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This section in <tt>[[rulesmd.ini|rules(md).ini]]</tt> specified behavioural characteristics of objects engaged in missions. These 'missions' are not singleplayer campaign missions or anything like that. A mission in this sense is something like 'Attack', or 'Area Guard' or 'Harvest'. Something that the computer performs automatically.
+
This section in {{ini|rules}} specifies behavioural characteristics of objects engaged in missions. These mission types are not singleplayer campaign missions or anything like that. A mission in this sense is something like 'Attack', or 'Area Guard' or 'Harvest'. Something that the computer performs automatically.
  
Most mission behaviour is hardcoded into the EXE file, but a few values can be overridden in each mission's section in the <tt>[[rulesmd.ini|rules(md).ini]]</tt> file.
+
Most mission behaviour is hardcoded, but a few values can be overridden in each mission's subsection. New missions cannot be added, and conversely you should not remove any mission's section either.
  
New missions cannot be added, and conversely you should not remove any either. There are quite a few within the section, some are unused. Some new missions have been added in {{ra2}} and {{yr}}. This has been noted in the table. Here are all missions contained within the Mission Control section, in the order they appear in the INI:
+
The available missions depend on the game at hand, with {{td}} having the least and {{ra2}}/{{yr}} having the most mission types. Most missions have carried over from past games, with the exception being the 'Timed Hunt' mission that only appears in TD.
  
{| align="center" cellpadding="4" class="table_descrowdesccol"
+
__TOC__
!<b>Mission Name</b>
+
 
!<b>Function / Objective</b>
+
== Available Mission Types ==
 +
 
 +
Here are all missions available in each game in the order they are read by the game:
 +
 
 +
{|class="wikitable table_descrowdesccol" style="margin-left: auto; margin-right: auto; border: none; padding: 4px;"
 +
!rowspan=2|Mission Type
 +
!colspan=4|Available In
 +
!rowspan=2|Function / Objective
 +
|-
 +
|[[Image:Game_td_yes.png|Tiberian Dawn]]
 +
|[[Image:Game_ra_yes.png|Red Alert]]
 +
|[[Image:Game_ts_yes.png|Tiberian Sun & Firestorm]]
 +
|[[Image:Game_ra2_yes.png|Red Alert 2 & Yuri's Revenge]]
 
|-
 
|-
 
|Sleep
 
|Sleep
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Unit basically plays dead.
 
|Unit basically plays dead.
|-
 
|Harmless
 
|Unit will not return fire, and is not considered a threat by the AI.
 
|-
 
|Sticky
 
|Operates like Guard mode, but the unit will not move from its current location.
 
 
|-
 
|-
 
|Attack
 
|Attack
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Attack mission used by team logic.
 
|Attack mission used by team logic.
 
|-
 
|-
 
|Move
 
|Move
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Move to a destination. Simple as that.
 
|Move to a destination. Simple as that.
|-
 
|Patrol
 
|Patrol a series of waypoints. Used by units in a waypoint loop.
 
 
|-
 
|-
 
|QMove
 
|QMove
|Queued Move. Similar to move, but only used when all other queued moves have been carried out.
+
|{{N}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|Queued move. Similar to move, but allows queueing movement missions.
 
|-
 
|-
 
|Retreat
 
|Retreat
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Run away. The INI states that the unit may leave the map too.
 
|Run away. The INI states that the unit may leave the map too.
 
|-
 
|-
 
|Guard
 
|Guard
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Engage any enemy that enters weapons range. The defending unit may follow the aggressor.
 
|Engage any enemy that enters weapons range. The defending unit may follow the aggressor.
 +
|-
 +
|Sticky
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|Operates like Guard mode, but the unit will not move from its current location.
 
|-
 
|-
 
|Enter
 
|Enter
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Enter a building or transport.
 
|Enter a building or transport.
|-
 
|Eaten [[Image:ra2small.png]]{{yro}}
 
|Function unknown.
 
 
|-
 
|-
 
|Capture
 
|Capture
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Mission used whenever an Engineer unit enters something.
 
|Mission used whenever an Engineer unit enters something.
 
|-
 
|-
 
|Harvest
 
|Harvest
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Automatic mission used by harvester units. Collect ore, dump it, repeat.
 
|Automatic mission used by harvester units. Collect ore, dump it, repeat.
 
|-
 
|-
 
|Area Guard
 
|Area Guard
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Guard the general area around the unit.
 
|Guard the general area around the unit.
 
|-
 
|-
 
|Return
 
|Return
|An unused mission.
+
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|Head back to refinery.
 
|-
 
|-
 
|Stop
 
|Stop
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Halt! Basically, the unit will cease firing and moving whenever it can.
 
|Halt! Basically, the unit will cease firing and moving whenever it can.
 
|-
 
|-
 
|Ambush
 
|Ambush
|An unused mission.
+
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|Wait until discovered.
 
|-
 
|-
 
|Hunt
 
|Hunt
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Seek out and attack enemy units.
 
|Seek out and attack enemy units.
 +
|-
 +
|Timed Hunt
 +
|{{Y}}
 +
|{{N}}
 +
|{{N}}
 +
|{{N}}
 +
|Wait a while, then go into hunt mission
 
|-
 
|-
 
|Unload
 
|Unload
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Unloading cargo, e.g. an APC unloading passengers.
 
|Unloading cargo, e.g. an APC unloading passengers.
 
|-
 
|-
 
|Sabotage
 
|Sabotage
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|C4 mission.
 
|C4 mission.
 
|-
 
|-
 
|Construction
 
|Construction
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Mission used by buildings when they are initially placed.
 
|Mission used by buildings when they are initially placed.
 
|-
 
|-
 
|Selling
 
|Selling
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Mission used by buildings during deconstruction, i.e. when they're sold.
 
|Mission used by buildings during deconstruction, i.e. when they're sold.
 
|-
 
|-
 
|Repair
 
|Repair
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Used by the Service Depot to repair the docked unit.
 
|Used by the Service Depot to repair the docked unit.
 
|-
 
|-
 
|Rescue
 
|Rescue
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|A special override mission. Perhaps used if a critical unit is in danger.
 
|A special override mission. Perhaps used if a critical unit is in danger.
 
|-
 
|-
 
|Missile
 
|Missile
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 
|Used by a Nuke Silo when it is firing.
 
|Used by a Nuke Silo when it is firing.
 +
|-
 +
|Harmless
 +
|{{N}}
 +
|{{Y}}
 +
|{{Y}}
 +
|{{Y}}
 +
|Unit will not return fire, and is not considered a threat by the AI.
 
|-
 
|-
 
|Open
 
|Open
 +
|{{N}}
 +
|{{N}}
 +
|{{Y}}
 +
|{{Y}}
 
|Gate structure operation.
 
|Gate structure operation.
 +
|-
 +
|Patrol
 +
|{{N}}
 +
|{{N}}
 +
|{{Y}}
 +
|{{Y}}
 +
|Patrol a series of waypoints. Used by units in a waypoint loop.
 +
|-
 +
|Eaten
 +
|{{N}}
 +
|{{N}}
 +
|{{N}}
 +
|{{Y}}
 +
|Used by units when entering a [[Grinding|grinder]].
 +
|}
 +
 +
 +
== Applicable INI Flags ==
 +
 +
{{Applicable INI Flags}}
 +
 +
<onlyinclude>
 +
{{Applicable INI Flags Header|MissionType}}
 +
|-
 +
| {{Ini|Rules}} || Object's ID || {{f|NoThreat|link}}  || boolean || no ||
 +
|-
 +
| {{Ini|Rules}} || Object's ID || {{f|Zombie|link}}  || boolean || no ||
 +
|-
 +
| {{Ini|Rules}} || Object's ID || {{f|Recruitable|link}}  || boolean || yes ||
 +
|-
 +
| {{Ini|Rules}} || Object's ID || {{f|Paralyzed|link}}  || boolean || no ||
 +
|-
 +
| {{Ini|Rules}} || Object's ID || {{f|Retaliate|link}}  || boolean || yes ||
 +
|-
 +
| {{Ini|Rules}} || Object's ID || {{f|Scatter|link}}  || boolean || yes ||
 +
|-
 +
| {{Ini|Rules}} || Object's ID || {{f|Rate|link}}  || boolean || ? ||
 +
|-
 +
| {{Ini|Rules}} || Object's ID || {{f|AARate|link}}  || boolean || Same as {{f|Rate|link}} ||
 
|}
 
|}
 +
</onlyinclude>
 +
 +
==Notes==
 +
{{td}} doesn't have a [[rules.ini]]. All of the game's rules, including mission types, are hardcoded. However, the mission types available in the game are still listed here for reference.
 +
 +
==See Also==
 +
*[[:Category:{{PAGENAME}} Flags]]
 +
 
[[Category:Rules(md).ini Sections]]
 
[[Category:Rules(md).ini Sections]]

Latest revision as of 19:47, 8 June 2023

This section in rules(md).ini specifies behavioural characteristics of objects engaged in missions. These mission types are not singleplayer campaign missions or anything like that. A mission in this sense is something like 'Attack', or 'Area Guard' or 'Harvest'. Something that the computer performs automatically.

Most mission behaviour is hardcoded, but a few values can be overridden in each mission's subsection. New missions cannot be added, and conversely you should not remove any mission's section either.

The available missions depend on the game at hand, with Tiberian Dawn having the least and Red Alert 2/Yuri's Revenge having the most mission types. Most missions have carried over from past games, with the exception being the 'Timed Hunt' mission that only appears in TD.

Available Mission Types

Here are all missions available in each game in the order they are read by the game:

Mission Type Available In Function / Objective
Tiberian Dawn Red Alert Tiberian Sun & Firestorm Red Alert 2 & Yuri's Revenge
Sleep Cc apply.png Cc apply.png Cc apply.png Cc apply.png Unit basically plays dead.
Attack Cc apply.png Cc apply.png Cc apply.png Cc apply.png Attack mission used by team logic.
Move Cc apply.png Cc apply.png Cc apply.png Cc apply.png Move to a destination. Simple as that.
QMove Cc cancel.png Cc apply.png Cc apply.png Cc apply.png Queued move. Similar to move, but allows queueing movement missions.
Retreat Cc apply.png Cc apply.png Cc apply.png Cc apply.png Run away. The INI states that the unit may leave the map too.
Guard Cc apply.png Cc apply.png Cc apply.png Cc apply.png Engage any enemy that enters weapons range. The defending unit may follow the aggressor.
Sticky Cc apply.png Cc apply.png Cc apply.png Cc apply.png Operates like Guard mode, but the unit will not move from its current location.
Enter Cc apply.png Cc apply.png Cc apply.png Cc apply.png Enter a building or transport.
Capture Cc apply.png Cc apply.png Cc apply.png Cc apply.png Mission used whenever an Engineer unit enters something.
Harvest Cc apply.png Cc apply.png Cc apply.png Cc apply.png Automatic mission used by harvester units. Collect ore, dump it, repeat.
Area Guard Cc apply.png Cc apply.png Cc apply.png Cc apply.png Guard the general area around the unit.
Return Cc apply.png Cc apply.png Cc apply.png Cc apply.png Head back to refinery.
Stop Cc apply.png Cc apply.png Cc apply.png Cc apply.png Halt! Basically, the unit will cease firing and moving whenever it can.
Ambush Cc apply.png Cc apply.png Cc apply.png Cc apply.png Wait until discovered.
Hunt Cc apply.png Cc apply.png Cc apply.png Cc apply.png Seek out and attack enemy units.
Timed Hunt Cc apply.png Cc cancel.png Cc cancel.png Cc cancel.png Wait a while, then go into hunt mission
Unload Cc apply.png Cc apply.png Cc apply.png Cc apply.png Unloading cargo, e.g. an APC unloading passengers.
Sabotage Cc apply.png Cc apply.png Cc apply.png Cc apply.png C4 mission.
Construction Cc apply.png Cc apply.png Cc apply.png Cc apply.png Mission used by buildings when they are initially placed.
Selling Cc apply.png Cc apply.png Cc apply.png Cc apply.png Mission used by buildings during deconstruction, i.e. when they're sold.
Repair Cc apply.png Cc apply.png Cc apply.png Cc apply.png Used by the Service Depot to repair the docked unit.
Rescue Cc apply.png Cc apply.png Cc apply.png Cc apply.png A special override mission. Perhaps used if a critical unit is in danger.
Missile Cc apply.png Cc apply.png Cc apply.png Cc apply.png Used by a Nuke Silo when it is firing.
Harmless Cc cancel.png Cc apply.png Cc apply.png Cc apply.png Unit will not return fire, and is not considered a threat by the AI.
Open Cc cancel.png Cc cancel.png Cc apply.png Cc apply.png Gate structure operation.
Patrol Cc cancel.png Cc cancel.png Cc apply.png Cc apply.png Patrol a series of waypoints. Used by units in a waypoint loop.
Eaten Cc cancel.png Cc cancel.png Cc cancel.png Cc apply.png Used by units when entering a grinder.


Applicable INI Flags

These tables show all INI flags applicable1 to Mission Control. 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.


MissionType
INI File Section Key Value Type Default Value Adds to list
Rules(md).ini Object's ID NoThreat boolean no
Rules(md).ini Object's ID Zombie boolean no
Rules(md).ini Object's ID Recruitable boolean yes
Rules(md).ini Object's ID Paralyzed boolean no
Rules(md).ini Object's ID Retaliate boolean yes
Rules(md).ini Object's ID Scatter boolean yes
Rules(md).ini Object's ID Rate boolean  ?
Rules(md).ini Object's ID AARate boolean Same as Rate


Notes

Tiberian Dawn doesn't have a rules.ini. All of the game's rules, including mission types, are hardcoded. However, the mission types available in the game are still listed here for reference.

See Also