Mjjstral

Module List For C&C Generals and ZeroHour (and BFME1)

Nov 13th, 2017
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  1. ;--------------------------------------------
  2. Author: DeeZire
  3. Website: http://www.deezire.net/index.php?
  4.  
  5. Updated By Chris for C&C Generals ZeroHour
  6. Module List For Generals and ZeroHour.
  7. This is created for use as reference only.
  8.  
  9. Note: Some of the parameters here where changed and\or added is for ZeroHour Only.
  10. Some parameters of Classic Generals might not work anymore.
  11.  
  12. NOTE: USE'EM MODULES PROPERLY OR YOU WILL KNOW THE TERRIBLE TRUTH..
  13.  
  14. ;--------------------------------------------
  15. ;UPDATE : 10/14/07
  16. added special power ini's enum type list
  17.  
  18. ;--------------------------------------------
  19. ;UPDATE : 06/16/08
  20. Added more descriptions to the modules.
  21. Added a few more missing entries.
  22. Corrected a few parameter descriptions.
  23. ;--------------------------------------------
  24. ;UPDATE: 08/04/08
  25. Added more discovered parameters by me.
  26. Added a few more discovered parameters by beng.
  27. Corrected a few parameters.
  28. ;--------------------------------------------
  29. ;UPDATE: 12/09/08
  30. Added a few more descriptions to the modules.
  31. Fixed a few double entries.
  32. Corrected a few typographical errors.
  33. Organized the modules a little bit.
  34. ;--------------------------------------------
  35. ;UPDATE: 01/22/09
  36. Corrcted a few module parameters.
  37. Fixed a few typing errors again.
  38. Added abit more description to the module/parameters.
  39.  
  40.  
  41. Modules:
  42. ActiveBody
  43. [this is a Body module not a Behavior module, The Subdual part of the module allows the use of JAMMED Model Condition State]
  44. MaxHealth = [integer]
  45. InitialHealth = [integer]
  46.  
  47. [Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
  48. The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
  49. A Projectile or Missile doesn't get "subdued", Instead they loose stability and scatters.]
  50. SubdualDamageCap = [integer]
  51. SubdualDamageHealRate = [integer]
  52. SubdualDamageHealAmount = [integer]
  53. End
  54.  
  55. AnimationSteeringUpdate
  56. MinTransitionTime = [real number]
  57. End
  58.  
  59. ActiveShroudUpgrade
  60. [Once activated, It will create a black shroud around the object that triggered this
  61. You cannot see it your self but it can be seen by your enemy]
  62. TriggeredBy = [entry(s) from Upgrade.INI]
  63. FXListUpgrade = [entry from FXList.INI]
  64. ConflictsWith = [entry(s) from Upgrade.INI]
  65. RequiresAllTriggers = [Yes/No]
  66. NewShroudRange = [real number]
  67. End
  68.  
  69. AIUpdateInterface
  70. AutoAcquireEnemiesWhenIdle = [Yes/No][NOTWHILEATTACKING/ATTACK_BUILDINGS/STEALTHED]
  71. MoodAttackCheckRate = [integer, milliseconds. default is 2000]
  72. ForbidPlayerCommands = [Yes/No]
  73. TurretsLinked =[Yes/No]
  74. [this part of the module allows the use of TurretMoveStart and TurretMoveLoop within UnitSpecificSounds section of the object]
  75. Turret
  76. TurretTurnRate = [integer]
  77. TurretPitchRate = [integer]
  78. NaturalTurretAngle = [integer, default 0 = horizontal]
  79. NaturalTurretPitch = [integer, default 0 = horizontal]
  80. FirePitch = [integer, default 0 = horizontal]
  81. MinPhysicalPitch = [integer, default 0 = horizontal]
  82. GroundUnitPitch = [integer, default 0 = horizontal]
  83. TurretFireAngleSweep = [weaponslot][integer]
  84. TurretSweepSpeedModifier = [weaponslot real number]
  85. ControlledWeaponSlots = [weaponslots]
  86. AllowsPitch = [Yes/No]
  87. MinIdleScanAngle = [real number]
  88. MaxIdleScanAngle = [real number]
  89. MinIdleScanInterval = [integer, milliseconds]
  90. MaxIdleScanInterval = [integer, milliseconds]
  91. RecenterTime = [integer,milliseconds]
  92. FiresWhileTurning = [Yes/No]
  93. InitiallyDisabled = [Yes/No]
  94. End
  95. AltTurret
  96. [as above]
  97. End
  98. End
  99.  
  100. AnimatedParticleSysBoneClientUpdate
  101. [no parameters - this module is a ClientUpdate not a Behavior and allows the object to have particle system effects dynamically attached to animated sub objects or bones]
  102. End
  103.  
  104. ArmorUpgrade
  105. [triggers use of PLAYER_UPGRADE ArmorSet on this object]
  106. TriggeredBy = [entry(s) from Upgrade.INI]
  107. FXListUpgrade = [entry(s) from FXList.INI]
  108. ConflictsWith = [entry(s) from Upgrade.INI]
  109. RequiresAllTriggers = [Yes/No]
  110. End
  111.  
  112. AssaultTransportAIUpdate
  113. [This AI, If armed with a weapon using the DEPLOY Damaged type, Will order the passengers
  114. To hop out of the vehicle and attack the selected target. The passengers will auto return
  115. If ordered to stop or the target is dead]
  116. AutoAcquireEnemiesWhenIdle = [Yes/No][NOTWHILEATTACKING/ATTACK_BUILDINGS/STEALTHED]
  117. MoodAttackCheckRate = [integer, milliseconds. default is 2000]
  118. ForbidPlayerCommands = [Yes/No]
  119. MembersGetHealedAtLifeRatio = [real number]
  120. ClearRangeRequiredToContinueAttackMove = [interger]
  121. End
  122.  
  123. AssistedTargetingUpdate
  124. [Allows weapons (or defense) to relay with a similar weapon (or defense) within it's range.]
  125. AssistingClipSize = [integer] [How many shots to make when asked by someone of my kind who has a RequestAssistRange weapon]
  126. AssistingWeaponSlot = [Weapon slot list] [And the weapon to use. Should have huge range and no natural clip]
  127. LaserFromAssisted = [object name] [Stream to draw from the requestor to me]
  128. LaserToTarget = [object name] [Stream to draw from me to the target]
  129. End
  130.  
  131. AutoDepositUpdate
  132. ActualMoney = [Yes/No] [If set to No, This will not give you any money bonus. Instead, the "$" that appears above is used for props only]
  133. DepositTiming = [milliseconds] [Give me money (the player) every XXX milliseconds]
  134. DepositAmount = [integer] [How much to give the player?]
  135. InitialCaptureBonus = [integer] [How much to give the player when you first capture the object]
  136. UpgradedBoost = [UpgradeType:[Entry From Upgrade.ini] Boost:[interger]]
  137. End
  138.  
  139. AutoFindHealingUpdate
  140. [This update will have the unit search for a healing station if injured]
  141. [Extra note: This should be put below the AI Module and this works for AI units only]
  142. ScanRate = [milliseconds] ; how much we search for a healing station?
  143. ScanRange =[interger] ; and how far we have to look for a healing station?
  144. NeverHeal = [0.1 to 1.0] ; don't heal if we are > 85% healthy.
  145. AlwaysHeal = [0.1 to 1.0] ; if we get below 25%, find healing right away.
  146. End
  147.  
  148. AutoHealBehavior
  149. TriggeredBy = [entry from Upgrade.INI, requires StartsActive = No]
  150. FXListUpgrade = [entry from FXList.INI]
  151. ConflictsWith = [entry from Upgrade.INI]
  152. RequiresAllTriggers = [Yes/No]
  153. HealingAmount = [integer]
  154. HealingDelay = [integer, milliseconds]
  155. StartHealingDelay = [integer, milliseconds]
  156. Radius = [real number]
  157. StartsActive = [Yes/No]
  158. SingleBurst = [Yes/No]
  159. AffectsWholePlayer = [Yes/No]
  160. KindOf = [KindOf list]
  161. ForbiddenKindOf = [KindOf list]
  162. RadiusParticleSystemName = [entry from ParticleSystem.INI]
  163. UnitHealPulseParticleSystemName = [entry from ParticleSystem.INI]
  164. SkipSelfForHealing = [Yes/No]
  165. End
  166.  
  167. BattleBusSlowDeathBehavior
  168. [Requires the object to have the UndeadBody Module and allows the use of the SECOND_LIFE Model and Armour Conditionstate.]
  169. DeathTypes = [DeathType listing]
  170. SinkRate = [real number]
  171. ExemptStatus = [status name]
  172. RequiredStatus = [status name]
  173. ProbabilityModifier = [integer]
  174. ModifierBonusPerOverkillPercent = [percent]
  175. SinkDelay = [integer, milliseconds]
  176. SinkDelayVariance = [integer]
  177. DestructionDelay = [integer, milliseconds]
  178. DestructionDelayVariance = [integer]
  179. DestructionAltitude = [integer]
  180. FlingForce = [integer]
  181. FlingForceVariance = [integer]
  182. FlingPitch = [integer]
  183. FlingPitchVariance = [integer]
  184. FXStartUndeath = [Entry from Fxlist.ini]
  185. OCLStartUndeath = [Entry from ObjectCreationList.ini]
  186. FXHitGround = [Entry from Fxlist.ini]
  187. OCLHitGround = [Entry from ObjectCreationList.ini]
  188. DelayFromGroundToFinalDeath = [integer]
  189. ThrowForce = [integer]
  190. PercentDamageToPassengers = [percent]
  191. EmptyHulkDestructionDelay = [integer]
  192. FX = [INITIAL/MIDPOINT/FINAL Entry from FXList.INI, multiple statements can be used for multiple FX's]
  193. OCL = [INITIAL/MIDPOINT/FINAL Entry from ObjectCreationList.INI, multiple statements can be used for multiple OCL's]
  194. Weapon = [INITIAL/MIDPOINT/FINAL Entry from Weapon.INI, multiple statements can be used for multiple "death" weapons.]
  195. End
  196.  
  197. BunkerBusterBehavior
  198. UpgradeRequired = [Entry from Upgrade.ini] [Do we require an upgrade first?]
  199. DetonationFX = [Entry from FXList.ini] [The big detonation kaboom at the bottom]
  200. CrashThroughBunkerFX = [Entry from FXList.ini] [FX Used when going thru the targeted bunker]
  201. CrashThroughBunkerFXFrequency = [interger, milliseconds] [How often to play the crash bang crunch FX on the way through the bunker ceiling?]
  202. SeismicEffectRadius = [integer]
  203. SeismicEffectMagnitude = [integer]
  204. ShockwaveWeaponTemplate = [Entry from weapon.ini] [What weapon should we use when we detonate on the ground?]
  205. OccupantDamageWeaponTemplate = [Entry from weapon.ini] [What weapon should we use when we clear a bunker?]
  206. End
  207.  
  208. BaikonurLaunchPower
  209. SpecialPowerTemplate = [entry from SpecialPower.INI]
  210. DetonationObject = [object name]
  211. StartsPaused = [Yes/No, yes requires UnpauseSpecialPowerUpgrade module]
  212. End
  213.  
  214. BaseRegenerateUpdate
  215. [no parameters - forces object to auto-repair itself over time, parameters defined in GameData.INI through BaseRegenHealthPerSecond and BaseRegenDelay]
  216. End
  217.  
  218. BattlePlanUpdate
  219. SpecialPowerTemplate = [entry from SpecialPower.INI]
  220.  
  221. ;Transition Timings
  222. BombardmentPlanAnimationTime = [integer, milliseconds]
  223. HoldTheLinePlanAnimationTime = [integer, milliseconds]
  224. SearchAndDestroyPlanAnimationTime = [integer, milliseconds]
  225. TransitionIdleTime = [integer, milliseconds]
  226.  
  227. ;Audio hooks
  228. BombardmentAnnouncementName = [entry from SoundEffects.INI]
  229. BombardmentPlanUnpackSoundName = [entry from SoundEffects.INI]
  230. BombardmentPlanPackSoundName = [entry from SoundEffects.INI]
  231.  
  232. SearchAndDestroyPlanUnpackSoundName = [entry from SoundEffects.INI]
  233. SearchAndDestroyPlanIdleLoopSoundName = [entry from SoundEffects.INI]
  234. SearchAndDestroyPlanPackSoundName = [entry from SoundEffects.INI]
  235. SearchAndDestroyAnnouncementName = [entry from SoundEffects.INI]
  236.  
  237. HoldTheLinePlanUnpackSoundName = [entry from SoundEffects.INI]
  238. HoldTheLinePlanPackSoundName = [entry from SoundEffects.INI]
  239. HoldTheLineAnnouncementName = [entry from SoundEffects.INI]
  240.  
  241.  
  242. ;battle plan labels
  243. HoldTheLineMessageLabel = [entry from string file]
  244. BombardmentMessageLabel = [entry from string file]
  245. SearchAndDestroyMessageLabel = [entry from string file]
  246.  
  247. ;Army bonuses granted by different battle plans
  248. ValidMemberKindOf = [KindOf list]
  249. InvalidMemberKindOf = [KindOf list]
  250. BattlePlanChangeParalyzeTime = [integer, milliseconds]
  251. HoldTheLinePlanArmorDamageScalar = [real number]
  252. SearchAndDestroyPlanSightRangeScalar = [real number]
  253.  
  254. ;***NOTE*** WEAPON bonuses for army are specified in GameData.ini file!
  255. ;Building bonuses granted based on battle plan mode.
  256. StrategyCenterSearchAndDestroySightRangeScalar = [real number]
  257. StrategyCenterSearchAndDestroyDetectsStealth = [Yes/No]
  258. StrategyCenterHoldTheLineMaxHealthScalar = [real number]
  259. StrategyCenterHoldTheLineMaxHealthChangeType = [Change Type List]
  260.  
  261. VisionObjectName = [object name]
  262. End
  263.  
  264. BeaconClientUpdate
  265. [this module is a ClientUpdate not a Behavior and is hardcoded to produce the BeaconSmokeFFFFFF particle system definition by default but will call the BeaconSmoke###### particle system definition relative to the players color]
  266. RadarPulseFrequency = [integer, milliseconds]
  267. RadarPulseDuration = [integer, milliseconds]
  268. End
  269.  
  270. BoneFXDamage
  271. [no parameters - enables use of BoneFXUpdate module on this object where an additional dynamic FX logic can be used]
  272. End
  273.  
  274. BoneFXUpdate
  275. [N takes numbers from 1-8]
  276. PristineParticleSystemN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} PSys:{entry from ParticleSystem.INI}]
  277. PristineOCLN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} OCL:{entry from ObjectCreationList.INI}]
  278. PristineFXListN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} FXList:{entry from FXList.INI}]
  279.  
  280. DamageParticleTypes = [DamageTypes listing]
  281. DamagedParticleSystemN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} PSys:{entry from ParticleSystem.INI}]
  282. DamageOCLTypes = [DamageTypes listing]
  283. DamagedOCLN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} OCL:{entry from ObjectCreationList.INI}]
  284. DamageFXTypes = [DamageTypes listing]
  285. DamagedFXListN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} FXList:{entry from FXList.INI}]
  286.  
  287. ReallyDamagedFXListN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} FXList:{entry from FXList.INI}]
  288. ReallyDamagedOCLN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} OCL:{entry from ObjectCreationList.INI}]
  289. ReallyDamagedParticleSystemN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} PSys:{entry from ParticleSystem.INI}]
  290.  
  291. RubbleParticleSystemN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} PSys:{entry from ParticleSystem.INI}]
  292. RubbleOCLN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} OCL:{entry from ObjectCreationList.INI}]
  293. RubbleFXListN = [bone:{name} OnlyOnce:{Yes/No} {Min} {Max} FXList:{entry from FXList.INI}]
  294. End
  295.  
  296. ;///////////////////////////////////////////////////////////////////
  297. ;NOTE!NOTE!NOTE!NOTE!NOTE!
  298. ;This Three modules doesn't properly work ingame but needed if you want your object to be a bridge (optional: define bridge in Road.ini)
  299. ;But The "BridgeScaffoldBehavior" and "BridgeTowerBehavior" Doesn't work as it should be. (EG: show corner towers for repairing the damaged bridge.)
  300. ;///////////////////////////////////////////////////////////////////
  301. BridgeBehavior
  302. [special case logic allows for ParentObject to be specified as a bone name to allow other objects to appear on the bridge]
  303. LateralScaffoldSpeed = [integer]
  304. VerticalScaffoldSpeed = [integer]
  305. BridgeDieFX = [FX:{entry from FXList.INI} Delay:{milliseconds} Bone:{bone name}, multiple entries can be used for multiple fx]
  306. BridgeDieOCL = [OCL:{entry from ObjectCreationList.INI} Delay:{milliseconds} Bone:{bone name}, multiple entries can be used for multiple fx]
  307. End
  308.  
  309. BridgeScaffoldBehavior
  310. [no parameters - this module allows the object to surround the parent object like a scaffold]
  311. End
  312.  
  313. BridgeTowerBehavior
  314. [no parameters - this module transfers damage done to itself to its parent bridge too]
  315. End
  316. ;///////////////////////////////////////////////////////////////////
  317. ;///////////////////////////////////////////////////////////////////
  318. CashBountyPower
  319. SpecialPowerTemplate = [entry from SpecialPower.INI]
  320. Bounty = [integer]
  321. StartsPaused = [Yes/No, yes requires UnpauseSpecialPowerUpgrade module]
  322. End
  323.  
  324. CashHackSpecialPower
  325. [Allows you to steal money from an enemy supply center. this module needs to use the "SPECIAL_CASH_HACK" special power enum type]
  326. SpecialPowerTemplate = [entry from SpecialPower.INI]
  327. MoneyAmount = [integer]
  328. UpgradeMoneyAmount = [entry from Science.INI integer cash amount to steal, multiple entries can be used for multiple upgrades]
  329. StartsPaused = [Yes/No, yes requires UnpauseSpecialPowerUpgrade module]
  330. End
  331.  
  332. CaveContain
  333. [objects will be connected to the same cave system (eachother) if they share the CaveIndex]
  334. CaveIndex = [integer, can be adjusted in WorldBuilder, required]
  335. AllowInsideKindOf = [KindOfs]
  336. ForbidInsideKindOf = [KindOfs]
  337. End
  338.  
  339. CountermeasuresBehavior
  340. TriggeredBy = [Entry From Upgrade.ini]
  341. FXListUpgrade = [entry from FXList.INI]
  342. ConflictsWith = [entry from Upgrade.INI]
  343. RequiresAllTriggers = [Yes/No]
  344. FlareTemplateName = [Object Entry] ; IF theres no defined Object, Then no Flares for you!
  345. FlareBoneBaseName = [bone name] ; Bone names of where to spawn the flares.
  346. VolleySize = [Interger] ; Number of flares launched per volley (requires bones)
  347. VolleyArcAngle = [Interger] ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
  348. VolleyVelocityFactor = [Interger] ; Shoots out flares at a stronger velocity with a higher value.
  349. DelayBetweenVolleys = [Interger, milliseconds] ; Time between flare volleys
  350. NumberOfVolleys = [Interger] ; Number of times the volleys will fire before reloading
  351. ReloadTime = [Interger, milliseconds] ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
  352. EvasionRate = [Percent] ; With active flares, the specified percentage will be diverted.
  353. ReactionLaunchLatency = [Interger, milliseconds] ; Reaction between getting shot at and the firing of the first volley of countermeasures.
  354. MissileDecoyDelay = [Interger, milliseconds] ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
  355. MustReloadAtAirfield = [Yes/No] ; Reload Countermeasures at the airfield? If No, It will auto reload while in mid air.
  356. End
  357.  
  358. CheckpointUpdate
  359. [no parameters - allows object to open and close like a gate when a friendly object approaches it - requires DOOR_1_OPENING and DOOR_1_CLOSING ConditionStates]
  360. End
  361.  
  362. ChinookAIUpdate
  363. [logic requires bones for either end of the rope to be defined as RopeEnd and RopeStart]
  364.  
  365. [If you want your infantry (or tank :P) to Rappel down a rope, Just add the CAN_RAPPEL to the objects KindOf field, after doing that,
  366. [You can now use the "RAPPELLING" ModelConditonState for rappelling out of the object that has the rappel code
  367. [Of this module.
  368.  
  369. [This part of the module will allow your tank or infantry to use the rappel feature if CAN_RAPPEL is defined in the kindof field of the certain unit, and allows the use of the CombatDropKillFX within UnitSpecificFX section of the object and module allows the use of VoiceCombatDrop and VoiceSupply and VoiceClearBuilding
  370. within UnitSpecificSounds section of the object]
  371.  
  372. RappelSpeed = [integer]
  373. RopeDropSpeed = [integer]
  374. RopeName = [object name, defaults to 'GenericRope' object definition in system.ini]
  375. RopeFinalHeight = [integer]
  376. RopeWidth = [real number]
  377. RopeWobbleLen = [integer]
  378. RopeWobbleAmplitude = [real number]
  379. RopeWobbleRate = [integer]
  380. RopeColor = [r: g: b:]
  381. RotorWashParticleSystem = [Entry From ParticleSystem.ini]
  382. NumRopes = [integer]
  383. PerRopeDelayMin = [integer]
  384. PerRopeDelayMax = [integer]
  385. MinDropHeight = [integer]
  386. WaitForRopesToDrop = [Yes/No]
  387.  
  388. [This part requires the object to have KindOf = HARVESTER]
  389. MaxBoxes = [integer]
  390. SupplyCenterActionDelay = [integer]
  391. SupplyWarehouseActionDelay = [integer]
  392. SupplyWarehouseScanDistance = [integer]
  393. SuppliesDepletedVoice = [Entry from Voice.INI]
  394. UpgradedSupplyBoost = [integer]
  395.  
  396. [Just a normal AIUpdateInterface field]
  397. AutoAcquireEnemiesWhenIdle = [Yes/No][NOTWHILEATTACKING/ATTACK_BUILDINGS/STEALTHED]
  398. MoodAttackCheckRate = [integer, milliseconds. default is 2000]
  399. ForbidPlayerCommands = [Yes/No]
  400. TurretsLinked =[Yes/No]
  401.  
  402. [this part of the module allows the use of TurretMoveStart and TurretMoveLoop within UnitSpecificSounds section of the object]
  403. Turret
  404. TurretTurnRate = [integer]
  405. TurretPitchRate = [integer]
  406. NaturalTurretAngle = [integer, default 0 = horizontal]
  407. NaturalTurretPitch = [integer, default 0 = horizontal]
  408. FirePitch = [integer, default 0 = horizontal]
  409. MinPhysicalPitch = [integer, default 0 = horizontal]
  410. GroundUnitPitch = [integer, default 0 = horizontal]
  411. TurretFireAngleSweep = [weaponslot][integer]
  412. TurretSweepSpeedModifier = [weaponslot real number]
  413. ControlledWeaponSlots = [weaponslots]
  414. AllowsPitch = [Yes/No]
  415. MinIdleScanAngle = [real number]
  416. MaxIdleScanAngle = [real number]
  417. MinIdleScanInterval = [integer, milliseconds]
  418. MaxIdleScanInterval = [integer, milliseconds]
  419. RecenterTime = [integer,milliseconds]
  420. FiresWhileTurning = [Yes/No]
  421. InitiallyDisabled = [Yes/No]
  422. End
  423. AltTurret
  424. [as above]
  425. End
  426. End
  427.  
  428. CleanupAreaPower
  429. SpecialPowerTemplate = [entry from SpecialPower.INI]
  430. MaxMoveDistanceFromLocation = [real number]
  431. StartsPaused = [Yes/No, yes requires UnpauseSpecialPowerUpgrade module]
  432. InitiateSound = [Entry from Voice.ini]
  433. End
  434.  
  435. CleanupHazardUpdate
  436. WeaponSlot = [Weapon Slot List]
  437. ScanRate = [integer, milliseconds]
  438. ScanRange = [real number]
  439. End
  440.  
  441. CommandButtonHuntUpdate
  442. [no parameters - this module allows this object to hunt using a particular ability or command via scripts -AI Only]
  443. End
  444.  
  445. CommandSetUpgrade
  446. [Gives the object the ability to change commandsets back and forth when this module two times]
  447. TriggeredBy = [entry(s) from Upgrade.INI]
  448. FXListUpgrade = [entry from FXList.INI]
  449. ConflictsWith = [entry(s) from Upgrade.INI]
  450. RequiresAllTriggers = [Yes/No]
  451. RemovesUpgrades [entry(s) from Upgrade.INI, multiple "upgrade" entrys can be put here]
  452. CommandSet = [entry from CommandSet.INI]
  453. CommandSetAlt = [entry from CommandSet.INI]
  454. TriggerAlt = [entry(s) from Upgrade.INI]
  455. End
  456.  
  457. ConvertToCarBombCrateCollide
  458. [Triggers the use of CARBOMB WeaponSet Condition of the hijacked object and turns it to a suicide unit unless given with a different weapon]
  459. RequiredKindOf = [KindOf]
  460. ForbiddenKindOf = [KindOf]
  461. FXList = [entry from FXList.INI]
  462. End
  463.  
  464. ConvertToHijackedVehicleCrateCollide
  465. [module is hardcoded to play the HijackDriver sound definition when triggered and converts the unit to your side]
  466. RequiredKindOf = [KindOf]
  467. ForbiddenKindOf = [KindOf]
  468. FXList = [entry from FXList.INI]
  469. End
  470.  
  471. CostModifierUpgrade
  472. TriggeredBy = [entry from Upgrade.INI]
  473. FXListUpgrade = [entry from FXList.INI]
  474. ConflictsWith = [entry from Upgrade.INI]
  475. RequiresAllTriggers = [Yes/No]
  476. EffectKindOf = [KindOf]
  477. Percentage = [percentage]
  478. End
  479.  
  480. CreateCrateDie
  481. [independant CrateData listings will each produce a maximum of one crate]
  482. DeathTypes = [DeathTypes listing]
  483. RequiredStatus = [StatusBits type]
  484. ExemptStatus = [StatusBits type]
  485. CrateData = [entry from Crate.INI]
  486. End
  487.  
  488. CreateObjectDie
  489. DeathTypes = [DeathTypes listing]
  490. ExemptStatus = [status name]
  491. CreationList = [entry from ObjectCreationList.INI]
  492. TransferPreviousHealth = [Yes/No]
  493. End
  494.  
  495. CrushDie
  496. [this module allows for the use of the FRONTCRUSHED and BACKCRUSHED ConditionStates with this object]
  497. DeathTypes = [DeathType listing]
  498. TotalCrushSound = [entry from SoundEffects.INI]
  499. BackEndCrushSound = [entry from SoundEffects.INI]
  500. FrontEndCrushSound = [entry from SoundEffects.INI]
  501. TotalCrushSoundPercent = [percent]
  502. BackEndCrushSoundPercent = [percent]
  503. FrontEndCrushSoundPercent = [percent]
  504. End
  505.  
  506. DamDie
  507. [no parameters, allows object to continue existing as an obstacle but allowing water terrain to move through - the module must be applied after any other death modules]
  508. End
  509.  
  510. DefectorSpecialPower
  511. [When used in junction with the "SPECIAL_DEFECTOR" special power, The unit will defect to your side]
  512. SpecialPowerTemplate = [entry from SpecialPower.INI]
  513. FatCursorRadius = [real number]
  514. StartsPaused = [Yes/No, yes requires UnpauseSpecialPowerUpgrade module]
  515. End
  516.  
  517. DefaultProductionExitUpdate
  518. [logic requires NaturalRallyPoint x: co-ordinate to match the object GeometryMajorRadius]
  519. UnitCreatePoint = [x: y: z:]
  520. NaturalRallyPoint = [x: y: z:]
  521. UseSpawnRallyPoint = [Yes/No]
  522. End
  523.  
  524. DelayedUpgrade
  525. [this module triggers use of the DelayedWeaponSetUpgradeUpdate module on this object]
  526. TriggeredBy = [entry(s) from Upgrade.INI]
  527. FXListUpgrade = [entry from FXList.INI]
  528. ConflictsWith = [entry(s) from Upgrade.INI]
  529. RequiresAllTriggers = [Yes/No]
  530. DelayTime = [integer, milliseconds]
  531. End
  532.  
  533. DelayedWeaponSetUpgradeUpdate
  534. [no parameters, this module delays the effect of a WeaponSet player upgrade - requires DelayedUpgrade module]
  535. End
  536.  
  537. DeletionUpdate
  538. [Deletes the object when the lifetime expires]
  539. MinLifetime = [integer, milliseconds]
  540. MaxLifetime = [integer, milliseconds]
  541. End
  542.  
  543. DeliverPayloadAIUpdate
  544. [this module allows the use of StartDive within UnitSpecificSounds section of the object]
  545. DoorDelay = [integer]
  546. DeliveryDistance = [integer]
  547. MaxAttempts = [integer]
  548. DropDelay = [integer]
  549. DropOffset = [x: y: z:]
  550. DropVariance = [x: y: z:]
  551. PutInContainer = [object name]
  552. End
  553.  
  554. DemoTrapUpdate
  555. [Requires object to have "DEMOTRAP" Kind of defined in the KindOf Field]
  556. DefaultProximityMode = [Yes/No]
  557. DetonationWeaponSlot = [Weapon Slot List]
  558. ProximityModeWeaponSlot = [Weapon Slot List]
  559. ManualModeWeaponSlot = [Weapon Slot List]
  560. TriggerDetonationRange = [real number]
  561. IgnoreTargetTypes = [KindOfs]
  562. AutoDetonationWithFriendsInvolved = [Yes/No]
  563. DetonateWhenKilled = [Yes/No]
  564. DetonationWeapon = [Entry from Weapon.ini]
  565. End
  566.  
  567. DeployStyleAIUpdate
  568. [this module allows use of PACKING and UNPACKING ConditionState(s)and allows the use of Deploy and Undeploy within UnitSpecificSounds section of the object]
  569. PackTime = [integer]
  570. UnpackTime = [integer]
  571. TurretsFunctionOnlyWhenDeployed = [Yes/No]
  572. TurretsMustCenterBeforePacking = [Yes/No]
  573. ManualDeployAnimations = [Yes/No]
  574. ResetTurretBeforePacking = [Yes/No]
  575. AutoAcquireEnemiesWhenIdle = [Yes/No][NOTWHILEATTACKING/ATTACK_BUILDINGS/STEALTHED]
  576. MoodAttackCheckRate = [integer, milliseconds, default 2000]
  577. ForbidPlayerCommands = [Yes/No]
  578. TurretsLinked =[Yes/No]
  579. Turret
  580. TurretTurnRate = [integer]
  581. TurretPitchRate = [integer]
  582. NaturalTurretAngle = [integer]
  583. NaturalTurretPitch = [integer]
  584. FirePitch = [integer]
  585. MinPhysicalPitch = [integer, defalt 0 = horizontal]
  586. GroundUnitPitch = [integer, default 0 = horizontal]
  587. TurretFireAngleSweep = [weaponslot][integer]
  588. TurretSweepSpeedModifier = [weaponslot real number]
  589. ControlledWeaponSlots = [weaponslots]
  590. AllowsPitch = [Yes/No]
  591. MinIdleScanAngle = [real number]
  592. MaxIdleScanAngle = [real number]
  593. MinIdleScanInterval = [integer, milliseconds]
  594. MaxIdleScanInterval = [integer, milliseconds]
  595. RecenterTime = [integer,milliseconds]
  596. FiresWhileTurning = [Yes/No]
  597. InitiallyDisabled = [Yes/No]
  598. End
  599. AltTurret
  600. [as above]
  601. End
  602. End
  603.  
  604. DestroyDie
  605. DeathTypes = [DeathTypes listing]
  606. RequiredStatus = [StatusBits type]
  607. ExemptStatus = [StatusBits type]
  608. End
  609.  
  610. DozerAIUpdate
  611. [this module allows the use of VoiceRepair and VoiceBuildResponse and VoiceNoBuild and VoiceTaskComplete within UnitSpecificSounds section of the object -Requires Kindof = DOZER]
  612. RepairHealthPercentPerSecond = [percent]
  613. BoredTime = [integer, milliseconds]
  614. BoredRange = [integer]
  615. AutoAcquireEnemiesWhenIdle = [Yes/No]
  616. MoodAttackCheckRate = [integer, milliseconds]
  617. ForbidPlayerCommands = [Yes/No]
  618. TurretsLinked =[Yes/No]
  619. Turret
  620. TurretTurnRate = [integer]
  621. TurretPitchRate = [integer]
  622. NaturalTurretAngle = [integer]
  623. NaturalTurretPitch = [integer]
  624. FirePitch = [integer]
  625. MinPhysicalPitch = [integer, defalt 0 = horizontal]
  626. GroundUnitPitch = [integer, default 0 = horizontal]
  627. TurretFireAngleSweep = [weaponslot][integer]
  628. TurretSweepSpeedModifier = [weaponslot real number]
  629. ControlledWeaponSlots = [weaponslots]
  630. AllowsPitch = [Yes/No]
  631. MinIdleScanAngle = [real number]
  632. MaxIdleScanAngle = [real number]
  633. MinIdleScanInterval = [integer, milliseconds]
  634. MaxIdleScanInterval = [integer, milliseconds]
  635. RecenterTime = [integer,milliseconds]
  636. FiresWhileTurning = [Yes/No]
  637. InitiallyDisabled = [Yes/No]
  638. End
  639. AltTurret
  640. [as above]
  641. End
  642. End
  643.  
  644. DumbProjectileBehavior
  645. MaxLifespan = [integer, milliseconds]
  646. TumbleRandomly = [Yes/No]
  647. DetonateCallsKill = [Yes/No]
  648. OrientToFlightPath = [Yes/No]
  649. FirstHeight = [integer]
  650. FirstPercentIndent = [percent]
  651. SecondHeight = [integer]
  652. SecondPercentIndent = [percent]
  653. GarrisonHitKillRequiredKindOf = [KindOf]
  654. GarrisonHitKillForbiddenKindOf = [KindOf]
  655. GarrisonHitKillCount= [integer]
  656. GarrisonHitKillFX = [entry from FXList.INI]
  657. FlightPathAdjustDistPerSecond = [real number]
  658. End
  659.  
  660. DynamicGeometryInfoUpdate
  661. InitialDelay = [integer, milliseconds]
  662. InitialHeight = [real number]
  663. InitialMajorRadius = [real number]
  664. InitialMinorRadius = [real number]
  665. FinalHeight = [real number]
  666. FinalMajorRadius = [real number]
  667. FinalMinorRadius = [real number]
  668. TransitionTime = [integer, milliseconds]
  669. ReverseAtTransitionTime = [Yes/No]
  670. End
  671.  
  672. DynamicShroudClearingRangeUpdate
  673. ChangeInterval = [integer, milliseconds]
  674. GrowInterval = [integer, milliseconds]
  675. ShrinkDelay = [integer, milliseconds]
  676. ShrinkTime = [integer, milliseconds]
  677. GrowDelay = [integer, milliseconds]
  678. GrowTime = [integer, milliseconds]
  679. FinalVision = [real number]
  680. GridDecalTemplate
  681. Texture = [texture name without file extension]
  682. Style = [texture application style type]
  683. OpacityMin = [percent]
  684. OpacityMax = [percent]
  685. OpacityThrobTime = [integer, milliseconds]
  686. OnlyVisibleToOwningPlayer = [Yes/No]
  687. Color = [r: g: b: a:]
  688. End
  689. End
  690.  
  691. EjectPilotDie
  692. [this module allows use of SoundEject and VoiceEject within UnitSpecificSounds section of the object]
  693. DeathTypes = [DeathTypes listing]
  694. GroundCreationList = [entry from ObjectCreationList.INI]
  695. AirCreationList = [entry from ObjectCreationList.INI]
  696. ExemptStatus = [status name]
  697. VeterancyLevels = [veterancy levels listing]
  698. End
  699.  
  700. EMPUpdate
  701. DisabledDuration = [integer, milliseconds]
  702. Lifetime = [integer, milliseconds]
  703. StartColor = [r: g: b:]
  704. StartFadeTime = [integer, milliseconds]
  705. StartScale = [real number]
  706. EndColor = [r: g: b:]
  707. TargetScaleMin = [real number]
  708. TargetScaleMax = [real number]
  709. DisableFXParticleSystem = [entry from ParticleSystem.INI]
  710. SparksPerCubicFoot = [integer]
  711. DoesNotAffectMyOwnBuildings = [Yes/No]
  712. DoesNotAffect = [Either from : ALLIES/ENEMIES/NEUTRALS/SELF]
  713. EffectRadius = [Interger]
  714. VictimForbiddenKindOf = [kindof listing]
  715. VictimRequiredKindOf = [kindof listing]
  716. End
  717.  
  718. EnemyNearUpdate
  719. [no parameters - this module allows the the use of VoiceMeetEnemy and
  720. also allows the object to use the ENEMYNEAR ConditionState
  721. which will be triggered when an enemy object is within this objects VisionRange]
  722. End
  723.  
  724. ExperienceScalarUpgrade
  725. TriggeredBy = [entry(s) from Upgrade.INI]
  726. FXListUpgrade = [entry from FXList.INI]
  727. ConflictsWith = [entry(s) from Upgrade.INI]
  728. RequiresAllTriggers = [Yes/No]
  729. AdXPScalar = [real number]
  730. End
  731.  
  732. FireSpreadUpdate
  733. OCLEmbers = [entry from ObjectCreationList.INI] [ Should we spawn a "fire ember" in order to spread fire?]
  734. MinSpreadDelay = [integer, milliseconds] [ Minimum Time we try spreading fire]
  735. MaxSpreadDelay = [integer, milliseconds] [ Maximum Time we try spreading fire]
  736. SpreadTryRange = [real number] [ A non-zero entry means fires will be set explicitly without relying on embers
  737. [ The closest flammable thing will be set on fire automatically.
  738. End
  739.  
  740. FirestormDynamicGeometryInfoUpdate
  741. InitialDelay = [integer, milliseconds]
  742. InitialHeight = [real number]
  743. InitialMajorRadius = [real number]
  744. InitialMinorRadius = [real number]
  745. FinalHeight = [real number]
  746. FinalMajorRadius = [real number]
  747. FinalMinorRadius = [real number]
  748. TransitionTime = [integer, milliseconds]
  749. ReverseAtTransitionTime = [Yes/No]
  750. ScorchSize = [real number]
  751. ParticleOffsetZ = [real number]
  752. ParticleSystemN = [N = 1-16, entry from ParticleSystem.INI]
  753. FXList = [entry from FXList.INI]
  754. DelayBetweenDamageFrames = [integer, milliseconds]
  755. MaxHeightForDamage = [integer]
  756. DamageAmount = [integer]
  757. End
  758.  
  759. FireOCLAfterWeaponCooldownUpdate
  760. WeaponSlot = [Weapon Slot List]
  761. TriggeredBy = [entry(s) from Upgrade.INI]
  762. ConflictsWith = [entry(s) from Upgrade.INI]
  763. OCL = [entry from ObjectCreationList.INI]
  764. MinShotsToCreateOCL = [integer]
  765. OCLLifetimePerSecond = [integer]
  766. OCLLifetimeMaxCap = [integer]
  767. End
  768.  
  769. FireWeaponCollide
  770. CollideWeapon = [entry from Weapon.INI]
  771. ForbiddenStatus = [status name]
  772. RequiredStatus = [status name]
  773. End
  774.  
  775. FireWeaponWhenDamagedBehavior
  776. StartsActive = [Yes/No]
  777. ReactionWeaponPristine = [entry from Weapon.INI]
  778. ReactionWeaponDamaged = [entry from Weapon.INI]
  779. ReactionWeaponReallyDamaged = [entry from Weapon.INI]
  780. ReactionWeaponRubble = [entry from Weapon.INI]
  781. ContinuousWeaponPristine = [entry from Weapon.INI]
  782. ContinuousWeaponDamaged = [entry from Weapon.INI]
  783. ContinuousWeaponReallyDamaged = [entry from Weapon.INI]
  784. ContinuousWeaponRubble = [entry from Weapon.INI]
  785. DamageTypes = [DamageTypes listing]
  786. DamageAmount = [integer]
  787. End
  788.  
  789. FireWeaponWhenDeadBehavior
  790. DeathWeapon = [entry from Weapon.INI]
  791. DeathTypes = [DeathTypes listing]
  792. TriggeredBy = [entry(s) from Upgrade.INI]
  793. RequiredStatus = [StatusBit type]
  794. ExemptStatus = [StatusBit type]
  795. StartsActive = [Yes/No]
  796. ConflictsWith = [entry(s) from Upgrade.INI]
  797. RequiresAllTriggers = [Yes/No]
  798. End
  799.  
  800. FireWeaponUpdate
  801. Weapon = [entry from Weapon.INI] [What weapon should we use?]
  802. ExclusiveWeaponDelay = [Interger] [If we fire a real weapon, we turn this module off for this long]
  803. InitialDelay = [interger/milliseconds] [amount of delay before we use the weapon in this module]
  804. End
  805.  
  806. FireWeaponPower
  807. SpecialPowerTemplate = [Entry(s) from SpecialPower.ini]
  808. MaxShotsToFire = [real number]
  809. End
  810.  
  811. FlightDeckBehavior
  812. [requires AIRCRAFT_CARRIER and FS_AIRFIELD Kindof]
  813. NumRunways = [real number]
  814. NumSpacesPerRunway = [real number]
  815.  
  816. [N takes numbers from 1-2]
  817. RunwayNSpaces = [Names of Bones of the Model]
  818. RunwayNTakeoff = [Names of Bones of the Model]
  819. RunwayNLanding = [Names of Bones of the Model]
  820. RunwayNTaxi = [Names of Bones of the Model]
  821. RunwayNCreation = [Names of Bones of the Model]
  822. RunwayNCatapultSystem = [Entry From Particlesystem.ini]
  823.  
  824. HealAmountPerSecond = [integer] [How much health do we give the landed aircraft on our deck?]
  825. ApproachHeight = [integer] [What should the minimum height of aircrafts be in order to land?]
  826. LandingDeckHeightOffset = [integer] [How high is the landing deck?]
  827. ParkingCleanupPeriod = [integer] [How often the carrier checks to move planes forward in the queue to fill empty spaces]
  828. HumanFollowPeriod = [integer] [Human factor for delay like a traffic jam.. takes time to react when the guy in front moves]
  829.  
  830. [Template of payload, and how quickly destroyed ones get replaced.]
  831. PayloadTemplate = [Object Name] [If theres no defined unit then...no jets for you!]
  832. ReplacementDelay = [integer, milliseconds]
  833. DockAnimationDelay = [integer, milliseconds]
  834.  
  835. [How quickly a wave of fighters can be launched]
  836. LaunchWaveDelay = [integer, milliseconds]
  837. LaunchRampDelay = [integer, milliseconds]
  838. LowerRampDelay = [integer, milliseconds]
  839. CatapultFireDelay = [integer, milliseconds]
  840. End
  841.  
  842.  
  843. FlammableUpdate
  844. [this module allows the use of the AFLAME and SMOLDERING and BURNED ConditionState(s) with this object]
  845. AflameDuration = [integer, milliseconds] [If I catch fire, I'll burn for this long in millisecond]
  846. AflameDamageAmount = [integer] [Taking this much damage]
  847. AflameDamageDelay = [integer, milliseconds] [This often]
  848. BurnedDelay = [integer, milliseconds] [How long do we burn before we smolder]
  849. BurningSoundName = [entry from SoundEffects.INI] [What sound to use when we're on fire]
  850. FlameDamageLimit = [integer] [How much flame damage to recieve before catching fire]
  851. FlameDamageExpiration = [integer, milliseconds] [in a span of this long, in millisecond]
  852. End
  853.  
  854. FloatUpdate
  855. [forces object to remain relative to sea level and allows for use of SEA_LEVEL locomotion rules. Enabled = Yes means 'float on water and stay relative to water level' while Enabled = No means 'float on water and bob about']
  856. Enabled = [Yes/No]
  857. End
  858.  
  859. FXListDie
  860. DeathTypes = [DeathTypes listing]
  861. DeathFX = [entry from FXList.INI]
  862. OrientToObject = [Yes/No]
  863. RequiredStatus = [StatusBits type]
  864. ExemptStatus = [StatusBits type]
  865. StartsActive = [Yes/No]
  866. TriggeredBy = [entry(s) from Upgrade.INI]
  867. ConflictsWith = [entry(s) from Upgrade.INI]
  868. RequiresAllTriggers = [Yes/No]
  869. End
  870.  
  871. GarrisonContain
  872. [Module is hardcoded to use the GarrisonGun object definition for the weapons pointing from the object when occupants are firing and these are drawn at bones named FIREPOINT. Also, It Allows you to use the GARRISONED Model ConditionState]
  873.  
  874. [NOTE: THE FIREBASE LOGIC IS ONLY FOR ZEROHOUR]
  875. [If The Model has STATIONx (X can range from 1 to a bajillion =P) and the Draw module (AKA W3DModelDraw) has a "ExtraPublicBone = STATIONx <mulitple statements can be made> defined and the garrison module has the "IsEnclosingContainer = No" ]
  876. [The Garrisoned guys will appear at the location of the "STATION" bones...this will work like the Firebase -Requires the HiveStructureBody]
  877.  
  878. ContainMax = [integer]
  879. EnterSound = [entry from SoundEffects.INI]
  880. ExitSound = [entry from SoundEffects.INI]
  881. DamagePercentToUnits = [percent]
  882. MobileGarrison = [Yes/No]
  883. InitialRoster = [object name integer]
  884. ImmuneToClearBuildingAttacks = [Yes/No]
  885. IsEnclosingContainer = [Yes/No]
  886. HealObjects = [Yes/No]
  887. TimeForFullHeal = [integer, milliseconds]
  888. PassengersAllowedToFire = [Yes/No]
  889. AllowInsideKindOf = [KindOF list]
  890. ForbidInsideKindOf = [KindOf listing]
  891. AllowAlliesInside = [Yes/No]
  892. AllowEnemiesInside = [Yes/No]
  893. AllowNeutralInside = [Yes/No]
  894. End
  895.  
  896. GrantStealthBehavior
  897. StartRadius = [integer]
  898. FinalRadius = [integer]
  899. RadiusGrowRate = [integer]
  900. RadiusParticleSystemName = [Entry(s) from ParticleSystem.ini]
  901. KindOf = [KindOF list]
  902. ForbiddenKindOf = [KindOF list]
  903. End
  904.  
  905. GenerateMinefieldBehavior
  906. MineName = [object name]
  907. GenerationFX = [entry from FXList.INI]
  908. DistanceAroundObject = [integer]
  909. MinesPerSquareFoot = [integer]
  910. GenerateOnlyOnDeath = [Yes/No]
  911. BorderOnly = [Yes/No]
  912. SmartBorder = [Yes/No]
  913. SmartBorderSkipInterior = [Yes/No]
  914. AlwaysCircular = [Yes/No]
  915. RandomJitter = [integer]
  916. SkipIfThisMuchUnderStructure = [integer]
  917. Upgradable = [Yes/No]
  918. UpgradedMineName = [object name]
  919. UpgradedTriggeredBy = [entry from Upgrade.INI]
  920. End
  921.  
  922. GrantUpgradeCreate
  923. UpgradeToGrant = [entry from Upgrade.INI]
  924. ExemptStatus = [Status Bits type]
  925. End
  926.  
  927. GrantScienceUpgrade ModuleTag_Science
  928. GrantScience = [Entry from Science.ini]
  929. TriggeredBy = [entry from Upgrade.INI]
  930. End
  931.  
  932. InternetHackContain
  933. [Contain module that triggers the HackInternetAIUpdate command to passengers -see TransportContain module for required parameters of this module]
  934. End
  935.  
  936. HackInternetAIUpdate
  937. [this module allows the use of UnitPack and UnitUnpack and UnitCashPing within UnitSpecificSounds section of the object allows use of PACKING and UNPACKING ConditionState(s)]
  938. UnpackTime = [integer, milliseconds]
  939. PackTime = [integer, milliseconds]
  940. PackUnpackVariationFactor = [real number]
  941. CashUpdateDelay = [integer, milliseconds]
  942. CashUpdateDelayFast = [integer, milliseconds]
  943. RegularCashAmount = [integer]
  944. VeteranCashAmount = [integer]
  945. EliteCashAmount = [integer]
  946. HeroicCashAmount = [integer]
  947. XpPerCashUpdate = [integer]
  948. End
  949.  
  950. HealCrateCollide
  951. [no parameters - this module heals all objects belonging to the same owner as the object that collides with this object]
  952. End
  953.  
  954. HealContain
  955. [This module will automatically heal and restore the health of units that enters or exits the transport]
  956. ContainMax = [integer]
  957. TimeForFullHeal = [integer, milliseconds]
  958. EnterSound = [entry from SoundEffects.INI]
  959. ExitSound = [entry from SoundEffects.INI]
  960. AllowInsideKindOf = [KindOf listing]
  961. ForbidInsideKindOf = [KindOf listing]
  962. AllowAlliesInside = [Yes/No]
  963. AllowEnemiesInside = [Yes/No]
  964. AllowNeutralInside = [Yes/No]
  965. End
  966.  
  967. HeightDieUpdate
  968. TargetHeight = [real number]
  969. TargetHeightIncludesStructures = [Yes/No]
  970. OnlyWhenMovingDown = [Yes/No]
  971. InitialDelay = [integer, milliseconds]
  972. SnapToGroundOnDeath = [Yes/No]
  973. DestroyAttachedParticlesAtHeight = [real number]
  974. End
  975.  
  976. HelicopterSlowDeathBehavior
  977. [this module requires LocomotorWorksWhenDead = Yes on the objects Locomotor to function correctly]
  978. DestructionDelay = [integer, milliseconds]
  979. DestructionDelayVariance = [integer]
  980. DestructionAltitude = [integer]
  981. SpiralOrbitTurnRate = [real number]
  982. SpiralOrbitForwardSpeed = [real number]
  983. SpiralOrbitForwardSpeedDamping = [real number]
  984. MinSelfSpin = [integer]
  985. MaxSelfSpin = [integer]
  986. SelfSpinUpdateDelay = [integer, milliseconds]
  987. SelfSpinUpdateAmount = [integer, degrees]
  988. FallHowFast = [percent]
  989. MinBladeFlyOffDelay = [integer, milliseconds]
  990. MaxBladeFlyOffDelay = [integer, milliseconds]
  991. AttachParticle = [entry from ParticleSystem.INI]
  992. AttachParticleBone = [bone name]
  993. AttachParticleLoc = [x: y: z:]
  994. BladeObjectName = [object name]
  995. BladeBoneName = [bone name]
  996. OCLEjectPilot = [entry from ObjectCreationList.INI]
  997. FXBlade = [entry from FXList.INI]
  998. OCLBlade = [entry from ObjectCreationList.INI]
  999. FXHitGround = [entry from FXList.INI]
  1000. OCLHitGround = [entry from ObjectCreationList.INI]
  1001. FXFinalBlowUp = [entry from FXList.INI]
  1002. OCLFinalBlowUp = [entry from ObjectCreationList.INI]
  1003. DelayFromGroundToFinalDeath = [integer]
  1004. FinalRubbleObject = [object name]
  1005. MaxBraking = [integer]
  1006. SoundDeathLoop = [entry from SoundEffects.INI]
  1007. End
  1008.  
  1009. HighlanderBody
  1010. [this is a Body module not a Behavior module and allows the object to take damage but not die - the object will only die from irresistable damage]
  1011. MaxHealth = [integer]
  1012. InitialHealth = [integer
  1013. End
  1014.  
  1015. HijackerUpdate
  1016. ParachuteName = [object name]
  1017. AttachToTargetBone = [sub object/bone name]
  1018. OffsetZ = [integer]
  1019. End
  1020.  
  1021. HiveStructureBody
  1022. [this is a Body module not a Behavior module and requires the SpawnBehavior module to work properly]
  1023. MaxHealth = [integer]
  1024. InitialHealth = [integer
  1025. SubdualDamageCap = [integer]
  1026. SubdualDamageHealRate = [integer]
  1027. SubdualDamageHealAmount = [integer]
  1028. PropagateDamageTypesToSlavesWhenExisting = [DamageTypes listing]
  1029. SwallowDamageTypesIfSlavesNotExisting = [DamageTypes listing]
  1030. End
  1031.  
  1032. HordeUpdate
  1033. [module is hardcoded to apply the following textures to objects that are affected by this module: EXHorde, EXHorde_UP, EXHordeB, EXHordeB_UP]
  1034. UpdateRate = [integer, milliseconds][ how often to recheck horde status ]
  1035. RubOffRadius = [integer] [ if I am this close to a real hordesman, I will get to be an honorary hordesman ]
  1036. AlliesOnly = [Yes/No] [ do we only count allies towards horde status? ]
  1037. ExactMatch = [Yes/No] [ do we only count units of our exact same type towards horde status? (overrides kindof)]
  1038. Action = [WeaponBonus name] [ when horde-ing, grant us the HORDE bonus ]
  1039. Radius = [integer] [ how close other units must be to us to count towards our horde-ness (~30 feet or so) ]
  1040. KindOf = [KindOfs] [ what KindOf's must match to count towards horde-ness ]
  1041. Count = [integer] [ how many units must be within Radius to grant us horde-ness ]
  1042. AllowedNationalism = [Yes/No]
  1043. FlagSubObjectNames = [sub object name]
  1044. End
  1045.  
  1046. HelixContain
  1047. [Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel). Basically works like the Overlord Contain.]
  1048. Slots = [integer]
  1049. DamagePercentToUnits = [percentage]
  1050. AllowInsideKindOf = [KindOf listing]
  1051. ForbidInsideKindOf = [KindOf listing]
  1052. AllowAlliesInside = [Yes/No]
  1053. AllowNeutralInside = [Yes/No]
  1054. AllowEnemiesInside = [Yes/No]
  1055. ExitDelay = [integer, milliseconds]
  1056. NumberOfExitPaths = [integer, should corrospond to N]
  1057. GoAggressiveOnExit = [Yes/No]
  1058. ScatterNearbyOnExit = [Yes/No]
  1059. OrientLikeContainerOnExit = [Yes/No]
  1060. KeepContainerVelocityOnExit = [Yes/No]
  1061. BurnedDeathToUnits = [Yes/No]
  1062. ExitPitchRate = [integer]
  1063. ExitBone = [bone name]
  1064. DoorOpenTime = [integer, milliseconds]
  1065. HealthRegen%PerSec = [percentage]
  1066. DestroyRidersWhoAreNotFreeToExit = [Yes/No]
  1067. ResetMoodCheckTimeOnExit = [Yes/No]
  1068. InitialPayload = [object name integer, multiple statements can be used]
  1069. ArmedRidersUpgradeMyWeaponSet = [Yes/No]
  1070. DelayExitInAir = [Yes/No]
  1071. EnterSound = [entry from SoundEffects.INI] ;SoundEnter Override
  1072. ExitSound = [entry from SoundEffects.INI] ;SoundExit Override
  1073. PassengersAllowedToFire = [Yes/No]
  1074. PassengersInTurret = [Yes/No]
  1075. WeaponBonusPassedToPassengers = [Yes/No]
  1076. PayloadTemplateName = [object name]
  1077. ShouldDrawPips = [Yes/No]
  1078. End
  1079.  
  1080. ImmortalBody
  1081. [this is a Body module not a Behavior module and prevents the object from dying or taking damage]
  1082. MaxHealth = [integer]
  1083. InitialHealth = [integer
  1084. SubdualDamageCap = [integer]
  1085. SubdualDamageHealRate = [integer]
  1086. SubdualDamageHealAmount = [integer]
  1087. End
  1088.  
  1089. InactiveBody
  1090. [no parameters - this is a Body module not a Behavior module and prevents normal interaction with other objects]
  1091. End
  1092.  
  1093. InstantDeathBehavior
  1094. DeathTypes = [DeathTypes listing]
  1095. FX = [entry from FXList.INI]
  1096. OCL = [entry from ObjectCreationList.INI]
  1097. Weapon = [Entry from Weapon.ini]
  1098. RequiredStatus = [status name]
  1099. ExemptStatus = [status name]
  1100. End
  1101.  
  1102. JetAIUpdate
  1103. [this module allows the use of VoiceLowFuel and Afterburner within UnitSpecificSounds section of the object -Requires Kindof = AIRCRAFT]
  1104. [And Allows the use of JETEXHAUST JETAFTERBURNER Model conditionstates, this is triggered when its taking off from the runway]
  1105. OutOfAmmoDamagePerSecond = [percent] ; Amount of damage to take per SEC (not per frame) when out of ammo
  1106. NeedsRunway = [Yes/No] ; Does the aircraft need a runway when it takes off?
  1107. KeepsParkingSpaceWhenAirborne = [Yes/No] ; Does the aircraft that took off from that "hanger" keeps it or not?
  1108. TakeoffDistForMaxLift = [percent] ; Larger numbers give more lift sooner when taking off
  1109. TakeoffPause = [millisecond] ; How long does the aircraft pause for a moment before taking off?
  1110. MinHeight = [integer] ; How low can the aircraft go? offsets using the Z axis
  1111. ParkingOffset = [-X.0 offsets the plane to the rear, X.0 offsets it foward, X can be any number] ; scooch it a little forward so the tail doesn't hit the doors
  1112. SneakyOffsetWhenAttacking = [integer] ; This is how far behind us people aim when we are in attack mode
  1113. AttackLocomotorType = [LocomotorSetType] ; what locomotor set are we going to use if we're in attack mode?
  1114. AttackLocomotorPersistTime = [real number] ;how long the "attack" locomotor persist after we finished attacking?
  1115. AttackersMissPersistTime = [real number] ;how long do we remain unattackable when the attackmode is done?
  1116. ReturnToBaseIdleTime = [integer, milliseconds] ; if idle for this long, return to base, even if not out of ammo
  1117. ReturnForAmmoLocomotorType = [LocomotorSetType] ; what locomotor set are we going to use if we're going back to re-arm?
  1118. LockonTime = [integer, milliseconds] ; how long does the lockon tick sound last?
  1119. LockonCursor = [object name] ;what should the "lockon" cursor look like? (use LockonCursor defined in system.ini)
  1120. LockonInitialDist = [integer] ; how far does the enemy anti-air required to trigger this
  1121. LockonFreq = [real number] ; smaller==longer pulse delay, larger==shorter pulse delay
  1122. LockonAngleSpin = [real number] ;how fast to spin the lockon blinker
  1123. LockonBlinky = [Yes/No] ; does it blinker?
  1124. AutoAcquireEnemiesWhenIdle = [Yes/No NOTWHILEATTACKING/ATTACK_BUILDINGS/STEALTHED]
  1125. MoodAttackCheckRate = [integer, milliseconds, default is 2000]
  1126. Turret
  1127. TurretTurnRate = [integer]
  1128. TurretPitchRate = [integer]
  1129. NaturalTurretAngle = [integer]
  1130. NaturalTurretPitch = [integer]
  1131. FirePitch = [integer]
  1132. MinPhysicalPitch = [integer, defalt 0 = horizontal]
  1133. GroundUnitPitch = [integer, default 0 = horizontal]
  1134. TurretFireAngleSweep = [weaponslot][integer]
  1135. TurretSweepSpeedModifier = [weaponslot real number]
  1136. ControlledWeaponSlots = [weaponslots]
  1137. AllowsPitch = [Yes/No]
  1138. MinIdleScanAngle = [real number]
  1139. MaxIdleScanAngle = [real number]
  1140. MinIdleScanInterval = [integer, milliseconds]
  1141. MaxIdleScanInterval = [integer, milliseconds]
  1142. RecenterTime = [integer,milliseconds]
  1143. FiresWhileTurning = [Yes/No]
  1144. InitiallyDisabled = [Yes/No]
  1145. End
  1146. AltTurret
  1147. [as above]
  1148. End
  1149. End
  1150.  
  1151. JetSlowDeathBehavior
  1152. [this module requires LocomotorWorksWhenDead = Yes on the objects Locomotor to function correctly]
  1153. FXOnGroundDeath = [entry from FXList.INI]
  1154. OCLOnGroundDeath = [entry from ObjectCreationList.INI]
  1155. FXInitialDeath = [entry from FXList.INI]
  1156. OCLInitialDeath = [entry from ObjectCreationList.INI]
  1157. DelaySecondaryFromInitialDeath = [integer, milliseconds]
  1158. FXSecondary = [entry from FXList.INI]
  1159. OCLSecondary = [entry from ObjectCreationList.INI]
  1160. DelayFinalBlowUpFromHitGround = [integer, milliseconds]
  1161. DeathLoopSound = [entry from SoundEffects.INI]
  1162. DestructionDelay = [integer, milliseconds]
  1163. DestructionDelayVariance = [integer]
  1164. DestructionAltitude = [integer]
  1165. RollRate = [real number]
  1166. RollRateDelta = [percent]
  1167. PitchRate = [real number]
  1168. FallHowFast = [percent]
  1169. FXHitGround = [entry from FXList.INI]
  1170. OCLHitGround = [entry from ObjectCreationList.INI]
  1171. FXFinalBlowUp = [entry from FXList.INI]
  1172. OCLFinalBlowUp = [entry from ObjectCreationList.INI]
  1173. RequiredStatus = [status name]
  1174. ExemptStatus = [status name]
  1175. DeathTypes = [DeathType listing]
  1176. End
  1177.  
  1178. KeepObjectDie
  1179. [no parameters - this module ensures the object remains in the game world when it is destroyed although it will no longer interact]
  1180. End
  1181.  
  1182. LaserUpdate
  1183. [this module is a ClientUpdate not a Behavior]
  1184. MuzzleParticleSystem = [entry from ParticleSystem.INI]
  1185. TargetParticleSystem = [entry from ParticleSystem.INI]
  1186. PunchThroughScalar = [Real Number] ; If our target dies, we get this much bigger so it looks like we punched through
  1187. End
  1188.  
  1189. LifetimeUpdate
  1190. MinLifetime = [integer, milliseconds]
  1191. MaxLifetime = [integer, milliseconds, should be greater than or equal to MinLifetime]
  1192. End
  1193.  
  1194. LockWeaponCreate
  1195. [Prevents indeterminate state plus two unpickable weapons equaling no attack.]
  1196. SlotToLock = [Weapon Slot List]
  1197. End
  1198.  
  1199. LocomotorSetUpgrade
  1200. [triggers use of SET_NORMAL_UPGRADED locomotor on this object and allows the use of VoiceMoveUpgrade within UnitSpecificSounds section of the object]
  1201. TriggeredBy = [entry(s) from Upgrade.INI]
  1202. FXListUpgrade = [entry from FXList.INI]
  1203. ConflictsWith = [entry(s) from Upgrade.INI]
  1204. RequiresAllTriggers = [Yes/No]
  1205. End
  1206.  
  1207. LeafletDropBehavior
  1208. [This module temporarily Disables Units within it's radius in a period of time. this should be use in conjunction with the "SPECIAL_LEAFLET_DROP" Special Power Enum]
  1209. DisabledDuration = [Interger]
  1210. Delay = [Interger]
  1211. AffectRadius = [Interger]
  1212. LeafletFXParticleSystem = [entry from ParticleSystem.INI]
  1213. End
  1214.  
  1215. MaxHealthUpgrade
  1216. TriggeredBy = [entry(s) from Upgrade.INI]
  1217. FXListUpgrade = [entry from FXList.INI]
  1218. ConflictsWith = [entry(s) from Upgrade.INI]
  1219. RequiresAllTriggers = [Yes/No]
  1220. AddMaxHealth = [real number]
  1221. ChangeType = [Change Type List]
  1222. End
  1223.  
  1224.  
  1225. MinefieldBehavior
  1226. [NOTE: This is a misleading Module name, since it's really single-Mine Behavior not a Minefield...]
  1227. DetonationWeapon = [entry from Weapon.INI]
  1228. DetonatedBy = [ENEMIES, ALLIES, NEUTRAL]
  1229. Regenerates = [Yes/No]
  1230. StopsRegenAfterCreatorDies = [Yes/No]
  1231. WorkersDetonate = [Yes/No]
  1232. CreatorDeathCheckRate = [integer, milliseconds]
  1233. ScootFromStartingPointTime = [integer, milliseconds]
  1234. NumVirtualMines = [integer]
  1235. RepeatDetonateMoveThresh = [real number]
  1236. DegenPercentPerSecondAfterCreatorDies = [percent]
  1237. CreationList = [Entry from ObjectCreationList.INI]
  1238. End
  1239.  
  1240. MissileAIUpdate
  1241. DetonateOnNoFuel = [Yes/No]
  1242. DetonateCallsKill = [Yes/No]
  1243. UseWeaponSpeed = [Yes/No] [Weapon speed is defined on the weapon itself]
  1244. IgnitionFX = [entry from FXList.INI]
  1245. InitialVelocity = [integer]
  1246. IgnitionDelay = [integer, milliseconds]
  1247. FuelLifetime = [integer, milliseconds]
  1248. TryToFollowTarget = [Yes/No]
  1249. KillSelfDelay = [interger in msec]
  1250. DistanceScatterWhenJammed = [interger, This part of the module allows the use of JAMMED Model Condition State]
  1251. GarrisonHitKillRequiredKindOf = [KindOf]
  1252. GarrisonHitKillForbiddenKindOf = [KindOf]
  1253. GarrisonHitKillCount = [integer]
  1254. GarrisonHitKillFX = [entry from FXList.INI]
  1255. DistanceToTargetForLock = [integer]
  1256. DistanceToTargetBeforeDiving = [integer]
  1257. DistanceToTravelBeforeTurning = [integer]
  1258. End
  1259.  
  1260. MissileLauncherBuildingUpdate
  1261. [Allows the use of the DOOR_1_WAITING_OPEN, DOOR_1_CLOSING, DOOR_1_OPENING Model condition states]
  1262. SpecialPowerTemplate = [entry from SpecialPower.INI]
  1263. DoorOpenTime = [integer, milliseconds]
  1264. DoorWaitOpenTime = [integer, milliseconds]
  1265. DoorCloseTime = [integer, milliseconds]
  1266. DoorOpeningFX = [entry from FXList.INI]
  1267. DoorOpenFX = [entry from FXList.INI]
  1268. DoorWaitingToCloseFX = [entry from FXList.INI]
  1269. DoorClosingFX = [entry from FXList.INI]
  1270. DoorClosedFX = [entry from FXList.INI]
  1271. DoorOpenIdleAudio = [entry from SoundEffects.INI]
  1272. End
  1273.  
  1274. MobMemberSlavedUpdate
  1275. MustCatchUpRadius = [integer]
  1276. NoNeedToCatchUpRadius = [integer]
  1277. Squirrelliness = [real number]
  1278. CatchUpCrisisBailTime = [integer]
  1279. End
  1280.  
  1281. MobNexusContain
  1282. Slots = [integer]
  1283. InitialPayload = [object name integer, multiple statements can be used]
  1284. DamagePercentToUnits = [percent]
  1285. HealthRegen%PerSec = [percentage]
  1286. End
  1287.  
  1288. MoneyCrateCollide
  1289. MoneyProvided = [integer]
  1290. ForbiddenKindOf = [KindOf]
  1291. HumanOnly = [Yes/No]
  1292. BuildingPickup = [Yes/No]
  1293. UpgradedBoost = [UpgradeType:{Entry from Upgrade.ini} Boost:{Interger}]
  1294. PickupScience = [Entry from Science.INI]
  1295. ForbidOwnerPlayer = [Yes/No]
  1296. ExecuteFX = [entry from FXList.INI]
  1297. ExecuteAnimation = [entry from Animation2D.INI]
  1298. ExecuteAnimationTime = [real number, seconds]
  1299. ExecuteAnimationZRise = [integer, units per second to rise]
  1300. ExecuteAnimationFades = [Yes/No]
  1301. End
  1302.  
  1303. ModelConditionUpgrade
  1304. [Allows you to switch to a model conditionstate via upgrades]
  1305. TriggeredBy = [entry(s) from Upgrade.INI]
  1306. FXListUpgrade = [entry from FXList.INI]
  1307. ConflictsWith = [entry(s) from Upgrade.INI]
  1308. RequiresAllTriggers = [Yes/No]
  1309. ConditionFlag = [Condition State list]
  1310. End
  1311.  
  1312. NeutronMissileSlowDeathBehavior
  1313. DeathTypes = [DeathType listing]
  1314. DestructionDelay = [integer, milliseconds]
  1315. DestructionDelayVariance = [integer]
  1316. DestructionAltitude = [integer]
  1317.  
  1318. FX = [INITIAL/MIDPOINT/FINAL entry from FXList.INI, multiple statements can be used]
  1319. OCL = [INITIAL/MIDPOINT/FINAL entry from ObjectCreationList.INI, multiple statements can be used]
  1320. Weapon = [INITIAL/MIDPOINT/FINAL entry from Weapon.INI, multiple statements can be used]
  1321.  
  1322. ScorchMarkSize = [integer]
  1323. FXList = [enty from FXList.INI]
  1324. [N takes numbers from 1-9]
  1325. BlastNEnabled = [Yes/No]
  1326. BlastNDelay = [integer, milliseconds]
  1327. BlastNScorchDelay [integer, milliseconds]
  1328. BlastNInnerRadius = [real number]
  1329. BlastNOuterRadius = [real number]
  1330. BlastNMaxDamage = [real number]
  1331. BlastNMinDamage = [real number]
  1332. BlastNToppleSpeed = [real number]
  1333. BlastNPushForce = [real number]
  1334. End
  1335.  
  1336. NeutronBlastBehavior
  1337. [Kills the Pilot of the vehicles when shot by a projectile that has this module]
  1338. BlastRadius = [interger]
  1339. AffectAirborne = [Yes/No]
  1340. AffectAllies = [Yes/No]
  1341. End
  1342.  
  1343. NeutronMissileUpdate
  1344. LaunchFX = [entry from FXList.INI]
  1345. TargetFromDirectlyAbove = [integer]
  1346. RelativeSpeed = [real number]
  1347. MaxTurnRate = [integer]
  1348. ForwardDamping = [real number]
  1349. SpecialSpeedTime = [integer, milliseconds]
  1350. SpecialSpeedHeight = [integer]
  1351. SpecialAccelFactor = [integer]
  1352. SpecialJitterDistance = [real number]
  1353. IgnitionFX = [entry from FXList.INI]
  1354. DistanceToTargetBeforeDiving = [integer]
  1355. DistanceToTravelBeforeTurning = [integer]
  1356. IgnitionDelay = [integer]
  1357. DeliveryDecalRadius = [integer]
  1358. DeliveryDecal
  1359. Texture = [texture name without file extension]
  1360. Style = [shadow style type]
  1361. OpacityMin = [percent]
  1362. OpacityMax = [percent]
  1363. OpacityThrobTime = [integer, milliseconds]
  1364. Color = [r: g: b: a:]
  1365. OnlyVisibleToOwningPlayer = [Yes/No]
  1366. End
  1367. End
  1368.  
  1369.  
  1370. ObjectCreationUpgrade
  1371. [Allows an Object create/spawn a new object via upgrades]
  1372. TriggeredBy = [entry(s) from Upgrade.INI]
  1373. FXListUpgrade = [entry from FXList.INI]
  1374. ConflictsWith = [entry(s) from Upgrade.INI]
  1375. RequiresAllTriggers = [Yes/No]
  1376. UpgradeObject = [entry from ObjectCreationList.INI]
  1377. End
  1378.  
  1379.  
  1380. OCLSpecialPower
  1381. SpecialPowerTemplate = [entry from SpecialPower.INI]
  1382. OCL = [entry from ObjectCreationList.INI]
  1383. UpgradeOCL = [entry from Science.INI, entry from ObjectCreationList.INI, multiple entries for multiple upgrades]
  1384. CreateLocation = [creation point(s)]
  1385. StartsPaused = [Yes/No, yes requires UnpauseSpecialPowerUpgrade module]
  1386. ReferenceObject [object name]
  1387. OCLAdjustPositionToPassable = [Yes/No]
  1388. ScriptedSpecialPowerOnly = [Yes/No]
  1389. End
  1390.  
  1391.  
  1392. OCLUpdate
  1393. [A Context window is a reaction to this, no CommandSet]
  1394. FactionTriggered = [Yes/No]
  1395. FactionOCL = [Faction: [faction] ] [entry from ObjectCreationList.INI, multiple statements can be made]
  1396. MinDelay = [integer, milliseconds]
  1397. MaxDelay = [integer, milliseconds]
  1398. CreateAtEdge = [Yes/No]
  1399. OCL = [entry from ObjectCreationList.INI]
  1400. End
  1401.  
  1402.  
  1403. OpenContain
  1404. ContainMax = [integer]
  1405. EnterSound = [entry from SoundEffects.INI]
  1406. ExitSound = [entry from SoundEffects.INI]
  1407. AllowInsideKindOf = [KindOf listing]
  1408. ForbidInsideKindOf = [KindOf listing]
  1409. PassengersAllowedToFire = [Yes/No]
  1410. PassengersInTurret = [Yes/No]
  1411. NumberOfExitPaths = [integer]
  1412. AllowAlliesInside = [Yes/No]
  1413. AllowEnemiesInside = [Yes/No]
  1414. AllowNeutralInside = [Yes/No]
  1415. DamagePercentToUnits = [percent]
  1416. End
  1417.  
  1418.  
  1419. OverchargeBehavior
  1420. [module will display GUI:OverchargeExhausted when objects health is below specified percentage
  1421. Allows the use of the "EnergyBonus" Object parameterand
  1422. Allows this object to turn on or off the POWER_PLANT_UPGRADING and POWER_PLANT_UPGRADED Model ConditionState(s)]
  1423. HealthPercentToDrainPerSecond = [percent] [% of max health to drain per second when in overcharge mode]
  1424. NotAllowedWhenHealthBelowPercent = [percent] [When the object's current health is below this, turn off overcharge bonus automatically]
  1425. End
  1426.  
  1427.  
  1428. OverlordContain
  1429. [Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)]
  1430. Slots = [integer]
  1431. DamagePercentToUnits = [percentage]
  1432. AllowInsideKindOf = [KindOf]
  1433. PassengersAllowedToFire = [Yes/No]
  1434. PassengersInTurret = [Yes/No]
  1435. ExperienceSinkForRider = [Yes/No]
  1436. WeaponBonusPassedToPassengers = [Yes/No]
  1437. PayloadTemplateName = [object name]
  1438. InitialPayload = [object name integer, multiple statements can be used]
  1439. End
  1440.  
  1441.  
  1442. ParkingPlaceBehavior
  1443. [this module is used by FS_AIRFIELD KindOfs and if HasRunways is set then the model requires RunwayStartN, RunwayEndN, RunwayNPrepN, RunwayNParkingN and RunwayNParkNHan bones where N corrosponds to rows and columns. Module will only use the HeliPark01 bone for helicopters]
  1444. HealAmountPerSecond = [integer]
  1445. NumRows = [integer]
  1446. NumCols = [integer]
  1447. HasRunways = [Yes/No]
  1448. ApproachHeight = [integer]
  1449. ParkInHangars = [Yes/No]
  1450. LandingDeckHeightOffset = [integer]
  1451. End
  1452.  
  1453. PassengersFireUpgrade
  1454. [Contain Modules should have the "PassengersAllowedToFire" parameter to "No" in order for this module to work]
  1455. TriggeredBy = [entry(s) from Upgrade.INI]
  1456. FXListUpgrade = [entry from FXList.INI]
  1457. ConflictsWith = [entry(s) from Upgrade.INI]
  1458. RequiresAllTriggers = [Yes/No]
  1459. End
  1460.  
  1461. ParachuteContain
  1462. [module hardcoded to utilize PARA_MAN, PARA_ATTACH and PARA_COG bones on contained object]
  1463. PitchRateMax = [integer]
  1464. RollRateMax = [integer]
  1465. LowAltitudeDamping = [real number]
  1466. ParachuteOpenDist = [real number]
  1467. KillWhenLandingInWaterSlop = [Yes/No]
  1468. FreeFallDamagePercent = [percent]
  1469. AllowInsideKindOf = [KindOf listing]
  1470. ForbidInsideKindOf = [KindOf listing]
  1471. ParachuteOpenSound = [entry from SoundEffects.INI]
  1472. End
  1473.  
  1474. ParticleUplinkCannonUpdate
  1475. SpecialPowerTemplate = [entry from SpecialPower.INI]
  1476.  
  1477. BeginChargeTime = [integer, milliseconds]
  1478. RaiseAntennaTime = [integer, milliseconds]
  1479.  
  1480. ReadyDelayTime = [integer, milliseconds]
  1481. WidthGrowTime = [integer, milliseconds]
  1482. BeamTravelTime = [integer, milliseconds]
  1483. TotalFiringTime = [integer, milliseconds]
  1484.  
  1485. RevealRange = [integer]
  1486.  
  1487. OuterEffectBoneName = [bone name]
  1488. OuterEffectNumBones = [integer]
  1489. OuterNodesLightFlareParticleSystem = [entry from ParticleSystem.INI]
  1490. OuterNodesMediumFlareParticleSystem = [entry from ParticleSystem.INI]
  1491. OuterNodesIntenseFlareParticleSystem = [entry from ParticleSystem.INI]
  1492.  
  1493. ConnectorBoneName = [bone name]
  1494. ConnectorMediumLaserName = [entry from ParticleSystem.INI]
  1495. ConnectorIntenseLaserName = [entry from ParticleSystem.INI]
  1496. ConnectorMediumFlare = [entry from ParticleSystem.INI]
  1497. ConnectorIntenseFlare = [entry from ParticleSystem.INI]
  1498.  
  1499. FireBoneName = [bone name]
  1500.  
  1501. LaserBaseLightFlareParticleSystemName = [entry from ParticleSystem.INI]
  1502. LaserBaseMediumFlareParticleSystemName = [entry from ParticleSystem.INI]
  1503. LaserBaseIntenseFlareParticleSystemName = [entry from ParticleSystem.INI]
  1504.  
  1505. ParticleBeamLaserName = [entry from ParticleSystem.INI]
  1506. SwathOfDeathDistance = [real number]
  1507. SwathOfDeathAmplitude = [real number]
  1508. TotalScorchMarks = [integer]
  1509. ScorchMarkScalar = [real number]
  1510. BeamLaunchFX = [entry from FXList.INI]
  1511. DelayBetweenLaunchFX = [entry from FXList.INI]
  1512. GroundHitFX = [entry from FXList.INI]
  1513. DamagePerSecond = [integer]
  1514. TotalDamagePulses = [integer]
  1515. DamageType = [DamageType]
  1516. DamageRadiusScalar = [real number]
  1517.  
  1518. PoweringUpSoundLoop = [entry from SoundEffects.INI]
  1519. UnpackToIdleSoundLoop = [entry from SoundEffects.INI]
  1520. FiringToPackSoundLoop = [entry from SoundEffects.INI]
  1521. GroundAnnihilationSoundLoop = [entry from SoundEffects.INI]
  1522.  
  1523. DamagePulseRemnantObjectName = [object name]
  1524. ManualDrivingSpeed = [integer]
  1525. ManualFastDrivingSpeed = [integer]
  1526. DoubleClickToFastDriveDelay = [integer, milliseconds]
  1527. End
  1528.  
  1529. PhysicsBehavior
  1530. [Allows the object to interact, tilt or define how heavy it is in the game world]
  1531. VehicleCrashesIntoNonBuildingWeaponTemplate = [Entry from Weapon.ini]
  1532. VehicleCrashesIntoBuildingWeaponTemplate = [Entry from Weapon.ini]
  1533. Mass = [integer] [NOTE: negative values (eg: -0.5) will cause the game to crash but you can do something like this: 0.00002, Default is 50]
  1534. ForwardFriction = [integer] [This is now friction-per-sec]
  1535. ZFriction = [integer] [This countrols how many friction to apply when falling]
  1536. LateralFriction = [integer] [This is now friction-per-sec]
  1537. AerodynamicFriction = [integer] [Everything is perfectly aerodynamic by default (0), 1 means not, so this will slow down while in the air (>1 means REALLY not)]
  1538. CenterOfMassOffset = [integer] [Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back]
  1539. AllowBouncing = [Yes/No] [Is the Object Allowed to Bounce? when hitting the ground or something? IF Yes, Allow bouncing, If no, No Bouncing]
  1540. AllowCollideForce = [Yes/No] [Allow Collide force when colliding to some thingy?]
  1541. KillWhenRestingOnGround = [Yes/No] [If Yes, Kill the object while on the ground, If No, Allows object to live when resting on the ground]
  1542. MinFallHeightForDamage = [integer]
  1543. FallHeightDamageFactor = [real number]
  1544. PitchRollYawFactor = [real number]
  1545.  
  1546. [This Part allows the use of the STUNNED and STUNNED_FLAILING Model ConditionState(s)]
  1547. ShockMaxRoll = [real number]
  1548. ShockMaxPitch = [real number]
  1549. ShockMaxYaw = [real number]
  1550. ShockResistance = [Enter from 0.1 to 1.0, 0.10 would be 10% while 1.0 is 100%]
  1551. [NOTE: negative values to the "ShockResistance" field (eg: -0.5) will cause the game to crash but you can something like this: 0.00002]
  1552. End
  1553.  
  1554. PilotFindVehicleUpdate
  1555. [This update will have the pilot go find a "Friendly" vehicle To Enter -AI Only]
  1556. ScanRate = [integer, millisecond. Limit 2000]
  1557. ScanRange = [integer, milliseconds]
  1558. MinHealth = [Enter from 0.1 to 1.0, 0.10 would be 10% while 1.0 is 100%]
  1559. [If the vehicle is 0.5 or 50% healthy, The AI pilot will not entire the said vehicle he spotted]
  1560. End
  1561.  
  1562. PointDefenseLaserUpdate
  1563. WeaponTemplate = [entry from Weapon.INI]
  1564. PrimaryTargetTypes = [KindOf]
  1565. SecondaryTargetTypes = [KindOf]
  1566. ScanRate = [integer, millisecond. Limit 2000]
  1567. ScanRange = [integer]
  1568. PredictTargetVelocityFactor = [real number]
  1569. End
  1570.  
  1571. PoisonedBehavior
  1572. PoisonDamageInterval = [integer] ; Every this many msec, I will retake the poison damage dealt me...
  1573. PoisonDuration = [integer] ; ... for this long after last hit by poison damage
  1574. End
  1575.  
  1576. PowerPlantUpdate
  1577. [allows this object to act as an (upgradeable) power supply and Allows this object to use the POWER_PLANT_UPGRADING and POWER_PLANT_UPGRADED Model ConditionState(s)]
  1578. RodsExtendTime = [integer, milliseconds]
  1579. End
  1580.  
  1581. PowerPlantUpgrade
  1582. [triggers use of EnergyBonus = setting on this object to provide extra power to the faction]
  1583. TriggeredBy = [entry(s) from Upgrade.INI]
  1584. FXListUpgrade = [entry from FXList.INI]
  1585. ConflictsWith = [entry(s) from Upgrade.INI]
  1586. RequiresAllTriggers = [Yes/No]
  1587. End
  1588.  
  1589. PreorderCreate
  1590. [no parameters - this module allows the use of the PREORDER ConditionState with this object which in turn is only triggered by presence of registry key 'Preorder' set to '1' in HKLM\Software\ElectronicArts\EAGames\Generals]
  1591. End
  1592.  
  1593. ProductionUpdate
  1594. [module is required on an object that uses PublicTimer code for any SpecialPower and/or required for units/structures with object upgrades]
  1595.  
  1596. QuantityModifier = [object name,integer] [Redguards uses this so they can comeout of the barracks in pairs]
  1597. DisabledTypesToProcess = [disabled types list]
  1598.  
  1599. [Allows the use of the DOOR_x_WAITING_OPEN, DOOR_x_CLOSING, DOOR_x_OPENING Model condition state]
  1600. [X is from 1 to 4 since there's a hardcoded limit of four only]
  1601. NumDoorAnimations = [integer, maximum is 4] [How many doors to use when unit training is complete?]
  1602. DoorOpeningTime = [integer, milliseconds] [in mSeconds, how long you want doors to be in open state]
  1603. DoorWaitOpenTime = [integer, milliseconds] [in mSeconds, time the door stays open, so units can exit]
  1604. DoorCloseTime = [integer, milliseconds] [in mSeconds, how long you want doors to be in open state]
  1605.  
  1606. MaxQueueEntries = [integer] [If Set to 1, you can't build multiple upgrades at the same time]
  1607. ConstructionCompleteDuration = [integer, milliseconds] [in mSeconds, wait time so if you have multiple units they don't run over each other]
  1608. End
  1609.  
  1610. ProjectileStreamUpdate
  1611. [no parameters - this module allows the object to behave as a stream like water or other liquid ordinance]
  1612. End
  1613.  
  1614. ProneUpdate
  1615. [this module allows the use of the PRONE ConditionState with this object]
  1616. DamageToFramesRatio = [real number]
  1617. End
  1618.  
  1619. PropagandaTowerBehavior
  1620. Radius = [real number] [How far can we affect units?]
  1621. DelayBetweenUpdates = [integer, milliseconds] [How often to recheck the propaganda status (msec)
  1622. HealPercentEachSecond = [percent] [Give this unit % of max health every second]
  1623. PulseFX = [entry from FXList.INI] [Plays as often as DelayBetweenUpdates]
  1624. AffectsSelf = [yes/no] [Does the bonus affects the owner?]
  1625. UpgradeRequired = [entry from Upgrade.INI] [What kind of upgrade do we need in order to increase our health bonus?]
  1626. UpgradedHealPercentEachSecond = [percent] [Give this unit % of max health every second when upgraded]
  1627. UpgradedPulseFX = [entry from FXList.INI] [Plays as often as DelayBetweenUpdates]
  1628. End
  1629.  
  1630. QueueProductionExitUpdate
  1631. UnitCreatePoint = [x: y: z:]
  1632. NaturalRallyPoint = [x: y: z:]
  1633. ExitDelay = [integer, milliseconds]
  1634. InitialBurst = [integer]
  1635. End
  1636.  
  1637. RadarUpdate
  1638. [Allows the use of the RADAR_EXTENDING and RADAR_UPGRADED model conditionstate and enables the Radar in the Commandbar]
  1639. RadarExtendTime = [integer, milliseconds]
  1640. End
  1641.  
  1642. RadarUpgrade
  1643. [triggers use of RadarUpdate module on this object if present and enables the Radar in the Commandbar]
  1644. TriggeredBy = [entry(s) from Upgrade.INI]
  1645. FXListUpgrade = [entry from FXList.INI]
  1646. ConflictsWith = [entry(s) from Upgrade.INI]
  1647. RequiresAllTriggers = [Yes/No]
  1648. DisableProof = [Yes/No]
  1649. End
  1650.  
  1651. RadiusDecalUpdate
  1652. [no parameters - this module allows use of a radius decal cursor from Mouse.INI on the objects weapon when not explicitly fired]
  1653. End
  1654.  
  1655. RailedTransportAIUpdate
  1656. [Used on TRANSPORT KindOfs that follow a specific pre-defined waypoint path in a scripted manner]
  1657. [The Evacuate buton should use the "EXECUTE_RAILED_TRANSPORT" Command Enum in order to evacuate properly]
  1658. PathPrefixName = [waypoint prefix name]
  1659. End
  1660.  
  1661. RailedTransportContain
  1662. [Used on TRANSPORT KindOfs that follow a specific pre-defined waypoint path in a scripted manner]
  1663. [The Evacuate buton should use the "EXECUTE_RAILED_TRANSPORT" Command Enum in order to evacuate properly]
  1664. Slots = [integer]
  1665. DamagePercentToUnits = [percentage]
  1666. AllowInsideKindOf = [KindOf listing]
  1667. ForbidInsideKindOf = [KindOf listing]
  1668. DoorOpenTime = [integer, milliseconds]
  1669. ScatterNearbyOnExit = [Yes/No]
  1670. DestroyRidersWhoAreNotFreeToExit = [Yes/No]
  1671. ResetMoodCheckTimeOnExit = [Yes/No]
  1672. OrientLikeContainerOnExit = [Yes/No]
  1673. KeepContainerVelocityOnExit = [Yes/No]
  1674. End
  1675.  
  1676. RailedTransportDockUpdate
  1677. [defaults to docking with DOCKWAITING07 bone on destination object]
  1678. NumberApproachPositions = [integer]
  1679. PullInsideDuration = [integer, milliseconds]
  1680. PushOutsideDuration = [integer, milliseconds]
  1681. ToleranceDistance = [integer]
  1682. End
  1683.  
  1684. RailroadBehavior
  1685. [requires object to follow waypoint path named as Tunnel, Disembark or Station with 'Start' and 'End' convention]
  1686. IsLocomotive = [Yes/No]
  1687. CrashFXTemplateName = [object name]
  1688. PathPrefixName = [waypoint path prefix name if different from default]
  1689. CarriageTemplateName = [object name, one entry required for each carriage, requires IsLocomotive = Yes]
  1690. BigMetalBounceSound = [entry from SoundEffects.INI]
  1691. SmallMetalBounceSound = [entry from SoundEffects.INI]
  1692. MeatyBounceSound = [entry from SoundEffects.INI]
  1693. RunningGarrisonSpeedMax = [integer]
  1694. KillSpeedMin = [integer]
  1695. SpeedMax = [integer, requires IsLocomotive = Yes]
  1696. WaitAtStationTime = [integer, milliseconds, requires IsLocomotive = Yes]
  1697. RunningSound = [entry from SoundEffects.INI, requires IsLocomotive = Yes]
  1698. ClicketyClackSound = [entry from SoundEffects.INI]
  1699. WhistleSound = [entry from SoundEffects.INI]
  1700. Friction = [real number]
  1701. End
  1702.  
  1703. ReplaceObjectUpgrade
  1704. TriggeredBy = [Entry(S) from upgrade.ini]
  1705. FXListUpgrade = [entry from FXList.INI]
  1706. ConflictsWith = [entry(s) from Upgrade.INI]
  1707. RequiresAllTriggers = [Yes/No]
  1708. ReplaceObject = [Object name]
  1709. End
  1710.  
  1711. RebuildHoleBehavior
  1712. [Requires the "REBUILD_HOLE" Kind of on the object that will use this to work properly]
  1713. WorkerObjectName = [object name]
  1714. WorkerRespawnDelay = [integer, milliseconds]
  1715. HoleHealthRegen%PerSecond = [percentage]
  1716. End
  1717.  
  1718. RebuildHoleExposeDie
  1719. [requires the "object" stated on the HoleName Parameter to have the REBUILD_HOLE KindOF and RebuildHoleBehavior Module in order to work]
  1720. HoleName = [object name]
  1721. HoleMaxHealth = [real number]
  1722. TransferAttackers = [Yes/No]
  1723. DeathTypes = [DeathTypes listing]
  1724. End
  1725.  
  1726. RepairDockUpdate
  1727. [module is hardcoded to require DockWaitingN, DockEndN, DockActionN and DockStartN bones, where N should correspond to NumberApproachPositions]
  1728. TimeForFullHeal = [integer, milliseconds]
  1729. AllowsPassthrough = [Yes\No]
  1730. NumberApproachPositions = [integer]
  1731. End
  1732.  
  1733. RiderChangeContain
  1734. [module requires ExitStartN and ExitEndN bones defined unless over-ridden by ExitBone definition and allows the use of SoundEnter And SoundExit ]
  1735.  
  1736. [Description]
  1737. [A list of each valid rider that is allowed to ride this object. Each rider is
  1738. assigned a modelcondition state, a weaponset flag, an object status bit, and
  1739. a commandset override. The actual object is hidden inside the container so the
  1740. visible rider is fluff. Also riders are deleted (not killed) when the bike is
  1741. destroyed, so all deaths must be OCLs on the bike]
  1742.  
  1743. [N Takes number from 1 to 8]
  1744. RiderN = [Object] [Model CondtionState] [WeaponSetCondition] [StatusBitType] [Entry From CommandSet.ini] [LocomotorSetType]
  1745. ScuttleDelay = [interger, milliseconds]
  1746. ScuttleStatus = [StatusBit Type]
  1747. Slots = [integer}
  1748. DamagePercentToUnits = [percentage]
  1749. AllowInsideKindOf = [KindOf listing]
  1750. ForbidInsideKindOf = [KindOf listing]
  1751. ExitDelay = [integer, milliseconds]
  1752. NumberOfExitPaths = [integer, should corrospond to N]
  1753. GoAggressiveOnExit = [Yes/No]
  1754. ScatterNearbyOnExit = [Yes/No]
  1755. OrientLikeContainerOnExit = [Yes/No]
  1756. KeepContainerVelocityOnExit = [Yes/No]
  1757. BurnedDeathToUnits = [Yes/No]
  1758. ExitPitchRate = [integer]
  1759. ExitBone = [bone name]
  1760. DoorOpenTime = [integer, milliseconds]
  1761. HealthRegen%PerSec = [percentage]
  1762. DestroyRidersWhoAreNotFreeToExit = [Yes/No]
  1763. ResetMoodCheckTimeOnExit = [Yes/No]
  1764. InitialPayload = [object name integer, multiple statements can be used]
  1765. ArmedRidersUpgradeMyWeaponSet = [Yes/No]
  1766. DelayExitInAir = [Yes/No]
  1767. EnterSound = [entry from SoundEffects.INI] ;SoundEnter Override
  1768. ExitSound = [entry from SoundEffects.INI] ;SoundExit Override
  1769. End
  1770.  
  1771. SalvageCrateCollide
  1772. [module is hardcoded to apply the EXJunkCrate texture to this object]
  1773. MoneyChance = [percent]
  1774. MinMoney = [integer]
  1775. MaxMoney = [integer]
  1776. LevelChance = [percent]
  1777. WeaponChance = [percent]
  1778. ForbiddenKindOf = [KindOf]
  1779. HumanOnly = [Yes/No]
  1780. PickupScience = [entry from Science.INI]
  1781. ForbidOwnerPlayer = [Yes/No]
  1782. ExecuteFX = [entry from FXList.INI]
  1783. ExecuteAnimation = [entry from Animation2D.INI]
  1784. ExecuteAnimationTime = [real number, seconds]
  1785. ExecuteAnimationZRise = [integer, units per second to rise]
  1786. ExecuteAnimationFades = [Yes/No]
  1787. End
  1788.  
  1789. SabotagePowerPlantCrateCollide
  1790. [module is hardcoded to play the SabotageBuildingPower sound definition when triggered]
  1791. BuildingPickup = [Yes/No]
  1792. SabotagePowerDuration = [real number]
  1793. ExecuteFX = [entry from FXList.INI]
  1794. ExecuteAnimation = [entry from Animation2D.INI]
  1795. ExecuteAnimationTime = [real number, seconds]
  1796. ExecuteAnimationZRise = [integer, units per second to rise]
  1797. ExecuteAnimationFades = [Yes/No]
  1798. End
  1799.  
  1800. SabotageSupplyDropzoneCrateCollide
  1801. BuildingPickup = [Yes/No]
  1802. StealCashAmount = [real number]
  1803. ExecuteFX = [entry from FXList.INI]
  1804. ExecuteAnimation = [entry from Animation2D.INI]
  1805. ExecuteAnimationTime = [real number, seconds]
  1806. ExecuteAnimationZRise = [integer, units per second to rise]
  1807. ExecuteAnimationFades = [Yes/No]
  1808. End
  1809.  
  1810. SabotageSuperweaponCrateCollide
  1811. [module is hardcoded to play the SabotageBuilding sound definition when triggered]
  1812. BuildingPickup = [Yes/No]
  1813. ExecuteFX = [entry from FXList.INI]
  1814. ExecuteAnimation = [entry from Animation2D.INI]
  1815. ExecuteAnimationTime = [real number, seconds]
  1816. ExecuteAnimationZRise = [integer, units per second to rise]
  1817. ExecuteAnimationFades = [Yes/No]
  1818. End
  1819.  
  1820. SabotageCommandCenterCrateCollide
  1821. [module is hardcoded to play the SabotageBuilding sound definition when triggered]
  1822. BuildingPickup = [Yes/No]
  1823. ExecuteFX = [entry from FXList.INI]
  1824. ExecuteAnimation = [entry from Animation2D.INI]
  1825. ExecuteAnimationTime = [real number, seconds]
  1826. ExecuteAnimationZRise = [integer, units per second to rise]
  1827. ExecuteAnimationFades = [Yes/No]
  1828. End
  1829.  
  1830. SabotageSupplyCenterCrateCollide
  1831. [module is hardcoded to play the SabotageBuilding sound definition when triggered]
  1832. BuildingPickup = [Yes/No]
  1833. StealCashAmount = [real number]
  1834. ExecuteFX = [entry from FXList.INI]
  1835. ExecuteAnimation = [entry from Animation2D.INI]
  1836. ExecuteAnimationTime = [real number, seconds]
  1837. ExecuteAnimationZRise = [integer, units per second to rise]
  1838. ExecuteAnimationFades = [Yes/No]
  1839. End
  1840.  
  1841. SabotageMilitaryFactoryCrateCollide
  1842. [module is hardcoded to play the SabotageBuilding sound definition when triggered]
  1843. BuildingPickup = [Yes/No]
  1844. SabotageDuration = [real number]
  1845. ExecuteFX = [entry from FXList.INI]
  1846. ExecuteAnimation = [entry from Animation2D.INI]
  1847. ExecuteAnimationTime = [real number, seconds]
  1848. ExecuteAnimationZRise = [integer, units per second to rise]
  1849. ExecuteAnimationFades = [Yes/No]
  1850. End
  1851.  
  1852. SabotageFakeBuildingCrateCollide
  1853. [module is hardcoded to play the SabotageBuilding sound definition when triggered]
  1854. BuildingPickup = [Yes/No]
  1855. ExecuteFX = [entry from FXList.INI]
  1856. ExecuteAnimation = [entry from Animation2D.INI]
  1857. ExecuteAnimationTime = [real number, seconds]
  1858. ExecuteAnimationZRise = [integer, units per second to rise]
  1859. ExecuteAnimationFades = [Yes/No]
  1860. End
  1861.  
  1862. SabotageInternetCenterCrateCollide
  1863. [module is hardcoded to play the SabotageBuilding sound definition when triggered]
  1864. BuildingPickup = [Yes/No]
  1865. SabotageDuration = [real number]
  1866. ExecuteFX = [entry from FXList.INI]
  1867. ExecuteAnimation = [entry from Animation2D.INI]
  1868. ExecuteAnimationTime = [real number, seconds]
  1869. ExecuteAnimationZRise = [integer, units per second to rise]
  1870. ExecuteAnimationFades = [Yes/No]
  1871. End
  1872.  
  1873. ShroudCrateCollide
  1874. [no parameters - this module shrouds the entire map for the owner of the object that collides with this object]
  1875. HumanOnly = [Yes/No]
  1876. ExecuteFX = [entry from FXList.INI]
  1877. ExecuteAnimation = [entry from Animation2D.INI]
  1878. ExecuteAnimationTime = [real number, seconds]
  1879. ExecuteAnimationZRise = [integer, units per second to rise]
  1880. ExecuteAnimationFades = [Yes/No]
  1881. End
  1882.  
  1883. SlavedUpdate
  1884. GuardMaxRange = [integer]
  1885. GuardWanderRange = [integer]
  1886. AttackRange = [integer]
  1887. AttackWanderRange = [integer]
  1888. ScoutRange = [integer]
  1889. ScoutWanderRange = [integer]
  1890. StayOnSameLayerAsMaster = [Yes/No]
  1891. DistToTargetToGrantRangeBonus = [integer]
  1892. RepairRange = [integer]
  1893. RepairMinAltitude = [real number]
  1894. RepairMaxAltitude = [real number]
  1895. RepairRatePerSecond = [integer]
  1896. RepairWhenBelowHealth% = [percent]
  1897. RepairMinReadyTime = [integer, milliseconds]
  1898. RepairMaxReadyTime = [integer, milliseconds]
  1899. RepairMinWeldTime = [integer, milliseconds]
  1900. RepairMaxWeldTime = [integer, milliseconds]
  1901. RepairWeldingSys = [entry from ParticleSystem.INI]
  1902. RepairWeldingFXBone = [bone name]
  1903. End
  1904.  
  1905. SlowDeathBehavior
  1906. DeathTypes = [DeathType listing]
  1907. SinkRate = [real number]
  1908. ExemptStatus = [status name]
  1909. RequiredStatus = [status name]
  1910. ProbabilityModifier = [integer]
  1911. ModifierBonusPerOverkillPercent = [percent]
  1912. SinkDelay = [integer, milliseconds]
  1913. SinkDelayVariance = [integer]
  1914. DestructionDelay = [integer, milliseconds]
  1915. DestructionDelayVariance = [integer]
  1916. DestructionAltitude = [integer]
  1917. FlingForce = [integer]
  1918. FlingForceVariance = [integer]
  1919. FlingPitch = [integer]
  1920. FlingPitchVariance = [integer]
  1921. FX = [INITIAL/MIDPOINT/FINAL entry from FXList.INI, multiple statements can be used]
  1922. OCL = [INITIAL/MIDPOINT/FINAL entry from ObjectCreationList.INI, multiple statements can be used]
  1923. Weapon = [INITIAL/MIDPOINT/FINAL entry from Weapon.INI, multiple statements can be used]
  1924. End
  1925.  
  1926. SpawnBehavior
  1927. SpawnNumber = [integer]
  1928. SpawnReplaceDelay = [integer, milliseconds multiple statements can be used for multiple spawn.]
  1929. OneShot = [Yes/No]
  1930. CanReclaimOrphans = [Yes/No]
  1931. AggregateHealth = [Yes/No]
  1932. ExitByBudding = [Yes/No]
  1933. SpawnTemplateName = [object name, multiple entries can be used for multiple objects]
  1934. SpawnedRequireSpawner = [Yes/No]
  1935. InitialBurst = [integer]
  1936. SlavesHaveFreeWill = [Yes/No]
  1937. End
  1938.  
  1939. SpawnPointProductionExitUpdate
  1940. SpawnPointBoneName = [bone name]
  1941. End
  1942.  
  1943. SpecialAbility
  1944. SpecialPowerTemplate = [entry from SpecialPower.INI]
  1945. UpdateModuleStartsAttack = [Yes/No]
  1946. InitiateSound = [entry from SoundEffects.INI]
  1947. StartsPaused = [Yes/No, yes requires UnpauseSpecialPowerUpgrade module]
  1948. End
  1949.  
  1950. SpecialAbilityUpdate
  1951. [this module allows the use of PACKING and UNPACKING ConditionState(s)]
  1952. SpecialPowerTemplate = [entry from SpecialPower.INI]
  1953. StartAbilityRange = [real number]
  1954. AbilityAbortRange = [real number]
  1955. PreparationTime = [integer, milliseconds]]
  1956. PreTriggerUnstealthTime = [integer, milliseconds]
  1957. SkipPackingWithNoTarget = [Yes/No]
  1958. SpecialObject = [object name]
  1959. SpecialObjectAttachToBone = [bone name]
  1960. MaxSpecialObjects = [integer]
  1961. SpecialObjectsPersistent = [Yes/No]
  1962. EffectDuration = [integer, milliseconds]
  1963. EffectValue = [integer]
  1964. UniqueSpecialObjectTargets = [Yes/No]
  1965. SpecialObjectsPersistWhenOwnerDies = [Yes/No]
  1966. AlwaysValidateSpecialObjects = [Yes/No]
  1967. FlipOwnerAfterPacking = [Yes/No]
  1968. FlipOwnerAfterUnpacking = [Yes/No]
  1969. FleeRangeAfterCompletion = [real number]
  1970. DisableFXParticleSystem = [entry from ParticleSystem.INI]
  1971. DoCaptureFX = [Yes/No]
  1972. PackSound = [entry from SoundEffects.INI]
  1973. UnpackSound = [entry from SoundEffects.INI]
  1974. PrepSoundLoop = [entry from SoundEffects.INI]
  1975. TriggerSound = [entry from SoundEffects.INI]
  1976. LoseStealthOnTrigger = [Yes/No]
  1977. AwardXPForTriggering = [integer]
  1978. SkillPointsForTriggering = [integer]
  1979. ApproachRequiresLOS = [Yes/No]
  1980. NeedToFaceTarget = [Yes/No]
  1981. UnpackTime = [integer, milliseconds]
  1982. PackTime = [integer, milliseconds]
  1983. PersistentPrepTime = [integer]
  1984. PersistenceRequiresRecharge = [Yes/No]
  1985. End
  1986.  
  1987. SpecialPowerCreate
  1988. [no parameters - this module forces the objects SpecialPower to start charging upon creation of the object - required by special powers that have PublicTimer = Yes]
  1989. End
  1990.  
  1991. SpecialPowerCompletionDie
  1992. SpecialPowerTemplate = [entry from SpecialPower.INI]
  1993. End
  1994.  
  1995. SpectreGunshipUpdate
  1996. GattlingStrafeFXParticleSystem = [entry from ParticleSystem.INI]
  1997. SpecialPowerTemplate = [entry from Weapon.INI]
  1998. HowitzerWeaponTemplate = [entry from Weapon.INI]
  1999. GattlingTemplateName = [entry from Weapon.INI]
  2000. RandomOffsetForHowitzer = [real number]
  2001. TargetingReticleRadius = [real number]
  2002. OrbitInsertionSlope = [real number] ; steepness of orbit entry
  2003. GunshipOrbitRadius = [real number]
  2004. HowitzerFiringRate = [milliseconds] ; how long between each attempted shot of howitzer
  2005. HowitzerFollowLag = [interger] ; how long after gattling acquires target can howitzer shoot same
  2006. StrafingIncrement = [real number] ; how far apart is each shot of the gattling as it strafes
  2007. AttackAreaRadius = [real number]
  2008. OrbitTime = [milliseconds]
  2009. AttackAreaDecal
  2010. Texture = [texture name without file extension]
  2011. Style = [shadow style type]
  2012. OpacityMin = [percent]
  2013. OpacityMax = [percent]
  2014. OpacityThrobTime = [integer, milliseconds]
  2015. Color = [r: g: b: a:]
  2016. OnlyVisibleToOwningPlayer = [Yes/No]
  2017. End
  2018. TargetingReticleDecal
  2019. Texture = [texture name without file extension]
  2020. Style = [shadow style type]
  2021. OpacityMin = [percent]
  2022. OpacityMax = [percent]
  2023. OpacityThrobTime = [integer, milliseconds]
  2024. Color = [r: g: b: a:]
  2025. OnlyVisibleToOwningPlayer = [Yes/No]
  2026. End
  2027. End
  2028.  
  2029. SpectreGunshipDeploymentUpdate
  2030. SpecialPowerTemplate = [entry(s) from SpecialPower.ini
  2031. RequiredScience = [Entry From Science.ini]
  2032. GunshipTemplateName = [Object Entry]
  2033. AttackAreaRadius = [interger
  2034. CreateLocation = [OCL CreationPointType List ]
  2035. End
  2036.  
  2037. SpyVisionUpdate
  2038. NeedsUpgrade = [Yes/No]
  2039. SelfPowered = [Yes/No]
  2040. SelfPoweredDuration = [Interger, Millisecond]
  2041. SelfPoweredInterval = [Interger, Millisecond]
  2042. TriggeredBy = [Entry from upgrade.ini]
  2043. FXListUpgrade =[entry from FXList.INI]
  2044. ConflictsWith = [entry(s) from Upgrade.INI]
  2045. RequiresAllTriggers = [Yes/No]
  2046. SpyOnKindof = [KindOf list] [DEFAULTS Too all defined kindof]
  2047. End
  2048.  
  2049. SpyVisionSpecialPower
  2050. SpecialPowerTemplate = [entry from SpecialPower.INI]
  2051. BaseDuration = [integer, milliseconds]
  2052. BonusDurationPerCaptured = [integer, milliseconds]
  2053. MaxDuration = [integer, milliseconds]
  2054. StartsPaused = [Yes/No, yes requires UnpauseSpecialPowerUpgrade module]
  2055. End
  2056.  
  2057. SquishCollide
  2058. [no parameters - this module allows the object to use the SPLATTED death type and SPLATTED ConditionState - infantry only]
  2059. End
  2060.  
  2061. StatusBitsUpgrade
  2062. TriggeredBy = [entry(s) from Upgrade.INI]
  2063. FXListUpgrade = [entry from FXList.INI]
  2064. ConflictsWith = [entry(s) from Upgrade.INI]
  2065. RemovesUpgrades [entry(s) from Upgrade.INI, multiple "upgrade" entrys can be put here]
  2066. RequiresAllTriggers = [Yes/No]
  2067. StatusToSet = [status name]
  2068. StatusToClear = [status name]
  2069. End
  2070.  
  2071. SmartBombTargetHomingUpdate
  2072. [this module dynamically adjust the "bomb" so it will drop to its designated target instead of missing it]
  2073. CourseCorrectionScalar = [real number] [ 1=no homing, 0=snapto; 0.99=smooth, 0.95=too-fast]
  2074. End
  2075.  
  2076.  
  2077. StealthDetectorUpdate
  2078. [module is hardcoded to display MESSAGE:StealthDiscovered when triggered]
  2079. DetectionRate = [integer, milliseconds] [how often to rescan for stealthed things in my sight (msec)] [how far can we scan for stealthed things?]
  2080. DetectionRange = [integer. if not specified, Defaults to Object's VisionRange]
  2081. CanDetectWhileGarrisoned = [Yes/No] [Can i detect or scan for stealthed things when i'm garrisoned?]
  2082. CanDetectWhileContained = [Yes/No] [Or loaded in a vehicle?]
  2083. ExtraRequiredKindOf = [KindOfs] [If the unit have a particular kind of defined here, Detect and reveal it] [For an example on how this works, check the Dozers]
  2084. ExtraForbiddenKindOf = [KindOfs] [If the unit have a particular kind of defined here, Don't Detect and reveal it]
  2085. PingSound = [entry from SoundEffects.INI] [If scanning for stealthed items, play this]
  2086. LoudPingSound = [entry from SoundEffects.INI] [If we found stealthed items, play this]
  2087. IRParticleSysName = [entry from ParticleSystem.INI] [Use this particle while we're scanning while doing nothing]
  2088. IRBrightParticleSysName = [entry from ParticleSystem.INI] [Use this particle if we found stealthed things]
  2089. IRGridParticleSysName = [entry from ParticleSystem.INI] [Use this particle to put a grid on the stealthed things we found]
  2090. IRBeaconParticleSysName = [entry from ParticleSystem.INI] [Use this particle if we found stealthed things]
  2091. IRParticleSysBone = [bone name] [Where to spawn the particle fx's]
  2092. InitiallyDisabled = [Yes/No] [Used by strategy centers]
  2093. End
  2094.  
  2095. StealthUpdate
  2096. [This module allows the use of SoundStealthOn and SoundStealthOff parameters on the object and is hardcoded to display MESSAGE:StealthNeutralized when the object has been discovered]
  2097. UseRiderStealth = [Yes/No]
  2098. StealthDelay = [integer, milliseconds]
  2099. MoveThresholdSpeed = [integer]
  2100. StealthForbiddenConditions = [conditions list]
  2101. HintDetectableConditions = [conditions list]
  2102. FriendlyOpacityMin = [percentage]
  2103. FriendlyOpacityMax = [percentage]
  2104. PulseFrequency = [integer, milliseconds]
  2105. RevealDistanceFromTarget = [real number]
  2106. ForbiddenStatus = [Status Bit types]
  2107. RequiredStatus = [Status Bit types]
  2108. OrderIdleEnemiesToAttackMeUponReveal = [Yes/No]
  2109. InnateStealth = [Yes/No]
  2110. EnemyDetectionEvaEvent = [Entry from Eva.ini]
  2111. OwnDetectionEvaEvent = [Entry from Eva.ini]
  2112. GrantedBySpecialPower = [Yes/No]
  2113. BlackMarketCheckDelay = [integer, milliseconds]
  2114.  
  2115. [Note: This part needs the DISGUISER KindOf defined on the object and
  2116. [allows the use of DisguiseStarted and DisguiseRevealedSuccess
  2117. [and DisguiseRevealedFailure within UnitSpecificSounds section of the object]
  2118. DisguisesAsTeam = [Yes/No]
  2119. DisguiseFX = [entry from FXList.INI]
  2120. DisguiseRevealFX = [entry from FXList.INI]
  2121. DisguiseTransitionTime = [integer, milliseconds]
  2122. DisguiseRevealTransitionTime = [integer, milliseconds]
  2123. End
  2124.  
  2125. StealthUpgrade
  2126. [enables use of StealthUpdate module on this object, requires InnateStealth = No defined in the StealthUpdate module]
  2127. TriggeredBy = [entry(s) from Upgrade.INI]
  2128. FXListUpgrade = [entry from FXList.INI]
  2129. ConflictsWith = [entry(s) from Upgrade.INI]
  2130. RequiresAllTriggers = [Yes/No]
  2131. End
  2132.  
  2133. StickyBombUpdate
  2134. [this module keeps this object attached properly to the intended target if the targetted object moves
  2135. and allows the use of UnitBombPing and StickyBombCreated within UnitSpecificSounds section of the object]
  2136. GeometryBasedDamageWeapon = [Entry from Weapon.ini][We add our bounding circle to the radius of this weapon, and damage people ourselves]
  2137. GeometryBasedDamageFX = [Entry from FXList.INI][And we modify our detonation fx here]
  2138. End
  2139.  
  2140. StructureBody
  2141. [This is a Body module not a Behavior module. Used by objects with STRUCTURE and IMMOBILE KindOf's defined.]
  2142. MaxHealth = [integer]
  2143. InitialHealth = [integer
  2144. SubdualDamageCap = [integer]
  2145. SubdualDamageHealRate = [integer]
  2146. SubdualDamageHealAmount = [integer]
  2147. End
  2148.  
  2149. StructureCollapseUpdate
  2150. ExemptStatus = [StatusBits type]
  2151. MinCollapseDelay = [integer, milliseconds]
  2152. MaxCollapseDelay = [integer, milliseconds]
  2153. CollapseDamping = real number]
  2154. MaxShudder = [real number]
  2155. MinBurstDelay = [integer, milliseconds]
  2156. MaxBurstDelay = [integer, milliseconds]
  2157. BigBurstFrequency = [integer]
  2158. OCL = [INITIAL/FINAL/DELAY/BURST entry from ObjectCreationList.INI,Multiple Statements can me made]
  2159. FXList = [INITIAL/FINAL/DELAY/BURST entry from FXList.INI,Multiple Statements can me made]
  2160. End
  2161.  
  2162. StructureToppleUpdate
  2163. MinToppleDelay = [integer, milliseconds]
  2164. MaxToppleDelay = [integer, milliseconds]
  2165. MinToppleBurstDelay = [integer, milliseconds]
  2166. MaxToppleBurstDelay = [integer, milliseconds]
  2167. StructuralIntegrity = [real number]
  2168. StructuralDecay = [real number]
  2169. TopplingFX = [entry from FXList.INI]
  2170. ToppleDelayFX = [entry from FXList.INI]
  2171. ToppleStartFX = [entry from FXList.INI]
  2172. ToppleDoneFX = [entry from FXList.INI]
  2173. CrushingFX = [entry from FXList.INI]
  2174. CrushingWeaponName = [entry from Weapon.INI]
  2175. DamageFXTypes = [DamageTypes listing]
  2176. AngleFX = [real number entry from FXList.INI]
  2177. End
  2178.  
  2179. SubObjectsUpgrade
  2180. [shows/hides sub-objects on this objects model via upgrading]
  2181. TriggeredBy = [entry(s) from Upgrade.INI]
  2182. FXListUpgrade = [entry from FXList.INI]
  2183. ConflictsWith = [entry(s) from Upgrade.INI]
  2184. RequiresAllTriggers = [Yes/No]
  2185. ShowSubObjects = [sub object name(s)]
  2186. HideSubObjects = [sub object name(s)]
  2187. End
  2188.  
  2189.  
  2190. SupplyCenterCreate
  2191. [This modules requires the "SUPPLY_SOURCE" KindOf defined in order to properly work]
  2192. [no parameters - this module ensures the object acts as a destination for collection of supplies]
  2193. End
  2194.  
  2195.  
  2196. SupplyCenterDockUpdate
  2197. [This modules requires the "SUPPLY_SOURCE" KindOf defined in order to properly work]
  2198. NumberApproachPositions = [integer]
  2199. AllowsPassthrough = [Yes/No]
  2200. GrantTemporaryStealth = [interger]
  2201. End
  2202.  
  2203.  
  2204. SupplyCenterProductionExitUpdate
  2205. [This modules requires the "SUPPLY_SOURCE" KindOf defined in order to properly work]
  2206. [logic requires NaturalRallyPoint x: co-ordinate to match the object GeometryMajorRadius!]
  2207. UnitCreatePoint = [x: y: z:]
  2208. NaturalRallyPoint = [x: y: z:]
  2209. GrantTemporaryStealth = [interger/millisec] [Give temporary stealth to the harvester whenever created. Loses it when player order given.]
  2210. End
  2211.  
  2212.  
  2213. SupplyTruckAIUpdate
  2214. [This requires the object to have KindOf = HARVESTER]
  2215. MaxBoxes = [integer]
  2216. SupplyCenterActionDelay = [integer]
  2217. SupplyWarehouseActionDelay = [integer]
  2218. SupplyWarehouseScanDistance = [integer]
  2219. SuppliesDepletedVoice = [sound name from Voice.INI]
  2220. AutoAcquireEnemiesWhenIdle = [Yes/No][NOTWHILEATTACKING/ATTACK_BUILDINGS/STEALTHED]
  2221. MoodAttackCheckRate = [integer, milliseconds, default is 2000]
  2222. ForbidPlayerCommands = [Yes/No]
  2223. TurretsLinked =[Yes/No]
  2224. Turret
  2225. TurretTurnRate = [integer]
  2226. TurretPitchRate = [integer]
  2227. NaturalTurretAngle = [integer]
  2228. NaturalTurretPitch = [integer]
  2229. FirePitch = [integer]
  2230. MinPhysicalPitch = [integer, defalt 0 = horizontal]
  2231. GroundUnitPitch = [integer, default 0 = horizontal]
  2232. TurretFireAngleSweep = [weaponslot][integer]
  2233. TurretSweepSpeedModifier = [weaponslot real number]
  2234. ControlledWeaponSlots = [weaponslots]
  2235. AllowsPitch = [Yes/No]
  2236. MinIdleScanAngle = [real number]
  2237. MaxIdleScanAngle = [real number]
  2238. MinIdleScanInterval = [integer, milliseconds]
  2239. MaxIdleScanInterval = [integer, milliseconds]
  2240. RecenterTime = [integer,milliseconds]
  2241. FiresWhileTurning = [Yes/No]
  2242. InitiallyDisabled = [Yes/No]
  2243. End
  2244. AltTurret
  2245. [as above]
  2246. End
  2247. End
  2248.  
  2249.  
  2250. SupplyWarehouseCreate
  2251. [no parameters - this module ensures the object acts as a source for collection of supplies]
  2252. End
  2253.  
  2254.  
  2255. SupplyWarehouseCripplingBehavior
  2256. [This modules requires the "SUPPLY_SOURCE" KindOf defined in order to properly work, Forces object to dynamically restore itself - module is triggered when object is REALLYDAMAGED or at 30% of MaxHealth]
  2257. SelfHealingSupression = [integer, milliseconds] [Time since last damage until I can start to heal]
  2258. SelfHealDelay = [integer, milliseconds] [Once I am okay to heal, how often to do so]
  2259. SelfHealAmount = [integer] [And how much to restore my health points]
  2260. End
  2261.  
  2262. SupplyWarehouseDockUpdate
  2263. [This modules requires the "SUPPLY_SOURCE" KindOf defined in order to properly work]
  2264. NumberApproachPositions = [integer] [If set, Use DockWaitingN, DockEndN, DockActionN and DockStartN bones, where N should correspond to NumberApproachPositions]
  2265. [If -1 is set, anyone can approch this without using any docking bones]
  2266. AllowPassthrough = [Yes/No] [Should we allow harvesters to go thru?]
  2267. StartingBoxes = [integer] [Even if you use a script to set the cash value, this will determine graphically what "full" is]
  2268. DeleteWhenEmpty = [Yes/No] [Delete Supply Resource if depleted]
  2269. End
  2270.  
  2271. SwayClientUpdate
  2272. [no parameters, this module is a ClientUpdate not a Behavior and allows object to sway if enabled in GameData.INI or allowed by LOD/map specific settings]
  2273. End
  2274.  
  2275. TechBuildingBehavior
  2276. [Objects with TECH_BUILDING Kindof requires this module]
  2277. PulseFX = [entry from FXList.INI]
  2278. PulseFXRate = [integer, milliseconds]
  2279. End
  2280.  
  2281. TensileFormationUpdate
  2282. [allows object to share dynamic formation - if not enabled then damage to this object will affect all nearby objects that have this module, otherwise damage only affects this object]
  2283. Enabled = [Yes/No]
  2284. CrackSound = [entry from SoundEffects.INI]
  2285. End
  2286.  
  2287. ToppleUpdate
  2288. ToppleFX = [entry from FXList.INI]
  2289. BounceFX = [entry from FXList.INI]
  2290. StumpName = [object name]
  2291. KillWhenStartToppling = [Yes/No]
  2292. KillWhenFinishedToppling = [yes/no]
  2293. KillStumpWhenToppled = [Yes/No]
  2294. ToppleLeftOrRightOnly = [Yes/No]
  2295. ReorientToppledRubble = [Yes/No]
  2296. InitialVelocityPercent = [percent, default is 1%]
  2297. InitialAccelPercent = [percent,default is 1%]
  2298. BounceVelocityPercent = [percent, default is 30%]
  2299. End
  2300.  
  2301. TransitionDamageFX
  2302. [N takes numbers from 1-12]
  2303. DamagedFXListN = [Loc:{x: y: z:} FXList:{entry from FXList.INI}]
  2304. DamagedParticleSystemN = [bone:{name} RandomBone:{Yes/No} PSys:{entry from ParticleSystem.INI}]
  2305. DamagedOCLN = [Loc:{x: y: z:} OCL:{entry from ObjectCreationList.INI}]
  2306.  
  2307. ReallyDamagedFXListN = [Loc:{x: y: z:} FXList:{entry from FXList.INI}]
  2308. ReallyDamagedOCLN = [Loc:{x: y: z:} OCL:{entry from ObjectCreationList.INI}]
  2309. ReallyDamagedParticleSystemN = [bone:{name} RandomBone:{Yes/No} PSys:{entry from ParticleSystem.INI}]
  2310.  
  2311. RubbleFXListN = [Loc:{x: y: z:} FXList:{entry from FXList.INI}]
  2312. RubbleOCLN = [Loc:{x: y: z:} OCL:{entry from ObjectCreationList.INI}]
  2313. RubbleParticleSystemN = [bone:{name} RandomBone:{Yes/No} PSys:{entry from ParticleSystem.INI}]
  2314. End
  2315.  
  2316.  
  2317. TransportAIUpdate
  2318. [used on TRANSPORT KindOfs that contain other objects - see AIUpdateInterface Module for all associated parameters]
  2319. End
  2320.  
  2321.  
  2322. TransportContain
  2323. [module requires ExitStartN and ExitEndN bones defined unless over-ridden by ExitBone definition and allows the use of SoundEnter And SoundExit UnitSpecificSounds ]
  2324. Slots = [integer]
  2325. DamagePercentToUnits = [percentage]
  2326. AllowInsideKindOf = [KindOf listing]
  2327. ForbidInsideKindOf = [KindOf listing]
  2328. AllowAlliesInside = [Yes/No]
  2329. AllowNeutralInside = [Yes/No]
  2330. AllowEnemiesInside = [Yes/No]
  2331. ExitDelay = [integer, milliseconds]
  2332. NumberOfExitPaths = [integer, should corrospond to N]
  2333. GoAggressiveOnExit = [Yes/No]
  2334. ScatterNearbyOnExit = [Yes/No]
  2335. OrientLikeContainerOnExit = [Yes/No]
  2336. KeepContainerVelocityOnExit = [Yes/No]
  2337. BurnedDeathToUnits = [Yes/No]
  2338. ExitPitchRate = [integer]
  2339. ExitBone = [bone name]
  2340. DoorOpenTime = [integer, milliseconds]
  2341. HealthRegen%PerSec = [percentage]
  2342. DestroyRidersWhoAreNotFreeToExit = [Yes/No]
  2343. ResetMoodCheckTimeOnExit = [Yes/No]
  2344. InitialPayload = [object name integer, multiple statements can be used]
  2345. ArmedRidersUpgradeMyWeaponSet = [Yes/No]
  2346. DelayExitInAir = [Yes/No]
  2347. EnterSound = [entry from SoundEffects.INI] ;SoundEnter Override
  2348. ExitSound = [entry from SoundEffects.INI] ;SoundExit Override
  2349. WeaponBonusPassedToPassengers = [Yes/No]
  2350. ShouldDrawPips = [Yes/No]
  2351. End
  2352.  
  2353. TunnelContain
  2354. [tunnel contain limit is special case global logic defined by MaxTunnelCapacity in GameData.INI and allows the use of SoundEnter And SoundExit]
  2355. TimeForFullHeal = [integer, milliseconds]
  2356. AllowAlliesInside = [Yes/No]
  2357. AllowNeutralInside = [Yes/No]
  2358. AllowEnemiesInside = [Yes/No]
  2359. End
  2360.  
  2361. UndeadBody
  2362. [Body module that treats the first death as a state change, Triggers the Use of SECOND_LIFE ConditionState/ArmorSet and allows the use of the BattleBusSlowDeathBehavior module]
  2363. MaxHealth = [integer]
  2364. InitialHealth = [integer]
  2365. SecondLifeMaxHealth =[integer]
  2366. SubdualDamageCap = [integer]
  2367. SubdualDamageHealRate = [integer]
  2368. SubdualDamageHealAmount = [integer]
  2369. End
  2370.  
  2371. UnitCrateCollide
  2372. UnitCount = [integer]
  2373. UnitName = [object name]
  2374. ForbiddenKindOf = [KindOf]
  2375. HumanOnly = [Yes/No]
  2376. BuildingPickup = [Yes/No]
  2377. PickupScience = [entry from Science.INI]
  2378. ForbidOwnerPlayer = [Yes/No]
  2379. ExecuteFX = [entry from FXList.INI]
  2380. ExecuteAnimation = [entry from Animation2D.INI]
  2381. ExecuteAnimationTime = [real number, seconds]
  2382. ExecuteAnimationZRise = [integer, units per second to rise]
  2383. ExecuteAnimationFades = [Yes/No]
  2384. End
  2385.  
  2386. UnpauseSpecialPowerUpgrade
  2387. TriggeredBy = [entry(s) from Upgrade.INI]
  2388. FXListUpgrade = [entry from FXList.INI]
  2389. ConflictsWith = [entry(s) from Upgrade.INI]
  2390. RequiresAllTriggers = [Yes/No]
  2391. SpecialPowerTemplate = [entry from SpecialPower.INI]
  2392. End
  2393.  
  2394. UpgradeDie
  2395. [This frees the object based upgrade for the producer object]
  2396. [NOTE: the Module tag name and Upgrade Name you will define in the "UpgradeToRemove" tag should be the exact upgrade name or your game will crash]
  2397. DeathTypes = [DeathTypes listing]
  2398. UpgradeToRemove = [entry from Upgrade.INI moduletag name,
  2399. RequiredStatus = [StatusBits type]
  2400. ExemptStatus = [StatusBits type]
  2401. End
  2402.  
  2403. VeterancyGainCreate
  2404. StartingLevel = [Veterancy Level List]
  2405. ScienceRequired = [entry from Science.INI]
  2406. End
  2407.  
  2408. VeterancyCrateCollide
  2409. EffectRange = [real number, 0 range affects only the object that collides with this]
  2410. RequiredKindOf = [KindOf]
  2411. ForbiddenKindOf = [KindOf]
  2412. AddsOwnerVeterancy = [Yes/No]
  2413. IsPilot = [Yes/No]
  2414. HumanOnly = [Yes/No]
  2415. BuildingPickup = [Yes/No]
  2416. PickupScience = [entry from Science.INI]
  2417. ForbidOwnerPlayer = [Yes/No]
  2418. ExecuteFX = [entry from FXList.INI]
  2419. ExecuteAnimation = [entry from Animation2D.INI]
  2420. ExecuteAnimationTime = [real number, seconds]
  2421. ExecuteAnimationZRise = [integer, units per second to rise]
  2422. ExecuteAnimationFades = [Yes/No]
  2423. End
  2424.  
  2425. WanderAIUpdate
  2426. [no parameters - this module allows this object to move randomly about its point of origin using a SET_WANDER locomotor]
  2427. End
  2428.  
  2429. WaveGuideUpdate
  2430. [module is hardcoded to use the following particle system definitions: WaveSpray03, WaveSpray02, WaveSpray01, WaveSplashRight01, WaveSplashLeft01, WaveHit01, WaveSplash01 and also uses the WaterWaveBridge object definition as a template when it collides with a bridge- Requires a WAVEGUIDE KindOf]
  2431. WaveDelay = [integer, milliseconds]
  2432. YSize = [real number]
  2433. LinearWaveSpacing = [real number]
  2434. WaveBendMagnitude = [real number]
  2435. WaterVelocity = [real number]
  2436. PreferredHeight = [real number]
  2437. ShorelineEffectDistance = [real number]
  2438. DamageRadius = [real number]
  2439. DamageAmount = [integer]
  2440. ToppleForce = [real number]
  2441. RandomSplashSound = [entry from SoundEffects.INI]
  2442. RandomSplashSoundFrequency = [integer]
  2443. BridgeParticle = [entry from ParticleSystem.INI]
  2444. BridgeParticleAngleFudge = [floating point number]
  2445. LoopingSound = [entry from SoundEffects.INI]
  2446. End
  2447.  
  2448. WeaponBonusUpgrade
  2449. [Triggers use of WeaponBonus = parameter on this objects weapons]
  2450. TriggeredBy = [entry(s) from Upgrade.INI]
  2451. FXListUpgrade = [entry from FXList.INI]
  2452. ConflictsWith = [entry(s) from Upgrade.INI]
  2453. RequiresAllTriggers = [Yes/No]
  2454. End
  2455.  
  2456. WeaponBonusUpdate
  2457. [Temporarily Triggers use of a certain WeaponBonus found in Gamedata.ini]
  2458. RequiredAffectKindOf = [Kindof] ; what kindof we allow so it will get affected by the "temp" weapon bonus?
  2459. ForbiddenAffectKindOf = [Kindof] ; what kindof we forbid so it will not get affected by the "temp" weapon bonus?
  2460. BonusDuration = [milliseconds] ; How long effect lasts,ms
  2461. BonusDelay = [integer] ; How often to pulse (short lifetime will trump, of course)
  2462. BonusRange = [integer] ; Keep in line with radius cursor size in special power template
  2463. BonusConditionType = [Weapon Bonus List] ; And which bonus to give
  2464. End
  2465.  
  2466. WeaponSetUpgrade
  2467. [Triggers use of PLAYER_UPGRADE WeaponSet on this object and Allows the use of WeaponUpgradeSound within UnitSpecificSounds section of the object and Allows the use of the WEAPONSET_PLAYER_UPGRADE ConditionState]
  2468. TriggeredBy = [entry(s) from Upgrade.INI]
  2469. FXListUpgrade = [entry from FXList.INI]
  2470. ConflictsWith = [entry(s) from Upgrade.INI]
  2471. RequiresAllTriggers = [Yes/No]
  2472. End
  2473.  
  2474. WorkerAIUpdate
  2475. [this module allows the use of VoiceRepair and VoiceBuildResponse and VoiceSupply and VoiceNoBuild and VoiceTaskComplete within UnitSpecificSounds section of the object -Requires Kindof = DOZER HARVESTER]
  2476. RepairHealthPercentPerSecond = [percent]
  2477. BoredTime = [integer, milliseconds]
  2478. BoredRange = [integer]
  2479. MaxBoxes = [integer]
  2480. AutoAcquireEnemiesWhenIdle = [Yes/No]
  2481. UpgradedSupplyBoost = [integer]
  2482. SupplyCenterActionDelay = [integer]
  2483. SupplyWarehouseActionDelay = [integer]
  2484. SupplyWarehouseScanDistance = [integer]
  2485. SuppliesDepletedVoice = [sound name from Voice.INI]
  2486. End
  2487.  
  2488. W3D Draw Modules:
  2489. NOTE: Draw modules should ALWAYS Be on the beginning of the object code in order to appear properly in Worldbuilder and/or ingame]
  2490.  
  2491. W3DDebrisDraw
  2492. [no parameters - special case draw module used by ObjectCreationList.INI when using the CreateDebris code which defaults to calling the GenericDebris object definition as a template for each debris object generated]
  2493. End
  2494.  
  2495. W3DDefaultDraw
  2496. [no parameters - all world objects should use a draw module, this module is employed where an object should never actually be drawn due either to the nature or type of the object or because its drawing is handled by other logic, e.g. bridges]
  2497. End
  2498.  
  2499. W3DDependencyModelDraw
  2500. [special case draw module which is interdependent with the W3DOverlordTankDraw and the W3DOverlordAirCraftDraw and the W3DOverlordTruckDraw module(s)]
  2501. [see W3DModelDraw module for associated parameters]
  2502. AttachToBoneInContainer = [bone name from object in W3DOverlordTankDraw module]
  2503. End
  2504.  
  2505. W3DModelDraw
  2506. DefaultConditionState [OR, ConditionState = NONE]
  2507. Model = [W3D model filename]
  2508.  
  2509. [Weapon Bone Settings]
  2510. WeaponRecoilBone = [Weapon Slot list,bone name, multiple statements can be used]
  2511. WeaponFireFXBone = [Weapon Slot list, bone name, multiple statements can be used]
  2512. WeaponMuzzleFlash = [Weapon Slot list, bone name, multiple statements can be used]
  2513. WeaponLaunchBone = [Weapon Slot list, bone name, multiple statements can be used]
  2514. WeaponHideShowBone = [Weapon Slot list, bone name]
  2515.  
  2516. [Model Animation Settings]
  2517. Animation = [model animation name, interger, interger , multiple statements can be used]
  2518. AnimationMode = [Animation Mode Types]
  2519. AnimationSpeedFactorRange = [interger, interger]
  2520. IdleAnimation = [model animation name, interger, interger] [multiple statements can be used]
  2521. TransitionKey = [TransitionKey name]
  2522. Flags = [AnimationFlag types list]
  2523. WaitForStateToFinishIfPossible = [transition state]
  2524.  
  2525. [Turret Settings]
  2526. Turret = [sub object name]
  2527. TurretArtAngle = [integer]
  2528. TurretPitch = [integer]
  2529. TurretArtPitch = [integer]
  2530. AltTurret = [sub object name]
  2531. AltTurretArtAngle = [integer]
  2532. AltTurretArtPitch = [integer]
  2533. AltTurretPitch = [integer]
  2534.  
  2535. [Misc Settings]
  2536. ShowSubObject = [sub object name(s)]
  2537. HideSubObject = [sub object name(s)]
  2538. ParticleSysBone = [Bone name Entry from ParticleSystem.INI, multiple statements can be used]
  2539.  
  2540. End
  2541. ConditionState = [ConditionState name, multiple statements can be made]
  2542. [as above]
  2543. End
  2544. AliasConditionState = [ConditionState, multiple statements can be made]
  2545.  
  2546. TransitionState = [FromTransitionKey name ToTransitionKeyName, viceversa]
  2547. [as above]
  2548. End
  2549.  
  2550. [Misc Settings]
  2551. AnimationsRequirePower = [Yes/No] [Does our animation needs power in order to work?]
  2552. MinLODRequired = [LOD listing] [Whats the minimum Level of Detail required before we show up ingame]
  2553. OkToChangeModelColor = [Yes/no] [Set to yes in order for housecolour's to work]
  2554. ReceivesDynamicLights = [Yes/no] [If Yes, Give the model some extra lighting]
  2555. ParticlesAttachedToAnimatedBones = [Yes/No] [works like "AnimatedParticleSysBoneClientUpdate" module]
  2556. IgnoreConditionStates = [Condition State Names][What model condition states should we ignore. Multiple ConditionState names can be defined]
  2557. ExtraPublicBone = [bone name] [ multiple entries can be used for additional bones to expose to logic]
  2558. ProjectileBoneFeedbackEnabledSlots = [Weapon Slot list]
  2559. TrackMarks = [texture filename with file extension]
  2560. AttachToBoneInAnotherModule = [bone name]
  2561.  
  2562. [Controls how fast and deep the barrel recoils]
  2563. InitialRecoilSpeed = [integer]
  2564. MaxRecoilDistance = [integer]
  2565. RecoilDamping = [integer]
  2566. RecoilSettleSpeed = [integer]
  2567. End
  2568.  
  2569. W3DOverlordTankDraw
  2570. [special case draw module which is interdependent with the W3DDependencyModelDraw module - allows other objects to be attached to this object through use of AttachToBoneInContainer logic]
  2571. [see W3DModelDraw module for associated parameters]
  2572.  
  2573. [Controls how fast the treads will move or stop]
  2574. TreadDriveSpeedFraction = [real number]
  2575. TreadPivotSpeedFraction = [real number]
  2576. TreadAnimationRate = [real number]
  2577. TreadDebrisLeft = [Entry From ParticleSystem.ini]
  2578. TreadDebrisRight = [Entry From ParticleSystem.ini]
  2579.  
  2580. [Controls how fast and deep the barrel recoils]
  2581. InitialRecoilSpeed = [integer]
  2582. MaxRecoilDistance = [integer]
  2583. RecoilDamping = [integer]
  2584. RecoilSettleSpeed = [integer]
  2585. End
  2586.  
  2587. W3DOverlordAircraftDraw
  2588. [special case draw module which is interdependent with the W3DDependencyModelDraw module - allows other objects to be attached to this object through use of AttachToBoneInContainer logic]
  2589. [see W3DModelDraw module for associated parameters]
  2590. End
  2591.  
  2592. W3DOverlordTruckDraw
  2593. [special case draw module which is interdependent with the W3DDependencyModelDraw module - allows other objects to be attached to this object through use of AttachToBoneInContainer logic]
  2594. [see W3DModelDraw and W3DTruckDraw module for associated parameters]
  2595. End
  2596.  
  2597. W3DLaserDraw
  2598. [this module is interdependent with the LaserUpdate module and requires the object to have KindOf = INERT IMMOBILE]
  2599. Texture = [texture filename with file extension, defaults to EXLaser.tga]
  2600. NumBeams = [integer] [Number of overlapping cylinders that make the beam. 1 beam will just use inner data]
  2601. InnerBeamWidth = [real number][The total width of the inner beam]
  2602. OuterBeamWidth = [real number][The total width of the outer beam]
  2603. InnerColor = [r: g: b: a:][The inside color of the laser (hot)]
  2604. OuterColor = [r: g: b: a:][The outside color of the laser (cool)]
  2605. MaxIntensityLifetime = [milliseconds] [Laser stays at max intensity for specified time in ms]
  2606. FadeLifetime = [milliseconds] [How long will the Laser last before it fades out and delete itself]
  2607. Tile = [Yes/No] [The height of the texture will determine how many times to tile the texture to fit without scaling]
  2608. Segments = [integer] [Number of segments -- more segments give smoother curve (but more joints) Current max: 20]
  2609. SegmentOverlapRatio = [real number][This value overlaps(+) or separates(-) the segments by ratio]
  2610. ArcHeight = [real number][The height of the arc]
  2611. TilingScalar = [real number][Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)]
  2612. End
  2613.  
  2614.  
  2615. W3DPoliceCarDraw
  2616. [This module allows for the use of the FRONTCRUSHED and BACKCRUSHED ConditionStates with this object]
  2617. [And this modules allows the object to cast a ambient light around itself]
  2618. [see W3DModelDraw module for associated parameters]
  2619. End
  2620.  
  2621. W3DTreeDraw
  2622. [The W3DTreeDraw handles normal drawing and sway, and knock over behavior.
  2623. Normally this happens in the W3DTreeBuffer, and there is no corresponding drawable or
  2624. object. Required to have KindOf OPTIMIZED_TREE]
  2625.  
  2626. [Note:
  2627. Objects with this Module will not properly appear in WorldBuilder if your Texture is not in Art/Terrain folder and your model in Art/W3D Folder
  2628. The texture should be in targa (.tga) format in order for it to work.]
  2629.  
  2630. ModelName = [Model Name]
  2631. TextureName = [Models texture name with file extension]
  2632. MinimumToppleSpeed = [percent, default is 1%]
  2633. DarkeningFactor = [milliseconds]
  2634. MoveInwardTime = [milliseconds]
  2635. MoveOutwardTime = [milliseconds]
  2636. MoveOutwardDistanceFactor = [real number]
  2637. DoTopple = [yes/no]
  2638. DoShadow = [yes/no]
  2639. ToppleFX = [Entry From FXList.ini]
  2640. BounceFX = [Entry From FXList.ini]
  2641. KillWhenFinishedToppling = [yes/no]
  2642. SinkDistance = [real number]
  2643. SinkTime = [milliseconds]
  2644. End
  2645.  
  2646. W3DPropDraw
  2647. [When used, it will not interact to the game world and will just act as a none interacting prop with no shadow. can be cleared by building ontop.
  2648. Requires PROP KindOf]
  2649. [Note: Objects with this Module will not properly appear in WorldBuilder since there's a bug EA apparently left]
  2650. ModelName = [Model Name]
  2651. End
  2652.  
  2653. W3DProjectileStreamDraw
  2654. [requires object to have KindOf = INERT]
  2655. Texture = [texture filename with file extension]
  2656. Width = [real number]
  2657. TileFactor = [integer]
  2658. ScrollRate = [real number]
  2659. MaxSegments = [integer]
  2660. End
  2661.  
  2662. W3DRopeDraw
  2663. [no parameters - this module requires the object to be KindOf = DRAWABLE_ONLY]
  2664. End
  2665.  
  2666.  
  2667. W3DScienceModelDraw
  2668. [special case draw module that allows object to be seen only by players who have the RequiredScience]
  2669. [see W3DModelDraw module for associated parameters]
  2670. RequiredScience = [entry from Science.INI]
  2671. End
  2672.  
  2673.  
  2674. W3DSupplyDraw
  2675. [this module is interdependant with the SupplyWarehouseDockUpdate module and together the two modules will automatically show and hide a percentage of the bones on the object that have the SupplyBonePrefix]
  2676. [see W3DModelDraw module for associated parameters]
  2677. SupplyBonePrefix = [bone name]
  2678. End
  2679.  
  2680.  
  2681. W3DTankDraw
  2682. [Default Draw used by Tanks. The module is hardcoded to call for the TrackDebrisDirtRight and TrackDebrisDirtLeft particle system definitions]
  2683. see W3DModelDraw module for associated parameters]
  2684.  
  2685. [Controls how fast the treads will move or stop]
  2686. TreadDriveSpeedFraction = [real number]
  2687. TreadPivotSpeedFraction = [real number]
  2688. TreadAnimationRate = [real number]
  2689.  
  2690. [NOTE: This doesnt properly work with the "W3DTankTruckDraw" Draw module]
  2691. TreadDebrisLeft = [Entry From ParticleSystem.ini]
  2692. TreadDebrisRight = [Entry From ParticleSystem.ini]
  2693.  
  2694. [Controls how fast and deep the barrel recoils]
  2695. InitialRecoilSpeed = [integer]
  2696. MaxRecoilDistance = [integer]
  2697. RecoilDamping = [integer]
  2698. RecoilSettleSpeed = [integer]
  2699. End
  2700.  
  2701.  
  2702. W3DTankTruckDraw
  2703. [special case module that allows parameters from W3DTankDraw and W3DTruckDraw to be used - effectively this is a module that combines the other two]
  2704. [This can be useful for half track type units]
  2705. [see W3DModelDraw module for associated parameters]
  2706.  
  2707. [Controls how fast the treads will move or stop]
  2708. TreadDriveSpeedFraction = [real number]
  2709. TreadPivotSpeedFraction = [real number]
  2710. TreadAnimationRate = [real number]
  2711.  
  2712. [Controls how fast and deep the barrel recoils]
  2713. InitialRecoilSpeed = [integer]
  2714. MaxRecoilDistance = [integer]
  2715. RecoilDamping = [integer]
  2716. RecoilSettleSpeed = [integer]
  2717.  
  2718. [Controls the attached "cab" model on the vehicle]
  2719. RotationDamping = [real number]
  2720. TrailerRotationMultiplier = [real number]]
  2721. TrailerBone = [bone name]
  2722. CabRotationMultiplier = [real number]
  2723. CabBone = [bone name]
  2724.  
  2725. [Wheels setup]
  2726. PowerslideRotationAddition = [real number]
  2727. TireRotationMultiplier = [real number]
  2728. MidRightMidTireBone = [bone name]
  2729. MidLeftMidTireBone = [bone name]
  2730. MidRightRearTireBone = [bone name]
  2731. MidLeftRearTireBone = [bone name]
  2732. MidRightFrontTireBone = [bone name]
  2733. MidLeftFrontTireBone = [bone name]
  2734. RightRearTireBone = [bone name]
  2735. LeftRearTireBone = [bone name]
  2736. RightFrontTireBone = [bone name]
  2737. LeftFrontTireBone = [bone name]
  2738.  
  2739. [Dust Spray setup]
  2740. PowerslideSpray = [entry from ParticleSystem.INI]
  2741. DirtSpray = [entry from ParticleSystem.INI]
  2742. Dust = [entry from ParticleSystem.INI]
  2743. End
  2744.  
  2745.  
  2746. W3DTracerDraw
  2747. [no parameters - this module requires object to be KindOf = DRAWABLE_ONLY]
  2748. End
  2749.  
  2750.  
  2751. W3DTruckDraw
  2752. [module is hardcoded to call for the TreadDebrisRight and TreadDebrisLeft (unless overriden) particle system definitions
  2753. and allows use of TruckPowerslideSound and TruckLandingSound within the UnitSpecificSounds section of the object
  2754. - this module also includes automatic logic for showing and hiding of HEADLIGHT bones in and out of the NIGHT ConditionState]
  2755. [see W3DModelDraw module for associated parameters]
  2756.  
  2757. [Controls the attached "cab" model on the vehicle]
  2758. RotationDamping = [real number]
  2759. TrailerRotationMultiplier = [real number]]
  2760. TrailerBone = [bone name]
  2761. CabRotationMultiplier = [real number]
  2762. CabBone = [bone name]
  2763.  
  2764. [Wheels setup]
  2765. PowerslideRotationAddition = [real number]
  2766. TireRotationMultiplier = [real number]
  2767. MidRightMidTireBone = [bone name]
  2768. MidLeftMidTireBone = [bone name]
  2769. MidRightRearTireBone = [bone name]
  2770. MidLeftRearTireBone = [bone name]
  2771. MidRightFrontTireBone = [bone name]
  2772. MidLeftFrontTireBone = [bone name]
  2773. RightRearTireBone = [bone name]
  2774. LeftRearTireBone = [bone name]
  2775. RightFrontTireBone = [bone name]
  2776. LeftFrontTireBone = [bone name]
  2777.  
  2778. [Dust Spray setup]
  2779. PowerslideSpray = [entry from ParticleSystem.INI]
  2780. DirtSpray = [entry from ParticleSystem.INI]
  2781. Dust = [entry from ParticleSystem.INI]
  2782. End
  2783.  
  2784. Appendices:
  2785.  
  2786. Change Type List:
  2787. PRESERVE_RATIO
  2788. ADD_CURRENT_HEALTH_TOO
  2789. SAME_CURRENTHEALTH
  2790.  
  2791. LOD listing:
  2792. LOW
  2793. MEDIUM
  2794. HIGH
  2795.  
  2796. Veterancy Level List:
  2797. REGULAR
  2798. VETERAN
  2799. ELITE
  2800. HEROIC
  2801.  
  2802. Weapon Slot List:
  2803. PRIMARY
  2804. SECONDARY
  2805. TERTIARY
  2806.  
  2807. ObjectConditionTypes:
  2808. RIDERS_ATTACKING
  2809. TAKING_DAMAGE
  2810. NO_BLACK_MARKET
  2811. FIRING_TERTIARY
  2812. FIRING_SECONDARY
  2813. FIRING_PRIMARY
  2814. MOVING
  2815. ATTACKING
  2816.  
  2817. WeaponSetCondition Types:
  2818. PLAYER_UPGRADE
  2819. MINE_CLEARING_DETAIL
  2820. CARBOMB
  2821. VEHICLE_HIJACK
  2822. CRATEUPGRADE_ONE
  2823. CRATEUPGRADE_TWO
  2824. WEAPON_RIDER1
  2825. WEAPON_RIDER2
  2826. WEAPON_RIDER3
  2827. WEAPON_RIDER4
  2828. WEAPON_RIDER5
  2829. WEAPON_RIDER6
  2830. WEAPON_RIDER7
  2831. WEAPON_RIDER8
  2832.  
  2833. VETERAN [This can trigger the WEAPONSET_VETERAN model state]
  2834. ELITE [this can trigger the WEAPONSET_ELITE mode state]
  2835. HERO [this can trigger the WEAPONSET_HERO mode state]
  2836.  
  2837. AutoChooseSources Types:
  2838. FROM_DOZER
  2839. FROM_AI
  2840. FROM_SCRIPT
  2841. FROM_PLAYER
  2842. DEFAULT_SWITCH_WEAPON
  2843.  
  2844. ArmorSetCondition Types:
  2845. PLAYER_UPGRADE
  2846. CRATEUPGRADE_ONE
  2847. CRATEUPGRADE_TWO
  2848. SECOND_LIFE ;requires the undeadbody module.
  2849. VETERAN
  2850. ELITE
  2851. HERO
  2852.  
  2853. Disabled Types:
  2854. DISABLED_SCRIPT_UNDERPOWERED
  2855. DISABLED_SCRIPT_DISABLED
  2856. DISABLED_FREEFALL
  2857. DISABLED_UNDERPOWERED
  2858. DISABLED_UNMANNED
  2859. DISABLED_PARALYZED
  2860. DISABLED_HELD
  2861. DISABLED_EMP
  2862. DISABLED_HACKED
  2863. DISABLED_BRAINWASHED
  2864. DISABLED_SUBDUED
  2865. DISABLED_AWESTRUCK
  2866. DISABLED_HELD
  2867. DEFAULT
  2868.  
  2869.  
  2870. StatusBitTypes:
  2871. KILLING_SELF
  2872. DISGUISED
  2873. BOOBY_TRAPPED
  2874. FAERIE_FIRE
  2875. STATUS_RIDER8
  2876. STATUS_RIDER7
  2877. STATUS_RIDER6
  2878. STATUS_RIDER5
  2879. STATUS_RIDER4
  2880. STATUS_RIDER3
  2881. STATUS_RIDER2
  2882. STATUS_RIDER1
  2883. DECK_HEIGHT_OFFSET
  2884. IGNORING_STEALTH
  2885. NO_ATTACK_FROM_AI
  2886. USING_ABILITY
  2887. MASKED
  2888. RECONSTRUCTING
  2889. UNDERGOING_REPAIR
  2890. SOLD
  2891. TOPPLED
  2892. CAN_STEALTH
  2893. DETECTED
  2894. STEALTHED
  2895. IS_AIMING_WEAPON
  2896. IS_BRAKING
  2897. IS_CARBOMB
  2898. IS_FIRING_WEAPON
  2899. WET
  2900. AFLAME
  2901. HIJACKED
  2902. REPULSOR
  2903. PARACHUTING
  2904. AIRBORNE_TARGET
  2905. NO_ATTACK
  2906. NO_COLLISIONS
  2907. UNSELECTABLE
  2908. UNDER_CONSTRUCTION
  2909. CAN_ATTACK
  2910. DESTROYED
  2911. REASSIGN_PARKING
  2912. DEPLOYED
  2913.  
  2914. LocomotorSetTypes:
  2915. SET_NORMAL
  2916. SET_SUPERSONIC
  2917. SET_SLUGGISH
  2918. SET_TAXIING
  2919. SET_PANIC
  2920. SET_WANDER
  2921. SET_FREEFALL
  2922. SET_NORMAL_UPGRADED
  2923.  
  2924. DamageTypes:
  2925. DEFAULT ;this sets the level for all nonspecified damage types in armor.
  2926. EXPLOSION
  2927. CRUSH
  2928. ARMOR_PIERCING
  2929. SMALL_ARMS
  2930. GATTLING
  2931. RADIATION
  2932. FLAME
  2933. LASER
  2934. SNIPER
  2935. POISON
  2936. HEALING
  2937. UNRESISTABLE
  2938. WATER
  2939. DEPLOY
  2940. SURRENDER
  2941. HACK
  2942. KILL_PILOT
  2943. PENALTY
  2944. KILL_GARRISONED
  2945. FALLING
  2946. MELEE
  2947. DISARM
  2948. HAZARD_CLEANUP
  2949. PARTICLE_BEAM
  2950. TOPPLING
  2951. INFANTRY_MISSILE
  2952. AURORA_BOMB
  2953. LAND_MINE
  2954. JET_MISSILES
  2955. STEALTHJET_MISSILES
  2956. MOLOTOV_COCKTAIL
  2957. COMANCHE_VULCAN
  2958. MICROWAVE
  2959. STATUS
  2960. SUBDUAL_BUILDING
  2961. SUBDUAL_VEHICLE
  2962. SUBDUAL_MISSILE
  2963. SUBDUAL_UNRESISTABLE
  2964.  
  2965. DeathTypes:
  2966. ALL
  2967. NORMAL
  2968. CRUSHED
  2969. BURNED
  2970. EXPLODED
  2971. POISONED
  2972. TOPPLED
  2973. FLOODED
  2974. SUICIDED
  2975. LASERED
  2976. DETONATED
  2977. SPLATTED
  2978. POISONED
  2979. POISONED_BETA
  2980. POISONED_GAMMA
  2981. EXTRA_2
  2982. EXTRA_3
  2983. EXTRA_4
  2984. EXTRA_5
  2985. EXTRA_6
  2986. EXTRA_7
  2987. EXTRA_8
  2988.  
  2989. ShadowStyleTypes:
  2990. SHADOW_DECAL
  2991. SHADOW_VOLUME
  2992. SHADOW_PROJECTION
  2993. SHADOW_DYNAMIC_PROJECTION
  2994. SHADOW_DIRECTIONAL_PROJECTION
  2995. SHADOW_ALPHA_DECAL
  2996. SHADOW_ADDITIVE_DECAL
  2997.  
  2998. OCLCreationPointTypes:
  2999. CREATE_AT_EDGE_FARTHEST_FROM_TARGET
  3000. CREATE_AT_EDGE_FARTHEST_FROM_SOURCE
  3001. CREATE_ABOVE_LOCATION
  3002. USE_OWNER_OBJECT
  3003. CREATE_AT_LOCATION
  3004. CREATE_AT_EDGE_NEAR_TARGET
  3005. CREATE_AT_EDGE_NEAR_SOURCE
  3006. CREATE_OBJECT
  3007.  
  3008. ConditionStateTypes:
  3009. USER_1
  3010. USER_2
  3011. WEAK_VERSUS_BASEDEFENSES
  3012. JAMMED
  3013. ATTACKING
  3014. ARMORSET_CRATEUPGRADE_TWO
  3015. ARMORSET_CRATEUPGRADE_ONE
  3016. PREORDER
  3017. USING_WEAPON_A
  3018. USING_WEAPON_B
  3019. USING_WEAPON_C
  3020. STUNNED
  3021. STUNNED_FLAILING
  3022. EXPLODED_BOUNCING
  3023. EXPLODED_FLAILING
  3024. CAPTURED
  3025. RAISING_FLAG
  3026. CONTINUOUS_FIRE_SLOW
  3027. CONTINUOUS_FIRE_FAST
  3028. CONTINUOUS_FIRE_MEAN
  3029. SPECIAL_CHEERING
  3030. ARMED
  3031. RAPELLING
  3032. PARACHUTING
  3033. CLIMBING
  3034. SPLATTED
  3035. BURNED
  3036. AFLAME
  3037. SMOLDERING
  3038. POWER_PLANT_UPGRADING
  3039. POWER_PLANT_UPGRADED
  3040. OVER_WATER
  3041. MOVING
  3042. DEPLOYED
  3043. UNPACKING
  3044. PACKING
  3045. JETEXHAUST
  3046. JETAFTERBURNER
  3047. LOADED
  3048. CARRYING
  3049. DOCKING_ENDING
  3050. DOCKING_ACTIVE
  3051. DOCKING_BEGINNING
  3052. DOCKING
  3053. PANICKING
  3054. RADAR_UPGRADED
  3055. RADAR_EXTENDED
  3056. CONSTRUCTION_COMPLETE
  3057. ACTIVELY_CONSTRUCTING
  3058. ACTIVELY_BEING_CONSTRUCTED
  3059. PARTIALLY_CONSTRUCTED
  3060. AWAITING_CONSTRUCTION
  3061. DYING
  3062. PRONE
  3063. FREEFALL
  3064. POST_COLLAPSE
  3065. TOPPLED
  3066. TURRET_ROTATE
  3067.  
  3068. RELOADING_A
  3069. BETWEEN_FIRING_SHOTS_A
  3070. FIRING_A
  3071. PREATTACK_A
  3072.  
  3073. RELOADING_B
  3074. BETWEEN_FIRING_SHOTS_B
  3075. FIRING_B
  3076. PREATTACK_B
  3077.  
  3078. RELOADING_C
  3079. BETWEEN_FIRING_SHOTS_C
  3080. FIRING_C
  3081. PREATTACK_C
  3082.  
  3083. DOOR_4_WAITING_TO_CLOSE
  3084. DOOR_4_WAITING_OPEN
  3085. DOOR_4_CLOSING
  3086. DOOR_4_OPENING
  3087.  
  3088. DOOR_3_WAITING_TO_CLOSE
  3089. DOOR_3_WAITING_OPEN
  3090. DOOR_3_CLOSING
  3091. DOOR_3_OPENING
  3092.  
  3093. DOOR_2_WAITING_TO_CLOSE
  3094. DOOR_2_WAITING_OPEN
  3095. DOOR_2_CLOSING
  3096. DOOR_2_OPENING
  3097.  
  3098. DOOR_1_WAITING_TO_CLOSE
  3099. DOOR_1_WAITING_OPEN
  3100. DOOR_1_CLOSING
  3101. DOOR_1_OPENING
  3102.  
  3103. WEAPONSET_PLAYER_UPGRADE
  3104. WEAPONSET_CRATEUPGRADE_ONE
  3105. WEAPONSET_CRATEUPGRADE_TWO
  3106. WEAPONSET_HERO
  3107. WEAPONSET_ELITE
  3108. WEAPONSET_VETERAN
  3109. ENEMYNEAR
  3110. REALLYDAMAGED
  3111. RUBBLE
  3112. DAMAGED
  3113. SNOW
  3114. SOLD
  3115. DISGUISED
  3116. NIGHT
  3117. SPECIAL_DAMAGED
  3118. BACKCRUSHED
  3119. FRONTCRUSHED
  3120. SECOND_LIFE
  3121. RIDER1
  3122. RIDER2
  3123. RIDER3
  3124. RIDER4
  3125. RIDER5
  3126. RIDER6
  3127. RIDER7
  3128. RIDER8
  3129. PRISTINE
  3130. RIGHT_TO_CENTER
  3131. CENTER_TO_RIGHT
  3132. LEFT_TO_CENTER
  3133. CENTER_TO_LEFT
  3134.  
  3135. AnimationFlagTypes:
  3136. RANDOMSTART
  3137. START_FRAME_FIRST
  3138. START_FRAME_LAST
  3139. ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
  3140. PRISTINE_BONE_POS_IN_FINAL_FRAME
  3141. MAINTAIN_FRAME_ACROSS_STATES
  3142. MAINTAIN_FRAME_ACROSS_STATES2
  3143. MAINTAIN_FRAME_ACROSS_STATES3
  3144. MAINTAIN_FRAME_ACROSS_STATES4
  3145. RESTART_ANIM_WHEN_COMPLETE
  3146.  
  3147. Animation Mode Types:
  3148. MANUAL
  3149. ONCE
  3150. ONCE_BACKWARDS
  3151. LOOP_BACKWARDS
  3152. LOOP_PINGPONG
  3153. LOOP
  3154.  
  3155. KindOf list:
  3156. IGNORE_DOCKING_BONES
  3157. CONSERVATIVE_BUILDING
  3158. DEMOTRAP
  3159. EMP_HARDENED
  3160. TECH_BASE_DEFENSE
  3161. CANNOT_RETALIATE
  3162. REJECT_UNMANNED
  3163. NO_SELECT
  3164. AIRCRAFT_CARRIER
  3165. OPTIMIZED_TREE
  3166. PROP
  3167. BLAST_CRATER
  3168. BOOBY_TRAP
  3169. REVEALS_ENEMY_PATHS
  3170. MONEY_HACKER
  3171. CLIFF_JUMPER
  3172. DONT_AUTO_CRUSH_INFANTRY
  3173. IGNORES_SELECT_ALL
  3174. HERO
  3175. INERT
  3176. DISGUISER
  3177. REVEAL_TO_ALL
  3178. SUPPLY_SOURCE
  3179. CANNOT_BUILD_NEAR_SUPPLIES
  3180. SPAWNS_ARE_THE_WEAPONS
  3181. SHOW_PORTRAIT_WHEN_CONTROLLED
  3182. HULK
  3183. IMMUNE_TO_CAPTURE
  3184. BOAT
  3185. GARRISONABLE_UNTIL_DESTROYED
  3186. PARACHUTE
  3187. PARACHUTABLE
  3188. SUPPLY_SOURCE_ON_PREVIEW
  3189. CLICK_THROUGH
  3190. BALLISTIC_MISSILE
  3191. CAN_SEE_THROUGH_STRUCTURE
  3192. DRONE
  3193. PRODUCED_AT_HELIPAD
  3194. POWERED
  3195. TECH_BUILDING
  3196. AUTO_RALLYPOINT
  3197. FORCEATTACKABLE
  3198. LOW_OVERLAPPABLE
  3199. AIRCRAFT_PATH_AROUND
  3200. DEFENSIVE_WALL
  3201. WALK_ON_TOP_OF_WALL
  3202. ATTACK_NEEDS_LINE_OF_SIGHT
  3203. ALWAYS_SELECTABLE
  3204. PORTABLE_STRUCTURE
  3205. CLEANUP_HAZARD
  3206. MINE
  3207. UNATTACKABLE
  3208. ALWAYS_VISIBLE
  3209. SMALL_MISSILE
  3210. CLEARED_BY_BUILD
  3211. CAPTURABLE
  3212. CRATE
  3213. IGNORED_IN_GUI
  3214. MOB_NEXUS
  3215. CAN_BE_REPULSED
  3216. CAN_RAPPEL
  3217. NO_HEAL_ICON
  3218. SCORE_DESTROY
  3219. SCORE_CREATE
  3220. SCORE
  3221. REBUILD_HOLE
  3222. MP_COUNT_FOR_VICTORY
  3223. DRAWABLE_ONLY
  3224. CASH_GENERATOR
  3225. STEALTH_GARRISON
  3226. HEAL_PAD
  3227. REPAIR_PAD
  3228. NO_COLLIDE
  3229. WAVE_EFFECT
  3230. WAVEGUIDE
  3231. NO_GARRISON
  3232. PRELOAD
  3233. PROJECTILE
  3234. BRIDGE_TOWER
  3235. LANDMARK_BRIDGE
  3236. BRIDGE
  3237. TRANSPORT
  3238. WEAPON_SALVAGER
  3239. ARMOR_SALVAGER
  3240. SALVAGER
  3241. LINEBUILD
  3242. COMMANDCENTER
  3243. HARVESTER
  3244. DOZER
  3245. HUGE_VEHICLE
  3246. AIRCRAFT
  3247. VEHICLE
  3248. INFANTRY
  3249. STRUCTURE
  3250. SHRUBBERY
  3251. CAN_CAST_REFLECTIONS
  3252. STICK_TO_TERRAIN_SLOPE
  3253. CAN_ATTACK
  3254. IMMOBILE
  3255. SELECTABLE
  3256. OBSTACLE
  3257. FS_STRATEGY_CENTER
  3258. FS_SUPPLY_CENTER
  3259. FS_BLACK_MARKET
  3260. FS_SUPERWEAPON
  3261. FS_SUPPLY_DROPZONE
  3262. FS_AIRFIELD
  3263. FS_WARFACTORY
  3264. FS_BARRACKS
  3265. FS_ADVANCED_TECH
  3266. FS_TECHNOLOGY
  3267. FS_BASE_DEFENSE
  3268. FS_FACTORY
  3269. FS_POWER
  3270. FS_INTERNET_CENTER
  3271. FS_FAKE
  3272.  
  3273. MISC SECTION:
  3274.  
  3275. CommandButton Command list:
  3276. SELECT_ALL_UNITS_OF_TYPE
  3277. SPECIAL_POWER_CONSTRUCT_FROM_SHORTCUT
  3278. SPECIAL_POWER_CONSTRUCT
  3279. SPECIAL_POWER_FROM_SHORTCUT
  3280. PLACE_BEACON
  3281. SABOTAGE_BUILDING
  3282. CONVERT_TO_CARBOMB
  3283. HIJACK_VEHICLE
  3284. SWITCH_WEAPON
  3285. COMBATDROP
  3286. TOGGLE_OVERCHARGE
  3287. HACK_INTERNET
  3288. PURCHASE_SCIENCE
  3289. SPECIAL_POWER
  3290. FIRE_WEAPON
  3291. SELL
  3292. SET_RALLY_POINT
  3293. BEACON_DELETE
  3294. EXECUTE_RAILED_TRANSPORT
  3295. EVACUATE
  3296. EXIT_CONTAINER
  3297. WAYPOINTS
  3298. STOP
  3299. GUARD_FLYING_UNITS_ONLY
  3300. GUARD_WITHOUT_PURSUIT
  3301. GUARD
  3302. ATTACK_MOVE
  3303. CANCEL_UPGRADE
  3304. OBJECT_UPGRADE
  3305. PLAYER_UPGRADE
  3306. CANCEL_UNIT_BUILD
  3307. UNIT_BUILD
  3308. DOZER_CONSTRUCT_CANCEL
  3309. DOZER_CONSTRUCT
  3310.  
  3311.  
  3312. CommandButton Options list:
  3313. MUST_BE_STOPPED
  3314. CAN_USE_WAYPOINTS
  3315. USES_MINE_CLEARING_WEAPONSET
  3316. IGNORES_UNDERPOWERED
  3317. SCRIPT_ONLY
  3318. ---DO-NOT-USE---
  3319. SINGLE_USE_COMMAND
  3320. NOT_QUEUEABLE
  3321. OPTION_THREE
  3322. OPTION_TWO
  3323. OPTION_ONE
  3324. ATTACK_OBJECTS_POSITION
  3325. ALLOW_MINE_TARGET
  3326. CHECK_LIKE
  3327. CONTEXTMODE_COMMAND
  3328. OK_FOR_MULTI_SELECT
  3329. NEED_SPECIAL_POWER_SCIENCE
  3330. NEED_UPGRADE
  3331. NEED_TARGET_POS
  3332. ALLOW_SHRUBBERY_TARGET
  3333. unused-reserved
  3334. NEED_TARGET_ALLY_OBJECT
  3335. NEED_TARGET_NEUTRAL_OBJECT
  3336. NEED_TARGET_ENEMY_OBJECT
  3337.  
  3338.  
  3339. Command Button WeaponSlot list:
  3340. PRIMARY
  3341. SECONDARY
  3342. TERTIARY
  3343.  
  3344. Command Button Bordertypes:
  3345. SYSTEM
  3346. ACTION
  3347. UPGRADE
  3348. BUILD
  3349.  
  3350. Command Button RadiusCursorType list:
  3351. "this are tied to the IngameUI.ini"
  3352. AMBULANCE
  3353. CLEARMINES
  3354. FRENZY
  3355. SPYDRONE
  3356. RADAR
  3357. AMBUSH
  3358. ANTHRAXBOMB
  3359. SCUDSTORM
  3360. CLUSTERMINES
  3361. NAPALMSTRIKE
  3362. ARTILLERYBARRAGE
  3363. EMPPULSE
  3364. NUCLEARMISSILE
  3365. HELIX_NAPALM_BOMB
  3366. SPECTREGUNSHIP
  3367. SPYSATELLITE
  3368. PARADROP
  3369. DAISYCUTTER
  3370. CARPETBOMB
  3371. A10STRIKE
  3372. PARTICLECANNON
  3373. SUPERWEAPON_SCATTER_AREA
  3374. OFFENSIVE_SPECIALPOWER
  3375. FRIENDLY_SPECIALPOWER
  3376. EMERGENCY_REPAIR
  3377. GUARD_AREA
  3378. ATTACK_CONTINUE_AREA
  3379. ATTACK_SCATTER_AREA
  3380. ATTACK_DAMAGE_AREA
  3381.  
  3382.  
  3383.  
  3384.  
  3385. Weapon Bonuses:
  3386. [NOTE: See Gamedata.ini to see what it does]
  3387. [This are located in Gamedata.ini, Note that the weapon bonus types are:]
  3388. GARRISONED
  3389. HORDE
  3390. CONTINUOUS_FIRE_MEAN
  3391. CONTINUOUS_FIRE_FAST
  3392. NATIONALISM
  3393. PLAYER_UPGRADE
  3394. DRONE_SPOTTING
  3395. ENTHUSIASTIC
  3396. VETERAN
  3397. ELITE
  3398. HERO
  3399. BATTLEPLAN_BOMBARDMENT
  3400. BATTLEPLAN_HOLDTHELINE
  3401. BATTLEPLAN_SEARCHANDDESTROY
  3402. SUBLIMINAL
  3403. SOLO_HUMAN_EASY
  3404. SOLO_HUMAN_NORMAL
  3405. SOLO_HUMAN_HARD
  3406. SOLO_AI_EASY
  3407. SOLO_AI_NORMAL
  3408. SOLO_AI_HARD
  3409. FRENZY_ONE
  3410. FRENZY_TWO
  3411. FRENZY_THREE
  3412. FANATICISM
  3413. DEMORALIZED_OBSOLETE
  3414. TARGET_FAERIE_FIRE
  3415.  
  3416. [...And the weapon bonus 'fields' are:
  3417. DAMAGE
  3418. RADIUS
  3419. RANGE
  3420. RATE_OF_FIRE
  3421. PRE_ATTACK
  3422.  
  3423.  
  3424. SpecialPower.ini Enum types:
  3425. SPECIAL_BATTLESHIP_BOMBARDMENT
  3426. SUPW_SPECIAL_NEUTRON_MISSILE
  3427. LAZR_SPECIAL_PARTICLE_UPLINK_CANNON
  3428. SUPR_SPECIAL_CRUISE_MISSILE
  3429. AIRF_SPECIAL_CARPET_BOMB
  3430. SLTH_SPECIAL_GPS_SCRAMBLER
  3431. INFA_SPECIAL_PARADROP_AMERICA
  3432. AIRF_SPECIAL_SPECTRE_GUNSHIP
  3433. AIRF_SPECIAL_A10_THUNDERBOLT_STRIKE
  3434. NUKE_SPECIAL_NEUTRON_MISSILE
  3435. NUKE_SPECIAL_CLUSTER_MINES
  3436. AIRF_SPECIAL_DAISY_CUTTER
  3437. SUPW_SPECIAL_PARTICLE_UPLINK_CANNON
  3438. SPECIAL_TANK_PARADROP
  3439. EARLY_SPECIAL_REPAIR_VEHICLES
  3440. SPECIAL_COMMUNICATIONS_DOWNLOAD
  3441. EARLY_SPECIAL_FRENZY
  3442. EARLY_SPECIAL_LEAFLET_DROP
  3443. SPECIAL_LEAFLET_DROP
  3444. EARLY_SPECIAL_CHINA_CARPET_BOMB
  3445. SPECIAL_CHINA_CARPET_BOMB
  3446. SPECIAL_SNEAK_ATTACK
  3447. SPECIAL_FRENZY
  3448. SPECIAL_GPS_SCRAMBLER
  3449. SPECIAL_SPECTRE_GUNSHIP
  3450. SPECIAL_LAUNCH_BAIKONUR_ROCKET
  3451. SPECIAL_CLEANUP_AREA
  3452. SPECIAL_CIA_INTELLIGENCE
  3453. SPECIAL_CHANGE_BATTLE_PLANS
  3454. SPECIAL_CASH_BOUNTY
  3455. SPECIAL_PARTICLE_UPLINK_CANNON
  3456. SPECIAL_REPAIR_VEHICLES
  3457. SPECIAL_BOOBY_TRAP
  3458. SPECIAL_DISGUISE_AS_VEHICLE
  3459. SPECIAL_SPY_DRONE
  3460. SPECIAL_RADAR_VAN_SCAN
  3461. SPECIAL_INFANTRY_CAPTURE_BUILDING
  3462. SPECIAL_BLACKLOTUS_STEAL_CASH_HACK
  3463. SPECIAL_BLACKLOTUS_DISABLE_VEHICLE_HACK
  3464. SPECIAL_BLACKLOTUS_CAPTURE_BUILDING
  3465. SPECIAL_TANKHUNTER_TNT_ATTACK
  3466. SPECIAL_HACKER_DISABLE_BUILDING
  3467. SPECIAL_HELIX_NAPALM_BOMB
  3468. SPECIAL_TIMED_CHARGES
  3469. SPECIAL_REMOTE_CHARGES
  3470. SPECIAL_MISSILE_DEFENDER_LASER_GUIDED_MISSILES
  3471. SPECIAL_ARTILLERY_BARRAGE
  3472. SPECIAL_DETONATE_DIRTY_NUKE
  3473. SPECIAL_A10_THUNDERBOLT_STRIKE
  3474. SPECIAL_CRATE_DROP
  3475. SPECIAL_DEMORALIZE_OBSOLETE
  3476. SPECIAL_SCUD_STORM
  3477. SPECIAL_ANTHRAX_BOMB
  3478. SPECIAL_BLACK_MARKET_NUKE
  3479. SPECIAL_AMBUSH
  3480. SPECIAL_TERROR_CELL
  3481. SPECIAL_DEFECTOR
  3482. SPECIAL_SPY_SATELLITE
  3483. SPECIAL_NEUTRON_MISSILE
  3484. SPECIAL_CASH_HACK
  3485. SPECIAL_NAPALM_STRIKE
  3486. SPECIAL_EMP_PULSE
  3487. SPECIAL_CLUSTER_MINES
  3488. SPECIAL_CARPET_BOMB
  3489. SPECIAL_PARADROP_AMERICA
  3490. SPECIAL_DAISY_CUTTER
  3491. SPECIAL_INVALID
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