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- ; FAData.ini - Data file for FinalAlert 2: Yuri's Revenge
- ; This file offers data for FinalAlert 2
- ; last change: Matthias Wagner, Feb 12, 2024
- ; Debug section: use carefully!
- [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
- [ForceIsoPalettePrefix]
- ; voxel turret locations (Original FA2 values)
- [BuildingVoxelTurretsRA2OLD]
- GTGCANX=00
- GTGCANY=44;-6
- NASAMY=-3;2
- NALASRX=0
- NALASRY=10;-3
- NAFLAKY=6;10 ; flak needs additional correction below for every direction
- NAFLAKX=-5;
- NAFLAKX0=5
- NAFLAKX2=-4;
- NAFLAKY2=5
- NAFLAKX3=-5;
- NAFLAKY3=10
- NAFLAKX4=5
- NAFLAKY4=14
- NAFLAKX5=10
- NAFLAKY5=8
- NAFLAKX6=15
- NAFLAKY6=5
- NAFLAKX7=12
- NAFLAKY7=1
- CAOUTPX=-30
- CAOUTPY=12
- YAREFNX=-30
- YAREFNY=30
- YAGGUNY=7
- YAGGUNX=-5
- YAGGUNX7=5; gattling gun needs some correction
- YAGGUNY7=-3
- YAGGUNX6=11
- YAGGUNY6=3
- YAGGUNX5=10
- YAGGUNY5=3
- YAGGUNX4=3
- YAGGUNY4=2
- YAGGUNX0=5
- [BuildingVoxelTurretsRA2]
- GTGCANX=-5
- GTGCANY=5
- GTGCANX=-2
- GTGCANY=2
- ; voxel barrel locations (Original FA2 values)
- [BuildingVoxelBarrelsRA2OLD]
- GTGCANX0=0
- GTGCANY0=30;-6
- GTGCANX1=-18
- GTGCANY1=35;-6
- GTGCANX2=-28
- GTGCANY2=50;-6
- GTGCANX3=-27
- GTGCANY3=67;-6
- GTGCANX4=00
- GTGCANY4=73;-6
- GTGCANX5=23
- GTGCANY5=60;-6
- GTGCANX6=30
- GTGCANY6=48;-6
- GTGCANX7=20
- GTGCANY7=35;-6
- [BuildingVoxelBarrelsRA2]
- GTGCANX=-5
- GTGCANY=5
- ; not NOSURFACES:
- ;[BuildingVoxelTurretsRA2]
- ;GTGCANX=-1
- ;GTGCANY=0;-6
- ;NASAMY=0;2
- ;NALASRX=0
- ;NALASRY=0;-3
- ;NAFLAKY=10;10
- [VehicleVoxelTurretsRA2Disabled]
- ;DISKX=-10
- ;DISKY=-10
- ;YTNKY=-30
- SREFX=4
- SREFY=3
- [IgnoreArtImage]
- BFRT=1
- CAML=1
- [IgnoreSuperAnim1]
- [IgnoreSuperAnim2]
- NAMISL=1
- GACSPH=1
- [IgnoreSuperAnim3]
- NAMISL=1
- GACSPH=1
- [IgnoreSuperAnim4]
- NAMISL=1
- GACSPH=1
- ; fix for building list:
- [GTGCAN]
- AIBasePlanningSide=0
- [YACOMD]
- AIBasePlanningSide=2
- [YADEPT]
- AIBasePlanningSide=0
- [NASPYB]
- AIBasePlanningSide=2
- ; rename list for objects. ObjectID=StringID
- [Rename]
- AMRADR=N_AMRADR
- SENGINEER=N_SENGINEER
- ENGINEER=N_ENGINEER
- YENGINEER=N_YENGINEER
- SCHD=N_SCHD
- GACSPH=N_GACSPH
- CALOND04=N_CALOND04
- CALOND05=N_CALOND05
- CATRAN03=N_CATRAN03
- [MovieList]
- Start=66; Anything below will not be listed!
- [StdBrushSize]
- ClearTile=2
- RoughTile=2
- SandTile=2
- GreenTile=2
- PaveTile=2
- WaterSet=2
- [MinBrushSizeInWater] ; if completely surrounded by water ; currently ignored
- 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
- [LUNARLimits]
- TreeMax=999
- TreeMin=999
- [URBANLimits]
- TreeMax=999
- ;TreeMax=27
- [TEMPERATELimits]
- TreeMax=999
- ;TreeMax=27
- [SNOWLimits]
- TreeMax=999
- ;TreeMax=27
- [NEWURBANLimits]
- TreeMax=999
- ;TreeMax=27
- [DESERTLimits]
- TreeMin=30
- TreeMax=999
- ; tileset ini overwritings
- ; only used by FinalAlert
- [IgnoreSetTEMPERATE]
- 0=77
- 1=78
- 2=79
- [IgnoreSetSNOW]
- 0=8
- 1=46
- [IgnoreSetURBAN]
- 0=49
- 1=50
- 2=51
- 5=56
- 7=30
- 8=91
- 9=92
- 10=93
- 11=94
- 12=95
- 13=96
- 14=97
- 15=98
- 16=99
- 17=100
- ;3=53; Tunnel
- ;4=54; Tunnel Side
- ;6=73; Dirt Tunnel
- [IgnoreSetNEWURBAN]
- 0=101
- [IgnoreSetDESERT]
- 0=19
- 1=54
- 2=53
- 3=56
- 4=73
- 5=80
- [IgnoreSetLUNAR]
- [UseSetTEMPERATE]
- 0=57
- [UseSetSNOW]
- [UseSetURBAN]
- [NewUrbanInfo]
- Morphable2=114
- Ramps2=117
- Cliffs2=110
- CliffsWater2=112
- ; The following section is for finding out if a map is RA2 original or Yuri's Revenge only!
- ; If a ground tile id exceeds this number, FA2 will assume the map is a YR map
- [RA2TileMax]
- Temperat=838
- Urban=1077
- Snow=798
- [YRInfantry]
- YENGINEER=1
- GGI=1
- INIT=1
- BORIS=1
- BRUTE=1
- VIRUS=1
- CLNT=1
- ARND=1
- STLN=1
- CAML=1
- EINS=1
- MUMY=1
- RMNV=1
- LUNR=1
- DNOA=1
- DNOB=1
- SLAV=1
- WWLF=1
- YDOG=1
- YADOG=1
- [YRUnits]
- YHVR=1
- PCV=1
- SMIN=1
- SMON=1
- YCAB=1
- YTNK=1
- BFRT=1
- TELE=1
- CAOS=1
- DDBX=1
- BCAB=1
- BSUB=1
- SCHP=1
- JEEP=1
- MIND=1
- DISK=1
- UTNK=1
- ROBO=1
- YDUM=1
- SCHD=1
- DOLY=1
- CBLC=1
- FTRK=1
- AMBU=1
- CIVP=1
- [YRBuildings]
- YACNST=1
- YAPOWR=1
- YABRCK=1
- YAWEAP=1
- YAYARD=1
- YADEPT=1
- YATECH=1
- GAFWLL=1
- YAGGUN=1
- YAPSYT=1
- NAINDP=1
- YAGRND=1
- YAGNTC=1
- CASLAB=1
- CATIME=1
- YAPPET=1
- CALOND04=1
- CALOND05=1
- CALOND06=1
- CAMOON01=1
- CATRAN03=1
- CAEAST01=1
- CAEGYP01=1
- CAEGYP02=1
- CAEGYP03=1
- CALA01=1
- CALA02=1
- CALA03=1
- CALA04=1
- CALA05=1
- CALOND01=1
- CALOND02=1
- CALOND03=1
- CAMORR01=1
- CAMORR02=1
- CAMORR03=1
- CASANF01=1
- CASANF02=1
- CASANF03=1
- CASANF04=1
- CASANF05=1
- CASEAT01=1
- NATBNK=1
- GAGATE_A=1
- CASANF09=1
- CASANF10=1
- CASANF11=1
- CASANF12=1
- CASANF13=1
- CASANF14=1
- CASANF06=1
- CASANF07=1
- CASANF08=1
- CASEAT02=1
- YACOMD=1
- YAPPPT=1
- GAROBO=1
- YAREFN=1
- YAROCK=1
- NABNKR=1
- CASANF15=1
- CASANF16=1
- CASANF17=1
- CASANF18=1
- CASIN03E=1
- CASIN03S=1
- CAURB01=1
- CAURB02=1
- CAURB03=1
- CAPOWR=1
- CALA07=1
- CAEGYP06=1
- CALA08=1
- CAEAST02=1
- CABARR01=1
- CABARR02=1
- CAMORR04=1
- CAMORR05=1
- CALA09=1
- CAEGYP04=1
- CAEGYP05=1
- CALA06=1
- CAMORR06=1
- CAMORR07=1
- CAMORR08=1
- CAMORR09=1
- CAMORR10=1
- CATIME01=1
- CATIME02=1
- CALA10=1
- CALA11=1
- CALA12=1
- CALA13=1
- CAPARK04=1
- CAPARK05=1
- CAPARK06=1
- CALA14=1
- CALA15=1
- CABUNK03=1
- CABUNK04=1
- CALUNR01=1
- CALUNR02=1
- [YRTerrain]
- TREE31=1
- TREE32=1
- TREE33=1
- TREE34=1
- TREE35=1
- TREE36=1
- [YRAircraft]
- BPLN=1
- SPYP=1
- CMISL=1
- [YROverlay]
- Begin=243; which number is the first from new YR overlay?
- ; things only FinalAlert will ignore
- ; these are usually all dummies and leftovers from TS
- [IgnoreRA2]
- 0=GAARMORY
- 1=APACHE
- 2=DeathDummy
- 3=WEEDGUY
- 4=GADUMY
- 5=NAWAST
- 6=GARADR
- 7=CAIRSFGL
- 8=CALIT01E
- 9=CALIT01N
- 10=CALIT01S
- 11=CALIT01W
- 12=CALIT03E
- 13=CALIT03N
- 14=CALIT03S
- 15=CALIT03W
- 16=CALIT02L
- 17=CALIT02R
- 18=NAHPAD
- 19=CAEURO01
- 20=CACITY01
- 21=CACITY02
- 22=CACITY03
- 23=CACITY04
- 24=CITY06
- 25=CITY05
- 26=CITY04
- 27=CITY03
- 28=CITY02
- 29=CITY01
- 30=CAARMR
- 31=TREE29
- 32=TREE30
- 33=CANEWY05
- 34=REDLAMP
- 35=GRENLAMP
- 36=BLUELAMP
- 37=YELWLAMP
- 38=PURPLAMP
- 39=INORANLAMP
- ;40=NEGLAMP ; NEGLAMP added again, invisible in game
- 41=NEGRED
- 42=TSTLAMP
- 43=CAPOL01E
- 44=CAPOL01N
- 45=CAPOL01S
- 46=CAPOL01W
- 47=CASIN01E
- 48=CASIN01N
- 49=CASIN01W
- 50=CASIN01S
- 51=GAGREEN
- 52=GALITE
- 53=CARGOPLANE
- 54=CAHOSP
- 55=XCOMET
- 56=CAKRMW
- 57=CAFNCB
- 58=CAFNCW
- 59=CAFNCP
- 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
- Another one :) =BURN16
- 82=CASYDN01
- 83=CATIME
- 84=CALOND02;?
- ;85=CAMORR01
- ;86=CAMORR02
- ;87=CAMORR03
- ;88=CAEGYP06
- ;89=CAMORR04
- ;90=CAEGYP04
- ;91=CAEGYP05
- ;92=CALA06
- 97=DNOB;?
- 98=GAWRONG
- 99=CALA02;?
- 100=CAMOON01
- ;101=CAEGYP01
- 102=UTNK
- 103=YDUM
- 104=WWLF
- 105=YADOG
- 106=YDOG
- 107=SMON
- 108=CMON
- 109=YADEPT
- 110=CALOND06;?
- ;111=TREE32
- ; hacks for shore pieces
- ; shore id_pos=iswater
- ; pos: count from left top to right, then next "row"
- ; RA2 only needs one fix (for URBAN specifically)
- [ShoreTerrainRA2]
- 12_4=1
- 12_5=1
- ; 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
- [CliffBackDataAlt]
- 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
- [CliffBackDataURBAN]
- vertic_diag_c=1
- ;vertic_diag_4=0
- vertic_diag_0=2
- ;vertic_diag_1=3; other cliff type
- ;vertic_diag_3=1 ; unused at moment
- vertic_diag_cornertop_c=2
- vertic_diag_cornertop_0=0
- vertic_diag_cornertop_1=1
- horiz_c=2
- horiz_0=22
- ;horiz_3=23
- ;horiz_2=24
- horiz_1=25 ;2x1, not 2x2, unused at moment
- horiz_cornerbottom_c=2
- horiz_cornerbottom_0=28
- horiz_cornerbottom_1=29
- 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
- [CliffBackDataNEWURBAN]
- vertic_diag_c=1
- ;vertic_diag_4=0
- vertic_diag_0=2
- ;vertic_diag_1=3; other cliff type
- ;vertic_diag_3=1 ; unused at moment
- vertic_diag_cornertop_c=2
- vertic_diag_cornertop_0=0
- vertic_diag_cornertop_1=1
- horiz_c=2
- horiz_0=22
- ;horiz_3=23
- ;horiz_2=24
- horiz_1=25 ;2x1, not 2x2, unused at moment
- horiz_cornerbottom_c=2
- horiz_cornerbottom_0=28
- horiz_cornerbottom_1=29
- 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
- [CliffFrontDataAlt]
- 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
- [CliffFrontDataURBAN]
- vertic_diag_c=1
- vertic_diag_0=18
- ;vertic_diag_2=19 ; other cliff type
- ;vertic_diag_3=20 ; other cliff type
- ;vertic_diag_1=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=2
- horiz_0=4
- ;horiz_3=5 ; other cliff type
- ;horiz_2=6 ; other cliff type
- horiz_1=7 ;2x1, not 2x2, unused at moment
- horiz_cornertop_c=1
- horiz_cornertop_0=1
- horiz_diag_c=2
- horiz_diag_0=8
- ;horiz_diag_4=9 ; other cliff type
- ;horiz_diag_2=10 ; other cliff type
- horiz_diag_1=11 ; unused at moment
- ;horiz_diag_3=12 ; unused at moment
- ;horiz_diag_5=13 ; unused at moment
- vertic_c=2
- vertic_0=14
- ;vertic_3=15 ; other cliff type
- ;vertic_2=16 ; other cliff type
- vertic_1=17 ;2x1, not 2x2, unused at moment
- vertic_cornerleft_c=1
- vertic_cornerleft_0=21
- [CliffFrontDataNEWURBAN]
- vertic_diag_c=1
- vertic_diag_0=18
- ;vertic_diag_2=19 ; other cliff type
- ;vertic_diag_3=20 ; other cliff type
- ;vertic_diag_1=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=2
- horiz_0=4
- ;horiz_3=5 ; other cliff type
- ;horiz_2=6 ; other cliff type
- horiz_1=7 ;2x1, not 2x2, unused at moment
- horiz_cornertop_c=1
- horiz_cornertop_0=1
- horiz_diag_c=2
- horiz_diag_0=8
- ;horiz_diag_4=9 ; other cliff type
- ;horiz_diag_2=10 ; other cliff type
- horiz_diag_1=11 ; unused at moment
- ;horiz_diag_3=12 ; unused at moment
- ;horiz_diag_5=13 ; unused at moment
- vertic_c=2
- vertic_0=14
- ;vertic_3=15 ; other cliff type
- ;vertic_2=16 ; other cliff type
- vertic_1=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 *
- ; 27=Rules Global variables
- ; 28=Building INI names
- ; 29=Techtypes
- ; ParamTypes
- ; Name, ListType, [Code]
- [ParamTypes]
- -1=Unused,0,1;not listed in FA2
- 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,27
- 36=Special Weapon,14
- 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
- 46=Techtype,29;,2
- 47=Building,28
- 48=Number,0,2
- [DontSaveAsWP] ; which code values indicate that the waypoint param must be saved as normal integer?
- 0=5
- 1=9
- ;2=10
- 3=11
- ; events format:
- ; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID,[NeedsYR optional]
- ; 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 #
- [EventsRA2]
- 0=-No Event-,0,0,0,0,This is a null event. There is no need to ever use this in a real trigger.,0,1,0
- 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.,0,1,1
- 2=Spied upon,0,0,0,0,Detects when a spy has entered the attached building.,0,1,2
- 3=Thieved by...,0,2,0,0,Triggers when a thief steals money from the specified house.,0,1,3
- 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.,0,1,4
- 5=House Discovered...,0,2,0,0,Triggers when the specified house has any of its units or buildings discovered by the player.,0,1,5
- 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.,0,1,6
- 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.,0,1,7
- 8=Any Event,0,0,0,0,When used alone%1 it will force the trigger to spring immediately.,0,1,8
- 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.,0,1,9
- 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.,0,1,10
- 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.,0,1,11
- 12=Credits exceed...,0,6,0,0,Triggers when the house (for this trigger) credit total exceeds this specified amount.,0,1,12
- 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'.,0,1,13
- 14=Mission Timer Expired,0,0,0,0,Triggers when the global mission timer (as displayed on the screen) has reached zero.,0,1,14
- 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.,0,1,15
- 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.,0,1,16
- 17=No Factories left,0,0,0,0,Triggers when there are no factories left for the house specified in the trigger.,0,1,17
- 18=Civilians Evacuated,0,0,0,0,Triggers when civilians have been evacuated (left the map).,0,1,18
- 19=Build Building Type...,0,8,0,0,When the trigger's house builds the building type specified%1 then this event will spring.,0,1,19
- 20=Build Unit Type...,0,11,0,0,When the trigger's house builds the unit type specified%1 then this event will spring.,0,1,20
- 21=Build Infantry Type...,0,10,0,0,When the trigger's house builds the infantry type specified%1 then this event will spring.,0,1,21
- 22=Build Aircraft Type...,0,9,0,0,When the trigger's house builds the aircraft type specified%1 then this event will spring.,0,1,22
- 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.,0,1,23
- 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.,0,1,24
- 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.,0,1,25
- 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.,0,1,26
- 27=Global is set...,0,35,0,0,Triggers when the specifed global (named in Globals.INI) is turned on.,0,1,27
- 28=Global is clear...,0,35,0,0,Triggers when the specified global (named in Globals.INI) is turned off.,0,1,28
- 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.,0,1,29
- 30=Low Power...,0,2,0,0,Triggers when the specified house's power falls below 100% level.,0,1,30
- 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.,0,1,31
- 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.,0,1,32
- 33=Selected by player,0,0,0,0,Triggers when the unit is selected by the player. Use in single-player only.,0,1,33
- 34=Comes near waypoint...,0,30,0,0,Triggers when the object comes near the specified waypoint.,0,1,34
- 35=Enemy In Spotlight...,0,0,0,0,Triggers when an enemy unit enters the spotlight cast by the attached building.,0,1,35
- 36=Local is set...,0,3,0,0,Triggers when the specifed local is turned on.,0,1,36
- 37=Local is clear...,0,3,0,0,Triggers when the specified local is turned off.,0,1,37
- 38=First damaged (combat only),0,0,0,0,Triggers when first suffering from combat damage from combat damage only.,0,1,38
- 39=Half health (combat only),0,0,0,0,Triggers when damaged to half health >from combat damage only.,0,1,39
- 40=Quarter health (combat only),0,0,0,0,Triggers when damaged to quarter health from combat damage only.,0,1,40
- 41=First damaged (any source),0,0,0,0,Triggers when first suffering from combat damage from any source.,0,1,41
- 42=Half health (any source),0,0,0,0,Triggers when damaged to half health >from any source.,0,1,42
- 43=Quarter health (any source),0,0,0,0,Triggers when damaged to quarter health from any source.,0,1,43
- 44=Attacked by (house)...,0,2,0,0,When attacked by some unit of specified house.,0,1,44
- 45=Ambient light <= ...,0,6,0,0,Triggers when the ambient light drops below a certain level. Use numbers between 0 and 100.,0,1,45
- 46=Ambient light >= ...,0,6,0,0,Triggers when the ambient light rises above a certain level. Use numbers between 0 and 100.,0,1,46
- 47=Elapsed Scenario Time...,0,6,0,0,When time has elapsed since start of scenario.,0,1,47
- 48=Destroyed by anything,0,0,0,0,Triggers when destroyed by anything what-so-ever.,0,1,48
- 49=Pickup Crate,0,0,0,0,When crate is picked up object the trigger is attached to.,0,1,49
- 50=Pickup Crate (any),0,0,0,0,When crate is picked up by any unit.,0,1,50
- 51=Random delay...,0,6,0,0,Delays a random time between 50 and 150 percent of time specified.,0,1,51
- 52=Credits below...,0,6,0,0,Triggers when the house (for this trigger) credit total is below this specified amount.,0,1,52
- 53=Spy entering as House...,0,2,0,0,Triggers if a spy disguised as house specified enters this.,0,1,53
- 54=Spy entering as Infantry...,0,10,0,0,Triggers if a spy disguised as this type of infantry enters.,0,1,54
- 55=Destroyed%1 Units%1 Naval...,0,2,0,0,Triggers when all naval units of the specified house have been destroyed. Typically used for end of game conditions.,0,1,55
- 56=Destroyed%1 Units%1 Land...,0,2,0,0,Triggers when all land units of the specified house have been destroyed. Typically used for end of game conditions.,0,1,56
- 57=Building does not exist,0,8,0,0,Triggers when the building (owned by the house of this trigger) specified does not exist on the map.,0,1,57
- ; YR
- 58=Power Full...,0,2,0,0,Triggers if the specified house's power is at 100%.,0,1,58,1
- 59=Entered or Overflown By...,0,2,0,0,Triggers when unit%1 infantry%1 or aircraft move over this cell. <THEM = House of entering unit>,0,1,59,1
- ; 60 and 61 are tricky! They use code + 2 params... param type 46 includes the code 2, which is put in front of the 2 parameters
- 60=TechType Exists,48,46,0,0,True if there are at least this many of this type%1 belonging to anyone,0,1,60,1
- 61=TechType does not Exist,48,46,0,0,True if there are none of these on the map at all. Number doesn't mean anything.,0,1,61,1
- ; 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, [YR only - optional]
- ; 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 #
- [ActionsRA2]
- 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?,0,1,0
- 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.,0,1,1
- 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.,0,1,2
- 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.,0,1,3
- 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.,0,1,4
- 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.,0,1,5
- 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.,0,1,6
- 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.,0,1,7
- 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.,0,1,8
- 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.,0,1,9
- 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.,0,1,10
- 11=Text Trigger...,-4,13,0,0,0,0,0,0,0,Display the text identified by the string file <label>.,0,1,11
- 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.,0,1,12
- 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.,0,1,13
- 14=Change House...,0,2,0,0,0,0,0,0,0,Changes owning house to the one specified for attached objects.,0,1,14
- 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.,0,1,15
- 16=Reveal all map,0,0,0,0,0,0,0,0,0,Reveals the entire map to the player.,0,1,16
- 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.,0,1,17
- 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.,0,1,18
- 19=Play sound effect...,-7,16,0,0,0,0,0,0,0,Plays the sound effect specified.,0,1,19
- 20=Play music theme...,-8,17,0,0,0,0,0,0,0,Plays the music theme specified.,0,1,20
- 21=Play speech...,-6,18,0,0,0,0,0,0,0,Plays the speech sound specified.,0,1,21
- 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.,0,1,22
- 23=Timer Start,0,0,0,0,0,0,0,0,0,Start the global mission timer.,0,1,23
- 24=Timer Stop,0,0,0,0,0,0,0,0,0,Stop the global mission timer.,0,1,24
- 25=Timer Extend...,0,6,0,0,0,0,0,0,0,Extend the global mission timer by the time specified.,0,1,25
- 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.,0,1,26
- 27=Timer Set...,0,6,0,0,0,0,0,0,0,Set the global mission timer to the value specified.,0,1,27
- 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'.,0,1,28
- 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'.,0,1,29
- 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),0,1,30
- 31=Grow shroud one 'step',0,0,0,0,0,0,0,0,0,Increase the shroud darkness by one step (cell).,0,1,31
- 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.,0,1,32
- 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.,0,1,33
- 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.,0,1,34
- 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.,0,1,35
- 36=All change house...,0,2,0,0,0,0,0,0,0,All objects of one house change ownership to specified house.,0,1,36
- 37=Make ally...,0,2,0,0,0,0,0,0,0,Cause this trigger's house to ally with the house specified.,0,1,37
- 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.,0,1,38
- 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.,0,1,39
- 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.,0,1,40
- 41=Play Anim At...,0,25,0,0,0,0,1,0,0,Plays the specified anim in the specified cell.,0,1,41
- 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.,0,1,42
- 43=Meteor Impact At...,0,29,0,0,0,0,1,0,0,Sends a meteor at the specified cell.,0,0,43
- 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.,0,0,44
- 45=Ion Storm stop...,0,0,0,0,0,0,0,0,0,End an Ion storm in progress.,0,0,45
- 46=Lock input,0,0,0,0,0,0,0,0,0,Disables user input.,0,1,46
- 47=Unlock input,0,0,0,0,0,0,0,0,0,Enables user input.,0,1,47
- 48=Center Camera at Waypoint...,0,28,0,0,0,0,1,0,0,Moves the tactical view to a specified waypoint.,0,1,48
- 49=Zoom in,0,0,0,0,0,0,0,0,0,Zooms the tactical map in.,0,1,49
- 50=Zoom out,0,0,0,0,0,0,0,0,0,Zooms the tactical map out.,0,1,50
- 51=Reshroud Map,0,0,0,0,0,0,0,0,0,Reshrouds the entire map.,0,1,51
- 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.,0,1,52
- 53=Enable Trigger,-2,14,0,0,0,0,0,0,0,Enables the target trigger.,0,1,53
- 54=Disable Trigger,-2,14,0,0,0,0,0,0,0,Disables the target trigger.,0,1,54
- 55=Create Radar Event,0,43,0,0,0,0,1,0,0,Creates a radar event at the specified waypoint,0,1,55
- 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'.,0,1,56
- 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'.,0,1,57
- 58=Meteor Shower At...,0,44,0,0,0,0,1,0,0,Creates a meteor shower around the specified waypoint.,0,1,58
- 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.,0,1,60
- 61=Turn off building,0,0,0,0,0,0,0,0,0,Turn off building attached to this trigger.,0,1,61
- 62=Turn on building,0,0,0,0,0,0,0,0,0,Turn on building attached to this trigger.,0,1,62
- 63=Apply 100 damage at...,0,30,0,0,0,0,0,0,0,Applies 100 points of HE damage at location.,0,1,63
- 64=Light flash (small) at...,0,30,0,0,0,0,0,0,0,Shows a small light flash at location.,0,1,64
- 65=Light flash (medium) at...,0,30,0,0,0,0,0,0,0,Shows a medium light flash at location.,0,1,65
- 66=Light flash (large) at...,0,30,0,0,0,0,0,0,0,Shows a large light flash at location.,0,1,66
- 67=Announce Win,0,0,0,0,0,0,0,0,0,Announce that player has won.,0,1,67
- 68=Announce Lose,0,0,0,0,0,0,0,0,0,Announce that player has lost.,0,1,68
- 69=Force end,0,0,0,0,0,0,0,0,0,Force end of scenario.,0,1,69
- 70=Destroy Tag...,-3,38,0,0,0,0,0,0,0,Destroy tag and all attached triggers.,0,1,70
- 71=Set ambient step...,0,45,0,0,0,0,0,0,0,Sets ambient light fade step value.,0,1,71
- 72=Set ambient rate...,0,45,0,0,0,0,0,0,0,Sets ambient light fade rate.,0,1,72
- 73=Set ambient light...,0,6,0,0,0,0,0,0,0,Fades ambient light to new lighting level.,0,1,73
- 74=AI triggers begin...,0,2,0,0,0,0,0,0,0,Start AI triggers for specified house.,0,1,74
- 75=AI triggers stop...,0,2,0,0,0,0,0,0,0,Stop AI triggers for specified house.,0,1,75
- 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),0,1,76
- 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),0,1,77
- 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),0,1,78
- 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),0,1,79
- 80=Reinforcement (team) [at waypoint]...,-1,7,0,0,0,0,1,0,0,Create reinforcement team at special waypoint location.,0,1,80
- 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.,0,1,81
- 82=Wakeup all sleepers,0,0,0,0,0,0,0,0,0,Breaks all units out of sleep mode.,0,1,82
- 83=Wakeup all harmless,0,0,0,0,0,0,0,0,0,Breaks all out of harmless mode.,0,1,83
- 84=Wakeup group...,0,6,0,0,0,0,0,0,0,Wakeup all units of specified group.,0,1,84
- 85=Vein growth...,0,37,0,0,0,0,0,0,0,Control if veins grow or not.,0,1,85
- 86=Tiberium growth...,0,37,0,0,0,0,0,0,0,Control if Tiberium grows or not.,0,1,86
- 87=Ice growth...,0,37,0,0,0,0,0,0,0,Control if ice grows or not.,0,1,87
- 88=Particle Anim at...,0,26,0,0,0,0,1,0,0,Show particle animation at location.,0,1,88
- 89=Remove Particle Anim at...,0,30,0,0,0,0,0,0,0,Delete particle anims at specified location.,0,1,89
- 90=Lightning strike at...,0,30,0,0,0,0,0,0,0,A single Ion Storm lightning strike.,0,1,90
- 91=Go Berzerk,0,0,0,0,0,0,0,0,0,Attached object (cyborg) goes berzerk.,0,1,91
- 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.,0,1,95
- 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.,0,1,97
- 98=Play Sound Effect (Random)...,-7,16,0,0,0,0,0,0,0,Plays sound effect at random waypoint.,0,1,98
- 99=Play Sound Effect At...,-7,16,0,0,0,0,1,0,0,Plays sound effect specified at waypoint specified. ,0,1,99
- 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.,0,1,100
- 101=Reshroud Map At...,0,30,0,0,0,0,0,0,0,Does an anti-map ping at waypoint specified.,0,1,101
- 102=Lightning Storm strike...,0,0,0,0,0,0,1,0,0,Lightning storm owned by owner of trigger at waypoint.,0,1,102
- 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).,0,1,103
- 104=Flash Team...,-5,7,0,0,0,0,0,0,0,Flashes the specified team for the specified number of frames,0,1,104
- 105=Talk Bubble...,-1,7,0,0,0,0,0,0,0,Displays talk bubble over unit,0,1,105
- 106=Set Tech Level (Techno)[Level]... ,-9,39,0,0,0,0,1,0,0,Sets the specified Techno to the specified tech level.,0,1,106
- 107=Reinforcement by Chrono... ,-1,7,0,0,0,0,1,0,0,Teleport reinforcement team to special waypoint location.,0,1,107
- 108=Create Crate...,0,31,0,0,0,0,1,0,0,Create a Goodie Crate with specific contents at a waypoint. You are responsible for knowing which contents are currently supported by the game.,0,1,108
- 109=Iron Curtain At...,0,0,0,0,0,0,1,0,0,Iron Curtain Super effect at Waypoint.,0,1,109
- 110=Pause Game for (seconds)...,0,6,0,0,0,0,0,0,0,This will pause the game for the specified seconds.,0,1,110
- 111=Evict Occupiers,0,0,0,0,0,0,0,0,0,This Action will Evict Urban Combat occupants >from the attached Building.,0,1,111
- 112=Center (Jump) Camera at Waypoint...,0,30,0,0,0,0,1,0,0,Moves the tactical view to a specified waypoint instantly.,0,1,112
- 113=Make side cheer,0,2,0,0,0,0,0,0,0,Will make all infantry who aren't busy do their cheer animation.,0,1,113
- 114=Set Tab to (0-3)...,0,6,0,0,0,0,0,0,0,Forces the sidebar to the desired tab.,0,1,114
- 115=Flash Cameo,-9,39,0,0,0,0,1,0,0,Flashes the Cameo for this type for this long in frames.,0,1,115
- 116=Stop Sounds At,0,30,0,0,0,0,1,0,0,Stops all sounds at waypoint that were started using the Play Sound At trigger,0,1,116
- 117=Play Ingame Movie (pause game)...,0,12,0,0,0,0,0,0,0,Displays the specified movie ingame. Game pauses while movie playing. Player has no control during movie.,0,1,117
- 118=Clear all smudges,0,0,0,0,0,0,0,0,0,Will delete all Smudge objects from the map.,0,1,118
- 119=Destroy all of...,0,2,0,0,0,0,0,0,0,Kills everything of the specified house.,0,1,119
- 120=Destroy all Buildings of...,0,2,0,0,0,0,0,0,0,Kills all buildings for specified house.,0,1,120
- 121=Destroy all Land Units of...,0,2,0,0,0,0,0,0,0,Kills all land units for specified house.,0,1,121
- 122=Destroy all Naval Units of...,0,2,0,0,0,0,0,0,0,Kills all naval units for specified house.,0,1,122
- 123=Mind Control Base of...,0,2,0,0,0,0,0,0,0,The owner of the trigger will mind control the argument's base.,0,1,123
- 124=Restore Mind Controlled Base to...,0,2,0,0,0,0,0,0,0,The owner of the trigger will give all buildings that were the argument's back to it.,0,1,124
- 125=Create Building At...,-10,47,0,0,0,0,1,0,0,Owner of the trigger will gain this type of building at this waypoint. Overlays will be cleared and units bumped.,0,1,125
- 126=Restore Starting Technos of...,0,2,0,0,0,0,0,0,0,All Buildings and units this house had at the start of the game will be recreated. Will bump units and erase Overlays.,0,1,126
- 127=Chrono Screen Effect for ...,0,6,0,0,0,0,0,0,0,Will tile the screen with the full screen chrono effect for this many frames.,0,1,127
- 128=Teleport All to...,0,30,0,0,0,0,1,0,0,All Units of trigger owning House will teleport to Waypoint.,0,1,128
- 129=Set Superweapon Charge,-11,20,0,0,0,0,1,0,0,The owner of this trigger will have this superweapon charged to this percent%1 if they have the superweapon. Takes an int (0-100).,0,1,129
- ; YR
- 130=Restore Starting Buildings of...,0,2,0,0,0,0,0,0,0,All Buildings this house had at the start of the game will be healed or recreated. Will bump units and erase Overlays.,0,1,130,1
- ;131=Flash Buildings of Type...,-12,8,0,0,0,0,1,0,0,All buildings of this type owned by trigger owner will flash for this long.,0,1,131,1
- 131=Flash Buildings of Type...,-9,47,0,0,0,0,1,0,0,All buildings of this type owned by trigger owner will flash for this long.,0,1,131,1
- 132=Superweapon Set Recharge Time,-11,20,0,0,0,0,1,0,0,Changes the time (in frames) this superweapon takes to charge the next time it is reset%1 set%1 or fired.,0,1,132,1
- 133=Superweapon Reset Recharge Time,-11,20,0,0,0,0,1,0,0,Changes the time (in frames) this superweapon takes to charge back to normal.,0,1,133,1
- 134=Superweapon Reset,0,36,0,0,0,0,0,0,0,Resets a superweapon like a spy had gotten in.,0,1,134,1
- 135=Preferred Target Cell Set,0,30,0,0,0,0,0,0,0,The owner of this trigger will aim all future targetable superweapons at this waypoint.,0,1,135,1
- 136=Preferred Target Cell Clear,0,0,0,0,0,0,0,0,0,The owner of this trigger will go back to targeting its superweapons normally.,0,1,136,1
- 137=Center Base Cell Set,0,30,0,0,0,0,0,0,0,Owner of this trigger will consider the center of its base to be this waypoint.,0,1,137,1
- 138=Center Base Cell Clear,0,0,0,0,0,0,0,0,0,Owner of this trigger will go back to computing its center.,0,1,138,1
- 139=Blackout Radar,0,6,0,0,0,0,0,0,0,Trigger Owner will have radar blackout for this many frames.,0,1,139,1
- 140=Defensive Target Cell Set,0,30,0,0,0,0,0,0,0,The owner of this trigger will aim all future force shields at this waypoint.,0,1,140,1
- 141=Defensive Target Cell Clear,0,0,0,0,0,0,0,0,0,The owner of this trigger will go back to targeting its force shields normally.,0,1,141,1
- 142=Retint Red,0,6,0,0,0,0,0,0,0,Retint the Red portion of the screen,0,1,142,1
- 143=Retint Green,0,6,0,0,0,0,0,0,0,Retint the Green portion of the screen,0,1,143,1
- 144=Retint Blue,0,6,0,0,0,0,0,0,0,Retint the Blue portion of the screen,0,1,144,1
- 145=Jump camera home,0,0,0,0,0,0,0,0,0,Just like hitting the 'H' key.,0,1,145,1
- [BridgesTS]
- [BridgesRA2]
- [SpecialOverlayTS]
- [SpecialOverlayRA2]
- [IgnoreTerrainRA2]
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