map.ini 16 KB

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  1. AIData
  2. StructureSeconds = 10 ; Ai tries to build a new structure every N seconds.
  3. TeamSeconds = 60 ; Ai tries to build a new team every N seconds.
  4. Wealthy = 14000 ; Number of resources for the AI to consider itself wealthy
  5. Poor = 2000 ; Number of resources for the AI to consider itself poor
  6. StructuresWealthyRate = 1.0 ; (2=twice as fast) Rate modifier for structure building when wealthy.
  7. StructuresPoorRate = 0.5 ; (0.5=half as fast) Rate modifier for structures when poor.
  8. TeamsWealthyRate = 1.0 ; (2=twice as fast) Rate modifier for teams building when wealthy.
  9. TeamsPoorRate = 0.5 ; (0.5=half as fast) Rate modifier for teams when poor.
  10. TeamResourcesToStart = 0.80 ; (1.0=100%) Amount of resources required to start building a team.
  11. GuardInnerModifierAI = 1.0 ;The radius modifier to vision which a guarding (AI Controlled) unit will agressively attack
  12. GuardOuterModifierAI = 2.0 ;The radius modifier to vision which a guarding (AI Controlled) unit will chase after
  13. ; GuardInnerModifierHuman = 0.67 ;The radius modifier to vision which a guarding (Human Controlled) unit will agressively attack
  14. ; GuardOuterModifierHuman = 1.0 ;The radius modifier to vision which a guarding (Human Controlled) unit will chase after
  15. GuardChaseUnitsDuration = 10000 ;The number of msec for which a guarding unit will chase attackers before giving up
  16. AttackPriorityDistanceModifier = 100.0; The distance required to reduce attack priority by 1.
  17. MaxRecruitRadius = 1500.0; The maximum distance a unit will be from a unit that recruits it.
  18. SideInfo China
  19. ResourceGatherersEasy = 1
  20. ResourceGatherersNormal = 2
  21. ResourceGatherersHard = 3
  22. BaseDefenseStructure1 = ChinaGattlingCannon
  23. SkillSet1
  24. Science = SCIENCE_RedGuardTraining
  25. Science = SCIENCE_ClusterMines
  26. Science = SCIENCE_NukeLauncher
  27. Science = SCIENCE_ArtilleryBarrage1
  28. Science = SCIENCE_ArtilleryTraining
  29. Science = SCIENCE_ArtilleryBarrage2
  30. End
  31. End
  32. SideInfo America
  33. ResourceGatherersEasy = 1
  34. ResourceGatherersNormal = 1
  35. ResourceGatherersHard = 1
  36. BaseDefenseStructure1 = AmericaPatriotBattery
  37. SkillSet1
  38. Science = SCIENCE_Pathfinder
  39. Science = SCIENCE_StealthFighter
  40. Science = SCIENCE_PaladinTank
  41. Science = SCIENCE_Paradrop1
  42. Science = SCIENCE_Paradrop2
  43. Science = SCIENCE_DaisyCutter
  44. End
  45. End
  46. End
  47. ;-----------------------------------------------------------------------------------
  48. Object CINE_TrainEngine
  49. ReplaceModule ModuleTag_03
  50. Behavior = RailroadBehavior ModuleTag_03_Override
  51. PathPrefixName = Railroad
  52. ;=== PARAMETERS FOR ALL CARRIAGES ===
  53. RunningGarrisonSpeedMax = 1
  54. KillSpeedMin = 1
  55. Friction = 0.995
  56. BigMetalBounceSound = BuildingFallingMetal
  57. SmallMetalBounceSound = VehicleImpactHeavy
  58. MeatyBounceSound = InfantryCrush
  59. ClicketyClackSound = TrainClicketyClack
  60. WhistleSound = TrainWhistle
  61. ;=== PARAMETERS THAT ARE MEANINGFUL ONLY WHEN IsLocomotive = Yes
  62. IsLocomotive = Yes
  63. SpeedMax = .88
  64. Acceleration = 1.03
  65. WaitAtStationTime = 10000 ; ten seconds
  66. Braking = 0.97
  67. ; RunningSound = TrainRunningLoop
  68. CrashFXTemplateName = SpecialEffectsTrainCrashObject
  69. CarriageTemplateName = TrainCar03
  70. CarriageTemplateName = TrainCar03
  71. CarriageTemplateName = TrainCoal
  72. CarriageTemplateName = TrainCab
  73. ;CarriageTemplateName = TrainCar01
  74. ;CarriageTemplateName = TrainCar02
  75. ;CarriageTemplateName = TrainCar03
  76. ;CarriageTemplateName = TrainCoal
  77. ;CarriageTemplateName = TrainTank
  78. ;CarriageTemplateName = CabooseFullOfTerrorists
  79. End
  80. End
  81. End
  82. WaterTransparency
  83. TransparentWaterMinOpacity = 1.0 ;opacity of water at maximum depth - 1.0 is opaque, 0 transparent.
  84. TransparentWaterDepth = 3.0 ;depth below water surface at which it becomes opaque (unless clipped by TransparentWaterMinOpacity)
  85. SkyboxTextureN = TSMrnCldy_N.tga
  86. SkyboxTextureE = TSMrnCldy_E.tga
  87. SkyboxTextureS = TSMrnCldy_S.tga
  88. SkyboxTextureW = TSMrnCldy_W.tga
  89. SkyboxTextureT = TSMrnCldy_T.tga
  90. End
  91. ;--------------------------------------------------------------------
  92. Locomotor CINE_SupplyTruckLocomotor
  93. Speed = 30 ; in dist/sec
  94. TurnRate = 90 ; in degrees/sec
  95. Acceleration = 50 ; in dist/(sec^2)
  96. MinTurnSpeed = 15 ; in dist/sec
  97. AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration.
  98. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
  99. PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back.
  100. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
  101. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
  102. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
  103. ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops.
  104. LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll.
  105. HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
  106. MaximumWheelExtension = .2 ; Maximum distance the wheels will drop on the model.
  107. MaximumWheelCompression = .2 ; Maximum distance the wheel will move up into the chassis.
  108. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.
  109. End
  110. ;-----------------------------------------------------------
  111. Object BaikonurRocketDetonation
  112. ReplaceModule ModuleTag_08
  113. Behavior = NeutronMissileSlowDeathBehavior ModuleTag_08_Override
  114. DestructionDelay = 3501
  115. ScorchMarkSize = 1
  116. FXList = FX_BaikonurNuke
  117. Blast1Enabled = Yes
  118. Blast1Delay = 580 ;in milliseconds
  119. Blast1ScorchDelay = 100 ;in milliseconds
  120. Blast1InnerRadius = 60.0 ;objects inside this get the full damage
  121. Blast1OuterRadius = 60.0 ;objects inside this get some of the full damage
  122. Blast1MaxDamage = 0.0 ;damage within inner radius of blast
  123. Blast1MinDamage = 0.0 ;always do at least this much damage to objects
  124. Blast1ToppleSpeed = 0.5 ;higher #'s topple faster
  125. Blast1PushForce = 10.0 ;higher #'s push more
  126. Blast2Enabled = Yes
  127. Blast2Delay = 660 ;in milliseconds
  128. Blast2ScorchDelay = 180 ;in milliseconds
  129. Blast2InnerRadius = 90.0 ;objects inside this get the full damage
  130. Blast2OuterRadius = 90.0 ;objects inside this get some of the full damage
  131. Blast2MaxDamage = 0.0 ;damage within inner radius of blast
  132. Blast2MinDamage = 0.0 ;always do at least this much damage to objects
  133. Blast2ToppleSpeed = 0.45 ;higher #'s topple faster
  134. Blast2PushForce = 8.0 ;higher #'s push more
  135. Blast3Enabled = Yes
  136. Blast3Delay = 720 ;in milliseconds
  137. Blast3ScorchDelay = 260 ;in milliseconds
  138. Blast3InnerRadius = 120.0 ;objects inside this get the full damage
  139. Blast3OuterRadius = 120.0 ;objects inside this get some of the full damage
  140. Blast3MaxDamage = 0.0 ;damage within inner radius of blast
  141. Blast3MinDamage = 0.0 ;always do at least this much damage to objects
  142. Blast3ToppleSpeed = 0.42 ;higher #'s topple faster
  143. Blast3PushForce = 6.0 ;higher #'s push more
  144. Blast4Enabled = Yes
  145. Blast4Delay = 850 ;in milliseconds
  146. Blast4ScorchDelay = 340 ;in milliseconds
  147. Blast4InnerRadius = 150.0 ;objects inside this get the full damage
  148. Blast4OuterRadius = 150.0 ;objects inside this get some of the full damage
  149. Blast4MaxDamage = 0.0 ;damage within inner radius of blast
  150. Blast4MinDamage = 0.0 ;always do at least this much damage to objects
  151. Blast4ToppleSpeed = 0.40 ;higher #'s topple faster
  152. Blast4PushForce = 6.0 ;higher #'s push more
  153. Blast5Enabled = Yes
  154. Blast5Delay = 1000 ;in milliseconds
  155. Blast5ScorchDelay = 420 ;in milliseconds
  156. Blast5InnerRadius = 180.0 ;objects inside this get the full damage
  157. Blast5OuterRadius = 180.0 ;objects inside this get some of the full damage
  158. Blast5MaxDamage = 0.0 ;damage within inner radius of blast
  159. Blast5MinDamage = 0.0 ;always do at least this much damage to objects
  160. Blast5ToppleSpeed = 0.38 ;higher #'s topple faster
  161. Blast5PushForce = 6.0 ;higher #'s push more
  162. Blast6Enabled = Yes
  163. Blast6Delay = 1180 ;in milliseconds
  164. Blast6ScorchDelay = 500 ;in milliseconds
  165. Blast6InnerRadius = 60.0 ;objects inside this get the full damage
  166. Blast6OuterRadius = 210.0 ;objects inside this get some of the full damage
  167. Blast6MaxDamage = 0.0 ;damage within inner radius of blast
  168. Blast6MinDamage = 0.0 ;always do at least this much damage to objects
  169. Blast6ToppleSpeed = 0.35 ;higher #'s topple faster
  170. Blast6PushForce = 4.0 ;higher #'s push more
  171. Blast7Enabled = Yes
  172. Blast7Delay = 999999 ;in milliseconds, don't do the damage wave
  173. Blast7ScorchDelay = 620 ;in milliseconds
  174. Blast7OuterRadius = 210.0 ;objects inside this get some of the full damage
  175. Blast8Enabled = Yes
  176. Blast8Delay = 999999 ;in milliseconds, don't do the damage wave
  177. Blast8ScorchDelay = 700 ;in milliseconds
  178. Blast8OuterRadius = 210.0 ;objects inside this get some of the full damage
  179. Blast9Enabled = Yes
  180. Blast9Delay = 999999 ;in milliseconds, don't do the damage wave
  181. Blast9ScorchDelay = 800 ;in milliseconds
  182. Blast9OuterRadius = 210.0 ;objects inside this get some of the full damage
  183. OCL = MIDPOINT OCL_PoisonFieldLarge
  184. End
  185. End
  186. End
  187. SpecialPower SuperweaponDaisyCutter
  188. Enum = SPECIAL_DAISY_CUTTER
  189. ReloadTime = 600000 ; in milliseconds
  190. RequiredScience = SCIENCE_DaisyCutter
  191. PublicTimer = Yes
  192. SharedSyncedTimer = Yes
  193. ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player
  194. ViewObjectRange = 250 ; And how far it can see
  195. RadiusCursorRadius = 100
  196. End
  197. SpecialPower SuperweaponEMPPulse
  198. Enum = SPECIAL_EMP_PULSE
  199. ReloadTime = 660000 ; in milliseconds
  200. RequiredScience = SCIENCE_EMPPulse
  201. PublicTimer = Yes
  202. SharedSyncedTimer = Yes
  203. ViewObjectDuration = 30000
  204. ViewObjectRange = 250
  205. RadiusCursorRadius = 200
  206. End
  207. SpecialPower SuperweaponNeutronMissile
  208. Enum = SPECIAL_NEUTRON_MISSILE
  209. ReloadTime = 660000 ; in milliseconds. min is 2x door/open close time!
  210. InitiateSound = AirRaidSiren ; plays at source
  211. InitiateAtLocationSound = AirRaidSiren ; plays at target
  212. PublicTimer = Yes
  213. ViewObjectDuration = 40000
  214. ViewObjectRange = 250
  215. RadiusCursorRadius = 210
  216. End
  217. SpecialPower SuperweaponParticleUplinkCannon
  218. Enum = SPECIAL_PARTICLE_UPLINK_CANNON
  219. ReloadTime = 540000 ; in milliseconds
  220. PublicTimer = Yes
  221. ViewObjectDuration = 30000
  222. ViewObjectRange = 250
  223. End
  224. ;--------------------------------------------------------------------
  225. Object CINE_MogadishuHighrise03
  226. ReplaceModule ModuleTag_02
  227. Body = StructureBody ModuleTag_02_Override
  228. MaxHealth = 10000.0
  229. InitialHealth = 10000.0
  230. End
  231. End
  232. End
  233. CommandSet SCIENCE_GLA_CommandSetRank1
  234. 1 = Command_PurchaseScienceTechnicalTraining
  235. 2 = Command_PurchaseScienceMarauderTank
  236. 3 = Command_PurchaseScienceEmergencyRepair1
  237. END
  238. ; Rank 3 assign buttons to position like so:
  239. ; 1 4 7 10
  240. ; 2 5 8 11
  241. ; 3 6 9 12
  242. CommandSet SCIENCE_GLA_CommandSetRank3
  243. 1 = Command_PurchaseScienceScudLauncher
  244. 4 = Command_PurchaseScienceCashBounty1
  245. 5 = Command_PurchaseScienceCashBounty2
  246. 6 = Command_PurchaseScienceCashBounty3
  247. 7 = Command_PurchaseScienceRebelAmbush1
  248. 8 = Command_PurchaseScienceRebelAmbush2
  249. 9 = Command_PurchaseScienceRebelAmbush3
  250. 10 = Command_PurchaseScienceHijacker
  251. END
  252. ;; -------------------------------------
  253. ;; GLA Sciences
  254. ;; -------------------------------------
  255. ; --- LEVEL 1 POWERS ---
  256. Science SCIENCE_ScudLauncher
  257. PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
  258. SciencePurchasePointCost = 1
  259. IsGrantable = Yes
  260. DisplayName = SCIENCE:GLASCUDLauncher
  261. Description = CONTROLBAR:ToolTipGLAScienceSCUDLauncher
  262. End
  263. Science SCIENCE_MarauderTank
  264. PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
  265. SciencePurchasePointCost = 1
  266. IsGrantable = Yes
  267. DisplayName = SCIENCE:GLAMaruaderTank
  268. Description = CONTROLBAR:ToolTipGLaScienceMarauderTank
  269. End
  270. Science SCIENCE_TechnicalTraining
  271. PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank1
  272. SciencePurchasePointCost = 1
  273. IsGrantable = Yes
  274. DisplayName = SCIENCE:GLATechnicalTraining
  275. Description = CONTROLBAR:ToolTipGLAScienceTechnicalTraining
  276. End
  277. ; --- LEVEL 3 POWERS ---
  278. Science SCIENCE_Hijacker
  279. PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
  280. SciencePurchasePointCost = 1
  281. IsGrantable = Yes
  282. DisplayName = SCIENCE:GLAHijacker
  283. Description = CONTROLBAR:ToolTipGLAScienceHijacker
  284. End
  285. Science SCIENCE_RebelAmbush1
  286. PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
  287. SciencePurchasePointCost = 1
  288. IsGrantable = Yes
  289. DisplayName = SCIENCE:GLARebelAmbush1
  290. Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
  291. End
  292. Science SCIENCE_RebelAmbush2
  293. PrerequisiteSciences = SCIENCE_RebelAmbush1 SCIENCE_Rank3
  294. SciencePurchasePointCost = 1
  295. IsGrantable = Yes
  296. DisplayName = SCIENCE:GLARebelAmbush2
  297. Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
  298. End
  299. Science SCIENCE_RebelAmbush3
  300. PrerequisiteSciences = SCIENCE_RebelAmbush2 SCIENCE_Rank3
  301. SciencePurchasePointCost = 1
  302. IsGrantable = Yes
  303. DisplayName = SCIENCE:GLARebelAmbush3
  304. Description = CONTROLBAR:ToolTipGLAScienceRebelAmbush
  305. End
  306. Science SCIENCE_CashBounty1
  307. PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank3
  308. SciencePurchasePointCost = 1
  309. IsGrantable = Yes
  310. DisplayName = SCIENCE:GLACashBounty1
  311. Description = CONTROLBAR:ToolTipGLAScienceCashBounty
  312. End
  313. Science SCIENCE_CashBounty2
  314. PrerequisiteSciences = SCIENCE_CashBounty1 SCIENCE_Rank3
  315. SciencePurchasePointCost = 1
  316. IsGrantable = Yes
  317. DisplayName = SCIENCE:GLACashBounty2
  318. Description = CONTROLBAR:ToolTipGLAScienceCashBounty
  319. End
  320. Science SCIENCE_CashBounty3
  321. PrerequisiteSciences = SCIENCE_CashBounty2 SCIENCE_Rank3
  322. SciencePurchasePointCost = 1
  323. IsGrantable = Yes
  324. DisplayName = SCIENCE:GLACashBounty3
  325. Description = CONTROLBAR:ToolTipGLAScienceCashBounty
  326. End
  327. ; --- LEVEL 8 POWERS ---
  328. Science SCIENCE_AnthraxBomb
  329. PrerequisiteSciences = SCIENCE_GLA SCIENCE_Rank5
  330. SciencePurchasePointCost = 1
  331. IsGrantable = Yes
  332. DisplayName = SCIENCE:GLAAnthraxBomb
  333. Description = CONTROLBAR:ToolTipGLAScienceAnthraxBomb
  334. End
  335. ; --- LEVEL 3, Common to all sides ---
  336. Science SCIENCE_EmergencyRepair1
  337. PrerequisiteSciences = SCIENCE_Rank1 ;No country Science requirement
  338. SciencePurchasePointCost = 1
  339. IsGrantable = Yes
  340. DisplayName = SCIENCE:EmergencyRepair1
  341. Description = CONTROLBAR:ToolTipScienceEmergencyRepair
  342. End
  343. Science SCIENCE_EmergencyRepair2
  344. PrerequisiteSciences = SCIENCE_CHINA SCIENCE_EmergencyRepair1 SCIENCE_Rank3
  345. SciencePurchasePointCost = 1
  346. IsGrantable = Yes
  347. DisplayName = SCIENCE:EmergencyRepair2
  348. Description = CONTROLBAR:ToolTipScienceEmergencyRepair
  349. End
  350. Science SCIENCE_EmergencyRepair3
  351. PrerequisiteSciences = SCIENCE_CHINA SCIENCE_EmergencyRepair2 SCIENCE_Rank3
  352. SciencePurchasePointCost = 1
  353. IsGrantable = Yes
  354. DisplayName = SCIENCE:EmergencyRepair3
  355. Description = CONTROLBAR:ToolTipScienceEmergencyRepair
  356. End