FAData.ini 40 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245
  1. ; FAData.ini - Data file for FinalAlert 2: Yuri's Revenge
  2. ; This file offers data for FinalAlert 2
  3. ; last change: Matthias Wagner, Feb 12, 2024
  4. ; Debug section: use carefully!
  5. [Debug]
  6. ;DisplayAllOverlay=Yes ; Doesn´t cripple the overlay list in any way
  7. ;EnableTrackLogic=Yes ; Enables Track Logic
  8. ;IgnoreSHPImageHeadUnused=Yes ; Use this *carefully* to make SHP graphics of some mods work that incorrectly have the shadow flag set
  9. AllowTunnels=yes
  10. AllowUnidirectionalTunnels=yes
  11. ;ShowBuildingsWithToTile=no
  12. [ForceUnitPalettePrefix]
  13. 0=TIBTRE
  14. [ForceIsoPalettePrefix]
  15. ; voxel turret locations (Original FA2 values)
  16. [BuildingVoxelTurretsRA2OLD]
  17. GTGCANX=00
  18. GTGCANY=44;-6
  19. NASAMY=-3;2
  20. NALASRX=0
  21. NALASRY=10;-3
  22. NAFLAKY=6;10 ; flak needs additional correction below for every direction
  23. NAFLAKX=-5;
  24. NAFLAKX0=5
  25. NAFLAKX2=-4;
  26. NAFLAKY2=5
  27. NAFLAKX3=-5;
  28. NAFLAKY3=10
  29. NAFLAKX4=5
  30. NAFLAKY4=14
  31. NAFLAKX5=10
  32. NAFLAKY5=8
  33. NAFLAKX6=15
  34. NAFLAKY6=5
  35. NAFLAKX7=12
  36. NAFLAKY7=1
  37. CAOUTPX=-30
  38. CAOUTPY=12
  39. YAREFNX=-30
  40. YAREFNY=30
  41. YAGGUNY=7
  42. YAGGUNX=-5
  43. YAGGUNX7=5; gattling gun needs some correction
  44. YAGGUNY7=-3
  45. YAGGUNX6=11
  46. YAGGUNY6=3
  47. YAGGUNX5=10
  48. YAGGUNY5=3
  49. YAGGUNX4=3
  50. YAGGUNY4=2
  51. YAGGUNX0=5
  52. [BuildingVoxelTurretsRA2]
  53. GTGCANX=-5
  54. GTGCANY=5
  55. GTGCANX=-2
  56. GTGCANY=2
  57. ; voxel barrel locations (Original FA2 values)
  58. [BuildingVoxelBarrelsRA2OLD]
  59. GTGCANX0=0
  60. GTGCANY0=30;-6
  61. GTGCANX1=-18
  62. GTGCANY1=35;-6
  63. GTGCANX2=-28
  64. GTGCANY2=50;-6
  65. GTGCANX3=-27
  66. GTGCANY3=67;-6
  67. GTGCANX4=00
  68. GTGCANY4=73;-6
  69. GTGCANX5=23
  70. GTGCANY5=60;-6
  71. GTGCANX6=30
  72. GTGCANY6=48;-6
  73. GTGCANX7=20
  74. GTGCANY7=35;-6
  75. [BuildingVoxelBarrelsRA2]
  76. GTGCANX=-5
  77. GTGCANY=5
  78. ; not NOSURFACES:
  79. ;[BuildingVoxelTurretsRA2]
  80. ;GTGCANX=-1
  81. ;GTGCANY=0;-6
  82. ;NASAMY=0;2
  83. ;NALASRX=0
  84. ;NALASRY=0;-3
  85. ;NAFLAKY=10;10
  86. [VehicleVoxelTurretsRA2Disabled]
  87. ;DISKX=-10
  88. ;DISKY=-10
  89. ;YTNKY=-30
  90. SREFX=4
  91. SREFY=3
  92. [IgnoreArtImage]
  93. BFRT=1
  94. CAML=1
  95. [IgnoreSuperAnim1]
  96. [IgnoreSuperAnim2]
  97. NAMISL=1
  98. GACSPH=1
  99. [IgnoreSuperAnim3]
  100. NAMISL=1
  101. GACSPH=1
  102. [IgnoreSuperAnim4]
  103. NAMISL=1
  104. GACSPH=1
  105. ; fix for building list:
  106. [GTGCAN]
  107. AIBasePlanningSide=0
  108. [YACOMD]
  109. AIBasePlanningSide=2
  110. [YADEPT]
  111. AIBasePlanningSide=0
  112. [NASPYB]
  113. AIBasePlanningSide=2
  114. ; rename list for objects. ObjectID=StringID
  115. [Rename]
  116. AMRADR=N_AMRADR
  117. SENGINEER=N_SENGINEER
  118. ENGINEER=N_ENGINEER
  119. YENGINEER=N_YENGINEER
  120. SCHD=N_SCHD
  121. GACSPH=N_GACSPH
  122. CALOND04=N_CALOND04
  123. CALOND05=N_CALOND05
  124. CATRAN03=N_CATRAN03
  125. [MovieList]
  126. Start=66; Anything below will not be listed!
  127. [StdBrushSize]
  128. ClearTile=2
  129. RoughTile=2
  130. SandTile=2
  131. GreenTile=2
  132. PaveTile=2
  133. WaterSet=2
  134. [MinBrushSizeInWater] ; if completely surrounded by water ; currently ignored
  135. ClearTile=2
  136. RoughTile=2
  137. SandTile=2
  138. GreenTile=2
  139. PaveTile=2
  140. ; SlopeSetPieces for cliffs have a specific direction.
  141. ; used for AutoLevel logic
  142. ; CURRENTLY IGNORED
  143. [SlopeSetPiecesDirections]
  144. Count=10
  145. 0=Right_1
  146. 1=Left_1
  147. 2=Top_1
  148. 3=Bottom_1
  149. 4=Right_2
  150. 5=Left_2
  151. 6=Left_2
  152. 7=Bottom_2
  153. 8=Top_2
  154. 9=Top_2
  155. [LUNARLimits]
  156. TreeMax=999
  157. TreeMin=999
  158. [URBANLimits]
  159. TreeMax=999
  160. ;TreeMax=27
  161. [TEMPERATELimits]
  162. TreeMax=999
  163. ;TreeMax=27
  164. [SNOWLimits]
  165. TreeMax=999
  166. ;TreeMax=27
  167. [NEWURBANLimits]
  168. TreeMax=999
  169. ;TreeMax=27
  170. [DESERTLimits]
  171. TreeMin=30
  172. TreeMax=999
  173. ; tileset ini overwritings
  174. ; only used by FinalAlert
  175. [IgnoreSetTEMPERATE]
  176. 0=77
  177. 1=78
  178. 2=79
  179. [IgnoreSetSNOW]
  180. 0=8
  181. 1=46
  182. [IgnoreSetURBAN]
  183. 0=49
  184. 1=50
  185. 2=51
  186. 5=56
  187. 7=30
  188. 8=91
  189. 9=92
  190. 10=93
  191. 11=94
  192. 12=95
  193. 13=96
  194. 14=97
  195. 15=98
  196. 16=99
  197. 17=100
  198. ;3=53; Tunnel
  199. ;4=54; Tunnel Side
  200. ;6=73; Dirt Tunnel
  201. [IgnoreSetNEWURBAN]
  202. 0=101
  203. [IgnoreSetDESERT]
  204. 0=19
  205. 1=54
  206. 2=53
  207. 3=56
  208. 4=73
  209. 5=80
  210. [IgnoreSetLUNAR]
  211. [UseSetTEMPERATE]
  212. 0=57
  213. [UseSetSNOW]
  214. [UseSetURBAN]
  215. [NewUrbanInfo]
  216. Morphable2=114
  217. Ramps2=117
  218. Cliffs2=110
  219. CliffsWater2=112
  220. ; The following section is for finding out if a map is RA2 original or Yuri's Revenge only!
  221. ; If a ground tile id exceeds this number, FA2 will assume the map is a YR map
  222. [RA2TileMax]
  223. Temperat=838
  224. Urban=1077
  225. Snow=798
  226. [YRInfantry]
  227. YENGINEER=1
  228. GGI=1
  229. INIT=1
  230. BORIS=1
  231. BRUTE=1
  232. VIRUS=1
  233. CLNT=1
  234. ARND=1
  235. STLN=1
  236. CAML=1
  237. EINS=1
  238. MUMY=1
  239. RMNV=1
  240. LUNR=1
  241. DNOA=1
  242. DNOB=1
  243. SLAV=1
  244. WWLF=1
  245. YDOG=1
  246. YADOG=1
  247. [YRUnits]
  248. YHVR=1
  249. PCV=1
  250. SMIN=1
  251. SMON=1
  252. YCAB=1
  253. YTNK=1
  254. BFRT=1
  255. TELE=1
  256. CAOS=1
  257. DDBX=1
  258. BCAB=1
  259. BSUB=1
  260. SCHP=1
  261. JEEP=1
  262. MIND=1
  263. DISK=1
  264. UTNK=1
  265. ROBO=1
  266. YDUM=1
  267. SCHD=1
  268. DOLY=1
  269. CBLC=1
  270. FTRK=1
  271. AMBU=1
  272. CIVP=1
  273. [YRBuildings]
  274. YACNST=1
  275. YAPOWR=1
  276. YABRCK=1
  277. YAWEAP=1
  278. YAYARD=1
  279. YADEPT=1
  280. YATECH=1
  281. GAFWLL=1
  282. YAGGUN=1
  283. YAPSYT=1
  284. NAINDP=1
  285. YAGRND=1
  286. YAGNTC=1
  287. CASLAB=1
  288. CATIME=1
  289. YAPPET=1
  290. CALOND04=1
  291. CALOND05=1
  292. CALOND06=1
  293. CAMOON01=1
  294. CATRAN03=1
  295. CAEAST01=1
  296. CAEGYP01=1
  297. CAEGYP02=1
  298. CAEGYP03=1
  299. CALA01=1
  300. CALA02=1
  301. CALA03=1
  302. CALA04=1
  303. CALA05=1
  304. CALOND01=1
  305. CALOND02=1
  306. CALOND03=1
  307. CAMORR01=1
  308. CAMORR02=1
  309. CAMORR03=1
  310. CASANF01=1
  311. CASANF02=1
  312. CASANF03=1
  313. CASANF04=1
  314. CASANF05=1
  315. CASEAT01=1
  316. NATBNK=1
  317. GAGATE_A=1
  318. CASANF09=1
  319. CASANF10=1
  320. CASANF11=1
  321. CASANF12=1
  322. CASANF13=1
  323. CASANF14=1
  324. CASANF06=1
  325. CASANF07=1
  326. CASANF08=1
  327. CASEAT02=1
  328. YACOMD=1
  329. YAPPPT=1
  330. GAROBO=1
  331. YAREFN=1
  332. YAROCK=1
  333. NABNKR=1
  334. CASANF15=1
  335. CASANF16=1
  336. CASANF17=1
  337. CASANF18=1
  338. CASIN03E=1
  339. CASIN03S=1
  340. CAURB01=1
  341. CAURB02=1
  342. CAURB03=1
  343. CAPOWR=1
  344. CALA07=1
  345. CAEGYP06=1
  346. CALA08=1
  347. CAEAST02=1
  348. CABARR01=1
  349. CABARR02=1
  350. CAMORR04=1
  351. CAMORR05=1
  352. CALA09=1
  353. CAEGYP04=1
  354. CAEGYP05=1
  355. CALA06=1
  356. CAMORR06=1
  357. CAMORR07=1
  358. CAMORR08=1
  359. CAMORR09=1
  360. CAMORR10=1
  361. CATIME01=1
  362. CATIME02=1
  363. CALA10=1
  364. CALA11=1
  365. CALA12=1
  366. CALA13=1
  367. CAPARK04=1
  368. CAPARK05=1
  369. CAPARK06=1
  370. CALA14=1
  371. CALA15=1
  372. CABUNK03=1
  373. CABUNK04=1
  374. CALUNR01=1
  375. CALUNR02=1
  376. [YRTerrain]
  377. TREE31=1
  378. TREE32=1
  379. TREE33=1
  380. TREE34=1
  381. TREE35=1
  382. TREE36=1
  383. [YRAircraft]
  384. BPLN=1
  385. SPYP=1
  386. CMISL=1
  387. [YROverlay]
  388. Begin=243; which number is the first from new YR overlay?
  389. ; things only FinalAlert will ignore
  390. ; these are usually all dummies and leftovers from TS
  391. [IgnoreRA2]
  392. 0=GAARMORY
  393. 1=APACHE
  394. 2=DeathDummy
  395. 3=WEEDGUY
  396. 4=GADUMY
  397. 5=NAWAST
  398. 6=GARADR
  399. 7=CAIRSFGL
  400. 8=CALIT01E
  401. 9=CALIT01N
  402. 10=CALIT01S
  403. 11=CALIT01W
  404. 12=CALIT03E
  405. 13=CALIT03N
  406. 14=CALIT03S
  407. 15=CALIT03W
  408. 16=CALIT02L
  409. 17=CALIT02R
  410. 18=NAHPAD
  411. 19=CAEURO01
  412. 20=CACITY01
  413. 21=CACITY02
  414. 22=CACITY03
  415. 23=CACITY04
  416. 24=CITY06
  417. 25=CITY05
  418. 26=CITY04
  419. 27=CITY03
  420. 28=CITY02
  421. 29=CITY01
  422. 30=CAARMR
  423. 31=TREE29
  424. 32=TREE30
  425. 33=CANEWY05
  426. 34=REDLAMP
  427. 35=GRENLAMP
  428. 36=BLUELAMP
  429. 37=YELWLAMP
  430. 38=PURPLAMP
  431. 39=INORANLAMP
  432. ;40=NEGLAMP ; NEGLAMP added again, invisible in game
  433. 41=NEGRED
  434. 42=TSTLAMP
  435. 43=CAPOL01E
  436. 44=CAPOL01N
  437. 45=CAPOL01S
  438. 46=CAPOL01W
  439. 47=CASIN01E
  440. 48=CASIN01N
  441. 49=CASIN01W
  442. 50=CASIN01S
  443. 51=GAGREEN
  444. 52=GALITE
  445. 53=CARGOPLANE
  446. 54=CAHOSP
  447. 55=XCOMET
  448. 56=CAKRMW
  449. 57=CAFNCB
  450. 58=CAFNCW
  451. 59=CAFNCP
  452. 60=CR1
  453. 61=CR2
  454. 62=CR3
  455. 63=CR4
  456. 64=CR5
  457. 65=CR6
  458. 66=BURN01
  459. 67=BURN02
  460. 68=BURN03
  461. 69=BURN04
  462. 70=BURN05
  463. 71=BURN06
  464. 72=BURN07
  465. 73=BURN08
  466. 74=BURN09
  467. 75=BURN10
  468. 76=BURN11
  469. 77=BURN12
  470. 78=BURN13
  471. 79=BURN14
  472. 80=BURN15
  473. Another one :) =BURN16
  474. 82=CASYDN01
  475. 83=CATIME
  476. 84=CALOND02;?
  477. ;85=CAMORR01
  478. ;86=CAMORR02
  479. ;87=CAMORR03
  480. ;88=CAEGYP06
  481. ;89=CAMORR04
  482. ;90=CAEGYP04
  483. ;91=CAEGYP05
  484. ;92=CALA06
  485. 97=DNOB;?
  486. 98=GAWRONG
  487. 99=CALA02;?
  488. 100=CAMOON01
  489. ;101=CAEGYP01
  490. 102=UTNK
  491. 103=YDUM
  492. 104=WWLF
  493. 105=YADOG
  494. 106=YDOG
  495. 107=SMON
  496. 108=CMON
  497. 109=YADEPT
  498. 110=CALOND06;?
  499. ;111=TREE32
  500. ; hacks for shore pieces
  501. ; shore id_pos=iswater
  502. ; pos: count from left top to right, then next "row"
  503. ; RA2 only needs one fix (for URBAN specifically)
  504. [ShoreTerrainRA2]
  505. 12_4=1
  506. 12_5=1
  507. ; But TS needs all :(
  508. [ShoreTerrainTS]
  509. 0_0=0
  510. 0_1=0
  511. 0_2=1
  512. 0_3=1
  513. 1_0=0
  514. 1_1=0
  515. 2_0=0
  516. 2_1=0
  517. 3_0=0
  518. 4_0=0
  519. 4_1=0
  520. 4_3=0
  521. 5_0=0
  522. 5_1=0
  523. 5_2=0
  524. 6_0=0
  525. 7_0=0
  526. 8_0=0
  527. 8_2=0
  528. 9_0=0
  529. 9_2=0
  530. 10_0=0
  531. 10_2=0
  532. 11_0=0
  533. 12_0=0
  534. 12_1=0
  535. 12_3=0
  536. 13_0=0
  537. 13_3=0
  538. 13_4=0
  539. 14_2=0
  540. 15_2=0
  541. 16_2=0
  542. 16_3=0
  543. 17_2=0
  544. 17_3=0
  545. 18_2=0
  546. 18_3=0
  547. 19_1=0
  548. 20_3=0
  549. 20_4=0
  550. 20_5=0
  551. 21_2=0
  552. 21_4=0
  553. 21_5=0
  554. 22_3=0
  555. 23_3=0
  556. 24_1=0
  557. 24_3=0
  558. 25_1=0
  559. 25_3=0
  560. 26_1=0
  561. 26_3=0
  562. 27_1=0
  563. 28_1=0
  564. 28_2=0
  565. 28_5=0
  566. 29_2=0
  567. 29_4=0
  568. 29_5=0
  569. 30_1=0
  570. 31_1=0
  571. 32_0=0
  572. 32_1=0
  573. 32_2=0
  574. 33_0=0
  575. 33_1=0
  576. 33_2=0
  577. 34_0=0
  578. 34_2=0
  579. 34_3=0
  580. 35_0=0
  581. 35_2=0
  582. 35_3=0
  583. 36_1=0
  584. 36_2=0
  585. 36_3=0
  586. 37_1=0
  587. 37_2=0
  588. 37_3=0
  589. 38_0=0
  590. 38_1=0
  591. 38_3=0
  592. 39_0=0
  593. 39_1=0
  594. 39_3=0
  595. ; tilesets that may be modified using the shore or a similar logic
  596. [SoftTileSets]
  597. ClearTile=1
  598. RoughTile=1
  599. ClearToRoughLat=1
  600. SandTile =1
  601. ClearToSandLat=1
  602. GreenTile=1
  603. ClearToGreenLat=1
  604. PaveTile=1
  605. MiscPaveTile =1
  606. ClearToPaveLat=1
  607. RoughGround=0; no
  608. WaterSet=1
  609. ShorePieces=1
  610. ; corner strings are: cornerleft, cornerright, cornerbottom, cornertop
  611. [CliffBackData]
  612. vertic_diag_c=2
  613. ;vertic_diag_2=0
  614. vertic_diag_0=2
  615. vertic_diag_1=3
  616. ;vertic_diag_3=1 ; unused at moment
  617. vertic_diag_cornertop_c=1
  618. ;vertic_diag_cornertop_1=0
  619. vertic_diag_cornertop_0=1
  620. horiz_c=4
  621. horiz_0=22
  622. horiz_1=23
  623. horiz_2=24
  624. horiz_3=25 ;2x1, not 2x2, unused at moment
  625. horiz_cornerbottom_c=2
  626. horiz_cornerbottom_0=28
  627. horiz_cornerbottom_1=29
  628. horiz_cornertop_c=0
  629. ;horiz_cornertop_0=31
  630. vertic_c=4
  631. vertic_0=34
  632. vertic_1=35
  633. vertic_2=36
  634. vertic_3=37 ;2x1, not 2x2, unused at moment
  635. vertic_cornerright_c=2
  636. vertic_cornerright_0=29
  637. vertic_cornerright_1=28
  638. [CliffBackDataAlt]
  639. vertic_diag_c=2
  640. ;vertic_diag_2=0
  641. vertic_diag_0=2
  642. vertic_diag_1=3
  643. ;vertic_diag_3=1 ; unused at moment
  644. vertic_diag_cornertop_c=1
  645. ;vertic_diag_cornertop_1=0
  646. vertic_diag_cornertop_0=1
  647. horiz_c=4
  648. horiz_0=22
  649. horiz_1=23
  650. horiz_2=24
  651. horiz_3=25 ;2x1, not 2x2, unused at moment
  652. horiz_cornerbottom_c=2
  653. horiz_cornerbottom_0=28
  654. horiz_cornerbottom_1=29
  655. horiz_cornertop_c=0
  656. ;horiz_cornertop_0=31
  657. vertic_c=4
  658. vertic_0=34
  659. vertic_1=35
  660. vertic_2=36
  661. vertic_3=37 ;2x1, not 2x2, unused at moment
  662. vertic_cornerright_c=2
  663. vertic_cornerright_0=29
  664. vertic_cornerright_1=28
  665. [CliffBackDataURBAN]
  666. vertic_diag_c=1
  667. ;vertic_diag_4=0
  668. vertic_diag_0=2
  669. ;vertic_diag_1=3; other cliff type
  670. ;vertic_diag_3=1 ; unused at moment
  671. vertic_diag_cornertop_c=2
  672. vertic_diag_cornertop_0=0
  673. vertic_diag_cornertop_1=1
  674. horiz_c=2
  675. horiz_0=22
  676. ;horiz_3=23
  677. ;horiz_2=24
  678. horiz_1=25 ;2x1, not 2x2, unused at moment
  679. horiz_cornerbottom_c=2
  680. horiz_cornerbottom_0=28
  681. horiz_cornerbottom_1=29
  682. vertic_c=4
  683. vertic_0=34
  684. vertic_1=35
  685. vertic_2=36
  686. vertic_3=37 ;2x1, not 2x2, unused at moment
  687. vertic_cornerright_c=2
  688. vertic_cornerright_0=29
  689. vertic_cornerright_1=28
  690. [CliffBackDataNEWURBAN]
  691. vertic_diag_c=1
  692. ;vertic_diag_4=0
  693. vertic_diag_0=2
  694. ;vertic_diag_1=3; other cliff type
  695. ;vertic_diag_3=1 ; unused at moment
  696. vertic_diag_cornertop_c=2
  697. vertic_diag_cornertop_0=0
  698. vertic_diag_cornertop_1=1
  699. horiz_c=2
  700. horiz_0=22
  701. ;horiz_3=23
  702. ;horiz_2=24
  703. horiz_1=25 ;2x1, not 2x2, unused at moment
  704. horiz_cornerbottom_c=2
  705. horiz_cornerbottom_0=28
  706. horiz_cornerbottom_1=29
  707. vertic_c=4
  708. vertic_0=34
  709. vertic_1=35
  710. vertic_2=36
  711. vertic_3=37 ;2x1, not 2x2, unused at moment
  712. vertic_cornerright_c=2
  713. vertic_cornerright_0=29
  714. vertic_cornerright_1=28
  715. [CliffFrontData]
  716. vertic_diag_c=2
  717. vertic_diag_0=18
  718. vertic_diag_1=19
  719. ;vertic_diag_2=20
  720. ;vertic_diag_3=21 ; unused at moment
  721. vertic_diag_cornerleft_c=1
  722. vertic_diag_cornerleft_0=20
  723. ;vertic_diag_cornerleft_1=21
  724. vertic_diag_cornerright_c=2
  725. vertic_diag_cornerright_0=32
  726. vertic_diag_cornerright_1=33
  727. horiz_c=4
  728. horiz_0=4
  729. horiz_1=5
  730. horiz_2=6
  731. horiz_3=7 ;2x1, not 2x2, unused at moment
  732. horiz_cornertop_c=1
  733. horiz_cornertop_0=1
  734. horiz_diag_c=6
  735. horiz_diag_0=8
  736. horiz_diag_1=9
  737. horiz_diag_2=10
  738. horiz_diag_3=11 ; unused at moment
  739. horiz_diag_4=12 ; unused at moment
  740. horiz_diag_5=13 ; unused at moment
  741. vertic_c=4
  742. vertic_0=14
  743. vertic_1=15
  744. vertic_2=16
  745. vertic_3=17 ;2x1, not 2x2, unused at moment
  746. vertic_cornerleft_c=1
  747. vertic_cornerleft_0=21
  748. [CliffFrontDataAlt]
  749. vertic_diag_c=2
  750. vertic_diag_0=18
  751. vertic_diag_1=19
  752. ;vertic_diag_2=20
  753. ;vertic_diag_3=21 ; unused at moment
  754. vertic_diag_cornerleft_c=1
  755. vertic_diag_cornerleft_0=20
  756. ;vertic_diag_cornerleft_1=21
  757. vertic_diag_cornerright_c=2
  758. vertic_diag_cornerright_0=32
  759. vertic_diag_cornerright_1=33
  760. horiz_c=4
  761. horiz_0=4
  762. horiz_1=5
  763. horiz_2=6
  764. horiz_3=7 ;2x1, not 2x2, unused at moment
  765. horiz_cornertop_c=1
  766. horiz_cornertop_0=1
  767. horiz_diag_c=6
  768. horiz_diag_0=8
  769. horiz_diag_1=9
  770. horiz_diag_2=10
  771. horiz_diag_3=11 ; unused at moment
  772. horiz_diag_4=12 ; unused at moment
  773. horiz_diag_5=13 ; unused at moment
  774. vertic_c=4
  775. vertic_0=14
  776. vertic_1=15
  777. vertic_2=16
  778. vertic_3=17 ;2x1, not 2x2, unused at moment
  779. vertic_cornerleft_c=1
  780. vertic_cornerleft_0=21
  781. [CliffFrontDataURBAN]
  782. vertic_diag_c=1
  783. vertic_diag_0=18
  784. ;vertic_diag_2=19 ; other cliff type
  785. ;vertic_diag_3=20 ; other cliff type
  786. ;vertic_diag_1=21 ; unused at moment
  787. vertic_diag_cornerleft_c=1
  788. vertic_diag_cornerleft_0=20
  789. ;vertic_diag_cornerleft_1=21
  790. vertic_diag_cornerright_c=2
  791. vertic_diag_cornerright_0=32
  792. vertic_diag_cornerright_1=33
  793. horiz_c=2
  794. horiz_0=4
  795. ;horiz_3=5 ; other cliff type
  796. ;horiz_2=6 ; other cliff type
  797. horiz_1=7 ;2x1, not 2x2, unused at moment
  798. horiz_cornertop_c=1
  799. horiz_cornertop_0=1
  800. horiz_diag_c=2
  801. horiz_diag_0=8
  802. ;horiz_diag_4=9 ; other cliff type
  803. ;horiz_diag_2=10 ; other cliff type
  804. horiz_diag_1=11 ; unused at moment
  805. ;horiz_diag_3=12 ; unused at moment
  806. ;horiz_diag_5=13 ; unused at moment
  807. vertic_c=2
  808. vertic_0=14
  809. ;vertic_3=15 ; other cliff type
  810. ;vertic_2=16 ; other cliff type
  811. vertic_1=17 ;2x1, not 2x2, unused at moment
  812. vertic_cornerleft_c=1
  813. vertic_cornerleft_0=21
  814. [CliffFrontDataNEWURBAN]
  815. vertic_diag_c=1
  816. vertic_diag_0=18
  817. ;vertic_diag_2=19 ; other cliff type
  818. ;vertic_diag_3=20 ; other cliff type
  819. ;vertic_diag_1=21 ; unused at moment
  820. vertic_diag_cornerleft_c=1
  821. vertic_diag_cornerleft_0=20
  822. ;vertic_diag_cornerleft_1=21
  823. vertic_diag_cornerright_c=2
  824. vertic_diag_cornerright_0=32
  825. vertic_diag_cornerright_1=33
  826. horiz_c=2
  827. horiz_0=4
  828. ;horiz_3=5 ; other cliff type
  829. ;horiz_2=6 ; other cliff type
  830. horiz_1=7 ;2x1, not 2x2, unused at moment
  831. horiz_cornertop_c=1
  832. horiz_cornertop_0=1
  833. horiz_diag_c=2
  834. horiz_diag_0=8
  835. ;horiz_diag_4=9 ; other cliff type
  836. ;horiz_diag_2=10 ; other cliff type
  837. horiz_diag_1=11 ; unused at moment
  838. ;horiz_diag_3=12 ; unused at moment
  839. ;horiz_diag_5=13 ; unused at moment
  840. vertic_c=2
  841. vertic_0=14
  842. ;vertic_3=15 ; other cliff type
  843. ;vertic_2=16 ; other cliff type
  844. vertic_1=17 ;2x1, not 2x2, unused at moment
  845. vertic_cornerleft_c=1
  846. vertic_cornerleft_0=21
  847. ; EVENTS AND ACTIONS
  848. ; param type format: Description,ListType
  849. ; ListTypes (all those not implemented yet but stubbed when this ini was written are marked with *):
  850. ; 0-Nothing
  851. ; 1-Houses
  852. ; 2-Teamtypes
  853. ; 3-UnitTypes
  854. ; 4-InfantryTypes
  855. ; 5-AircraftTypes
  856. ; 6-BuildingTypes
  857. ; 7-Videos
  858. ; 8-tutorial texts
  859. ; 9-Triggers
  860. ; 10-yes/no
  861. ; 11=sounds
  862. ; 12=themes
  863. ; 13=speeches
  864. ; 14=special weapons
  865. ; 15=animations
  866. ; 16=particles
  867. ; 17=waypoints
  868. ; 18=crate types *
  869. ; 19=speech bubble types *
  870. ; 20=Global variables <--- wrong, local variables!
  871. ; 21=.CSF strings (RA2 only) *
  872. ; 22=Tag *
  873. ; 23=Meteors *
  874. ; 24=Weapons *
  875. ; 25=Light behavior *
  876. ; 26=Shower *
  877. ; 27=Rules Global variables
  878. ; 28=Building INI names
  879. ; 29=Techtypes
  880. ; ParamTypes
  881. ; Name, ListType, [Code]
  882. [ParamTypes]
  883. -1=Unused,0,1;not listed in FA2
  884. 0=Unused,0
  885. 1=Unknown,0
  886. 2=House,1
  887. 3=Local variable,20
  888. 4=Time,0
  889. 5=Credits,0
  890. 6=Number,0
  891. 7=Teamtype,2
  892. 8=Building,6
  893. 9=Aircraft,5
  894. 10=Infantry,4
  895. 11=Unit,3
  896. 12=Movie,7
  897. 13=Text,8
  898. 14=Trigger,9
  899. 15=Enabled,10
  900. 16=Sound,11
  901. 17=Theme,12
  902. 18=Speech,13
  903. 19=Steps,0
  904. 20=Super weapon,14
  905. 21=Left,0
  906. 22=Top,0
  907. 23=Right,0
  908. 24=Bottom,0
  909. 25=Animation,15
  910. 26=Particle,16
  911. 27=Duration,0
  912. 28=Speed,0
  913. 29=Meteor size,29
  914. 30=Waypoint,17
  915. 31=Crate type,18
  916. 32=Speech bubble,19
  917. 33=String,21
  918. 34=Action,9
  919. 35=Global variable,27
  920. 36=Special Weapon,14
  921. 37=Activated,10
  922. 38=Tag,22
  923. 39=Techtype,0
  924. 40=Quarry,0
  925. 41=Weapon,24
  926. 42=Light behavior,25
  927. 43=Event,9
  928. 44=Shower,26
  929. 45=Float value,0
  930. 46=Techtype,29;,2
  931. 47=Building,28
  932. 48=Number,0,2
  933. [DontSaveAsWP] ; which code values indicate that the waypoint param must be saved as normal integer?
  934. 0=5
  935. 1=9
  936. ;2=10
  937. 3=11
  938. ; events format:
  939. ; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID,[NeedsYR optional]
  940. ; negative number for type currently not supported (only Actions do support yet)!
  941. ; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them.
  942. ; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section.
  943. ; NOTE: ID must be the same like #
  944. [EventsRA2]
  945. 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
  946. 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
  947. 2=Spied upon,0,0,0,0,Detects when a spy has entered the attached building.,0,1,2
  948. 3=Thieved by...,0,2,0,0,Triggers when a thief steals money from the specified house.,0,1,3
  949. 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
  950. 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
  951. 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
  952. 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
  953. 8=Any Event,0,0,0,0,When used alone%1 it will force the trigger to spring immediately.,0,1,8
  954. 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
  955. 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
  956. 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
  957. 12=Credits exceed...,0,6,0,0,Triggers when the house (for this trigger) credit total exceeds this specified amount.,0,1,12
  958. 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
  959. 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
  960. 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
  961. 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
  962. 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
  963. 18=Civilians Evacuated,0,0,0,0,Triggers when civilians have been evacuated (left the map).,0,1,18
  964. 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
  965. 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
  966. 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
  967. 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
  968. 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
  969. 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
  970. 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
  971. 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
  972. 27=Global is set...,0,35,0,0,Triggers when the specifed global (named in Globals.INI) is turned on.,0,1,27
  973. 28=Global is clear...,0,35,0,0,Triggers when the specified global (named in Globals.INI) is turned off.,0,1,28
  974. 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
  975. 30=Low Power...,0,2,0,0,Triggers when the specified house's power falls below 100% level.,0,1,30
  976. 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
  977. 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
  978. 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
  979. 34=Comes near waypoint...,0,30,0,0,Triggers when the object comes near the specified waypoint.,0,1,34
  980. 35=Enemy In Spotlight...,0,0,0,0,Triggers when an enemy unit enters the spotlight cast by the attached building.,0,1,35
  981. 36=Local is set...,0,3,0,0,Triggers when the specifed local is turned on.,0,1,36
  982. 37=Local is clear...,0,3,0,0,Triggers when the specified local is turned off.,0,1,37
  983. 38=First damaged (combat only),0,0,0,0,Triggers when first suffering from combat damage from combat damage only.,0,1,38
  984. 39=Half health (combat only),0,0,0,0,Triggers when damaged to half health >from combat damage only.,0,1,39
  985. 40=Quarter health (combat only),0,0,0,0,Triggers when damaged to quarter health from combat damage only.,0,1,40
  986. 41=First damaged (any source),0,0,0,0,Triggers when first suffering from combat damage from any source.,0,1,41
  987. 42=Half health (any source),0,0,0,0,Triggers when damaged to half health >from any source.,0,1,42
  988. 43=Quarter health (any source),0,0,0,0,Triggers when damaged to quarter health from any source.,0,1,43
  989. 44=Attacked by (house)...,0,2,0,0,When attacked by some unit of specified house.,0,1,44
  990. 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
  991. 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
  992. 47=Elapsed Scenario Time...,0,6,0,0,When time has elapsed since start of scenario.,0,1,47
  993. 48=Destroyed by anything,0,0,0,0,Triggers when destroyed by anything what-so-ever.,0,1,48
  994. 49=Pickup Crate,0,0,0,0,When crate is picked up object the trigger is attached to.,0,1,49
  995. 50=Pickup Crate (any),0,0,0,0,When crate is picked up by any unit.,0,1,50
  996. 51=Random delay...,0,6,0,0,Delays a random time between 50 and 150 percent of time specified.,0,1,51
  997. 52=Credits below...,0,6,0,0,Triggers when the house (for this trigger) credit total is below this specified amount.,0,1,52
  998. 53=Spy entering as House...,0,2,0,0,Triggers if a spy disguised as house specified enters this.,0,1,53
  999. 54=Spy entering as Infantry...,0,10,0,0,Triggers if a spy disguised as this type of infantry enters.,0,1,54
  1000. 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
  1001. 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
  1002. 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
  1003. ; YR
  1004. 58=Power Full...,0,2,0,0,Triggers if the specified house's power is at 100%.,0,1,58,1
  1005. 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
  1006. ; 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
  1007. 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
  1008. 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
  1009. ; action format:
  1010. ; #=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]
  1011. ; if using negative number for type, param will be set to the absolute value of this number
  1012. ; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them.
  1013. ; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section.
  1014. ; NOTE: ID must be the same like #
  1015. [ActionsRA2]
  1016. 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
  1017. 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
  1018. 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
  1019. 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
  1020. 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
  1021. 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
  1022. 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
  1023. 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
  1024. 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
  1025. 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
  1026. 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
  1027. 11=Text Trigger...,-4,13,0,0,0,0,0,0,0,Display the text identified by the string file <label>.,0,1,11
  1028. 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
  1029. 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
  1030. 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
  1031. 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
  1032. 16=Reveal all map,0,0,0,0,0,0,0,0,0,Reveals the entire map to the player.,0,1,16
  1033. 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
  1034. 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
  1035. 19=Play sound effect...,-7,16,0,0,0,0,0,0,0,Plays the sound effect specified.,0,1,19
  1036. 20=Play music theme...,-8,17,0,0,0,0,0,0,0,Plays the music theme specified.,0,1,20
  1037. 21=Play speech...,-6,18,0,0,0,0,0,0,0,Plays the speech sound specified.,0,1,21
  1038. 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
  1039. 23=Timer Start,0,0,0,0,0,0,0,0,0,Start the global mission timer.,0,1,23
  1040. 24=Timer Stop,0,0,0,0,0,0,0,0,0,Stop the global mission timer.,0,1,24
  1041. 25=Timer Extend...,0,6,0,0,0,0,0,0,0,Extend the global mission timer by the time specified.,0,1,25
  1042. 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
  1043. 27=Timer Set...,0,6,0,0,0,0,0,0,0,Set the global mission timer to the value specified.,0,1,27
  1044. 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
  1045. 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
  1046. 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
  1047. 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
  1048. 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
  1049. 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
  1050. 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
  1051. 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
  1052. 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
  1053. 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
  1054. 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
  1055. 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
  1056. 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
  1057. 41=Play Anim At...,0,25,0,0,0,0,1,0,0,Plays the specified anim in the specified cell.,0,1,41
  1058. 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
  1059. 43=Meteor Impact At...,0,29,0,0,0,0,1,0,0,Sends a meteor at the specified cell.,0,0,43
  1060. 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
  1061. 45=Ion Storm stop...,0,0,0,0,0,0,0,0,0,End an Ion storm in progress.,0,0,45
  1062. 46=Lock input,0,0,0,0,0,0,0,0,0,Disables user input.,0,1,46
  1063. 47=Unlock input,0,0,0,0,0,0,0,0,0,Enables user input.,0,1,47
  1064. 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
  1065. 49=Zoom in,0,0,0,0,0,0,0,0,0,Zooms the tactical map in.,0,1,49
  1066. 50=Zoom out,0,0,0,0,0,0,0,0,0,Zooms the tactical map out.,0,1,50
  1067. 51=Reshroud Map,0,0,0,0,0,0,0,0,0,Reshrouds the entire map.,0,1,51
  1068. 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
  1069. 53=Enable Trigger,-2,14,0,0,0,0,0,0,0,Enables the target trigger.,0,1,53
  1070. 54=Disable Trigger,-2,14,0,0,0,0,0,0,0,Disables the target trigger.,0,1,54
  1071. 55=Create Radar Event,0,43,0,0,0,0,1,0,0,Creates a radar event at the specified waypoint,0,1,55
  1072. 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
  1073. 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
  1074. 58=Meteor Shower At...,0,44,0,0,0,0,1,0,0,Creates a meteor shower around the specified waypoint.,0,1,58
  1075. 59=Reduce Tiberium At...,0,30,0,0,0,0,0,0,0,Reduces Tiberium around the specified waypoint.,0,0,59
  1076. 60=Sell building,0,0,0,0,0,0,0,0,0,Sells the building attached to this trigger.,0,1,60
  1077. 61=Turn off building,0,0,0,0,0,0,0,0,0,Turn off building attached to this trigger.,0,1,61
  1078. 62=Turn on building,0,0,0,0,0,0,0,0,0,Turn on building attached to this trigger.,0,1,62
  1079. 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
  1080. 64=Light flash (small) at...,0,30,0,0,0,0,0,0,0,Shows a small light flash at location.,0,1,64
  1081. 65=Light flash (medium) at...,0,30,0,0,0,0,0,0,0,Shows a medium light flash at location.,0,1,65
  1082. 66=Light flash (large) at...,0,30,0,0,0,0,0,0,0,Shows a large light flash at location.,0,1,66
  1083. 67=Announce Win,0,0,0,0,0,0,0,0,0,Announce that player has won.,0,1,67
  1084. 68=Announce Lose,0,0,0,0,0,0,0,0,0,Announce that player has lost.,0,1,68
  1085. 69=Force end,0,0,0,0,0,0,0,0,0,Force end of scenario.,0,1,69
  1086. 70=Destroy Tag...,-3,38,0,0,0,0,0,0,0,Destroy tag and all attached triggers.,0,1,70
  1087. 71=Set ambient step...,0,45,0,0,0,0,0,0,0,Sets ambient light fade step value.,0,1,71
  1088. 72=Set ambient rate...,0,45,0,0,0,0,0,0,0,Sets ambient light fade rate.,0,1,72
  1089. 73=Set ambient light...,0,6,0,0,0,0,0,0,0,Fades ambient light to new lighting level.,0,1,73
  1090. 74=AI triggers begin...,0,2,0,0,0,0,0,0,0,Start AI triggers for specified house.,0,1,74
  1091. 75=AI triggers stop...,0,2,0,0,0,0,0,0,0,Stop AI triggers for specified house.,0,1,75
  1092. 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
  1093. 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
  1094. 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
  1095. 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
  1096. 80=Reinforcement (team) [at waypoint]...,-1,7,0,0,0,0,1,0,0,Create reinforcement team at special waypoint location.,0,1,80
  1097. 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
  1098. 82=Wakeup all sleepers,0,0,0,0,0,0,0,0,0,Breaks all units out of sleep mode.,0,1,82
  1099. 83=Wakeup all harmless,0,0,0,0,0,0,0,0,0,Breaks all out of harmless mode.,0,1,83
  1100. 84=Wakeup group...,0,6,0,0,0,0,0,0,0,Wakeup all units of specified group.,0,1,84
  1101. 85=Vein growth...,0,37,0,0,0,0,0,0,0,Control if veins grow or not.,0,1,85
  1102. 86=Tiberium growth...,0,37,0,0,0,0,0,0,0,Control if Tiberium grows or not.,0,1,86
  1103. 87=Ice growth...,0,37,0,0,0,0,0,0,0,Control if ice grows or not.,0,1,87
  1104. 88=Particle Anim at...,0,26,0,0,0,0,1,0,0,Show particle animation at location.,0,1,88
  1105. 89=Remove Particle Anim at...,0,30,0,0,0,0,0,0,0,Delete particle anims at specified location.,0,1,89
  1106. 90=Lightning strike at...,0,30,0,0,0,0,0,0,0,A single Ion Storm lightning strike.,0,1,90
  1107. 91=Go Berzerk,0,0,0,0,0,0,0,0,0,Attached object (cyborg) goes berzerk.,0,1,91
  1108. 92=Activate Firestorm Defense,0,0,0,0,0,0,0,0,0,Turns on a house's firestorm defense.,0,0,92
  1109. 93=Deactivate Firestorm Defense,0,0,0,0,0,0,0,0,0,Turns off a house's firestorm defense.,0,0,93
  1110. 94=Ion-cannon strike...,0,30,0,0,0,0,0,0,0,Fires Ion-Cannon at waypoint specified.,0,0,94
  1111. 95=Nuke strike...,0,0,0,0,0,0,1,0,0,Fires Nuke at waypoint specified from nearest edge.,0,1,95
  1112. 96=Chem-missile strike...,0,30,0,0,0,0,0,0,0,Fires Chemical missile at waypoint specified.,0,0,96
  1113. 97=Toggle Train Cargo,0,0,0,0,0,0,0,0,0,Toggles state of cargo train dropping crate.,0,1,97
  1114. 98=Play Sound Effect (Random)...,-7,16,0,0,0,0,0,0,0,Plays sound effect at random waypoint.,0,1,98
  1115. 99=Play Sound Effect At...,-7,16,0,0,0,0,1,0,0,Plays sound effect specified at waypoint specified. ,0,1,99
  1116. 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
  1117. 101=Reshroud Map At...,0,30,0,0,0,0,0,0,0,Does an anti-map ping at waypoint specified.,0,1,101
  1118. 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
  1119. 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
  1120. 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
  1121. 105=Talk Bubble...,-1,7,0,0,0,0,0,0,0,Displays talk bubble over unit,0,1,105
  1122. 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
  1123. 107=Reinforcement by Chrono... ,-1,7,0,0,0,0,1,0,0,Teleport reinforcement team to special waypoint location.,0,1,107
  1124. 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
  1125. 109=Iron Curtain At...,0,0,0,0,0,0,1,0,0,Iron Curtain Super effect at Waypoint.,0,1,109
  1126. 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
  1127. 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
  1128. 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
  1129. 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
  1130. 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
  1131. 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
  1132. 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
  1133. 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
  1134. 118=Clear all smudges,0,0,0,0,0,0,0,0,0,Will delete all Smudge objects from the map.,0,1,118
  1135. 119=Destroy all of...,0,2,0,0,0,0,0,0,0,Kills everything of the specified house.,0,1,119
  1136. 120=Destroy all Buildings of...,0,2,0,0,0,0,0,0,0,Kills all buildings for specified house.,0,1,120
  1137. 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
  1138. 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
  1139. 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
  1140. 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
  1141. 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
  1142. 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
  1143. 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
  1144. 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
  1145. 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
  1146. ; YR
  1147. 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
  1148. ;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
  1149. 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
  1150. 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
  1151. 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
  1152. 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
  1153. 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
  1154. 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
  1155. 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
  1156. 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
  1157. 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
  1158. 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
  1159. 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
  1160. 142=Retint Red,0,6,0,0,0,0,0,0,0,Retint the Red portion of the screen,0,1,142,1
  1161. 143=Retint Green,0,6,0,0,0,0,0,0,0,Retint the Green portion of the screen,0,1,143,1
  1162. 144=Retint Blue,0,6,0,0,0,0,0,0,0,Retint the Blue portion of the screen,0,1,144,1
  1163. 145=Jump camera home,0,0,0,0,0,0,0,0,0,Just like hitting the 'H' key.,0,1,145,1
  1164. [BridgesTS]
  1165. [BridgesRA2]
  1166. [SpecialOverlayTS]
  1167. [SpecialOverlayRA2]
  1168. [IgnoreTerrainRA2]