这是什么?这是红色警戒2尤里的复仇,WIN10版下载、MOD攻略等,怀念青春,红色年华,天启、基洛夫、特斯拉、光棱、巨炮、尤里X与你同在。
整理by Moshow@https://zhengkai.blog.csdn.net/
民间优化版本,包含第三帝国等内容,入门首选。介绍视频: https://www.bilibili.com/video/BV1SG4y1w72g/?spm_id_from=333.1007.tianma.7-4-26.click
说明文档 https://e9c824y7pl.feishu.cn/docx/JwDLdxTotorm6bxxD8ocMkiDnvb
首选阿里云盘:
【扩展版】红色警戒2 重聚2023 1.4.20.exe
https://www.alipan.com/s/qA9VAdafGXe
提取码: 3gy0
点击链接保存,或者复制本段内容,打开「阿里云盘」APP ,无需下载极速在线查看,视频原画倍速播放。
备用百度链接:
链接:https://pan.baidu.com/s/1zpgkrnQNHKZrqTGr0FVlMQ?pwd=15zh
提取码:15zh
这个原版版本还不错,音响震撼,包含战役所有视频,更是自带WIN10/WIN11运行支持,相对完美的收藏版本。
里面自带的cnc-ddraw相对比较旧,可以下载最新版本自行替换,支持Win11。
https://www.alipan.com/s/k92gjZoy5fk
提取码: 4x3y
点击链接保存,或者复制本段内容,打开「阿里云盘」APP ,无需下载极速在线查看,视频原画倍速播放。
改名为rulesmd.ini, 放入【版本二】红色警戒2(含尤里的复仇)完整免安装高压优化版的GameMD目录下即可。
- 爱国者火箭:价格大幅下降,防控能力提升
- 光棱塔:价格大幅下降,血量提升
- 多功能坦克:偷学尤里控制,请注意控制数量防止翻车
- 光棱坦克:无法被控制,价格大幅下降,血量大幅提升,武器更换为光棱塔武器
- 战斗要塞:无法被控制,价格大幅下降,血量提升,武器更换为飞碟镭射-环形光束加强版
- 盟军大兵:价格大幅下降,血量提升,全部武器更换为登月火箭班光束加强版
- 重装步兵:价格大幅下降,血量提升,范围和攻击频率提升
- 驱逐舰:价格大幅下降,血量提升,攻击距离大幅提升,驱逐者飞机数量X5
- 盟军发电厂:电量巨幅提升
- 战车工厂/盟军矿厂:价格下降,血量提升
- 超时空传送/天气风暴:价格下降,血量提升,蓄能时间大幅降低
- 犀牛坦克:偷学榴弹炮,可对空射程提升,血量提升,价格下降。模型大小提升为两倍
- 磁能坦克:偷学幻影坦克改进版,且可移动射击,血量提升,价格下降。
- 动具兵:偷学病毒狙击手,血量提升,射程提升,攻击力提升,价格下降
- 木乃伊:苏军阵营建造兵营后即可生产,血量为提升,偷学伊拉克辐射工兵
- 天启坦克:射程提升,血量提升,价格下降,次技能防空范围提升,可搭载4人
- V3火箭:13连发,血量巨幅提升,射程巨幅提升
- 潜艇:射程提升
- 无畏:射程巨大提升,20连发
- 恐怖蜘蛛:能力提升,射程提升,攻击力提升,价格下降
改名为rulesmd.ini, 放入【版本二】红色警戒2(含尤里的复仇)完整免安装高压优化版的GameMD目录下即可。建议玩一下苏军战役爽一下!
- 放空炮:射程提升
- 潜艇:射程提升
- 动具兵:射程提升,攻击力提升
- 磁暴步兵:射程提升,血量提升
- 犀牛坦克:偷学幻影坦克武器,可移动射击,可载2人,射程提升,血量提升,价格下降
- 防空履带车:对地武器更新为偷学的伊拉克辐射兵武器
- 天启坦克:可载2人,射程提升,血量提升,价格下降,防空能力提升
- 磁能坦克:射程提升,血量提升,价格下降
- V3火箭:14连发,血量巨幅提升
改名为rulesmd.ini, 放入【版本二】红色警戒2(含尤里的复仇)完整免安装高压优化版的GameMD目录下即可。建议玩一下盟军战役爽一下!
- 爱国者:射程提升
- 大兵: 射程提升,攻击力提升
- 重装大兵:射程提升,血量提升,价格下降
- 多功能步兵车:默认火箭炮功能提升,射程提升,血量提升,价格下降
- 灰熊坦克:偷学坦克杀手武器,可载2人,射程提升,血量提升,价格下降
- 战斗要塞:偷学驱逐舰武器,可载10人,射程提升,血量提升,价格下降
- 驱逐舰:血量提升,价格下降
- 航空母舰: 血量巨幅提升,飞机数量提升为20
- 光棱坦克:血量巨幅提升,价格下降
- rules - 盟军起义.ini
- rules - 苏军起义.ini 类似尤里的复仇,都是优化HP和射程,建造价格下降,又不会特别变态,需要一定技巧就可以通过战役,建议用来回味战役。
- 首先右键选中“
此电脑
”,然后点击进入“属性
”设置。 - 然后点击左侧的“
应用
”,再进入右侧的“可选功能
” - 接着找到相关设置下的“
更多Windows功能
” - 最后在其中找到“
旧版组件
”下的“DirectPlay
”,勾选开启,再点击下方“确定”就可以正常玩红警了。
故事的开始
一切起源于红色警戒2以下简称RA2。
一天,美国突然发现有大量苏联部队从四面八方而来,美国总统杜根质问苏联总理罗曼诺夫,没想到苏联方面竟想吞并美国,统一世界!
杜根立即下令发射核弹反击,但是苏联已经拥有了能控制人心智的能力,罗曼诺夫命令尤里控制了发射人员,致使核弹在发射井中爆炸,重创盟军。
杜根便派出部队与苏军决一死战……
RA2(红色警戒2) 结局
盟军结局:指挥官与谭雅依靠爱因斯坦建造在佛罗里达州的超时空传送仪成功入侵莫斯科,进入克里姆林宫抓捕罗曼诺夫,将其送往伦敦审判。
而不知去向的尤里渐渐浮出了水面......
苏军结局:尤里为夺取国家最高权力,用心灵控制技术谋杀了罗曼诺夫总理后,栽赃给维拉迪摩将军并处死了他,后苏军情报员截获了罗曼诺夫生前寄出的录映带才得知真相。
之后,玩家成功统一了全世界并成为新任苏联总理。
尤里的阴谋
盟军击溃苏联的入侵,大获全胜。
当美军以为已经成功击败邪恶势力时,尤里展示了他的恐怖计划:尤里已完全掌握了心灵控制的技术,当苏联垮台之后,尤里自行成立一个新国家并正式进行他的复仇大计,他在全世界部署了名为"心灵控制器"(Psychic Dominator)的超级武器组成的网络,企图控制全人类的心灵。
不过,盟军有爱因斯坦的伟大创造——时间机器。
指挥官需要通过时间机器回到大战的初期,销毁全世界的心灵控制器,并摧毁尤里的武装力量。
而另一方面,苏联的残余部队也在打着时间机器的主意,试图铲除尤里并改写失败的历史。
YR(尤里的复仇)结局
盟军结局:尤里藏匿在南极的基地被盟军摧毁,尤里被抓获,他将在爱因斯坦教授的"心灵隔离室"中度过余生。
时间轴重新结合将世界恢复到 YR 战役之前,死亡的卡维利将军复活,苏联成为盟军的附属。
苏军结局:尤里藏匿在他家乡罗马尼亚的要塞被苏军摧毁,尤里还想逃脱失败的命运,他修好、启动了遗留在旧金山的时间机器并驾驶时间机器逃离。
但苏联少尉索菲亚依旧有控制时间机器的密码。
她略施小计将尤里传送到了白垩纪并释放了时间机器的所有能量,使尤里被困在白垩纪并被暴龙吃掉。
苏军终于征服了地球,就连月球也并入苏联,并且苏联还在向太阳系外拓展。
用xcc mixer
编辑器打开yuri目录下的。mix
文件,我是在expandmd01.mix
中找到并提取rulesmd.ini
文件,也可以用我的这个。
直接修改rulesmd.ini
文件并放到ra2yuri目录下即可。
复杂的搞不来,简单的还可以搞。
例如搜索[SHK]
找到4506行,磁暴步兵的代码:
; Soviet Tesla Trooper
[SHK]
UIName=Name:SHK
Name=Shock Trooper
Category=Soldier
Primary=ElectricBolt
Secondary=AssaultBolt
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Crushable=no
Strength=130
Armor=Plate
TechLevel=5
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=500
Soylent=250
Points=5
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=1
AllowedToStartInMultiplayer=no
ElitePrimary=ElectricBoltE
IFVMode=6
修改建议:
- Primary是升级前的武器,设置为升级后的武器即可。
- 例如Primary=120mmxE,直接就是三级天启的炮弹,磁暴步兵三级带E是ElectricBoltE磁能。
- ElitePrimary是升级后的武器,一般后面带E后缀。
- Strength=130生命值,设置为6000左右够用了。
- Speed=4是移动速度,10左右即可,太高容易卡带。
任意车辆载人攻击代码:
- 例如给磁暴坦克,给多功能步兵车加上之后,就可以载人射击了
PipScale=Passengers
Passengers=5
OpenTopped=yes;passengers can shoot out
SizeLimit=10;1 ;gs like half track and Blackhawk. Terror Drones and Brutes are allowed in.
接下来搜他的武器[ElectricBoltE]
,发现再24871行
; Fire by Telsa Trooper
[ElectricBoltE]
Damage=50
ROF=40
Range=5
Speed=100
Warhead=Shock
Report=TeslaTroopEliteAttack
Projectile=Electricbounce
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
修改建议:
- Damage=50攻击伤害,200左右都可以
- Range=5攻击范围,30左右都可以
- Speed=100攻击速度,200左右都可以
直接[xxxx]
可以快速找到资源,然后MOD。
0=GAPOWR;盟军发电厂
1=GAREFN;盟军矿厂
2=GAPILE;盟军兵营
3=GAWEAP;盟军兵工厂
4=GAAIRC;盟军空军指挥部
5=AMRADR;美国空军指挥部--AmericanParaDropSpecial
6=GADEPT;盟军维修厂
7=GAYARD;盟军船厂
8=GATECH;盟军实验室
9=GAROBO;控制中心---
10=GAOREP; 矿石精鍊器
11=GAWALL;盟军围墙
12=GAPILL;机枪碉堡---Vulcan2
13=NASAM;爱国者飞弹 --RedEye2
14=GAGAP;裂缝产生器
15=ATESLA;光棱塔----PrismShot/PrismSupport
16=GASPYSAT;间谍卫星
17=GACNST;盟军建造场
18=GTGCAN;法国巨炮 GrandCannonWeapon
19=GACSPH;超时空传送仪---ChronoSphereSpecial
20=GAWEAT;天气控制器---LightningStormSpecial
21=GASAND;沙袋
22=GAGATE_A;闸门
23=;===苏军======;
24=NAPOWR;磁能反应炉
25=NAREFN;苏军矿厂
26=NAHAND;苏军兵营
27=NAWEAP;苏军兵工厂
28=NARADR;苏军雷达---SpyPlaneSpecial
29=NADEPT;苏军维修厂
30=NAYARD;苏军造船厂
31=NATECH;苏军实验室
32=NANRCT;核子反应堆---NukePayload
33=NAINDP;工业工厂
34=NAWALL;苏军围墙
35=NABNKR;战斗碉堡
36=NALASR;哨戒炮--Vulcan
37=NAFLAK;防空炮--FlakWeapon
38=TESLA ;磁暴线圈 --CoilBolt/OPCoilBolt
39=NACNST;苏军建造厂
40=NAIRON;铁幕---IronCurtainSpecial
41=NAMISL;核弹发射井--NukeSpecial
42=NAPSYB;心灵信标
43=;===尤里======;
44=YAPOWR;生化反应炉
45=YAREFN;奴隶矿厂
46=YABRCK;尤里兵营
47=YAWEAP;尤里兵工厂
48=NAPSIS;心灵感应器---PsychicRevealSpecial
49=YAYARD;尤里船厂
50=YAGRND;部队回收厂
51=YATECH;尤里实验室
52=GAFWLL;尤里围墙
53=NATBNK;坦克碉堡
54=YAGGUN;盖特机炮
55=YAPSYT;心灵控制塔----MultipleMindControlTower
56=NACLON;复制中心
57=YAGNTC;基因突变器---GeneticConverterSpecial
58=YAPPET;心灵控制器---PsychicDominatorSpecial
59=YACNST;尤里建造场
60=YAROCK;不明建筑物
61=YACOMD;尤里指挥中心
62=;===平======;
63=GASAND;沙墙
64=CAAIRP;科技机场---ParaDropSpecial
65=CAOILD;=科技钻油厂
66=CAPARS01;=艾菲尔铁塔
67=CAEAST02;=尤里雕像----PrismShot
68=CATRAN03;=尤里要塞
69=CAEAST01;=复活岛石像
[步兵类代码]
0=E1;美国大兵
1=E2;苏联动员兵
2=SHK;磁爆步兵
3=ENGINEER;盟军工程师
4=JUMPJET;火箭飞行兵
5=GHOST;海豹部队
6=YURI;尤里
7=IVAN;疯狂伊万
8=DESO;生化步兵
9=DOG;苏联军犬
10=CIV1;平民1
11=CIV2;平民2
12=CIV3;平民3
13=CTECH;技师
14=WEEDGUY;防IE挂载(没用)
15=CLEG;超时空兵团
16=SPY;间谍
17=CCOMAND;超时空突击队
18=PTROOP;伞兵
19=CIVAN;超时空伊万
20=YURIPR;尤里改
21=SNIPE;狙击手
22=COW;奶牛
23=ALL;鳄鱼
24=TANY;谭雅
25=FLAKT;防空步兵
26=TERROR;恐怖分子
27=SENGINEER;苏联工程师
28=ADOG;盟军军犬
29=VLADIMIR;VLADIMIR
30=PENTGEN;PENTGEN
31=PRES;总统
32=SSRV;终级保镖
33=CIVA;德克萨斯平民A
34=CIVB;德克萨斯平民B
35=CIVC;德克萨斯平民C
36=CIVBBP;棒员运动员
37=CIVBFM;海滩肥男
38=CIVBF;海滩女
39=CIVBTM;海滩瘦男
40=CIVSFM;雪中肥男
41=CIVSF;雪中肥女
42=CIVSTM;雪中瘦男
43=POLARB;北极熊
44=JOSH;猴子
45=YENGINEER;尤里工程师
46=GGI;重装大兵
47=INIT;尤里新兵
48=BORIS;鲍裏斯
49=BRUTE;狂兽人
50=VIRUS;病毒狙击手
51=CLNT;快枪手
52=ARND;终结者
53=STLN;蓝波
54=CAML;骆驼
55=EINS;爱因斯坦
56=MUMY;木乃伊
57=RMNV;洛马诺夫总理
58=LUNR;登月火箭兵
59=DNOA;暴龙
60=DNOB;暴龙
61=SLAV;奴隶矿工
62=WWLF;(木乃伊)
63=YDOG;尤里军犬
64=YADOG;尤里军犬
65=CIVFM;海滩肥女
[战车类代码]
0=AMCV;盟军移动基地车
1=HARV;尤里奴隶采矿车
2=APOC;天启坦克
3=HTNK;犀牛坦克
4=SAPC;装甲运输船
5=CAR;汽车
6=BUS;校车
7=WINI;wini
8=PICK;小货车
9=MTNK;灰熊坦克
10=HORV;武装采矿车
11=TRUCKA;货车A
12=TRUCKB;货车B
13=CARRIER;航空母舰
14=V3;V3火箭车
15=ZEP;基洛夫空艇
16=DRON;恐怖机器人
17=HTK;防空履带车
18=DEST;驱逐舰
19=SUB;飓风级战舰
20=AEGIS;宙斯盾战舰
21=LCRF;盟军运输船
22=DRED;无畏级战舰
23=SHAD;夜鹰直升机
24=SQD;乌贼
25=DLPH;海豚
26=SMCV;苏联移动机基车
27=TNKD;坦克杀手
28=HOWI;榴弹炮
29=TTNK;磁爆坦克
30=LTNK;轻坦克
31=CMON;超时空采矿车(不回)
32=CMIN;超时空采矿车
33=SREF;光棱坦克
34=XCOMET;位置标定器
35=HYD;海蝎
36=MGTK;幻影坦克
37=FV;多功能步兵车
38=VLAD;维拉迪摩指挥舰
39=DTRUCK;自爆卡车
40=PROPA;宣传车
41=CONA;挖掘机
42=COP;cop
43=EUROC;欧洲汽车
44=LIMO;豪华轿车
45=STANG;小轿车
46=SUVB;小汽车A
47=SUVW;小汽车B
48=TAXI;出租车
49=PTRUCK;货车C
50=CRUISE;巡游船
51=TUG;拖船
52=CDEST;海岸巡逻船
53=YHVR;尤里气垫船
54=PCV;尤里机动基地车
55=SMIN;尤里奴隶矿厂
56=SMON;超时空采矿车
57=YCAB;黄色计程车
58=YTNK;盖特炮坦克
59=BFRT;战斗要塞
60=TELE;磁电坦克
61=CAOS;神经突袭车
62=DDBX;巴士
63=BCAB;黑色计程车
64=BSUB;雷鸣潜艇
65=SCHP;武装直升机
66=JEEP;卡车
67=MIND;精神控制车
68=DISK;镭射幽浮
69=UTNK;激光坦克
70=ROBO;遥控坦克
71=SCHD;武装直升机
72=DOLY;摄影车
73=CBLC;电车
74=FTRK;救火车
75=AMBU;救护车
76=CIVP;民航机
77=V3V3;V3火箭车
78=TURCKB;货车B
[飞机类代码]
0=APACHE;阿帕奇
1=ORCA;入侵者战机
2=HORNET;大黄蜂
3=V3ROCKET;V3火箭
4=ASW;舰载反潜机
5=DMISL;无畏级导弹
6=PDPLANE;运输机
7=BEAG;黑鹰战机
8=BPLN;米格战机(鲍里斯的飞机)
9=SPYP;侦察机
10=CMISL;雷鸣导弹
; ******* Weapon Statistics *******
; The weapons specified here are attached to the various combat
; units and buildings.
; Anim = animation to display as a firing effect [use 8 for directional variation]
; AreaFire = indicates that the weapon fires at the current cell and does damage in a radius (def=no). Warning: This only works for secondary weapons right now.
; Bright = Does this weapons bullet cause a lighting effect when it impacts (def=no)? If set, this will override the warheads 'Bright' flag.
; Burst = number of rapid succession shots from this weapon (def=1)
; Camera = Reveals area around firer (def=no)?
; Charges = SJM: I have disabled this system. Use IsAnimDelayedFire in ART.INI instead. Does it have charge-up-before-firing logic (def=no)?
; Damage = the amount of damage (unattenuated) dealt with every bullet
; Floater = floats like a frizbee
; IonSensitive = Shuts down during an ion storm (def=no)?
; Lobber = does the projectile fly to target in a high arc (def=no)?
; MinimumRange = minimum range to target (def=0)
; Projectile = projectile characteristic to use
; RadLevel = the radiation level left by the weapon. (def=0)
; Range = maximum cell range
; ROF = delay between shots [15 = 1 second at middle speed setting]
; Report = List of sounds to random play when firing
; Speed = speed of projectile to target (100 is maximum)
; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?
; UseFireParticles = Should the weapon spawn a flame particle system? (def = no)
; Warhead = warhead to attach to projectile
; ******* Unit Statistics *******
; Specifies the characteristics of the various game objects.
; AllowedToStartInMultiplayer = Can the unit be allocated to a player when starting a multiplayer game (def=yes)
; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none);more types added in RA2
; BuildLimit = arbitrary maximum allowed to build [per house] (def=-1 -- no restriction)
; Cloakable = Is it equipped with a cloaking device (def=no)?
; Cost = cost to build object (in credits)
; Category = category of object [used by AI systems -- "Soldier", "Civilian", "VIP", "Ship",
; "Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower", "AirLift"]
; CloakStop = Does the unit cloak when stopped moving (def=no)?
; Crewed = Does it contain a crew that can escape [never infantry] (def=no)?
; Gunner = Does it change capabilites based on a gunner that has been added. (def=no)
; CrushSound = sound to play if this object type is crushed (def=none)
; DeployFire = This unit can fire when deployed. (def=no)
; DeployFireWeapon = Index of weapon to fire while deployed. 0 or 1. (def=1)
; DeployTime = time, in minutes, to deploy or undeploy [if this object can do so]
; DamageReducesReadiness = Yes if damage to the unit reduces its ammo (because the ammo explodes or becomes detargeted, or whatever) (def=no)
; Disableable = Can this object be disabled by special multiplay option (def=yes)?
; DistributedFire = whether the unit continually retargets nearby units and fires at all of them (def=no)
; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
; EmptyReload = Frames before first reload occurs when unit is empty. -1 means use standard reload time. (def=-1)
; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
; Explosion = the explosion to use when it blows up [doesn't apply to infantry] (def=none)
; FireAngle = pitch of projectile launch and barrel [0 = horizontal, 64 = vertical] (def=50)
; Gate = Is this building a gate? (def=no)
; GateCloseDelay = time, in minutes, to delay before closing a gate after it has opened.
; GuardRange = distance to scan for enemies to attack (def=use weapon range)
; Image = name of graphic data to use for this object (def=same as object identifier)
; Immune = Is this object immune to damage
; ImmuneToPsionics = Is the unit immune to psionics (def=no)?
; ImmuneToRadiation = Is the unit immune to radiation (def=no)?
; ImmuneToVeins = Is it immune to vein creature attacks (def=no)?
; InitialAmmo = number of rounds the unit starts with. -1 means it starts full. (def=-1)
; Invisible = Is completely and always invisible to enemy (def=no)?
; Insignificant = Will this object not be announed when destroyed (def=no)?
; LegalTarget = Is this allowed to be a combat target (def=yes)?
; Name = specifies the given name (displayed) for the object
; Nominal = Always use the given name rather than generic "enemy object" (def=no)?
; OmniFire = Doesn't ever have to rotate to fire. (def=no)
; OpportunityFire = Can fire at targets while performing other actions, like moving. (def=no).
; Owner = who can build this [GDI or Nod] (def=none)
; PipScale = what to base pip display on [Passengers, Tiberium, Ammo, Power] (def=none)
; PipWrap = how many pips to draw before wrapping (def=none)
; Points = point value for scoring purposes (def=0)
; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
; PreventAttackMove = Does this unit know how to do attack-move? (def=<yes, if it has a weapon>)
; Can be used to override attack move on units that shouldn't for various reasons.
; PreventAutoDeploy = Does this unit know how to do auto-deploy? (def=<yes, if the unit support deploying>)
; Can be used to override auto deploy on units that deploy.
; Primary = primary weapon equipped with (def=none)
; Secondary = secondary weapon equipped with (def=none)
; ElitePrimary = new primary weapon when at elite veteran status (def=same as primary)
; EliteSecondary = new secondary weapon when at elite veteran status (def=same as secondary)
; RadarVisible = Is visible on radar even when under shroud (def=yes [infantry=no])?
; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
; ReadinessReductionMultiplier = Used to tweak the amount by which damage reduces readiness. 0 cancels the readiness reduction. (def=0)
; Reload = time delay between reloads (def=0)
; ReloadIncrement = amount to add at every ((MaxAmmo / PipWrap) %0) increment. Used to slow reload rate increasingly. (def=0)
; RadarInvisible = Is it invisible on radar maps (def=no)?
; RadialFireSegments = If this unit has a radial firing pattern, this determines the number
; of segments. This starts at the unit's left and goes right over 180 degrees. (def=0)
; SelfHealing = Does the object heal automatically up to half strength (def=no)?
; Selectable = Can this object be selected by the player (def=yes)?
; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
; Sight = sight range, in cells (def=1)
; Size = amount of space unit takes up in cargo hold (def=1)
; SizeLimit = Max size of unit a transport can carry (def=0) (Size is inclusive. Limit 3 holds 3)
; Storage = the number of 'bails' this building or unit can store (def=0)
; Strength = strength (hit points) of this object
; TargetLaser = Does it have a targeting laser (def=no)?
; Trainable = Can this object become veteran by experience (def=yes, buildings def=no)?
; Turret = Is it equipped with a turret like superstructure [never infantry] (def=no)?
; TurretSpins = Does the turret just sit and spin [only if turret equipped] (def=no)?
; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
; ToProtect = Should friendly units come to rescue if under attack [computer only] (def=no)?
; TypeImmune = Immune to damage from same type objects if owned by same side?
; UndeployDelay = The time it takes before a unit automatically undeploys. (def=-1)
; VoiceSelect = list of voices when selecting this object (def=none)
; VoiceMove = list of voices to use when giving object a movement order (def=none)
; VoiceAttack = list of voices to use when giving object an attack order (def=none)
; DieSound = list of voices to use when it dies (def=none)
; VoiceFeedback = list of voices that may give when taking damage (def=none)
; Locomotor = CLSID of the object handling movement for this object (def=statue)
; VeteranAbilities = list of veteran abilities to grant (def=none)
; EliteAbilities = list of elite abilities to grant cumulative with veteran abilities (def=none)
; [FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,
; CLOAK,TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,
; RADAR_INVISIBLE,SENSORS,FEARLESS,C4,TIBERIUM_HEAL,
; GUARD_AREA,CRUSHER]
; LeadershipRating = When the AI needs a representative from a team to make a pathfinding or targeting decision it will pick the one with the highest score (def = 5)
; <<< applies only to infantry types >>>
; Agent = Does it have spy-like abilities (def=no)?
; Fearless = Is not prone to fear (def=no)?
; VoiceComment = list of idle voices (def=none)
; Pip = color of pip when inside a transport [green,yellow,white,red,blue] (def=green)
; C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
; Cyborg = Does it require special cyborg death handling (def=no)?
; Fraidycat = Is it inherently afraid and will panic easily (def=no)?
; TiberiumProof = Is it immune to tiberium and tiberium gas damage (def=no)?
; Infiltrate = Can it enter a building like a spy or thief (def=no)?
; IsCanine = Should special case dog logic be applied to this?
; Civilian = Counts a civilian for evac and kill tracking (def=no)?
; FemaleVoice = Uses the civilian female voice (def=no)?
; Engineer = Does it behave like an engineer as far as repair and capture go (def=no)?
; Disguised = Is it disguised as enemy soldier when seen by enemy (def=no)?
; Agent = Does this infantry gather information if it enters an enemy building [like a spy] (def=no)?
; Thief = Does it steal money if it infiltrates an enemy building (def=no)?
; VehicleThief = Does it steal enemy vehicles when it gets close to one (def=no)?
; Deployer = Deploys like NOD artillery from TibSun. (def=no)
; <<< applies only to moving units (not buildings) >>>
; MoveToShroud = Allowed to move into a shrouded cell (def=yes, aircraft def=no)?
; Dock = preferred docking building [e.g., harvester -> refinery, helicopter -> helipad] (def=none)
; TiberiumHeal = Does it heal slowly when in Tiberium field (def=no)?
; Passengers = number of passengers it may carry (def=0)
; Speed = speed of this object [n/a for buildings] (def=0)
; ManualReload = Must this object reload by coordinating with reloader building (def=no)?
; WalkRate = walking animation rate [larger means slower] (def=1)
; IsSelectableCombatant=Does this unit get selected by the select all combatants key? (def=no)
; <<< applies only to turret changers >>>
; TurretCount=the number of turrets the unit has (def=0)
; WeaponX=the name of the weapon to be thought of as weaponX (where X is an integer) (def=none)
; YTurretIndex=the number of the weapon for this turret (as indicated by the WeaponX parameter), where Y is the name of swapping factor for the turret (def=none)
; HasTurretTooltips=whether this unit multiplexes tooltips based on its current turret. (def=no)
; <<< applies only to terrestrial driving vehicle types >>>
; CrateGoodie = Can it appear out of a crate in multiplay (def=no)?
; Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
; Crusher = Is this vehicle able to crush infantry (def=no)?
; MovingFire = The vehicle does not need to stop before it can fire (def=yes)?
; DeployToFire = The vehicle must deploy before it can fire (def=no)?
; Harvester = Does the special Tiberium harvesting rules apply (def=no)?
; Weeder = Does the special weed-harvesting rules apply (def=no)?
; Deployer = Does it deploy before being able to operate (def=no)? OBSOLETE
; IsTilter = Does this unit tilt on slopes (def=yes)?
; CarriesCrate = Might this unit drop a crate when it is destroyed (def=no)?
; <<< applies only to aircraft >>>
; Carryall = Can it tote vehicles around (def=no)?
; Landable = Can this aircraft land on the map (def=no)?
; PitchSpeed = Throttle setting at which aircraft pitch forward (def=.25);
; PitchAngle = Amount that non-FixedWing aircraft pitch forward in degrees (def=20.0);
; RollAngle = Amount that the aircraft rolls when turning (def=30.0)
; <<< applies only to building types >>>
; Adjacent = distance allowed to place from other buildings (def=1)
; BaseNormal = Considered for building adjacency checks (def=yes)? ;HEY! Use this, not the phantom IsBase
; Barrel = Use barrel explosion logic when it is destroyed (def=no)?
; Bib = Does the building have a bib built in (def=no)?
; Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
; DockUnload = When a unit docks with this building should it unload (def=no)?
; Factory = type of object to build [InfantryType, AircraftType, UnitType, BuildingType, VesselType] (def=none)
; Fake = Is this a fake structure (def=no)?
; FreeUnit = free unit to give this building [typically harvester with refinery] (def=none)
; Power = power output [positive for output, negative for drain] (def=0)
; Powered = Does it require power to function (def=no)?
; Radar = Does this building give radar to owning player (def=no)?
; Repairable = Can it be repaired (def=yes)?
; RevealToAll=yes Means that when built or captured, a radar event is generated (def=no)
; UnitReload = Does this building reload units if they dock with it (def=no)?
; UnitRepair = Does this building repair units if they dock with it (def=no)?
; Unsellable = Cannot sell this building (even if it can be built)?
; Wall = Is this a wall type structure [special rules apply] (def=no)?
; WaterBound = Is this building placed on water only (def=no)?
; Upgrades = Is the number of power-ups/upgrades that can be applied to this building (def=0)
; ShipYard = This building is a ship yard or sub pen
; SAM = This building is a SAM launcher
; ConstructionYard = This building is a construction yard
; Refinery = This building is a tiberium/ore refinery
; WeaponsFactory = This building is a weapons factory
; CloakGenerator = Does this building cloak objects around it?
; LaserFencePost = This building is a laser fence post and obeys the rules for a building of this type.
; LightIntensity = This building radiates this amount of light (def = 0).
; LightVisibility= The distance (in leptons) that this light is visible from (def=5000).
; LightRedTint = The red tint of this buildings light (def=1.0)
; LightGreenTint = The green tint of this buildings light (def=1.0)
; LightBlueTint = The blue tint of this buildings light (def=1.0)
; InvisibleInGame= Building cannot be seen on selected in the game, only in the editor. (def=no)
; PowersUpBuilding = Building that can be upgraded by attaching this building to it
; PowersUpToLevel = Amount of upgrade provided by this attachment. -1=incremental upgrade. Positive number is specific upgrade.
; Hospital = Can this building heal infantry (def = no) ?
; Armory = Is this building an armory
; PlaceAnywhere = Can this building ignore normal placement rules? Only use this for non-player placed buildings (def = no).
; Weeder = Is this a weed collection facility (def=no)?
; TogglePower = [override] Can be turned on/off under player control or affected by low power (def=yes)?
;
; WST 6/23/99. Below are new zbuffer adjustment for units
; ZFudgeCliff // fudge for units behind cliffs showing through rocks
; ZFudgeColumn // fudge for units behind bridge overpass support columns
; ZFudgeTunnel // fudge for unit behind tunnel entrances
; ZFudgeBridge // fudge for tall units when they are under a bridge... eg mammoth mk2
;
;These are the fields needed for buildings to take part in Urban Combat
;Sight=2 ;since the building will be 'captured' it needs to be able to look
;ClickRepairable=no ;It can be repaired with an engineer but not with the wrench tool once 'captured'
;CanBeOccupied=yes ;Basic UC flag
;MaxNumberOccupants=10 ;Twiddle number
;DistributedFire=yes ;To shoot all within range equally
;Primary=AlliedOccupyW ;These two can't be global since types are read in before globals. Please keep order as well
;Secondary=SovietOccupyW
;Selectable=yes ;Or else you can never get the guys back out