; FSData.ini - Data file for FinalSun ; This file is used for some things which are not known how to parse from the rules.ini ; or for other data ; last change: Matthias Wagner, Feb 12, 2024 [Debug] ;DisplayAllOverlay=Yes ; Doesn´t cripple the overlay list in any way ;EnableTrackLogic=Yes ; Enables Track Logic ;IgnoreSHPImageHeadUnused=Yes ; Use this *carefully* to make SHP graphics of some mods work that incorrectly have the shadow flag set AllowTunnels=yes AllowUnidirectionalTunnels=yes ;ShowBuildingsWithToTile=no [ForceUnitPalettePrefix] 0=TIBTRE 1=VEINHOLE 2=BIGBLU [ForceIsoPalettePrefix] [ForceOvrlIsoPalettePrefix] 0=CRAT [ForceOvrlUnitPalettePrefix] ; actually, barrels for non-voxel base units [BuildingVoxelBarrels] MMCHX=0 MMCHY=-20 [VehicleVoxelTurrets] [StdBrushSize] ClearTile=2 RoughTile=2 SandTile=2 GreenTile=2 PaveTile=2 WaterSet=2 [MinBrushSizeInWater] ; if completely surrounded by water ClearTile=2 RoughTile=2 SandTile=2 GreenTile=2 PaveTile=2 ; SlopeSetPieces for cliffs have a specific direction. ; used for AutoLevel logic ; CURRENTLY IGNORED [SlopeSetPiecesDirections] Count=10 0=Right_1 1=Left_1 2=Top_1 3=Bottom_1 4=Right_2 5=Left_2 6=Left_2 7=Bottom_2 8=Top_2 9=Top_2 [TEMPERATELimits] TreeMax=999 ;TreeMax=27 [SNOWLimits] TreeMax=999 ;TreeMax=27 [URBANLimits] TreeMax=999 ;TreeMax=27 ; tileset ini overwritings ; only used by FinalAlert [IgnoreSetTEMPERATE] [IgnoreSetSNOW] 0=8 1=46 [UseSetTEMPERATE] 0=57 1=79 [UseSetSNOW] [UseSetURBAN] ; hacks for shore pieces ; shore id_pos=iswater ; pos: count from left top to right, then next "row" ; But TS needs all :( [ShoreTerrainTS] 0_0=0 0_1=0 0_2=1 0_3=1 1_0=0 1_1=0 2_0=0 2_1=0 3_0=0 4_0=0 4_1=0 4_3=0 5_0=0 5_1=0 5_2=0 6_0=0 7_0=0 8_0=0 8_2=0 9_0=0 9_2=0 10_0=0 10_2=0 11_0=0 12_0=0 12_1=0 12_3=0 13_0=0 13_3=0 13_4=0 14_2=0 15_2=0 16_2=0 16_3=0 17_2=0 17_3=0 18_2=0 18_3=0 19_1=0 20_3=0 20_4=0 20_5=0 21_2=0 21_4=0 21_5=0 22_3=0 23_3=0 24_1=0 24_3=0 25_1=0 25_3=0 26_1=0 26_3=0 27_1=0 28_1=0 28_2=0 28_5=0 29_2=0 29_4=0 29_5=0 30_1=0 31_1=0 32_0=0 32_1=0 32_2=0 33_0=0 33_1=0 33_2=0 34_0=0 34_2=0 34_3=0 35_0=0 35_2=0 35_3=0 36_1=0 36_2=0 36_3=0 37_1=0 37_2=0 37_3=0 38_0=0 38_1=0 38_3=0 39_0=0 39_1=0 39_3=0 ; tilesets that may be modified using the shore or a similar logic [SoftTileSets] ClearTile=1 RoughTile=1 ClearToRoughLat=1 SandTile =1 ClearToSandLat=1 GreenTile=1 ClearToGreenLat=1 PaveTile=1 MiscPaveTile =1 ClearToPaveLat=1 RoughGround=0; no WaterSet=1 ShorePieces=1 ; corner strings are: cornerleft, cornerright, cornerbottom, cornertop [CliffBackData] vertic_diag_c=2 ;vertic_diag_2=0 vertic_diag_0=2 vertic_diag_1=3 ;vertic_diag_3=1 ; unused at moment vertic_diag_cornertop_c=1 ;vertic_diag_cornertop_1=0 vertic_diag_cornertop_0=1 horiz_c=4 horiz_0=22 horiz_1=23 horiz_2=24 horiz_3=25 ;2x1, not 2x2, unused at moment horiz_cornerbottom_c=2 horiz_cornerbottom_0=28 horiz_cornerbottom_1=29 horiz_cornertop_c=0 ;horiz_cornertop_0=31 vertic_c=4 vertic_0=34 vertic_1=35 vertic_2=36 vertic_3=37 ;2x1, not 2x2, unused at moment vertic_cornerright_c=2 vertic_cornerright_0=29 vertic_cornerright_1=28 [CliffFrontData] vertic_diag_c=2 vertic_diag_0=18 vertic_diag_1=19 ;vertic_diag_2=20 ;vertic_diag_3=21 ; unused at moment vertic_diag_cornerleft_c=1 vertic_diag_cornerleft_0=20 ;vertic_diag_cornerleft_1=21 vertic_diag_cornerright_c=2 vertic_diag_cornerright_0=32 vertic_diag_cornerright_1=33 horiz_c=4 horiz_0=4 horiz_1=5 horiz_2=6 horiz_3=7 ;2x1, not 2x2, unused at moment horiz_cornertop_c=1 horiz_cornertop_0=1 horiz_diag_c=6 horiz_diag_0=8 horiz_diag_1=9 horiz_diag_2=10 horiz_diag_3=11 ; unused at moment horiz_diag_4=12 ; unused at moment horiz_diag_5=13 ; unused at moment vertic_c=4 vertic_0=14 vertic_1=15 vertic_2=16 vertic_3=17 ;2x1, not 2x2, unused at moment vertic_cornerleft_c=1 vertic_cornerleft_0=21 ; EVENTS AND ACTIONS ; param type format: Description,ListType ; ListTypes (all those not implemented yet but stubbed when this ini was written are marked with *): ; 0-Nothing ; 1-Houses ; 2-Teamtypes ; 3-UnitTypes ; 4-InfantryTypes ; 5-AircraftTypes ; 6-BuildingTypes ; 7-Videos ; 8-tutorial texts ; 9-Triggers ; 10-yes/no ; 11=sounds * ; 12=themes * ; 13=speeches * ; 14=special weapons ; 15=animations ; 16=particles ; 17=waypoints ; 18=crate types * ; 19=speech bubble types * ; 20=Global variables <--- wrong, local variables! ; 21=.CSF strings (RA2 only) * ; 22=Tag * ; 23=Meteors * ; 24=Weapons * ; 25=Light behavior * ; 26=Shower * [ParamTypes] 0=Unused,0 1=Unknown,0 2=House,1 3=Local variable,20 4=Time,0 5=Credits,0 6=Number,0 7=Teamtype,2 8=Building,6 9=Aircraft,5 10=Infantry,4 11=Unit,3 12=Movie,7 13=Text,8 14=Trigger,9 15=Enabled,10 16=Sound,11 17=Theme,12 18=Speech,13 19=Steps,0 20=Super weapon,14 21=Left,0 22=Top,0 23=Right,0 24=Bottom,0 25=Animation,15 26=Particle,16 27=Duration,0 28=Speed,0 29=Meteor size,29 30=Waypoint,17 31=Crate type,18 32=Speech bubble,19 33=String,21 34=Action,9 35=Global variable,0 36=Special,0 37=Activated,10 38=Tag,22 39=Techtype,0 40=Quarry,0 41=Weapon,24 42=Light behavior,25 43=Event,9 44=Shower,26 45=Float value,0 ; events format: ; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID ; negative number for type currently not supported (only Actions do support yet)! ; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them. ; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section. ; NOTE: ID must be the same like # [Events] 0=-No Event-,0,0,0,0,This is a null event. There is no need to ever use this in a real trigger.,1,1,0 1=Entered by...,0,2,0,0,Triggers when an infantry or vehicle enters the attached object. Typically this trigger is attached to a building or a cell.,1,1,1 2=Spied upon,0,0,0,0,Detects when a spy has entered the attached building.,1,1,2 3=Thieved by...,0,2,0,0,Triggers when a thief steals money from the specified house.,1,1,3 4=Discovered by player,0,0,0,0,Detects when the attached object has been discovered by the player. Discovered means reavealed from under the shroud.,1,1,4 5=House Discovered...,0,2,0,0,Triggers when the specified house has any of its units or buildings discovered by the player.,1,1,5 6=Attacked by any house,0,0,0,0,Triggers when the attached unit is attacked in some manner. Incidental damage or friendly fire does not count.,1,1,6 7=Destroyed by any house,0,0,0,0,Triggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count.,1,1,7 8=Any Event,0,0,0,0,When used alone%1 it will force the trigger to spring immediately.,1,1,8 9=Destroyed%1 Units%1 All...,0,2,0,0,Triggers when all units of the specified house have been destroyed. Typically used for end of game conditions.,1,1,9 10=Destroyed%1 Buildings%1 All...,0,2,0,0,Triggers when all buildings of the specified side have been destroyed. Typically used for end of game conditions.,1,1,10 11=Destroyed%1 All...,0,2,0,0,Triggers when all objects owned by the specified house have been destroyed. This is the normal (destroy everyone) trigger condition for end of game.,1,1,11 12=Credits exceed...,0,6,0,0,Triggers when the house (for this trigger) credit total exceeds this specified amount.,1,1,12 13=Elapsed Time...,0,6,0,0,Triggers when the elapsed time has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung when trigger is 'persistant'.,1,1,13 14=Mission Timer Expired,0,0,0,0,Triggers when the global mission timer (as displayed on the screen) has reached zero.,1,1,14 15=Destroyed%1 Buildings%1 #...,0,6,0,0,Triggers when the number of buildings%1 owned by the trigger's specified house%1 have been destroyed.,1,1,15 16=Destroyed%1 Units%1 #...,0,6,0,0,Triggers when the number of units%1 owned by the trigger's specified house%1 have been destroyed.,1,1,16 17=No Factories left,0,0,0,0,Triggers when there are no factories left for the house specified in the trigger.,1,1,17 18=Civilians Evacuated,0,0,0,0,Triggers when civilians have been evacuated (left the map).,1,1,18 19=Build Building Type...,0,8,0,0,When the trigger's house builds the building type specified%1 then this event will spring.,1,1,19 20=Build Unit Type...,0,11,0,0,When the trigger's house builds the unit type specified%1 then this event will spring.,1,1,20 21=Build Infantry Type...,0,10,0,0,When the trigger's house builds the infantry type specified%1 then this event will spring.,1,1,21 22=Build Aircraft Type...,0,9,0,0,When the trigger's house builds the aircraft type specified%1 then this event will spring.,1,1,22 23=Leaves map (team)...,-1,7,0,0,Triggers when the specified team leaves the map. If the team is destroyed%1 it won't trigger. If all but one member is destroyed and that last member leaves the map%1 it WILL spring.,1,1,23 24=Zone Entry by...,0,2,0,0,Triggers when a unit of the dpecified house enters the same zone that this trigger is located in. This trigger must be located in a cell and only a cell.,1,1,24 25=Crosses Horizontal Line...,0,2,0,0,Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell.,1,1,25 26=Crosses Vertical Line...,0,2,0,0,Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell.,1,1,26 27=Global is set...,0,35,0,0,Triggers when the specifed global (named in Globals.INI) is turned on.,1,1,27 28=Global is clear...,0,35,0,0,Triggers when the specified global (named in Globals.INI) is turned off.,1,1,28 29=Destroyed by anything [not infiltrate],0,0,0,0,Triggers when attached object is destroyed%1 but not if it infiltrates a building/unit.,1,1,29 30=Low Power...,0,2,0,0,Triggers when the specified house's power falls below 100% level.,1,1,30 31=Bridge destroyed,0,0,0,0,Triggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge.,1,1,31 32=Building exists...,0,8,0,0,Triggers when the building (owned by the house of this trigger) specified exists on the map. This works for buildings that are preexisting or constructed by deploying.,1,1,32 33=Selected by player,0,0,0,0,Triggers when the unit is selected by the player. Use in single-player only.,1,1,33 34=Comes near waypoint...,0,30,0,0,Triggers when the object comes near the specified waypoint.,1,1,34 35=Enemy In Spotlight...,0,0,0,0,Triggers when an enemy unit enters the spotlight cast by the attached building.,1,1,35 36=Local is set...,0,3,0,0,Triggers when the specifed local is turned on.,1,1,36 37=Local is clear...,0,3,0,0,Triggers when the specified local is turned off.,1,1,37 38=First damaged (combat only),0,0,0,0,Triggers when first suffering from combat damage from combat damage only.,1,1,38 39=Half health (combat only),0,0,0,0,Triggers when damaged to half health >from combat damage only.,1,1,39 40=Quarter health (combat only),0,0,0,0,Triggers when damaged to quarter health from combat damage only.,1,1,40 41=First damaged (any source),0,0,0,0,Triggers when first suffering from combat damage from any source.,1,1,41 42=Half health (any source),0,0,0,0,Triggers when damaged to half health >from any source.,1,1,42 43=Quarter health (any source),0,0,0,0,Triggers when damaged to quarter health from any source.,1,1,43 44=Attacked by (house)...,0,2,0,0,When attacked by some unit of specified house.,1,1,44 45=Ambient light <= ...,0,6,0,0,Triggers when the ambient light drops below a certain level. Use numbers between 0 and 100.,1,1,45 46=Ambient light >= ...,0,6,0,0,Triggers when the ambient light rises above a certain level. Use numbers between 0 and 100.,1,1,46 47=Elapsed Scenario Time...,0,6,0,0,When time has elapsed since start of scenario.,1,1,47 48=Destroyed by anything,0,0,0,0,Triggers when destroyed by anything what-so-ever.,1,1,48 49=Pickup Crate,0,0,0,0,When crate is picked up object the trigger is attached to.,1,1,49 50=Pickup Crate (any),0,0,0,0,When crate is picked up by any unit.,1,1,50 51=Random delay...,0,6,0,0,Delays a random time between 50 and 150 percent of time specified.,1,1,51 52=Credits below...,0,6,0,0,Triggers when the house (for this trigger) credit total is below this specified amount.,1,1,52 53=Player under EMP effect,0,2,0,0,Specific house is under EMP effect,1,1,53 ; action format: ; #=Description, P1 type, P2 type, P3 type, P4 type, P5Type, P6Type, uses waypoint, uses tag, Obsolete, used in TS, used in RA2, ID ; if using negative number for type, param will be set to the absolute value of this number ; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them. ; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section. ; NOTE: ID must be the same like # [Actions] 0=-No Action-,0,0,0,0,0,0,0,0,0,This is a null action. It will do nothing and is equivalent to not having an action at all. Why use it?,1,1,0 1=Winner is...,0,2,0,0,0,0,0,0,0,The winner will be forced to be the house specified. The game will end immediately. Typically%1 the player's house is specified.,1,1,1 2=Loser is...,0,2,0,0,0,0,0,0,0,The loser will be force to be the house specified. The game will end immediately. Typically%1 the player's house is specified.,1,1,2 3=Production Begins...,0,2,0,0,0,0,0,0,0,The computer's house (as specified) will begin production of units and structures.,1,1,3 4=Create Team...,-1,7,0,0,0,0,0,0,0,Creates a team of the type specified (owned by the house of this trigger). The team member are NOT automatically created however.,1,1,4 5=Destroy Team...,-1,7,0,0,0,0,0,0,0,Destroys all instances of the team type specified. The units in those existing teams will remain and be available for recruiting into other teams.,1,1,5 6=All to Hunt...,0,2,0,0,0,0,0,0,0,Forces all units%1 of the house specified%1 into 'hunt' mode. They will seek out and destroy their enemies.,1,1,6 7=Reinforcement (team)...,-1,7,0,0,0,0,0,0,0,Create a reinforcement of the specified team. The members of the team WILL be created magically by this action.,1,1,7 8=Drop Zone Flare (waypoint)...,0,30,0,0,0,0,0,0,0,Display a drop zone flair at the waypoint specified. The map will also be reaveald around that location.,1,1,8 9=Fire Sale...,0,2,0,0,0,0,0,0,0,Cause all buildings of the specified house to be sold (for cash and prizes). Typically this is used in the final assault by the computer.,1,1,9 10=Play Movie...,0,12,0,0,0,0,0,0,0,Displays the specified movie (full screen). The game is paused while this occurs and resumes normally after it completes.,1,1,10 11=Text Trigger...,0,13,0,0,0,0,0,0,0,Display the text identified by the label in Tutorial.ini.,1,1,11 12=Destroy Trigger...,-2,14,0,0,0,0,0,0,0,Destroy all current instances of the trigger type specified. This does not prevent future instances of that trigger >from being created.,1,1,12 13=Autocreate Begins...,0,2,0,0,0,0,0,0,0,Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit.,1,1,13 14=Change House...,0,2,0,0,0,0,0,0,0,Changes owning house to the one specified for attached objects.,1,1,14 15=Allow Win,0,0,0,0,0,0,0,0,0,Removes one 'blockage' from allowing the player to win. The blockage number is equal the number of triggers created that have this action.,1,1,15 16=Reveal all map,0,0,0,0,0,0,0,0,0,Reveals the entire map to all players.,1,1,16 17=Reveal around waypoint...,0,30,0,0,0,0,0,0,0,Reveals a region of the map to the player around the waypoint specified.,1,1,17 18=Reveal zone of waypoint...,0,30,0,0,0,0,0,0,0,Reveals all cells that share the same zone as the waypoing specified. This yields some wierd results. Use with caution.,1,1,18 19=Play sound effect...,0,16,0,0,0,0,0,0,0,Plays the sound effect specified. Use numbers from Sound.ini and Sound01.ini and then apply the sound system.,1,1,19 20=Play music theme...,0,17,0,0,0,0,0,0,0,Plays the music theme specified. Look up the number of the song in Theme.ini then Add 1.,1,1,20 21=Play speech...,0,18,0,0,0,0,0,0,0,Plays the speech sound specified,1,1,21 22=Force Trigger...,-2,14,0,0,0,0,0,0,0,Force all triggers of this specified type to spring regardless of what it's event flags may indicate.,1,1,22 23=Timer Start,0,0,0,0,0,0,0,0,0,Start the global mission timer.,1,1,23 24=Timer Stop,0,0,0,0,0,0,0,0,0,Stop the global mission timer.,1,1,24 25=Timer Extend...,0,6,0,0,0,0,0,0,0,Extend the global mission timer by the time specified.,1,1,25 26=Timer Shorten...,0,6,0,0,0,0,0,0,0,Short the global mission timer by the time specified. It can never be reduced below 'zero' time.,1,1,26 27=Timer Set...,0,6,0,0,0,0,0,0,0,Set the global mission timer to the value specified.,1,1,27 28=Global Set...,0,35,0,0,0,0,0,0,0,Set the global flag. Global flags are named in the file Globals.INI. Global flags can be either 'on/set/true' or 'off/clear/false'. Globals are reset by saved games.,1,1,28 29=Global Clear...,0,35,0,0,0,0,0,0,0,Clear the global flag. Global flags are named in the file Globals.INI. Global flags can either be 'on/set/true' or 'off/clear/false'. Globals are reset by saved games.,1,1,29 30=Auto Base Building...,0,37,0,0,0,0,0,0,0,Initialize the computer skirmish mode build control to either 'on' or 'off' state. When 'on'%1 the computer takes over as if it were in skirmish mode. (gs make sure he has a con yard),1,1,30 31=Grow shroud one 'step',0,0,0,0,0,0,0,0,0,Increase the shroud darkness by one step (cell).,1,1,31 32=Destroy attached building,0,0,0,0,0,0,0,0,0,Destroy any buildings%1 bridges%1 or units that this trigger is attached to.,1,1,32 33=Add 1-time special weapon...,0,36,0,0,0,0,0,0,0,Add a one-shot special weapon (as indicated) to the trigger's house.,1,1,33 34=Add repeating special weapon...,0,36,0,0,0,0,0,0,0,Add a permanent special weapon (as indicated) to the trigger's house.,1,1,34 35=Preferred target...,0,40,0,0,0,0,0,0,0,Specify what the trigger's house should use as its preferred target when using special weapon attacks.,1,1,35 36=All change house...,0,2,0,0,0,0,0,0,0,All objects of one house change ownership to specified house.,1,1,36 37=Make ally...,0,2,0,0,0,0,0,0,0,Cause this trigger's house to ally with the house specified.,1,1,37 38=Make enemy...,0,2,0,0,0,0,0,0,0,Cause this trigger's house to un-ally (declare war) with the house specified.,1,1,38 39=Change Zoom Level...,0,6,0,0,0,0,0,0,0,Changes the zoom out level of the player's radar map. Use 1 for normal view%1 2 for zoomed out.,1,1,39 40=Resize Player View...,0,0,21,22,23,24,0,0,0,Changes the player's viewing rectangle into the map. Enter as: x%1y%1w%1h where x%1y gives the upper left corner and w%1h give the width and height.,1,1,40 41=Play Anim At...,0,25,0,0,0,0,1,0,0,Plays the specified anim in the specified cell. Use numbers from [Animations] and either subtract 2 or 5 (depending on the position in the list),1,1,41 42=Do Explosion At...,0,41,0,0,0,0,1,0,0,Creates an explosion in the specified cell%1 using the specified warhead.,1,1,42 43=Meteor Impact At...,0,29,0,0,0,0,1,0,0,Sends a meteor at the specified cell.,1,0,43 44=Ion Storm start...,0,6,0,0,0,0,0,0,0,Starts an ion storm sequence to run for the specified number of game frames.,1,0,44 45=Ion Storm stop...,0,0,0,0,0,0,0,0,0,End an Ion storm in progress.,1,0,45 46=Lock input,0,0,0,0,0,0,0,0,0,Disables user input.,1,1,46 47=Unlock input,0,0,0,0,0,0,0,0,0,Enables user input.,1,1,47 48=Center Camera at Waypoint...,0,28,0,0,0,0,1,0,0,Moves the tactical view to a specified waypoint at the specified speed. Use 1 through 4 for good results.,1,1,48 49=Zoom in,0,0,0,0,0,0,0,0,0,Zooms the tactical map in.,1,1,49 50=Zoom out,0,0,0,0,0,0,0,0,0,Zooms the tactical map out.,1,1,50 51=Reshroud Map,0,0,0,0,0,0,0,0,0,Reshrouds the entire map for all players.,1,1,51 52=Change Light Behavior,0,42,0,0,0,0,0,0,0,Changes the way a building spotlight behaves. Attach this trigger to a building that casts a spotlight. 0= no Spotlight - 1= Circle - 2= Rules.ini settings (affected by direction) - 3= Unit in Spotlight,1,1,52 53=Enable Trigger,-2,14,0,0,0,0,0,0,0,Enables the target trigger.,1,1,53 54=Disable Trigger,-2,14,0,0,0,0,0,0,0,Disables the target trigger.,1,1,54 55=Create Radar Event,0,43,0,0,0,0,1,0,0,Creates a radar event at the specified waypoint,1,1,55 56=Local Set...,0,3,0,0,0,0,0,0,0,Set the local flag. Local flags can be either 'on/set/true' or 'off/clear/false'.,1,1,56 57=Local Clear...,0,3,0,0,0,0,0,0,0,Clear the local flag. Local flags can either be 'on/set/true' or 'off/clear/false'.,1,1,57 58=Meteor Shower At...,0,44,0,0,0,0,1,0,0,Creates a meteor shower around the specified waypoint.,1,1,58 59=Reduce Tiberium At...,0,30,0,0,0,0,0,0,0,Reduces Tiberium around the specified waypoint.,0,0,59 60=Sell building,0,0,0,0,0,0,0,0,0,Sells the building attached to this trigger.,1,1,60 61=Turn off building,0,0,0,0,0,0,0,0,0,Turn off building attached to this trigger.,1,1,61 62=Turn on building,0,0,0,0,0,0,0,0,0,Turn on building attached to this trigger.,1,1,62 63=Apply 100 damage at...,0,30,0,0,0,0,0,0,0,Applies 100 points of HE damage at location.,1,1,63 64=Light flash (small) at...,0,30,0,0,0,0,0,0,0,Shows a small light flash at location.,1,1,64 65=Light flash (medium) at...,0,30,0,0,0,0,0,0,0,Shows a medium light flash at location.,1,1,65 66=Light flash (large) at...,0,30,0,0,0,0,0,0,0,Shows a large light flash at location.,1,1,66 67=Announce Win,0,0,0,0,0,0,0,0,0,Announce that player has won.,1,1,67 68=Announce Lose,0,0,0,0,0,0,0,0,0,Announce that player has lost.,1,1,68 69=Force end,0,0,0,0,0,0,0,0,0,Force end of scenario.,1,1,69 70=Destroy Tag...,-3,38,0,0,0,0,0,0,0,Destroy tag and all attached triggers.,1,1,70 71=Set ambient step...,0,45,0,0,0,0,0,0,0,Sets ambient light fade step value.,1,1,71 72=Set ambient rate...,0,45,0,0,0,0,0,0,0,Sets ambient light fade rate.,1,1,72 73=Set ambient light...,0,6,0,0,0,0,0,0,0,Fades ambient light to new lighting level. Use numbers between 0 and 100.,1,1,73 74=AI triggers begin...,0,2,0,0,0,0,0,0,0,Start AI triggers for specified house.,1,1,74 75=AI triggers stop...,0,2,0,0,0,0,0,0,0,Stop AI triggers for specified house.,1,1,75 76=Ratio of AI trigger teams...,0,6,0,0,0,0,0,0,0,AI percentage of teams created for AI triggers (100 = all for AI trigger teams%1 0 = all for regular teams),1,1,76 77=Ratio of team aircraft...,0,6,0,0,0,0,0,0,0,AI percentage of aircraft created for teams (100 = all for teams%1 0 = all random),1,1,77 78=Ratio of team infantry...,0,6,0,0,0,0,0,0,0,AI percentage of infantry created for teams (100 = all for teams%1 0 = all random),1,1,78 79=Ratio of team units...,0,6,0,0,0,0,0,0,0,AI percentage of units created for teams (100 = all for teams%1 0 = all random),1,1,79 80=Reinforcement (team) [at waypoint]...,-1,7,0,0,0,0,1,0,0,Create reinforcement team at special waypoint location. The units will appear at this point. Magical-poof style.,1,1,80 81=Wakeup self,0,0,0,0,0,0,0,0,0,Breaks out of sleep or harmless mode so as to enter guard mode.,1,1,81 82=Wakeup all sleepers,0,0,0,0,0,0,0,0,0,Breaks all units out of sleep mode.,1,1,82 83=Wakeup all harmless,0,0,0,0,0,0,0,0,0,Breaks all out of harmless mode.,1,1,83 84=Wakeup group...,0,6,0,0,0,0,0,0,0,Wakeup all units of specified group.,1,1,84 85=Vein growth...,0,37,0,0,0,0,0,0,0,Control if veins grow or not.,1,1,85 86=Tiberium growth...,0,37,0,0,0,0,0,0,0,Control if Tiberium grows or not.,1,1,86 87=Ice growth...,0,37,0,0,0,0,0,0,0,Control if ice grows or not.,1,1,87 88=Particle Anim at...,0,26,0,0,0,0,1,0,0,Show particle animation at location.,1,1,88 89=Remove Particle Anim at...,0,30,0,0,0,0,0,0,0,Delete particle anims at specified location.,1,1,89 90=Lightning strike at...,0,30,0,0,0,0,0,0,0,A single Ion Storm lightning strike.,1,1,90 91=Go Berzerk,0,0,0,0,0,0,0,0,0,Attached object (cyborg) goes berzerk.,1,1,91 92=Activate Firestorm Defense,0,0,0,0,0,0,0,0,0,Turns on a house's firestorm defense.,0,0,92 93=Deactivate Firestorm Defense,0,0,0,0,0,0,0,0,0,Turns off a house's firestorm defense.,0,0,93 94=Ion-cannon strike...,0,30,0,0,0,0,0,0,0,Fires Ion-Cannon at waypoint specified.,0,0,94 95=Nuke strike...,0,0,0,0,0,0,1,0,0,Fires Nuke at waypoint specified from nearest edge.,1,1,95 96=Chem-missile strike...,0,30,0,0,0,0,0,0,0,Fires Chemical missile at waypoint specified.,0,0,96 97=Toggle Train Cargo,0,0,0,0,0,0,0,0,0,Toggles state of cargo train dropping crate.,1,1,97 98=Play Sound Effect (Random)...,0,16,0,0,0,0,0,0,0,Plays sound effect at random waypoint. Rules of action 19 apply.,1,1,98 99=Play Sound Effect At waypoint...,0,16,0,0,0,0,1,0,0,Plays sound effect specified at waypoint specified. Rules of action 19 apply.,1,1,99 100=Play Ingame Movie...,0,12,0,0,0,0,0,0,0,Displays the specified movie ingame. Player still has control of interface and units.,1,1,100 101=Reshroud Map At...,0,30,0,0,0,0,0,0,0,Does an anti-map ping at waypoint specified.,1,1,101 102=Lightning Storm strike...,0,0,0,0,0,0,1,0,0,Lightning storm owned by owner of trigger at waypoint.,1,1,102 103=Timer Text...,-4,13,0,0,0,0,0,0,0,What text label to display with timer (i.e. actual text is in game.str).,1,1,103 104=Flash Team...,-5,7,0,0,0,0,0,0,0,Flashes the specified team for the specified number of frames,1,1,104 105=Talk Bubble...,-1,7,0,0,0,0,0,0,0,Displays talk bubble over unit,1,1,105 [BridgesTS] [SpecialOverlayTS] [IgnoreTS] 0=WEEDGUY 1=NHUNTER 2=GHUNTER 3=JEEP ; legacy Red Alert leftovers 60=CR1 61=CR2 62=CR3 63=CR4 64=CR5 65=CR6 66=BURN01 67=BURN02 68=BURN03 69=BURN04 70=BURN05 71=BURN06 72=BURN07 73=BURN08 74=BURN09 75=BURN10 76=BURN11 77=BURN12 78=BURN13 79=BURN14 80=BURN15 81=BURN16 [IgnoreTerrainTS] 0=NAWALL 1=GAWALL [IgnoreTemperateTS] 0=ABAN01 1=ABAN02 2=ABAN03 3=ABAN04 4=ABAN05 5=ABAN06 6=ABAN07 7=ABAN08 8=ABAN09 9=ABAN10 10=ABAN11 11=ABAN12 12=ABAN13 13=ABAN14 14=ABAN15 15=ABAN16 16=ABAN17 17=ABAN18 [IgnoreSnowTS]