FSData.ini 25 KB

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  1. ; FSData.ini - Data file for FinalSun
  2. ; This file is used for some things which are not known how to parse from the rules.ini
  3. ; or for other data
  4. ; last change: Matthias Wagner, Feb 12, 2024
  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. 1=VEINHOLE
  15. 2=BIGBLU
  16. [ForceIsoPalettePrefix]
  17. [ForceOvrlIsoPalettePrefix]
  18. 0=CRAT
  19. [ForceOvrlUnitPalettePrefix]
  20. ; actually, barrels for non-voxel base units
  21. [BuildingVoxelBarrels]
  22. MMCHX=0
  23. MMCHY=-20
  24. [VehicleVoxelTurrets]
  25. [StdBrushSize]
  26. ClearTile=2
  27. RoughTile=2
  28. SandTile=2
  29. GreenTile=2
  30. PaveTile=2
  31. WaterSet=2
  32. [MinBrushSizeInWater] ; if completely surrounded by water
  33. ClearTile=2
  34. RoughTile=2
  35. SandTile=2
  36. GreenTile=2
  37. PaveTile=2
  38. ; SlopeSetPieces for cliffs have a specific direction.
  39. ; used for AutoLevel logic
  40. ; CURRENTLY IGNORED
  41. [SlopeSetPiecesDirections]
  42. Count=10
  43. 0=Right_1
  44. 1=Left_1
  45. 2=Top_1
  46. 3=Bottom_1
  47. 4=Right_2
  48. 5=Left_2
  49. 6=Left_2
  50. 7=Bottom_2
  51. 8=Top_2
  52. 9=Top_2
  53. [TEMPERATELimits]
  54. TreeMax=999
  55. ;TreeMax=27
  56. [SNOWLimits]
  57. TreeMax=999
  58. ;TreeMax=27
  59. [URBANLimits]
  60. TreeMax=999
  61. ;TreeMax=27
  62. ; tileset ini overwritings
  63. ; only used by FinalAlert
  64. [IgnoreSetTEMPERATE]
  65. [IgnoreSetSNOW]
  66. 0=8
  67. 1=46
  68. [UseSetTEMPERATE]
  69. 0=57
  70. 1=79
  71. [UseSetSNOW]
  72. [UseSetURBAN]
  73. ; hacks for shore pieces
  74. ; shore id_pos=iswater
  75. ; pos: count from left top to right, then next "row"
  76. ; But TS needs all :(
  77. [ShoreTerrainTS]
  78. 0_0=0
  79. 0_1=0
  80. 0_2=1
  81. 0_3=1
  82. 1_0=0
  83. 1_1=0
  84. 2_0=0
  85. 2_1=0
  86. 3_0=0
  87. 4_0=0
  88. 4_1=0
  89. 4_3=0
  90. 5_0=0
  91. 5_1=0
  92. 5_2=0
  93. 6_0=0
  94. 7_0=0
  95. 8_0=0
  96. 8_2=0
  97. 9_0=0
  98. 9_2=0
  99. 10_0=0
  100. 10_2=0
  101. 11_0=0
  102. 12_0=0
  103. 12_1=0
  104. 12_3=0
  105. 13_0=0
  106. 13_3=0
  107. 13_4=0
  108. 14_2=0
  109. 15_2=0
  110. 16_2=0
  111. 16_3=0
  112. 17_2=0
  113. 17_3=0
  114. 18_2=0
  115. 18_3=0
  116. 19_1=0
  117. 20_3=0
  118. 20_4=0
  119. 20_5=0
  120. 21_2=0
  121. 21_4=0
  122. 21_5=0
  123. 22_3=0
  124. 23_3=0
  125. 24_1=0
  126. 24_3=0
  127. 25_1=0
  128. 25_3=0
  129. 26_1=0
  130. 26_3=0
  131. 27_1=0
  132. 28_1=0
  133. 28_2=0
  134. 28_5=0
  135. 29_2=0
  136. 29_4=0
  137. 29_5=0
  138. 30_1=0
  139. 31_1=0
  140. 32_0=0
  141. 32_1=0
  142. 32_2=0
  143. 33_0=0
  144. 33_1=0
  145. 33_2=0
  146. 34_0=0
  147. 34_2=0
  148. 34_3=0
  149. 35_0=0
  150. 35_2=0
  151. 35_3=0
  152. 36_1=0
  153. 36_2=0
  154. 36_3=0
  155. 37_1=0
  156. 37_2=0
  157. 37_3=0
  158. 38_0=0
  159. 38_1=0
  160. 38_3=0
  161. 39_0=0
  162. 39_1=0
  163. 39_3=0
  164. ; tilesets that may be modified using the shore or a similar logic
  165. [SoftTileSets]
  166. ClearTile=1
  167. RoughTile=1
  168. ClearToRoughLat=1
  169. SandTile =1
  170. ClearToSandLat=1
  171. GreenTile=1
  172. ClearToGreenLat=1
  173. PaveTile=1
  174. MiscPaveTile =1
  175. ClearToPaveLat=1
  176. RoughGround=0; no
  177. WaterSet=1
  178. ShorePieces=1
  179. ; corner strings are: cornerleft, cornerright, cornerbottom, cornertop
  180. [CliffBackData]
  181. vertic_diag_c=2
  182. ;vertic_diag_2=0
  183. vertic_diag_0=2
  184. vertic_diag_1=3
  185. ;vertic_diag_3=1 ; unused at moment
  186. vertic_diag_cornertop_c=1
  187. ;vertic_diag_cornertop_1=0
  188. vertic_diag_cornertop_0=1
  189. horiz_c=4
  190. horiz_0=22
  191. horiz_1=23
  192. horiz_2=24
  193. horiz_3=25 ;2x1, not 2x2, unused at moment
  194. horiz_cornerbottom_c=2
  195. horiz_cornerbottom_0=28
  196. horiz_cornerbottom_1=29
  197. horiz_cornertop_c=0
  198. ;horiz_cornertop_0=31
  199. vertic_c=4
  200. vertic_0=34
  201. vertic_1=35
  202. vertic_2=36
  203. vertic_3=37 ;2x1, not 2x2, unused at moment
  204. vertic_cornerright_c=2
  205. vertic_cornerright_0=29
  206. vertic_cornerright_1=28
  207. [CliffFrontData]
  208. vertic_diag_c=2
  209. vertic_diag_0=18
  210. vertic_diag_1=19
  211. ;vertic_diag_2=20
  212. ;vertic_diag_3=21 ; unused at moment
  213. vertic_diag_cornerleft_c=1
  214. vertic_diag_cornerleft_0=20
  215. ;vertic_diag_cornerleft_1=21
  216. vertic_diag_cornerright_c=2
  217. vertic_diag_cornerright_0=32
  218. vertic_diag_cornerright_1=33
  219. horiz_c=4
  220. horiz_0=4
  221. horiz_1=5
  222. horiz_2=6
  223. horiz_3=7 ;2x1, not 2x2, unused at moment
  224. horiz_cornertop_c=1
  225. horiz_cornertop_0=1
  226. horiz_diag_c=6
  227. horiz_diag_0=8
  228. horiz_diag_1=9
  229. horiz_diag_2=10
  230. horiz_diag_3=11 ; unused at moment
  231. horiz_diag_4=12 ; unused at moment
  232. horiz_diag_5=13 ; unused at moment
  233. vertic_c=4
  234. vertic_0=14
  235. vertic_1=15
  236. vertic_2=16
  237. vertic_3=17 ;2x1, not 2x2, unused at moment
  238. vertic_cornerleft_c=1
  239. vertic_cornerleft_0=21
  240. ; EVENTS AND ACTIONS
  241. ; param type format: Description,ListType
  242. ; ListTypes (all those not implemented yet but stubbed when this ini was written are marked with *):
  243. ; 0-Nothing
  244. ; 1-Houses
  245. ; 2-Teamtypes
  246. ; 3-UnitTypes
  247. ; 4-InfantryTypes
  248. ; 5-AircraftTypes
  249. ; 6-BuildingTypes
  250. ; 7-Videos
  251. ; 8-tutorial texts
  252. ; 9-Triggers
  253. ; 10-yes/no
  254. ; 11=sounds *
  255. ; 12=themes *
  256. ; 13=speeches *
  257. ; 14=special weapons
  258. ; 15=animations
  259. ; 16=particles
  260. ; 17=waypoints
  261. ; 18=crate types *
  262. ; 19=speech bubble types *
  263. ; 20=Global variables <--- wrong, local variables!
  264. ; 21=.CSF strings (RA2 only) *
  265. ; 22=Tag *
  266. ; 23=Meteors *
  267. ; 24=Weapons *
  268. ; 25=Light behavior *
  269. ; 26=Shower *
  270. [ParamTypes]
  271. 0=Unused,0
  272. 1=Unknown,0
  273. 2=House,1
  274. 3=Local variable,20
  275. 4=Time,0
  276. 5=Credits,0
  277. 6=Number,0
  278. 7=Teamtype,2
  279. 8=Building,6
  280. 9=Aircraft,5
  281. 10=Infantry,4
  282. 11=Unit,3
  283. 12=Movie,7
  284. 13=Text,8
  285. 14=Trigger,9
  286. 15=Enabled,10
  287. 16=Sound,11
  288. 17=Theme,12
  289. 18=Speech,13
  290. 19=Steps,0
  291. 20=Super weapon,14
  292. 21=Left,0
  293. 22=Top,0
  294. 23=Right,0
  295. 24=Bottom,0
  296. 25=Animation,15
  297. 26=Particle,16
  298. 27=Duration,0
  299. 28=Speed,0
  300. 29=Meteor size,29
  301. 30=Waypoint,17
  302. 31=Crate type,18
  303. 32=Speech bubble,19
  304. 33=String,21
  305. 34=Action,9
  306. 35=Global variable,0
  307. 36=Special,0
  308. 37=Activated,10
  309. 38=Tag,22
  310. 39=Techtype,0
  311. 40=Quarry,0
  312. 41=Weapon,24
  313. 42=Light behavior,25
  314. 43=Event,9
  315. 44=Shower,26
  316. 45=Float value,0
  317. ; events format:
  318. ; #=Description, P1 type, P2 type, TagNeeded, Obsolete,Desc2,UsedInTS,UsedInRA2,ID
  319. ; negative number for type currently not supported (only Actions do support yet)!
  320. ; NOTE: Actions not listed in [Events] but in [EventsRA2] will be ignored. Use the "used in RA2" to support them.
  321. ; NOTE: To overwrite TS events with RA2 special ones, add the new event to the [EventsRA2] section.
  322. ; NOTE: ID must be the same like #
  323. [Events]
  324. 0=-No Event-,0,0,0,0,This is a null event. There is no need to ever use this in a real trigger.,1,1,0
  325. 1=Entered by...,0,2,0,0,Triggers when an infantry or vehicle enters the attached object. Typically this trigger is attached to a building or a cell.,1,1,1
  326. 2=Spied upon,0,0,0,0,Detects when a spy has entered the attached building.,1,1,2
  327. 3=Thieved by...,0,2,0,0,Triggers when a thief steals money from the specified house.,1,1,3
  328. 4=Discovered by player,0,0,0,0,Detects when the attached object has been discovered by the player. Discovered means reavealed from under the shroud.,1,1,4
  329. 5=House Discovered...,0,2,0,0,Triggers when the specified house has any of its units or buildings discovered by the player.,1,1,5
  330. 6=Attacked by any house,0,0,0,0,Triggers when the attached unit is attacked in some manner. Incidental damage or friendly fire does not count.,1,1,6
  331. 7=Destroyed by any house,0,0,0,0,Triggers when the attached object has been destroyed. Destroyed by incidental damage or friendly fire doesn't count.,1,1,7
  332. 8=Any Event,0,0,0,0,When used alone%1 it will force the trigger to spring immediately.,1,1,8
  333. 9=Destroyed%1 Units%1 All...,0,2,0,0,Triggers when all units of the specified house have been destroyed. Typically used for end of game conditions.,1,1,9
  334. 10=Destroyed%1 Buildings%1 All...,0,2,0,0,Triggers when all buildings of the specified side have been destroyed. Typically used for end of game conditions.,1,1,10
  335. 11=Destroyed%1 All...,0,2,0,0,Triggers when all objects owned by the specified house have been destroyed. This is the normal (destroy everyone) trigger condition for end of game.,1,1,11
  336. 12=Credits exceed...,0,6,0,0,Triggers when the house (for this trigger) credit total exceeds this specified amount.,1,1,12
  337. 13=Elapsed Time...,0,6,0,0,Triggers when the elapsed time has expired. This time is initialized when the trigger is created. Timer is reset whenever trigger is sprung when trigger is 'persistant'.,1,1,13
  338. 14=Mission Timer Expired,0,0,0,0,Triggers when the global mission timer (as displayed on the screen) has reached zero.,1,1,14
  339. 15=Destroyed%1 Buildings%1 #...,0,6,0,0,Triggers when the number of buildings%1 owned by the trigger's specified house%1 have been destroyed.,1,1,15
  340. 16=Destroyed%1 Units%1 #...,0,6,0,0,Triggers when the number of units%1 owned by the trigger's specified house%1 have been destroyed.,1,1,16
  341. 17=No Factories left,0,0,0,0,Triggers when there are no factories left for the house specified in the trigger.,1,1,17
  342. 18=Civilians Evacuated,0,0,0,0,Triggers when civilians have been evacuated (left the map).,1,1,18
  343. 19=Build Building Type...,0,8,0,0,When the trigger's house builds the building type specified%1 then this event will spring.,1,1,19
  344. 20=Build Unit Type...,0,11,0,0,When the trigger's house builds the unit type specified%1 then this event will spring.,1,1,20
  345. 21=Build Infantry Type...,0,10,0,0,When the trigger's house builds the infantry type specified%1 then this event will spring.,1,1,21
  346. 22=Build Aircraft Type...,0,9,0,0,When the trigger's house builds the aircraft type specified%1 then this event will spring.,1,1,22
  347. 23=Leaves map (team)...,-1,7,0,0,Triggers when the specified team leaves the map. If the team is destroyed%1 it won't trigger. If all but one member is destroyed and that last member leaves the map%1 it WILL spring.,1,1,23
  348. 24=Zone Entry by...,0,2,0,0,Triggers when a unit of the dpecified house enters the same zone that this trigger is located in. This trigger must be located in a cell and only a cell.,1,1,24
  349. 25=Crosses Horizontal Line...,0,2,0,0,Triggers when a unit of the specified house crosses the horizontal line as indicated by the location of this trigger. This trigger must be placed in a cell.,1,1,25
  350. 26=Crosses Vertical Line...,0,2,0,0,Triggers when a unit of the specified house crosses the vertical line as indicated by the location of this trigger. This trigger must be placed in a cell.,1,1,26
  351. 27=Global is set...,0,35,0,0,Triggers when the specifed global (named in Globals.INI) is turned on.,1,1,27
  352. 28=Global is clear...,0,35,0,0,Triggers when the specified global (named in Globals.INI) is turned off.,1,1,28
  353. 29=Destroyed by anything [not infiltrate],0,0,0,0,Triggers when attached object is destroyed%1 but not if it infiltrates a building/unit.,1,1,29
  354. 30=Low Power...,0,2,0,0,Triggers when the specified house's power falls below 100% level.,1,1,30
  355. 31=Bridge destroyed,0,0,0,0,Triggers when the attached bridge is destroyed. A bridge is considered destroyed when an impassable gap is created in the bridge.,1,1,31
  356. 32=Building exists...,0,8,0,0,Triggers when the building (owned by the house of this trigger) specified exists on the map. This works for buildings that are preexisting or constructed by deploying.,1,1,32
  357. 33=Selected by player,0,0,0,0,Triggers when the unit is selected by the player. Use in single-player only.,1,1,33
  358. 34=Comes near waypoint...,0,30,0,0,Triggers when the object comes near the specified waypoint.,1,1,34
  359. 35=Enemy In Spotlight...,0,0,0,0,Triggers when an enemy unit enters the spotlight cast by the attached building.,1,1,35
  360. 36=Local is set...,0,3,0,0,Triggers when the specifed local is turned on.,1,1,36
  361. 37=Local is clear...,0,3,0,0,Triggers when the specified local is turned off.,1,1,37
  362. 38=First damaged (combat only),0,0,0,0,Triggers when first suffering from combat damage from combat damage only.,1,1,38
  363. 39=Half health (combat only),0,0,0,0,Triggers when damaged to half health >from combat damage only.,1,1,39
  364. 40=Quarter health (combat only),0,0,0,0,Triggers when damaged to quarter health from combat damage only.,1,1,40
  365. 41=First damaged (any source),0,0,0,0,Triggers when first suffering from combat damage from any source.,1,1,41
  366. 42=Half health (any source),0,0,0,0,Triggers when damaged to half health >from any source.,1,1,42
  367. 43=Quarter health (any source),0,0,0,0,Triggers when damaged to quarter health from any source.,1,1,43
  368. 44=Attacked by (house)...,0,2,0,0,When attacked by some unit of specified house.,1,1,44
  369. 45=Ambient light <= ...,0,6,0,0,Triggers when the ambient light drops below a certain level. Use numbers between 0 and 100.,1,1,45
  370. 46=Ambient light >= ...,0,6,0,0,Triggers when the ambient light rises above a certain level. Use numbers between 0 and 100.,1,1,46
  371. 47=Elapsed Scenario Time...,0,6,0,0,When time has elapsed since start of scenario.,1,1,47
  372. 48=Destroyed by anything,0,0,0,0,Triggers when destroyed by anything what-so-ever.,1,1,48
  373. 49=Pickup Crate,0,0,0,0,When crate is picked up object the trigger is attached to.,1,1,49
  374. 50=Pickup Crate (any),0,0,0,0,When crate is picked up by any unit.,1,1,50
  375. 51=Random delay...,0,6,0,0,Delays a random time between 50 and 150 percent of time specified.,1,1,51
  376. 52=Credits below...,0,6,0,0,Triggers when the house (for this trigger) credit total is below this specified amount.,1,1,52
  377. 53=Player under EMP effect,0,2,0,0,Specific house is under EMP effect,1,1,53
  378. ; action format:
  379. ; #=Description, P1 type, P2 type, P3 type, P4 type, P5Type, P6Type, uses waypoint, uses tag, Obsolete, used in TS, used in RA2, ID
  380. ; if using negative number for type, param will be set to the absolute value of this number
  381. ; NOTE: Actions not listed in [Actions] but in [ActionsRA2] will be ignored. Use the "used in RA2" to support them.
  382. ; NOTE: To overwrite TS actions with RA2 special ones, add the new action to the [ActionsRA2] section.
  383. ; NOTE: ID must be the same like #
  384. [Actions]
  385. 0=-No Action-,0,0,0,0,0,0,0,0,0,This is a null action. It will do nothing and is equivalent to not having an action at all. Why use it?,1,1,0
  386. 1=Winner is...,0,2,0,0,0,0,0,0,0,The winner will be forced to be the house specified. The game will end immediately. Typically%1 the player's house is specified.,1,1,1
  387. 2=Loser is...,0,2,0,0,0,0,0,0,0,The loser will be force to be the house specified. The game will end immediately. Typically%1 the player's house is specified.,1,1,2
  388. 3=Production Begins...,0,2,0,0,0,0,0,0,0,The computer's house (as specified) will begin production of units and structures.,1,1,3
  389. 4=Create Team...,-1,7,0,0,0,0,0,0,0,Creates a team of the type specified (owned by the house of this trigger). The team member are NOT automatically created however.,1,1,4
  390. 5=Destroy Team...,-1,7,0,0,0,0,0,0,0,Destroys all instances of the team type specified. The units in those existing teams will remain and be available for recruiting into other teams.,1,1,5
  391. 6=All to Hunt...,0,2,0,0,0,0,0,0,0,Forces all units%1 of the house specified%1 into 'hunt' mode. They will seek out and destroy their enemies.,1,1,6
  392. 7=Reinforcement (team)...,-1,7,0,0,0,0,0,0,0,Create a reinforcement of the specified team. The members of the team WILL be created magically by this action.,1,1,7
  393. 8=Drop Zone Flare (waypoint)...,0,30,0,0,0,0,0,0,0,Display a drop zone flair at the waypoint specified. The map will also be reaveald around that location.,1,1,8
  394. 9=Fire Sale...,0,2,0,0,0,0,0,0,0,Cause all buildings of the specified house to be sold (for cash and prizes). Typically this is used in the final assault by the computer.,1,1,9
  395. 10=Play Movie...,0,12,0,0,0,0,0,0,0,Displays the specified movie (full screen). The game is paused while this occurs and resumes normally after it completes.,1,1,10
  396. 11=Text Trigger...,0,13,0,0,0,0,0,0,0,Display the text identified by the label in Tutorial.ini.,1,1,11
  397. 12=Destroy Trigger...,-2,14,0,0,0,0,0,0,0,Destroy all current instances of the trigger type specified. This does not prevent future instances of that trigger >from being created.,1,1,12
  398. 13=Autocreate Begins...,0,2,0,0,0,0,0,0,0,Initiates autocreate for the house specified. This will cause the computer's house to build autocreate teams as it sees fit.,1,1,13
  399. 14=Change House...,0,2,0,0,0,0,0,0,0,Changes owning house to the one specified for attached objects.,1,1,14
  400. 15=Allow Win,0,0,0,0,0,0,0,0,0,Removes one 'blockage' from allowing the player to win. The blockage number is equal the number of triggers created that have this action.,1,1,15
  401. 16=Reveal all map,0,0,0,0,0,0,0,0,0,Reveals the entire map to all players.,1,1,16
  402. 17=Reveal around waypoint...,0,30,0,0,0,0,0,0,0,Reveals a region of the map to the player around the waypoint specified.,1,1,17
  403. 18=Reveal zone of waypoint...,0,30,0,0,0,0,0,0,0,Reveals all cells that share the same zone as the waypoing specified. This yields some wierd results. Use with caution.,1,1,18
  404. 19=Play sound effect...,0,16,0,0,0,0,0,0,0,Plays the sound effect specified. Use numbers from Sound.ini and Sound01.ini and then apply the sound system.,1,1,19
  405. 20=Play music theme...,0,17,0,0,0,0,0,0,0,Plays the music theme specified. Look up the number of the song in Theme.ini then Add 1.,1,1,20
  406. 21=Play speech...,0,18,0,0,0,0,0,0,0,Plays the speech sound specified,1,1,21
  407. 22=Force Trigger...,-2,14,0,0,0,0,0,0,0,Force all triggers of this specified type to spring regardless of what it's event flags may indicate.,1,1,22
  408. 23=Timer Start,0,0,0,0,0,0,0,0,0,Start the global mission timer.,1,1,23
  409. 24=Timer Stop,0,0,0,0,0,0,0,0,0,Stop the global mission timer.,1,1,24
  410. 25=Timer Extend...,0,6,0,0,0,0,0,0,0,Extend the global mission timer by the time specified.,1,1,25
  411. 26=Timer Shorten...,0,6,0,0,0,0,0,0,0,Short the global mission timer by the time specified. It can never be reduced below 'zero' time.,1,1,26
  412. 27=Timer Set...,0,6,0,0,0,0,0,0,0,Set the global mission timer to the value specified.,1,1,27
  413. 28=Global Set...,0,35,0,0,0,0,0,0,0,Set the global flag. Global flags are named in the file Globals.INI. Global flags can be either 'on/set/true' or 'off/clear/false'. Globals are reset by saved games.,1,1,28
  414. 29=Global Clear...,0,35,0,0,0,0,0,0,0,Clear the global flag. Global flags are named in the file Globals.INI. Global flags can either be 'on/set/true' or 'off/clear/false'. Globals are reset by saved games.,1,1,29
  415. 30=Auto Base Building...,0,37,0,0,0,0,0,0,0,Initialize the computer skirmish mode build control to either 'on' or 'off' state. When 'on'%1 the computer takes over as if it were in skirmish mode. (gs make sure he has a con yard),1,1,30
  416. 31=Grow shroud one 'step',0,0,0,0,0,0,0,0,0,Increase the shroud darkness by one step (cell).,1,1,31
  417. 32=Destroy attached building,0,0,0,0,0,0,0,0,0,Destroy any buildings%1 bridges%1 or units that this trigger is attached to.,1,1,32
  418. 33=Add 1-time special weapon...,0,36,0,0,0,0,0,0,0,Add a one-shot special weapon (as indicated) to the trigger's house.,1,1,33
  419. 34=Add repeating special weapon...,0,36,0,0,0,0,0,0,0,Add a permanent special weapon (as indicated) to the trigger's house.,1,1,34
  420. 35=Preferred target...,0,40,0,0,0,0,0,0,0,Specify what the trigger's house should use as its preferred target when using special weapon attacks.,1,1,35
  421. 36=All change house...,0,2,0,0,0,0,0,0,0,All objects of one house change ownership to specified house.,1,1,36
  422. 37=Make ally...,0,2,0,0,0,0,0,0,0,Cause this trigger's house to ally with the house specified.,1,1,37
  423. 38=Make enemy...,0,2,0,0,0,0,0,0,0,Cause this trigger's house to un-ally (declare war) with the house specified.,1,1,38
  424. 39=Change Zoom Level...,0,6,0,0,0,0,0,0,0,Changes the zoom out level of the player's radar map. Use 1 for normal view%1 2 for zoomed out.,1,1,39
  425. 40=Resize Player View...,0,0,21,22,23,24,0,0,0,Changes the player's viewing rectangle into the map. Enter as: x%1y%1w%1h where x%1y gives the upper left corner and w%1h give the width and height.,1,1,40
  426. 41=Play Anim At...,0,25,0,0,0,0,1,0,0,Plays the specified anim in the specified cell. Use numbers from [Animations] and either subtract 2 or 5 (depending on the position in the list),1,1,41
  427. 42=Do Explosion At...,0,41,0,0,0,0,1,0,0,Creates an explosion in the specified cell%1 using the specified warhead.,1,1,42
  428. 43=Meteor Impact At...,0,29,0,0,0,0,1,0,0,Sends a meteor at the specified cell.,1,0,43
  429. 44=Ion Storm start...,0,6,0,0,0,0,0,0,0,Starts an ion storm sequence to run for the specified number of game frames.,1,0,44
  430. 45=Ion Storm stop...,0,0,0,0,0,0,0,0,0,End an Ion storm in progress.,1,0,45
  431. 46=Lock input,0,0,0,0,0,0,0,0,0,Disables user input.,1,1,46
  432. 47=Unlock input,0,0,0,0,0,0,0,0,0,Enables user input.,1,1,47
  433. 48=Center Camera at Waypoint...,0,28,0,0,0,0,1,0,0,Moves the tactical view to a specified waypoint at the specified speed. Use 1 through 4 for good results.,1,1,48
  434. 49=Zoom in,0,0,0,0,0,0,0,0,0,Zooms the tactical map in.,1,1,49
  435. 50=Zoom out,0,0,0,0,0,0,0,0,0,Zooms the tactical map out.,1,1,50
  436. 51=Reshroud Map,0,0,0,0,0,0,0,0,0,Reshrouds the entire map for all players.,1,1,51
  437. 52=Change Light Behavior,0,42,0,0,0,0,0,0,0,Changes the way a building spotlight behaves. Attach this trigger to a building that casts a spotlight. 0= no Spotlight - 1= Circle - 2= Rules.ini settings (affected by direction) - 3= Unit in Spotlight,1,1,52
  438. 53=Enable Trigger,-2,14,0,0,0,0,0,0,0,Enables the target trigger.,1,1,53
  439. 54=Disable Trigger,-2,14,0,0,0,0,0,0,0,Disables the target trigger.,1,1,54
  440. 55=Create Radar Event,0,43,0,0,0,0,1,0,0,Creates a radar event at the specified waypoint,1,1,55
  441. 56=Local Set...,0,3,0,0,0,0,0,0,0,Set the local flag. Local flags can be either 'on/set/true' or 'off/clear/false'.,1,1,56
  442. 57=Local Clear...,0,3,0,0,0,0,0,0,0,Clear the local flag. Local flags can either be 'on/set/true' or 'off/clear/false'.,1,1,57
  443. 58=Meteor Shower At...,0,44,0,0,0,0,1,0,0,Creates a meteor shower around the specified waypoint.,1,1,58
  444. 59=Reduce Tiberium At...,0,30,0,0,0,0,0,0,0,Reduces Tiberium around the specified waypoint.,0,0,59
  445. 60=Sell building,0,0,0,0,0,0,0,0,0,Sells the building attached to this trigger.,1,1,60
  446. 61=Turn off building,0,0,0,0,0,0,0,0,0,Turn off building attached to this trigger.,1,1,61
  447. 62=Turn on building,0,0,0,0,0,0,0,0,0,Turn on building attached to this trigger.,1,1,62
  448. 63=Apply 100 damage at...,0,30,0,0,0,0,0,0,0,Applies 100 points of HE damage at location.,1,1,63
  449. 64=Light flash (small) at...,0,30,0,0,0,0,0,0,0,Shows a small light flash at location.,1,1,64
  450. 65=Light flash (medium) at...,0,30,0,0,0,0,0,0,0,Shows a medium light flash at location.,1,1,65
  451. 66=Light flash (large) at...,0,30,0,0,0,0,0,0,0,Shows a large light flash at location.,1,1,66
  452. 67=Announce Win,0,0,0,0,0,0,0,0,0,Announce that player has won.,1,1,67
  453. 68=Announce Lose,0,0,0,0,0,0,0,0,0,Announce that player has lost.,1,1,68
  454. 69=Force end,0,0,0,0,0,0,0,0,0,Force end of scenario.,1,1,69
  455. 70=Destroy Tag...,-3,38,0,0,0,0,0,0,0,Destroy tag and all attached triggers.,1,1,70
  456. 71=Set ambient step...,0,45,0,0,0,0,0,0,0,Sets ambient light fade step value.,1,1,71
  457. 72=Set ambient rate...,0,45,0,0,0,0,0,0,0,Sets ambient light fade rate.,1,1,72
  458. 73=Set ambient light...,0,6,0,0,0,0,0,0,0,Fades ambient light to new lighting level. Use numbers between 0 and 100.,1,1,73
  459. 74=AI triggers begin...,0,2,0,0,0,0,0,0,0,Start AI triggers for specified house.,1,1,74
  460. 75=AI triggers stop...,0,2,0,0,0,0,0,0,0,Stop AI triggers for specified house.,1,1,75
  461. 76=Ratio of AI trigger teams...,0,6,0,0,0,0,0,0,0,AI percentage of teams created for AI triggers (100 = all for AI trigger teams%1 0 = all for regular teams),1,1,76
  462. 77=Ratio of team aircraft...,0,6,0,0,0,0,0,0,0,AI percentage of aircraft created for teams (100 = all for teams%1 0 = all random),1,1,77
  463. 78=Ratio of team infantry...,0,6,0,0,0,0,0,0,0,AI percentage of infantry created for teams (100 = all for teams%1 0 = all random),1,1,78
  464. 79=Ratio of team units...,0,6,0,0,0,0,0,0,0,AI percentage of units created for teams (100 = all for teams%1 0 = all random),1,1,79
  465. 80=Reinforcement (team) [at waypoint]...,-1,7,0,0,0,0,1,0,0,Create reinforcement team at special waypoint location. The units will appear at this point. Magical-poof style.,1,1,80
  466. 81=Wakeup self,0,0,0,0,0,0,0,0,0,Breaks out of sleep or harmless mode so as to enter guard mode.,1,1,81
  467. 82=Wakeup all sleepers,0,0,0,0,0,0,0,0,0,Breaks all units out of sleep mode.,1,1,82
  468. 83=Wakeup all harmless,0,0,0,0,0,0,0,0,0,Breaks all out of harmless mode.,1,1,83
  469. 84=Wakeup group...,0,6,0,0,0,0,0,0,0,Wakeup all units of specified group.,1,1,84
  470. 85=Vein growth...,0,37,0,0,0,0,0,0,0,Control if veins grow or not.,1,1,85
  471. 86=Tiberium growth...,0,37,0,0,0,0,0,0,0,Control if Tiberium grows or not.,1,1,86
  472. 87=Ice growth...,0,37,0,0,0,0,0,0,0,Control if ice grows or not.,1,1,87
  473. 88=Particle Anim at...,0,26,0,0,0,0,1,0,0,Show particle animation at location.,1,1,88
  474. 89=Remove Particle Anim at...,0,30,0,0,0,0,0,0,0,Delete particle anims at specified location.,1,1,89
  475. 90=Lightning strike at...,0,30,0,0,0,0,0,0,0,A single Ion Storm lightning strike.,1,1,90
  476. 91=Go Berzerk,0,0,0,0,0,0,0,0,0,Attached object (cyborg) goes berzerk.,1,1,91
  477. 92=Activate Firestorm Defense,0,0,0,0,0,0,0,0,0,Turns on a house's firestorm defense.,0,0,92
  478. 93=Deactivate Firestorm Defense,0,0,0,0,0,0,0,0,0,Turns off a house's firestorm defense.,0,0,93
  479. 94=Ion-cannon strike...,0,30,0,0,0,0,0,0,0,Fires Ion-Cannon at waypoint specified.,0,0,94
  480. 95=Nuke strike...,0,0,0,0,0,0,1,0,0,Fires Nuke at waypoint specified from nearest edge.,1,1,95
  481. 96=Chem-missile strike...,0,30,0,0,0,0,0,0,0,Fires Chemical missile at waypoint specified.,0,0,96
  482. 97=Toggle Train Cargo,0,0,0,0,0,0,0,0,0,Toggles state of cargo train dropping crate.,1,1,97
  483. 98=Play Sound Effect (Random)...,0,16,0,0,0,0,0,0,0,Plays sound effect at random waypoint. Rules of action 19 apply.,1,1,98
  484. 99=Play Sound Effect At waypoint...,0,16,0,0,0,0,1,0,0,Plays sound effect specified at waypoint specified. Rules of action 19 apply.,1,1,99
  485. 100=Play Ingame Movie...,0,12,0,0,0,0,0,0,0,Displays the specified movie ingame. Player still has control of interface and units.,1,1,100
  486. 101=Reshroud Map At...,0,30,0,0,0,0,0,0,0,Does an anti-map ping at waypoint specified.,1,1,101
  487. 102=Lightning Storm strike...,0,0,0,0,0,0,1,0,0,Lightning storm owned by owner of trigger at waypoint.,1,1,102
  488. 103=Timer Text...,-4,13,0,0,0,0,0,0,0,What text label to display with timer (i.e. actual text is in game.str).,1,1,103
  489. 104=Flash Team...,-5,7,0,0,0,0,0,0,0,Flashes the specified team for the specified number of frames,1,1,104
  490. 105=Talk Bubble...,-1,7,0,0,0,0,0,0,0,Displays talk bubble over unit,1,1,105
  491. [BridgesTS]
  492. [SpecialOverlayTS]
  493. [IgnoreTS]
  494. 0=WEEDGUY
  495. 1=NHUNTER
  496. 2=GHUNTER
  497. 3=JEEP
  498. ; legacy Red Alert leftovers
  499. 60=CR1
  500. 61=CR2
  501. 62=CR3
  502. 63=CR4
  503. 64=CR5
  504. 65=CR6
  505. 66=BURN01
  506. 67=BURN02
  507. 68=BURN03
  508. 69=BURN04
  509. 70=BURN05
  510. 71=BURN06
  511. 72=BURN07
  512. 73=BURN08
  513. 74=BURN09
  514. 75=BURN10
  515. 76=BURN11
  516. 77=BURN12
  517. 78=BURN13
  518. 79=BURN14
  519. 80=BURN15
  520. 81=BURN16
  521. [IgnoreTerrainTS]
  522. 0=NAWALL
  523. 1=GAWALL
  524. [IgnoreTemperateTS]
  525. 0=ABAN01
  526. 1=ABAN02
  527. 2=ABAN03
  528. 3=ABAN04
  529. 4=ABAN05
  530. 5=ABAN06
  531. 6=ABAN07
  532. 7=ABAN08
  533. 8=ABAN09
  534. 9=ABAN10
  535. 10=ABAN11
  536. 11=ABAN12
  537. 12=ABAN13
  538. 13=ABAN14
  539. 14=ABAN15
  540. 15=ABAN16
  541. 16=ABAN17
  542. 17=ABAN18
  543. [IgnoreSnowTS]