's ID Drainable boolean 0
Rules(md).ini Object's ID OpenTopped boolean 0
Rules(md).ini Object's ID ResourceGatherer boolean 0
Rules(md).ini Object's ID ResourceDestination boolean 0
Rules(md).ini Object's ID CanDisguise boolean 0
Rules(md).ini Object's ID PermaDisguise boolean 0
Rules(md).ini Object's ID DetectDisguise boolean 0
Rules(md).ini Object's ID DisguiseWhenStill boolean 0
Rules(md).ini Object's ID CanPassiveAquire boolean 1
Rules(md).ini Object's ID CanRetaliate boolean 1
Rules(md).ini Object's ID CanApproachTarget boolean 1
Rules(md).ini Object's ID CanRecalcApproachTarget boolean 1
Rules(md).ini Object's ID RequiresStolenThirdTech boolean 0
Rules(md).ini Object's ID RequiresStolenSovietTech boolean 0
Rules(md).ini Object's ID RequiresStolenAlliedTech boolean 0
Rules(md).ini Object's ID RequiredHouses House[32] -1
Rules(md).ini Object's ID SecretHouses House[32] -1
Rules(md).ini Object's ID ForbiddenHouses House[32] -1
Rules(md).ini Object's ID TechLevel int 255
Rules(md).ini Object's ID AirstrikeTeam int 0
Rules(md).ini Object's ID EliteAirstrikeTeam int 0
Rules(md).ini Object's ID AirstrikeTeamType AircraftType 0 +
Rules(md).ini Object's ID EliteAirstrikeTeamType AircraftType 0 +
Rules(md).ini Object's ID AirstrikeRechargeTime int 0
Rules(md).ini Object's ID EliteAirstrikeRechargeTime int 0
Rules(md).ini Object's ID Speed int 0
Rules(md).ini Object's ID Cost int 0
Rules(md).ini Object's ID Soylent int 0
Rules(md).ini Object's ID UnloadingClass VehicleType 0 +
Rules(md).ini Object's ID DeployingAnim Animation 0 +
Rules(md).ini Object's ID InitialAmmo int -1
Rules(md).ini Object's ID Ammo int -1
Rules(md).ini Object's ID IFVMode int 0
Rules(md).ini Object's ID AirRangeBonus float 0
Rules(md).ini Object's ID RadialFireSegments int 0
Rules(md).ini Object's ID DeployFireWeapon int 1
Rules(md).ini Object's ID DeployFire boolean 0
Rules(md).ini Object's ID DeployToLand boolean 0
Rules(md).ini Object's ID MobileFire boolean 1
Rules(md).ini Object's ID OpportunityFire boolean 0
Rules(md).ini Object's ID DistributedFire boolean 0
Rules(md).ini Object's ID Reload int 0
Rules(md).ini Object's ID EmptyReload int -1
Rules(md).ini Object's ID ReloadIncrement int 0
Rules(md).ini Object's ID DamageReducesReadiness boolean 0
Rules(md).ini Object's ID ReadinessReductionMultiplier float 0
Rules(md).ini Object's ID BerserkFriendly boolean 0
Rules(md).ini Object's ID SprayAttack boolean 0
Rules(md).ini Object's ID Pushy boolean 0
Rules(md).ini Object's ID Natural boolean 0
Rules(md).ini Object's ID Unnatural boolean 0
Rules(md).ini Object's ID CloseRange boolean 0
Rules(md).ini Object's ID PreventAttackMove boolean 0
Rules(md).ini Object's ID Points int 0
Rules(md).ini Object's ID ThreatPosed int 0
Rules(md).ini Object's ID Owner House[32] {}
Rules(md).ini Object's ID AIBasePlanningSide int -1
Rules(md).ini Object's ID Trainable boolean 1
Rules(md).ini Object's ID Crewed boolean 0
Rules(md).ini Object's ID Gunner boolean 0
Rules(md).ini Object's ID Naval boolean 0
Rules(md).ini Object's ID Repairable boolean 1
Rules(md).ini Object's ID Invisible boolean 0
Rules(md).ini Object's ID RadarVisible boolean 0
Rules(md).ini Object's ID SelfHealing boolean 0
Rules(md).ini Object's ID NoAutoFire boolean 0
Rules(md).ini Object's ID ROT int 0
Rules(md).ini Object's ID Passengers int 0
Rules(md).ini Object's ID FireAngle int 8
Rules(md).ini Object's ID DeployTime float 0.0
Rules(md).ini Object's ID UndeployDelay int -1
Rules(md).ini Object's ID Disableable boolean 1
Rules(md).ini Object's ID ToProtect boolean 0
Rules(md).ini Object's ID TiberiumHeal boolean 0
Rules(md).ini Object's ID ImmuneToVeins boolean 0
Rules(md).ini Object's ID AllowedToStartInMultiplayer boolean 1
Rules(md).ini Object's ID StupidHunt boolean 0
Rules(md).ini Object's ID TargetLaser boolean 0
Rules(md).ini Object's ID HunterSeeker boolean 0
Rules(md).ini Object's ID Crusher boolean 0
Rules(md).ini Object's ID OmniCrusher boolean 0
Rules(md).ini Object's ID OmniCrushResistant boolean 0
Rules(md).ini Object's ID AutoCrush boolean 0
Rules(md).ini Object's ID ImmuneToRadiation boolean 0
Rules(md).ini Object's ID Underwater boolean 0
Rules(md).ini Object's ID BalloonHover boolean 0
Rules(md).ini Object's ID Slaved boolean 0
Rules(md).ini Object's ID Enslaves InfantryType 0 +
Rules(md).ini Object's ID SlaveRegenRate int 0
Rules(md).ini Object's ID SlavesNumber int 0
Rules(md).ini Object's ID SlaveReloadRate int 0
Rules(md).ini Object's ID OpenTransportWeapon int -1
Rules(md).ini Object's ID Spawned int 0
Rules(md).ini Object's ID Spawns AircraftType 0 +
Rules(md).ini Object's ID SpawnRegenRate int 0
Rules(md).ini Object's ID SpawnsNumber int 0
Rules(md).ini Object's ID SpawnReloadRate int 0
Rules(md).ini Object's ID MissileSpawn boolean 0
Rules(md).ini Object's ID DefaultToGuardArea boolean 0
Rules(md).ini Object's ID Warpable boolean 1
Rules(md).ini Object's ID Parasiteable boolean ?
Rules(md).ini Object's ID ImmuneToPsionics boolean ?
Rules(md).ini Object's ID ImmuneToPsionicWeapons boolean ?
Rules(md).ini Object's ID ConsideredAircraft boolean ?
Rules(md).ini Object's ID Bunkerable boolean ?
Rules(md).ini Object's ID Organic boolean ?
Rules(md).ini Object's ID ImmuneToPoison boolean ?
Rules(md).ini Object's ID SuppressionThreshold float 0
Rules(md).ini Object's ID NoShadow boolean 0
Rules(md).ini Object's ID JumpjetTurnRate int 4
Rules(md).ini Object's ID JumpjetSpeed float 14
Rules(md).ini Object's ID JumpjetClimb float 5.0
Rules(md).ini Object's ID JumpjetCrash float 5.0
Rules(md).ini Object's ID JumpjetHeight int 500
Rules(md).ini Object's ID JumpjetAccel float 2.0
Rules(md).ini Object's ID JumpjetWobbles float 0.15
Rules(md).ini Object's ID JumpjetNoWobbles boolean 0
Rules(md).ini Object's ID JumpjetDeviation int 40
Rules(md).ini Object's ID JumpJet boolean 0
Rules(md).ini Object's ID Crashable boolean 0
Rules(md).ini Object's ID AttackFriendlies boolean 0
Rules(md).ini Object's ID AttackCursorOnFriendlies boolean 0
Rules(md).ini Object's ID TurretRecoil boolean 0
Rules(md).ini Object's ID TurretTravel int 2
Rules(md).ini Object's ID TurretCompressFrames int 1
Rules(md).ini Object's ID TurretHoldFrames int 1
Rules(md).ini Object's ID TurretRecoverFrames int 1
Rules(md).ini Object's ID BarrelTravel int 2
Rules(md).ini Object's ID BarrelCompressFrames int 1
Rules(md).ini Object's ID BarrelHoldFrames int 1
Rules(md).ini Object's ID BarrelRecoverFrames int 1
Rules(md).ini Object's ID TiltsWhenCrushes boolean 1
Rules(md).ini Object's ID Accelerates boolean 1
Rules(md).ini Object's ID ZFudgeCliff int 10
Rules(md).ini Object's ID ZFudgeColumn int 5
Rules(md).ini Object's ID ZFudgeTunnel int 10
Rules(md).ini Object's ID ZFudgeBridge int 0
Rules(md).ini Object's ID VeteranAbilities vector<Abilities> 0
Rules(md).ini Object's ID EliteAbilities vector<Abilities> 0
Rules(md).ini Object's ID MyEffectivenessCoefficient float [General]
MyEffectivenessCoefficientDefault
Rules(md).ini Object's ID TargetEffectivenessCoefficient float [General]
TargetEffectivenessCoefficientDefault
Rules(md).ini Object's ID TargetSpecialThreatCoefficient float [General]
TargetSpecialThreatCoefficientDefault
Rules(md).ini Object's ID TargetStrengthCoefficient float [General]
TargetStrengthCoefficientDefault
Rules(md).ini Object's ID TargetDistanceCoefficient float [General]
TargetDistanceCoefficientDefault
Rules(md).ini Object's ID SpecialThreatValue float 0.0
Rules(md).ini Object's ID IsSelectableCombatant boolean 0
Art(md).ini Object's ID UseBuffer boolean 0
Art(md).ini Object's Image Palette filename.pal ?
Art(md).ini Object's Image TurretOffset XYZ {0;0;0}
Art(md).ini Object's Image RotCount int 0
Art(md).ini Object's Image Remapable boolean 0
Art(md).ini Object's Image Normalized boolean 0
Art(md).ini Object's Image VisibleLoad boolean 0
Art(md).ini Object's Image ShadowIndex int 0
Art(md).ini Object's Image DisableVoxelCache boolean 0
Art(md).ini Object's Image DisableShadowCache boolean 0
Art(md).ini Object's Image Cameo filename.shp ""
Art(md).ini Object's Image AltCameo filename.shp ""
Art(md).ini Object's Image WeaponXFLH XYZ {0;0;0}
Art(md).ini Object's Image WeaponXBarrelLength int 0
Art(md).ini Object's Image WeaponXBarrelThickness int 0
Art(md).ini Object's Image WeaponXTurretLocked boolean 0
Art(md).ini Object's Image EliteWeaponXFLH XYZ {0;0;0}
Art(md).ini Object's Image EliteWeaponXBarrelLength int 0
Art(md).ini Object's Image EliteWeaponXBarrelThickness int 0
Art(md).ini Object's Image EliteWeaponXTurretLocked boolean 0
Art(md).ini Object's Image PrimaryFireFLH XYZ {0;0;0}
Art(md).ini Object's Image PBarrelLength int 0
Art(md).ini Object's Image PBarrelThickness int 0
Art(md).ini Object's Image SecondaryFireFLH XYZ {0;0;0}
Art(md).ini Object's Image SBarrelLength int 0
Art(md).ini Object's Image SBarrelThickness int 0
Art(md).ini Object's Image ElitePrimaryFireFLH XYZ {0;0;0}
Art(md).ini Object's Image ElitePBarrelLength int 0
Art(md).ini Object's Image ElitePBarrelThickness int 0
Art(md).ini Object's Image EliteSecondaryFireFLH XYZ {0;0;0}
Art(md).ini Object's Image EliteSBarrelLength int 0
Art(md).ini Object's Image EliteSBarrelThickness int 0
Art(md).ini Object's Image AlternateFLHX XYZ {0;0;0}
Art(md).ini Object's Image TurretNotExportedOnGround boolean 0
Art(md).ini Object's Image SecondSpawnOffset XYZ {0;0;0}
Rules(md).ini Object's ID MovementZone MovementZone ?


InfantryTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Pip Pip
Rules(md).ini Object's ID OccupyPip Pip
Rules(md).ini Object's ID OccupyWeapon WeaponType 0
Rules(md).ini Object's ID EliteOccupyWeapon WeaponType 0
Rules(md).ini Object's ID VoiceComment vector<Sound> {}
Rules(md).ini Object's ID DeadBodies vector<Animation> {}
Rules(md).ini Object's ID DeathAnims vector<Animation> {}
Rules(md).ini Object's ID Cyborg boolean 0
Rules(md).ini Object's ID NotHuman boolean 0
Rules(md).ini Object's ID EnterWaterSound Sound ""
Rules(md).ini Object's ID LeaveWaterSound Sound ""
Rules(md).ini Object's ID Fearless boolean 0
Rules(md).ini Object's ID Fraidycat boolean 0
Rules(md).ini Object's ID Infiltrate boolean 0
Rules(md).ini Object's ID Ivan boolean 0
Rules(md).ini Object's ID Occupier boolean 0
Rules(md).ini Object's ID Assaulter boolean 0
Rules(md).ini Object's ID DetectionDistance int 0
Rules(md).ini Object's ID HarvestRate int 1
Rules(md).ini Object's ID C4 boolean 0
Rules(md).ini Object's ID Civilian boolean 0
Rules(md).ini Object's ID Engineer boolean 0
Rules(md).ini Object's ID TiberiumProof boolean 0
Rules(md).ini Object's ID Agent boolean 0
Rules(md).ini Object's ID Thief boolean 0
Rules(md).ini Object's ID VehicleThief boolean 0
Rules(md).ini Object's ID Doggie boolean 0
Rules(md).ini Object's ID Deployer boolean 0
Rules(md).ini Object's ID DeployedCrushable boolean 1
Rules(md).ini Object's ID UseOwnName boolean 0
Rules(md).ini Object's ID JumpJetTurn boolean 0
Art(md).ini Object's Image Crawls boolean 1
Art(md).ini Object's Image FireUp int 0
Art(md).ini Object's Image FireProne int 0
Art(md).ini Object's Image SecondaryFire int 0
Art(md).ini Object's Image SecondaryProne int 0
Art(md).ini Object's Image Sequence Sequence Name 0


See Also