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BuildingTypes: Difference between revisions

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m changed defaults of XAnimPowered to correct vaues (again, because i missed some)
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| {{Ini|Rules}} || Object's ID || {{f|WaterBound|link}}  || boolean || 0 ||  
| {{Ini|Rules}} || Object's ID || {{f|WaterBound|link}}  || boolean || 0 ||  
|-
|-
| {{Ini|Rules}} || Object's ID || {{f|Adjacent|link}}  || boolean || 3 ||  
| {{Ini|Rules}} || Object's ID || {{f|Adjacent|link}}  || int|| 3 ||  
|-
|-
| {{Ini|Rules}} || Object's ID || {{f|Capturable|link}}  || boolean || 0 ||  
| {{Ini|Rules}} || Object's ID || {{f|Capturable|link}}  || boolean || 0 ||  

Latest revision as of 22:35, 15 August 2019

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

These tables show all INI flags applicable1 to BuildingTypes. 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 ?


BuildingTypes
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID ToTile Terrain Tile Name ""
Rules(md).ini Object's ID BuildCat BuildCategory 0
Rules(md).ini Object's ID AntiInfantryValue int ?
Rules(md).ini Object's ID AntiArmorValue int ?
Rules(md).ini Object's ID AntiAirValue int ?
Rules(md).ini Object's ID HasSpotlight boolean 0
Rules(md).ini Object's ID HalfDamageSmokeLocation1 XYZ {0;0;0}
Rules(md).ini Object's ID HalfDamageSmokeLocation2 XYZ {0;0;0}
Rules(md).ini Object's ID Radar boolean 0
Rules(md).ini Object's ID SpySat boolean 0
Rules(md).ini Object's ID WaterBound boolean 0
Rules(md).ini Object's ID Adjacent int 3
Rules(md).ini Object's ID Capturable boolean 0
Rules(md).ini Object's ID Powered boolean 0
Rules(md).ini Object's ID PoweredSpecial boolean 0
Rules(md).ini Object's ID Overpowerable boolean 0
Rules(md).ini Object's ID Spyable boolean 0
Rules(md).ini Object's ID CanC4 boolean 1
Rules(md).ini Object's ID WantsExtraSpace boolean 0
Rules(md).ini Object's ID Bib boolean 0
Rules(md).ini Object's ID Unsellable boolean 0
Rules(md).ini Object's ID ClickRepairable boolean 1
Rules(md).ini Object's ID CanBeOccupied boolean 0
Rules(md).ini Object's ID CanOccupyFire boolean 0
Rules(md).ini Object's ID ShowOccupantPips boolean 1
Rules(md).ini Object's ID MaxNumberOccupants int 0
Rules(md).ini Object's ID NumImpassableRows int -1
Rules(md).ini Object's ID ProduceCashStartup int 0
Rules(md).ini Object's ID ProduceCashAmount int 0
Rules(md).ini Object's ID ProduceCashDelay int 0
Rules(md).ini Object's ID InfantryGainSelfHeal int 0
Rules(md).ini Object's ID UnitsGainSelfHeal int 0
Rules(md).ini Object's ID RefinerySmokeFrames int 25
Rules(md).ini Object's ID BaseNormal boolean 0
Rules(md).ini Object's ID EligibileForAllyBuilding boolean 0
Rules(md).ini Object's ID EligibleForDelayKill boolean 0
Rules(md).ini Object's ID NeedsEngineer boolean 0
Rules(md).ini Object's ID CaptureEvaEvent EVAVoice ""
Rules(md).ini Object's ID ProtectWithWall boolean 0
Art(md).ini Object's Image MuzzleFlashX XY {0;0;0}
Art(md).ini Object's Image DamageFireOffsetX XY {0;0;0}
Rules(md).ini Object's ID Wall boolean 0
Rules(md).ini Object's ID Weeder boolean 0
Rules(md).ini Object's ID Helipad boolean 0
Rules(md).ini Object's ID OrePurifier boolean 0
Rules(md).ini Object's ID FactoryPlant boolean 0
Rules(md).ini Object's ID Factory AbstractID 0
Rules(md).ini Object's ID FreeUnit VehicleType 0 +
Rules(md).ini Object's ID HoverPad boolean 0
Rules(md).ini Object's ID IsTemple boolean 0
Rules(md).ini Object's ID IsPlug boolean 0
Rules(md).ini Object's ID SecretInfantry InfantryType 0 +
Rules(md).ini Object's ID SecretUnit VehicleType 0 +
Rules(md).ini Object's ID SecretBuilding BuildingType 0 +
Rules(md).ini Object's ID InfantryCostBonus float 1.0
Rules(md).ini Object's ID UnitsCostBonus float 1.0
Rules(md).ini Object's ID AircraftCostBonus float 1.0
Rules(md).ini Object's ID BuildingsCostBonus float 1.0
Rules(md).ini Object's ID DefensesCostBonus float 1.0
Rules(md).ini Object's ID TogglePower boolean 1
Rules(md).ini Object's ID BuildupSound Sound ""
Rules(md).ini Object's ID PackupSound Sound ""
Rules(md).ini Object's ID CreateUnitSound Sound ""
Rules(md).ini Object's ID UnitExitSound Sound ""
Rules(md).ini Object's ID UnitEnterSound Sound ""
Rules(md).ini Object's ID WorkingSound Sound ""
Rules(md).ini Object's ID NotWorkingSound Sound ""
Rules(md).ini Object's ID UnitRepair boolean 0
Rules(md).ini Object's ID UnitReload boolean 0
Rules(md).ini Object's ID Bunker boolean 0
Rules(md).ini Object's ID Cloning boolean 0
Rules(md).ini Object's ID Grinding boolean 0
Rules(md).ini Object's ID UnitAbsorb boolean 0
Rules(md).ini Object's ID InfantryAbsorb boolean 0
Rules(md).ini Object's ID SecretLab boolean 0
Rules(md).ini Object's ID DockUnload boolean 0
Rules(md).ini Object's ID Gate boolean 0
Rules(md).ini Object's ID SAM boolean 0
Rules(md).ini Object's ID ConstructionYard boolean 0
Rules(md).ini Object's ID NukeSilo boolean 0
Rules(md).ini Object's ID Refinery boolean 0
Rules(md).ini Object's ID WeaponsFactory boolean 0
Rules(md).ini Object's ID LaserFencePost boolean 0
Rules(md).ini Object's ID LaserFence boolean 0
Rules(md).ini Object's ID FirestormWall boolean 0
Rules(md).ini Object's ID Hospital boolean 0
Rules(md).ini Object's ID Armory boolean 0
Rules(md).ini Object's ID GDIBarracks boolean 0
Rules(md).ini Object's ID NodBarracks boolean 0
Rules(md).ini Object's ID YuriBarracks boolean 0
Rules(md).ini Object's ID EMPulseCannon boolean 0
Rules(md).ini Object's ID TickTank boolean 0
Rules(md).ini Object's ID ChargedAnimTime float 999
Rules(md).ini Object's ID SuperWeapon SuperWeapon -1
Rules(md).ini Object's ID SuperWeapon2 SuperWeapon -1
Rules(md).ini Object's ID CloakGenerator boolean 0
Rules(md).ini Object's ID SensorArray boolean 0
Rules(md).ini Object's ID CloakRadiusInCells int 20
Rules(md).ini Object's ID PsychicDetectionRadius int 0
Rules(md).ini Object's ID BarrelStartPitch int 64
Rules(md).ini Object's ID DeployFacing int 128
Rules(md).ini Object's ID LightVisibility int 5000
Rules(md).ini Object's ID LightIntensity float 0
Rules(md).ini Object's ID LightRedTint float 1000000
Rules(md).ini Object's ID LightGreenTint float 1000000
Rules(md).ini Object's ID LightBlueTint float 1000000
Rules(md).ini Object's ID GateCloseDelay float 0.0
Rules(md).ini Object's ID InvisibleInGame boolean 0
Rules(md).ini Object's ID PowersUpBuilding string ""
Rules(md).ini Object's ID PowersUpToLevel int -1
Rules(md).ini Object's ID BridgeRepairHut boolean 0
Rules(md).ini Object's ID HasStupidGuardMode boolean 1
Rules(md).ini Object's ID CrateBeneath boolean 0
Rules(md).ini Object's ID CrateBeneathIsMoney boolean 0
Rules(md).ini Object's ID LeaveRubble boolean 0
Rules(md).ini Object's ID PlaceAnywhere boolean 0
Rules(md).ini Object's ID ICBMLauncher boolean 0
Rules(md).ini Object's ID Artillary boolean 0
Rules(md).ini Object's ID TargetCoordOffset XYZ {0;0;0}
Rules(md).ini Object's ID ExitCoord XYZ {0;0;0}
Rules(md).ini Object's ID AIBuildThis boolean 0
Rules(md).ini Object's ID IsBaseDefense boolean 0
Rules(md).ini Object's ID IsThreatRatingNode boolean 0
Rules(md).ini Object's ID ConcentricRadialIndicator boolean 0
Rules(md).ini Object's ID Power int 0
Rules(md).ini Object's ID ExtraPower int 0
Art(md).ini Object's Image Height int 2
Art(md).ini Object's Image OccupyHeight int 2
Art(md).ini Object's Image Recoilless boolean 0
Art(md).ini Object's Image DoubleThick boolean 0
Art(md).ini Object's Image Flat boolean 0
Art(md).ini Object's Image SiloDamage boolean 0
Art(md).ini Object's Image ChargeAnim boolean 0
Art(md).ini Object's Image IsAnimDelayedFire boolean 0
Art(md).ini Object's Image DelayedFireDelay int 0
Art(md).ini Object's Image ToOverlay OverlayType 0 +
Art(md).ini Object's Image Foundation Foundation -
Art(md).ini Object's ID Foundation Foundation 0
Art(md).ini Object's Image MidPoint int 0
Art(md).ini Object's Image DoorStages int 0
Art(md).ini Object's Image DamagedDoor boolean 0
Art(md).ini Object's Image TerrainPalette boolean 0
Art(md).ini Object's Image GateStages int 9
Art(md).ini Object's Image PrimaryFirePixelOffset XY 65535
Art(md).ini Object's Image SecondaryFirePixelOffset XY 65535
Art(md).ini Object's Image PrimaryFireDualOffset boolean 0
Art(md).ini Object's Image ExtraDamageStage boolean 1
Art(md).ini Object's Image SpecialZOverlayZAdjust int 0
Art(md).ini Object's Image NormalZAdjust int 0
Art(md).ini Object's Image ZShapePointMove XY {0;0}
Art(md).ini Object's Image ExtraLight int 0
Art(md).ini Object's Image CanHideThings boolean 1
Art(md).ini Object's Image AddOccupyX XY {-1;-1}
Art(md).ini Object's Image RemoveOccupyX XY {-1;-1}
Art(md).ini Object's Image QueueingCell XY 0
Art(md).ini Object's Image Buildup filename.anim ""
Art(md).ini Object's Image AnimIdle XYZ {0;1;0}
Art(md).ini Object's Image AnimActive XYZ {0;1;0}
Art(md).ini Object's Image AnimAux1 XYZ {0;1;0}
Art(md).ini Object's Image AnimAux2 XYZ {0;1;0}
Art(md).ini Object's Image ActiveAnim filename.anim 0
Art(md).ini Object's Image ActiveAnimDamaged filename.anim 0
Art(md).ini Object's Image ActiveAnimGarrisoned filename.anim 0
Art(md).ini Object's Image ActiveAnimX int 0
Art(md).ini Object's Image ActiveAnimY int 0
Art(md).ini Object's Image ActiveAnimZAdjust int 0
Art(md).ini Object's Image ActiveAnimYSort int 0
Art(md).ini Object's Image ActiveAnimPowered boolean 1
Art(md).ini Object's Image ActiveAnimPoweredLight boolean 0
Art(md).ini Object's Image ActiveAnimPoweredEffect boolean 0
Art(md).ini Object's Image ActiveAnimPoweredSpecial boolean 0
Art(md).ini Object's Image ActiveAnimTwo filename.anim 0
Art(md).ini Object's Image ActiveAnimTwoDamaged filename.anim 0
Art(md).ini Object's Image ActiveAnimTwoGarrisoned filename.anim 0
Art(md).ini Object's Image ActiveAnimTwoX int 0
Art(md).ini Object's Image ActiveAnimTwoY int 0
Art(md).ini Object's Image ActiveAnimTwoZAdjust int 0
Art(md).ini Object's Image ActiveAnimTwoYSort int 0
Art(md).ini Object's Image ActiveAnimTwoPowered boolean 1
Art(md).ini Object's Image ActiveAnimTwoPoweredLight boolean 0
Art(md).ini Object's Image ActiveAnimTwoPoweredEffect boolean 0
Art(md).ini Object's Image ActiveAnimTwoPoweredSpecial boolean 0
Art(md).ini Object's Image ActiveAnimThree filename.anim 0
Art(md).ini Object's Image ActiveAnimThreeDamaged filename.anim 0
Art(md).ini Object's Image ActiveAnimThreeGarrisoned filename.anim 0
Art(md).ini Object's Image ActiveAnimThreeX int 0
Art(md).ini Object's Image ActiveAnimThreeY int 0
Art(md).ini Object's Image ActiveAnimThreeZAdjust int 0
Art(md).ini Object's Image ActiveAnimThreeYSort int 0
Art(md).ini Object's Image ActiveAnimThreePowered boolean 1
Art(md).ini Object's Image ActiveAnimThreePoweredLight boolean 0
Art(md).ini Object's Image ActiveAnimThreePoweredEffect boolean 0
Art(md).ini Object's Image ActiveAnimThreePoweredSpecial boolean 0
Art(md).ini Object's Image ActiveAnimFour filename.anim 0
Art(md).ini Object's Image ActiveAnimFourDamaged filename.anim 0
Art(md).ini Object's Image ActiveAnimFourGarrisoned filename.anim 0
Art(md).ini Object's Image ActiveAnimFourX int 0
Art(md).ini Object's Image ActiveAnimFourY int 0
Art(md).ini Object's Image ActiveAnimFourZAdjust int 0
Art(md).ini Object's Image ActiveAnimFourYSort int 0
Art(md).ini Object's Image ActiveAnimFourPowered boolean 1
Art(md).ini Object's Image ActiveAnimFourPoweredLight boolean 0
Art(md).ini Object's Image ActiveAnimFourPoweredEffect boolean 0
Art(md).ini Object's Image ActiveAnimFourPoweredSpecial boolean 0
Art(md).ini Object's Image ProductionAnim filename.anim 0
Art(md).ini Object's Image ProductionAnimDamaged filename.anim 0
Art(md).ini Object's Image ProductionAnimGarrisoned filename.anim 0
Art(md).ini Object's Image ProductionAnimX int 0
Art(md).ini Object's Image ProductionAnimY int 0
Art(md).ini Object's Image ProductionAnimZAdjust int 0
Art(md).ini Object's Image ProductionAnimYSort int 0
Art(md).ini Object's Image ProductionAnimPowered boolean 1
Art(md).ini Object's Image ProductionAnimPoweredLight boolean 0
Art(md).ini Object's Image ProductionAnimPoweredEffect boolean 0
Art(md).ini Object's Image ProductionAnimPoweredSpecial boolean 0
Art(md).ini Object's Image PreProductionAnim filename.anim 0
Art(md).ini Object's Image PreProductionAnimDamaged filename.anim 0
Art(md).ini Object's Image PreProductionAnimGarrisoned filename.anim 0
Art(md).ini Object's Image PreProductionAnimX int 0
Art(md).ini Object's Image PreProductionAnimY int 0
Art(md).ini Object's Image PreProductionAnimZAdjust int 0
Art(md).ini Object's Image PreProductionAnimYSort int 0
Art(md).ini Object's Image PreProductionAnimPowered boolean 1
Art(md).ini Object's Image PreProductionAnimPoweredLight boolean 0
Art(md).ini Object's Image PreProductionAnimPoweredEffect boolean 0
Art(md).ini Object's Image PreProductionAnimPoweredSpecial boolean 0
Art(md).ini Object's Image SpecialAnim filename.anim 0
Art(md).ini Object's Image SpecialAnimDamaged filename.anim 0
Art(md).ini Object's Image SpecialAnimGarrisoned filename.anim 0
Art(md).ini Object's Image SpecialAnimX int 0
Art(md).ini Object's Image SpecialAnimY int 0
Art(md).ini Object's Image SpecialAnimZAdjust int 0
Art(md).ini Object's Image SpecialAnimYSort int 0
Art(md).ini Object's Image SpecialAnimPowered boolean 1
Art(md).ini Object's Image SpecialAnimPoweredLight boolean 0
Art(md).ini Object's Image SpecialAnimPoweredEffect boolean 0
Art(md).ini Object's Image SpecialAnimPoweredSpecial boolean 0
Art(md).ini Object's Image SpecialAnimTwo filename.anim 0
Art(md).ini Object's Image SpecialAnimTwoDamaged filename.anim 0
Art(md).ini Object's Image SpecialAnimTwoGarrisoned filename.anim 0
Art(md).ini Object's Image SpecialAnimTwoX int 0
Art(md).ini Object's Image SpecialAnimTwoY int 0
Art(md).ini Object's Image SpecialAnimTwoZAdjust int 0
Art(md).ini Object's Image SpecialAnimTwoYSort int 0
Art(md).ini Object's Image SpecialAnimTwoPowered boolean 1
Art(md).ini Object's Image SpecialAnimTwoPoweredLight boolean 0
Art(md).ini Object's Image SpecialAnimTwoPoweredEffect boolean 0
Art(md).ini Object's Image SpecialAnimTwoPoweredSpecial boolean 0
Art(md).ini Object's Image SpecialAnimThree filename.anim 0
Art(md).ini Object's Image SpecialAnimThreeDamaged filename.anim 0
Art(md).ini Object's Image SpecialAnimThreeGarrisoned filename.anim 0
Art(md).ini Object's Image SpecialAnimThreeX int 0
Art(md).ini Object's Image SpecialAnimThreeY int 0
Art(md).ini Object's Image SpecialAnimThreeZAdjust int 0
Art(md).ini Object's Image SpecialAnimThreeYSort int 0
Art(md).ini Object's Image SpecialAnimThreePowered boolean 1
Art(md).ini Object's Image SpecialAnimThreePoweredLight boolean 0
Art(md).ini Object's Image SpecialAnimThreePoweredEffect boolean 0
Art(md).ini Object's Image SpecialAnimThreePoweredSpecial boolean 0
Art(md).ini Object's Image SpecialAnimFour filename.anim 0
Art(md).ini Object's Image SpecialAnimFourDamaged filename.anim 0
Art(md).ini Object's Image SpecialAnimFourGarrisoned filename.anim 0
Art(md).ini Object's Image SpecialAnimFourX int 0
Art(md).ini Object's Image SpecialAnimFourY int 0
Art(md).ini Object's Image SpecialAnimFourZAdjust int 0
Art(md).ini Object's Image SpecialAnimFourYSort int 0
Art(md).ini Object's Image SpecialAnimFourPowered boolean 1
Art(md).ini Object's Image SpecialAnimFourPoweredLight boolean 0
Art(md).ini Object's Image SpecialAnimFourPoweredEffect boolean 0
Art(md).ini Object's Image SpecialAnimFourPoweredSpecial boolean 0
Art(md).ini Object's Image SuperAnim filename.anim 0
Art(md).ini Object's Image SuperAnimDamaged filename.anim 0
Art(md).ini Object's Image SuperAnimGarrisoned filename.anim 0
Art(md).ini Object's Image SuperAnimX int 0
Art(md).ini Object's Image SuperAnimY int 0
Art(md).ini Object's Image SuperAnimZAdjust int 0
Art(md).ini Object's Image SuperAnimYSort int 0
Art(md).ini Object's Image SuperAnimPowered boolean 1
Art(md).ini Object's Image SuperAnimPoweredLight boolean 0
Art(md).ini Object's Image SuperAnimPoweredEffect boolean 0
Art(md).ini Object's Image SuperAnimPoweredSpecial boolean 0
Art(md).ini Object's Image SuperAnimTwo filename.anim 0
Art(md).ini Object's Image SuperAnimTwoDamaged filename.anim 0
Art(md).ini Object's Image SuperAnimTwoGarrisoned filename.anim 0
Art(md).ini Object's Image SuperAnimTwoX int 0
Art(md).ini Object's Image SuperAnimTwoY int 0
Art(md).ini Object's Image SuperAnimTwoZAdjust int 0
Art(md).ini Object's Image SuperAnimTwoYSort int 0
Art(md).ini Object's Image SuperAnimTwoPowered boolean 1
Art(md).ini Object's Image SuperAnimTwoPoweredLight boolean 0
Art(md).ini Object's Image SuperAnimTwoPoweredEffect boolean 0
Art(md).ini Object's Image SuperAnimTwoPoweredSpecial boolean 0
Art(md).ini Object's Image SuperAnimThree filename.anim 0
Art(md).ini Object's Image SuperAnimThreeDamaged filename.anim 0
Art(md).ini Object's Image SuperAnimThreeGarrisoned filename.anim 0
Art(md).ini Object's Image SuperAnimThreeX int 0
Art(md).ini Object's Image SuperAnimThreeY int 0
Art(md).ini Object's Image SuperAnimThreeZAdjust int 0
Art(md).ini Object's Image SuperAnimThreeYSort int 0
Art(md).ini Object's Image SuperAnimThreePowered boolean 1
Art(md).ini Object's Image SuperAnimThreePoweredLight boolean 0
Art(md).ini Object's Image SuperAnimThreePoweredEffect boolean 0
Art(md).ini Object's Image SuperAnimThreePoweredSpecial boolean 0
Art(md).ini Object's Image SuperAnimFour filename.anim 0
Art(md).ini Object's Image SuperAnimFourDamaged filename.anim 0
Art(md).ini Object's Image SuperAnimFourGarrisoned filename.anim 0
Art(md).ini Object's Image SuperAnimFourX int 0
Art(md).ini Object's Image SuperAnimFourY int 0
Art(md).ini Object's Image SuperAnimFourZAdjust int 0
Art(md).ini Object's Image SuperAnimFourYSort int 0
Art(md).ini Object's Image SuperAnimFourPowered boolean 1
Art(md).ini Object's Image SuperAnimFourPoweredLight boolean 0
Art(md).ini Object's Image SuperAnimFourPoweredEffect boolean 0
Art(md).ini Object's Image SuperAnimFourPoweredSpecial boolean 0
Art(md).ini Object's Image IdleAnim filename.anim 0
Art(md).ini Object's Image IdleAnimDamaged filename.anim 0
Art(md).ini Object's Image IdleAnimGarrisoned filename.anim 0
Art(md).ini Object's Image IdleAnimX int 0
Art(md).ini Object's Image IdleAnimY int 0
Art(md).ini Object's Image IdleAnimZAdjust int 0
Art(md).ini Object's Image IdleAnimYSort int 0
Art(md).ini Object's Image IdleAnimPowered boolean 1
Art(md).ini Object's Image IdleAnimPoweredLight boolean 0
Art(md).ini Object's Image IdleAnimPoweredEffect boolean 0
Art(md).ini Object's Image IdleAnimPoweredSpecial boolean 0
Art(md).ini Object's Image LowPowerAnim filename.anim 0
Art(md).ini Object's Image LowPowerAnimDamaged filename.anim 0
Art(md).ini Object's Image LowPowerAnimGarrisoned filename.anim 0
Art(md).ini Object's Image LowPowerAnimX int 0
Art(md).ini Object's Image LowPowerAnimY int 0
Art(md).ini Object's Image LowPowerAnimZAdjust int 0
Art(md).ini Object's Image LowPowerAnimYSort int 0
Art(md).ini Object's Image LowPowerAnimPowered boolean 1
Art(md).ini Object's Image LowPowerAnimPoweredLight boolean 0
Art(md).ini Object's Image LowPowerAnimPoweredEffect boolean 0
Art(md).ini Object's Image LowPowerAnimPoweredSpecial boolean 0
Art(md).ini Object's Image SuperLowPowerAnim filename.anim 0
Art(md).ini Object's Image SuperLowPowerAnimDamaged filename.anim 0
Art(md).ini Object's Image SuperLowPowerAnimGarrisoned filename.anim 0
Art(md).ini Object's Image SuperLowPowerAnimX int 0
Art(md).ini Object's Image SuperLowPowerAnimY int 0
Art(md).ini Object's Image SuperLowPowerAnimZAdjust int 0
Art(md).ini Object's Image SuperLowPowerAnimYSort int 0
Art(md).ini Object's Image SuperLowPowerAnimPowered boolean 1
Art(md).ini Object's Image SuperLowPowerAnimPoweredLight boolean 0
Art(md).ini Object's Image SuperLowPowerAnimPoweredEffect boolean 0
Art(md).ini Object's Image SuperLowPowerAnimPoweredSpecial boolean 0
Rules(md).ini Object's ID TurretAnim filename.anim 0
Rules(md).ini Object's ID TurretAnimDamaged filename.anim 0
Rules(md).ini Object's Image TurretAnimGarrisoned filename.anim 0
Rules(md).ini Object's ID TurretAnimX int 0
Rules(md).ini Object's ID TurretAnimY int 0
Rules(md).ini Object's ID TurretAnimZAdjust int 0
Rules(md).ini Object's ID TurretAnimYSort int 0
Rules(md).ini Object's ID TurretAnimPowered boolean 1
Rules(md).ini Object's ID TurretAnimPoweredLight boolean 0
Rules(md).ini Object's ID TurretAnimPoweredEffect boolean 0
Rules(md).ini Object's ID TurretAnimPoweredSpecial boolean 0
Rules(md).ini Object's ID TurretAnimIsVoxel boolean 0
Rules(md).ini Object's ID VoxelBarrelFile filename.vxl 0
Rules(md).ini Object's ID VoxelBarrelOffsetToPitchPivotPoint XYZ {0;0;0}
Rules(md).ini Object's ID VoxelBarrelOffsetToRotatePivotPoint XYZ {0;0;0}
Rules(md).ini Object's ID VoxelBarrelOffsetToBuildingPivotPoint XYZ {0;0;0}
Rules(md).ini Object's ID VoxelBarrelOffsetToBarrelEnd XYZ {0;0;0}
Rules(md).ini Object's ID Upgrades int 0
Art(md).ini Object's Image PowerUpXAnim filename.anim ""
Art(md).ini Object's Image PowerUpXDamagedAnim filename.anim ""
Art(md).ini Object's Image PowerUpXLocXX int ?
Art(md).ini Object's Image PowerUpXLocYY int ?
Art(md).ini Object's Image PowerUpXLocZZ int ?
Art(md).ini Object's Image PowerUpXYSort int ?
Rules(md).ini Object's ID NumberOfDocks int 1
Rules(md).ini Object's ID DockingOffsetX XYZ {0;0;0}
Art(md).ini Object's Image DeployingAnim filename.anim ""
Art(md).ini Object's Image RoofDeployingAnim filename.anim ""
Art(md).ini Object's Image DoorAnim filename.anim ""
Art(md).ini Object's Image UnderDoorAnim filename.anim ""
Art(md).ini Object's Image Rubble filename.anim ""
Art(md).ini Object's Image UnderRoofDoorAnim filename.anim ""
Art(md).ini Object's Image SpecialZOverlay filename.anim ""
Art(md).ini Object's Image BibShape filename.anim ""
Art(md).ini Object's Image Image filename.anim Self->Image