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BuildingTypes: Difference between revisions

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extracted corrected arrays into a new article
Correcting YR link
Line 11: Line 11:
I have previously posted the corrected [[Animations]] array for YR, and now I'm posting the corrected BuildingTypes arrays as well. When you write AI scripts, you can just use the exact number on the left of the building, no need to do funky +1 conversions (131072 in fact does affect the functionality, see [[ScriptActions#Building Indices]]).
I have previously posted the corrected [[Animations]] array for YR, and now I'm posting the corrected BuildingTypes arrays as well. When you write AI scripts, you can just use the exact number on the left of the building, no need to do funky +1 conversions (131072 in fact does affect the functionality, see [[ScriptActions#Building Indices]]).


See corrected BuildingTypes arrays for: [[BuildingTypes/Corrected BuildingTypes arrays#For_Tiberian_Sun|Tiberian Sun]], [[BuildingTypes/Corrected BuildingTypes arrays#For_Red_Alert_2|Red Alert 2]], [http://modenc.renegadeprojects.com/BuildingTypes/Corrected_BuildingTypes_arrays#For_Yuri.27s_Revenge Yuri's Revenge]
See corrected BuildingTypes arrays for: [[BuildingTypes/Corrected BuildingTypes arrays#For_Tiberian_Sun|Tiberian Sun]], [[BuildingTypes/Corrected BuildingTypes arrays#For_Red_Alert_2|Red Alert 2]], [[BuildingTypes/Corrected_BuildingTypes_arrays#For_Yuri.27s_Revenge|Yuri's Revenge]]
== Applicable INI Flags ==
== Applicable INI Flags ==



Revision as of 11:19, 13 April 2008

This page should correctly be named "[BuildingTypes]"; it is wrong due to technical restrictions.



[BuildingTypes] in TS through YR defines an array of structures that exist in the game. Unlike most other object arrays in the game, this one's order is very important - AI Scripts can only attack a specific BuildingType via its index in this array. So, reordering it is not advised. However, there are several errors in the default array that really should be corrected by any modder. See next section.

Note that structures can be loaded into the game even without being in this list, if they are referenced by a tag that points to a BuildingType. For example, setting PrismType=ATESLA is enough to assure ATESLA will be loaded as a valid structure even without being in this array. However, this is not a good idea - such objects have no guaranteed load order, so you cannot be sure what index to address them by.

The corrected BuildingTypes arrays

Westwood messed up a lot of object arrays in the rules(md).ini. While this proved no problem for them, due to their map editor, which was built to parse the INIs the same way RA2 did, and was actually usable unlike FinalAlert, and their AI Editor, this can cause a lot of problems for modders that write all their scripts by hand.

I have previously posted the corrected Animations array for YR, and now I'm posting the corrected BuildingTypes arrays as well. When you write AI scripts, you can just use the exact number on the left of the building, no need to do funky +1 conversions (131072 in fact does affect the functionality, see ScriptActions#Building Indices).

See corrected BuildingTypes arrays for: Tiberian Sun, Red Alert 2, Yuri's Revenge

Applicable INI Flags

This table is only valid for YR 1.001. Other games/versions might use a different table. Be sure to check the flag's own page for more detailed information. The flags in the list are initially listed in the order they are read by the game, click the column headings to sort differently.

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 ?


BuildingType
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID Template:TTL Terrain Tile Name ""
Rules(md).ini Object's ID Template:TTL BuildCategory 0
Rules(md).ini Object's ID Template:TTL int ?
Rules(md).ini Object's ID Template:TTL int ?
Rules(md).ini Object's ID Template:TTL int ?
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL XYZ {0;0;0}
Rules(md).ini Object's ID Template:TTL XYZ {0;0;0}
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 3
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 1
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 1
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 1
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int -1
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 0
Rules(md).ini Object's ID Template:TTL int 25
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL EVAVoice ""
Rules(md).ini Object's ID Template:TTL boolean 0
Art(md).ini Object's Image Template:TTL XY {0;0;0}
Art(md).ini Object's Image Template:TTL XY {0;0;0}
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL AbstractID 0
Rules(md).ini Object's ID Template:TTL VehicleType 0 +
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL boolean 0
Rules(md).ini Object's ID Template:TTL InfantryType 0 +
Rules(md).ini Object's ID Template:TTL VehicleType 0 +
Rules(md).ini Object's ID Template:TTL BuildingType 0 +
Rules(md).ini Object's ID Template:TTL float 1.0
Rules(md).ini Object's ID Template:TTL float 1.0
Rules(md).ini Object's ID Template:TTL float 1.0
Rules(md).ini Object's ID Template:TTL float 1.0
Rules(md).ini Object's ID Template:TTL float 1.0
Rules(md).ini Object's ID Template:TTL boolean 1
Rules(md).ini Object's ID Template:TTL Sound ""
Rules(md).ini Object's ID Template:TTL Sound ""
Rules(md).ini Object's ID Template:TTL Sound ""
Rules(md).ini Object's ID Template:TTL Sound ""
Rules(md).ini Object's ID Template:TTL Sound ""
Rules(md).ini Object's ID Template:TTL Sound ""
Rules(md).ini Object's ID Template:TTL Sound ""
Rules(md).ini Object's ID Template:TTL boolean 0
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