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- ;GLA07 Map.ini
- ;Object GLAVehicleBombTruck
- ;Buildable = No
- ;END
- Object GLAScudStorm
- Buildable = No
- END
- ;Object GLAPrison
- ;Buildable = No
- ;END
- Object ConvoyTruckArmedWithNuke
- RadarPriority = UNIT
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 1000.0
- InitialHealth = 1000.0
- End
- End
- END
- Object MogadishuGarage
- SoundAmbient = Amb_DesertVillageMilitary
- END
- AIData
- StructureSeconds = 10.0 ; Ai tries to build a new structure every N seconds.
- TeamSeconds = 50.0 ; Ai tries to build a new team every N seconds.
- Wealthy = 14000 ; Number of resources for the AI to consider itself wealthy
- Poor = 2000 ; Number of resources for the AI to consider itself poor
- StructuresWealthyRate = 1.5 ; (2=twice as fast) Rate modifier for structure building when wealthy.
- StructuresPoorRate = 0.6 ; (0.5=half as fast) Rate modifier for structures when poor.
- TeamsWealthyRate = 1.5 ; (2=twice as fast) Rate modifier for teams building when wealthy.
- TeamsPoorRate = 1.0 ; (0.5=half as fast) Rate modifier for teams when poor.
- TeamResourcesToStart = 0.80 ; (1.0=100%) Amount of resources required to start building a team.
- GuardInnerModifierAI = 0.67 ;The radius modifier to vision which a guarding (AI Controlled) unit will agressively attack
- GuardOuterModifierAI = 1.0 ;The radius modifier to vision which a guarding (AI Controlled) unit will chase after
- ; GuardInnerModifierHuman = 0.67;The radius modifier to vision which a guarding (Human Controlled) unit will agressively attack
- ; GuardOuterModifierHuman = 1.0 ;The radius modifier to vision which a guarding (Human Controlled) unit will chase after
- GuardChaseUnitsDuration = 5000 ;The number of msec for which a guarding unit will chase attackers before giving up
- AlertRangeModifier = 1.1 ;The adjustment applied when a unit is alert and doing various scans for enemies (AI units only)
- AggressiveRangeModifier = 1.5 ;The adjustment applied when a unit is aggressive and doing various scans for enemies (AI units only)
- AttackPriorityDistanceModifier = 100.0; The distance required to reduce attack priority by 1.
- MaxRecruitRadius = 1500.0; The maximum distance a unit will be from a unit that recruits it.
- ForceIdleMSEC = 67 ;The number of milisec a unit must be idle before looking for an enemy, 2 frames.
- EnableRepulsors = Yes ; If yes, KINDOF_CAN_BE_REPULSED will run from enemies & repulsors.
- RepulsedDistance = 150.0 ; How far beyond vision range a repulsed civilian will run before stopping.
- MinVehiclesForGroup = 5 ; Have to have 5 vehicles to do group movement.
- SideInfo GLA
- ResourceGatherersEasy = 1
- ResourceGatherersNormal = 3
- ResourceGatherersHard = 6
- BaseDefenseStructure1 = GLATunnelNetwork
- SkillSet1
- Science = SCIENCE_TechnicalTraining
- Science = SCIENCE_MarauderTank
- Science = SCIENCE_RebelAmbush1
- Science = SCIENCE_CashBounty1
- Science = SCIENCE_RebelAmbush2
- Science = SCIENCE_CashBounty2
- Science = SCIENCE_AnthraxBomb
- End
- SkillSet2
- Science = SCIENCE_TechnicalTraining
- Science = SCIENCE_MarauderTank
- Science = SCIENCE_RebelAmbush1
- Science = SCIENCE_RebelAmbush2
- Science = SCIENCE_AnthraxBomb
- Science = SCIENCE_RebelAmbush3
- Science = SCIENCE_CashBounty1
- End
- End
- End
- Object ChinaVehicleTroopCrawler
- ReplaceModule ModuleTag_02
- Body = ActiveBody ModuleTag_02_Override
- MaxHealth = 270.0
- InitialHealth = 270.0
- End
- End
- END
- Locomotor BattleMasterLocomotor
- Speed = 35 ; in dist/sec
- SpeedDamaged = 25 ; in dist/sec
- End
- Locomotor TroopCrawlerLocomotor
- Speed = 30 ; in dist/sec
- SpeedDamaged = 25 ; in dist/sec
- End
- Locomotor SupplyTruckLocomotor
- Speed = 30 ; in dist/sec
- SpeedDamaged = 25 ; in dist/sec
- End
- ; ************* Added for Cinematic *****************
- Locomotor CINE_BattleMasterLocomotor
- Speed = 25 ; in dist/sec
- SpeedDamaged = 15 ; in dist/sec
- End
- ; ************* Added for Cinematic *****************
- Locomotor CINE_TroopCrawlerLocomotor
- Speed = 25 ; in dist/sec
- SpeedDamaged = 15 ; in dist/sec
- End
- ; ************* Added for Cinematic *****************
- Locomotor CINE_SupplyTruckLocomotor
- Speed = 25 ; in dist/sec
- SpeedDamaged = 15 ; in dist/sec
- End
- WaterTransparency
- TransparentWaterMinOpacity = 1.0 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
- TransparentWaterDepth = 3.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
- End
- CommandSet SCIENCE_GLA_CommandSetRank1
- 1 = Command_PurchaseScienceTechnicalTraining
- 2 = Command_PurchaseScienceMarauderTank
- 3 = Command_PurchaseScienceEmergencyRepair1
- END
- ; Rank 3 assign buttons to position like so:
- ; 1 4 7 10
- ; 2 5 8 11
- ; 3 6 9 12
- CommandSet SCIENCE_GLA_CommandSetRank3
- 1 = Command_PurchaseScienceScudLauncher
- 4 = Command_PurchaseScienceCashBounty1
- 5 = Command_PurchaseScienceCashBounty2
- 6 = Command_PurchaseScienceCashBounty3
- 7 = Command_PurchaseScienceRebelAmbush1
- 8 = Command_PurchaseScienceRebelAmbush2
- 9 = Command_PurchaseScienceRebelAmbush3
- 10 = Command_PurchaseScienceHijacker
- END
- ;; -------------------------------------
- ;; GLA Sciences
- ;; -------------------------------------
- ; --- LEVEL 1 POWERS ---
- Science SCIENCE_ScudLauncher
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLASCUDLauncher
- Description = CONTROLBAR:ToolTipGLAScienceSCUDLauncher
- End
- Science SCIENCE_MarauderTank
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAMaruaderTank
- Description = CONTROLBAR:ToolTipGLaScienceMarauderTank
- End
- Science SCIENCE_TechnicalTraining
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLATechnicalTraining
- Description = CONTROLBAR:ToolTipGLAScienceTechnicalTraining
- End
- ; --- LEVEL 3 POWERS ---
- Science SCIENCE_Hijacker
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAHijacker
- Description = CONTROLBAR:ToolTipGLAScienceHijacker
- End
- Science SCIENCE_RebelAmbush1
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush1
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_RebelAmbush2
- PrerequisiteSciences = SCIENCE_RebelAmbush1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush2
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_RebelAmbush3
- PrerequisiteSciences = SCIENCE_RebelAmbush2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLARebelAmbush3
- Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
- End
- Science SCIENCE_CashBounty1
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty1
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- Science SCIENCE_CashBounty2
- PrerequisiteSciences = SCIENCE_CashBounty1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty2
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- Science SCIENCE_CashBounty3
- PrerequisiteSciences = SCIENCE_CashBounty2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLACashBounty3
- Description = CONTROLBAR:ToolTipGLAScienceCashBounty
- End
- ; --- LEVEL 8 POWERS ---
- Science SCIENCE_AnthraxBomb
- PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank5
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:GLAAnthraxBomb
- Description = CONTROLBAR:ToolTipGLAScienceAnthraxBomb
- End
- ; --- LEVEL 3, Common to all sides ---
- Science SCIENCE_EmergencyRepair1
- PrerequisiteSciences = SCIENCE_Rank1 ;No country Science requirement
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair1
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
- Science SCIENCE_EmergencyRepair2
- PrerequisiteSciences = SCIENCE_CHINA SCIENCE_EmergencyRepair1 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair2
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
- Science SCIENCE_EmergencyRepair3
- PrerequisiteSciences = SCIENCE_CHINA SCIENCE_EmergencyRepair2 SCIENCE_Rank3
- SciencePurchasePointCost = 1
- IsGrantable = Yes
- DisplayName = SCIENCE:EmergencyRepair3
- Description = CONTROLBAR:ToolTipScienceEmergencyRepair
- End
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