Tebrey’s Guide to Editing Tiberian Sun
Table of Contents, click on the link number to jump to that item.
IntroductionEditing by hand
Using a Editor
The Dreaded Game Crash.
Editing the Rules.ini
Veteran factors
Repair and refit
Income and production
Computer and movement controls
Ion storm control
Misc
Hover vehicle characteristics
Subterrainean vehicle characteristics
Production & power effects
Bret's hack section
Firestorm defense controls
Veinhole monster parameters
Building prerequisite categories are specified here.
Hunter seeker controls
Jumpjet Flight rules
Audio / Visual rules
Crate rules
Combat and damage rules
House (players) List
Side Type List
Infantry Type List
Building Type List
Aircraft Type List
Vehicle Type List
Particle List
Particle System List
Super Weapon List
Warhead List
Multiplayer Settings
Country Statistics
Color Schemes
Difficulty Settings
Unit Statistics
Vehicle types
Infantry types
Aircraft types
Building types
Weapon Statistics
Projectile Statistics
Particle Systems
Particles
Warhead Characteristics
Land Characteristics
Random Crate Powerups
Tiberium Varieties
Special Weapon types
Making New Vehicles
Hidden Vehicle Images in the Game.
Making New Infantry
Making New Aircraft
Hidden Aircraft Images in the Game.
Making New Buildings
Making New Weapons
Making New Projectiles
Making New Particle Systems
Making New Particles
Making New Warheads
Making New Super Weapons
Making a Multi-Player mod
Introduction
The First Steps
Adding Complexity
Threat Rating Node by DeeZire
Vehicles, Infantry, and Buildings added.
Maps
Changing some basic settings.
Altering Known Unit Properties
Art.ini
Hidden Images
Mixing and matching vehicle bodies and turrets
Ai.ini
TaskForces
ScriptTypes
TeamTypes
AITriggerTypes
.BAT Files
The Ending notes.
This guide is an attempt to help those people who wish to make a mod for Tiberian Sun. It is divided into major sections by .ini file and in lesser sections by the headers within the files that are modifiable. It is by no means complete, nor is it the only way to do it, but it is how I do it, and I think I have some good mods out.
I’m going to cover each section as it appears in the rule file. I have excluded sections that are either non-modifiable or that you should not modify if you want the game to run afterwards. Some of the sections are quite lengthy, so if you don’t want to mess with them, I suggest you use the Table of Contents to jump to the appropriate section.
I would like to thank Afterglow for the early work they did on editing, and also for getting me started in the right direction. I would also like to thank all of people who have made mods for Tiberian Sun. All of us working together have found many hidden secrets in this game. I hope we can continue to work together to make it exactly what each of want.
A lot of people who read this are going to say "most of that stuff is in the rules file anyway, why did you bother to write about it?" Well, the answer is, because of two things. One, not everything I cover is in the rules files, I give a lot of tips along the way, and I have tested everything I have written about. Two, because a lot of people are using these "Editors" that are out now, and they "compile" the rules files. What they do is remove all the information that is commented in. This makes it almost impossible to edit by hand. Hence why I have written this.
This guide is written from the perspective of making your mods by hand. This is how I do it. There are a lot of things that can only be done by hand. I use Wordpad that comes with windows. It is simple and efficient, you can use any text file editor you wish.
Most of the good editors have manuals. I don’t use them, they are limited in what they can alter, and they really tear up the files. They make it almost impossible to edit them by hand afterwards. This manual, as stated above, doesn’t deal with them.
This is the worst thing that can happen. Your game will crash. Don’t dispair. Keep working on it. If it happens, go back and read the section of this guide that covers what you are trying to do. I have crashed the game MANY times while testing these options out. I have tested EACH AND EVERY ONE to make sure I am telling it to you straight.
Just look at my mods, they have many things in them that others do not. I have played with these rules backwards and forewards. They bend a little, but not a lot.
There are three basic kinds of crashes that will occur. They are listed from the most common to the least. There is also a little hint on how to get past it.
As a sidenote, Tech Support at Westwood is not going to want to hear about your problems if you screw up your games, so proceed with caution.
This file is probably the one you will spend the most time in. It is a huge file and really lets you make Tiberian Sun into whatever kind of game you want. I will go through each section telling you what you can change, and offering suggestions, then at the end I will talk about some of the more difficult stuff.
This effects how your units improve as the game goes on. Veteran troops can gain other improvements as well, such as better weapons, sensors, and cloaking. That is covered later.
VeteranRatio=10.0
You must destroy this multiple of self-value (each unit has a Points= attribute) to become a veteran [per level]. Example, if an infantry has a self-value of 10 (Points=10) then they would need to 100 points worth of enemies (10 other infantry) to become a veteran. Lowering the VeteranRatio makes it easier to become a veteran.
VeteranCombat=.25
This is the combat BONUS factor when unit is a veteran. What this means is that the Veteran does 25percentage more damage than a non-veteran does. Raise this to make them do more damage.
VeteranSpeed=.30
This is the speed BONUS factor when unit is a veteran. This is how much faster the unit is once they become a veteran. Raise this to make them move faster.
VeteranSight=0.0
This is the sight range BONUS when unit is a veteran. This effects how far the unit can see. Right now, units do not see any farther if they are veterans. You can raise this to make them see better.
VeteranArmor=.25
This is the armor BONUS when unit is a veteran. Raising this makes your units harder to kill.
VeteranROF=.20
This effects the rate of fire BONUS when unit is a veteran. The higher this number, the faster your units can fire.
VeteranCap=2
This is the maximum veteran level that can be obtained. Raising this allows your units to improve longer before becoming elite.
InitialVeteran=no
This simply determines if your initial forces start as veterans. Note that the AI units start as veterans automatically. As per the AI file.
RefundPercent=50percentage
The percent of the original cost to refund when building/unit is sold. You can raise this to get back a higher percentage or lower it to get back less.
ReloadRate=.5
This is the number minutes to reload each ammo point for aircraft or helicopters. Lower is faster. I personally like it around .2 minutes.
RepairPercent=20percentage
This is the percent cost to fully repair as ratio of full cost. In other words what percentage of the original value does it take to fix it.
RepairRate=.016
The number of minutes between applying repair steps. You probably don’t want to mess with this. It can screw up the frame rates of animations.
RepairStep=8
This is the number of hit points to heal per repair 'tick'. This applies to fixing buildings only.
URepairRate=.016
The amount of minutes between applying repair steps to units. This applies to vehicles only.
IRepairRate=.001
This is the number of minutes between applying repair steps. This is for infantry only.
IRepairStep=1
The number of hit points to heal per repair 'tick' for infantry.
TiberiumHeal=.010
This is the number of minutes between applying Tiberium healing [for those units that
heal in Tiberium].
;BailCount=28
This is the number of 'bails' carried by a harvester. Currently not used in the game. It has been replaced in the unit section.
BuildSpeed=.8
This is the general build speed [time (in minutes) to produce a 1000 credit cost item]. If you set this too low, your units cannot clear the weapons factory fast enough and the money is refunded, this means it takes longer. A good faster speed is .5 minutes. This is faster, but not too fast.
BuildupTime=.06
This is the average minutes that building build-up animation runs. This should not be changed as it can screw up the frame rate of the animations.
GrowthRate=5
The number of minutes between ore (Tiberium) growth. This can be set higher or lower. I would not set it lower than 3 however. Any lower than that and the tiberium grows so fast it soon covers the map.
TiberiumGrows=yes
Does ore grow denser over time? Simple yes or no.
TiberiumSpreads=yes
Does ore spread into adjacent areas? Simple yes or no.
SeparateAircraft=yes
Is first helicopter to be purchased separately from helipad? Note this appears to be disabled in Tiberian Sun. Setting it to no does nothing.
SurvivorRate=.4
This is the fraction of building cost to be converted to survivors when sold. In other words, how much of the cost of the building can be spent on people to come out of it when you sell it.
SurvivorDivisor=100
This is the divisor into the survivor rate value to determine the number of survivors. You probably should not change this.
PlacementDelay=.05
This is the delay before retrying produced object deploy if temporary blockage detected.
WeedCapacity=56
Amount of weed that needs to be harvested by a house in order to build the chem missile. Smaller means faster chem missile charging. The rate of the charging is determined in the Super Weapon section.
Computer and movement controls
CurleyShuffle=yes
Should helicopter shuffle position between shots [as in C&C]? If you set this to no, your helicopter will not move to get a better firing position. So when firing at something on a hill, a lot of the missiles may hit the cliff.
BaseBias=2
This is the multiplier to threat target value when enemy is close to friendly base. AI only.
BaseDefenseDelay=.25
The number of minutes delay between sending response teams to deal with base threat. AI only.
CloseEnough=2.25
If distance to destination less than this, then abort movement if otherwise blocked. You can reduce this to make your units get closer together.
DamageDelay=1
The number of minutes between applying trivial structure damage when low on power. Yes, your buildings are damaged by being at low power. Damage is not applied if you turn off the power to the building.
GameSpeedBias=1
This is the multiplier to overall game object movement speed. You probably should not mess with this.
Stray=2.0
This is the radius distance (cells) that team members may stray without causing regroup action. AI only.
CloakDelay=.02
This is a forced delay that subs will remain on surface before allowing to submerge. This may not apply to Tiberian Sun.
SuspendDelay=2
The number of minutes that suspended teams will remain suspended. AI only.
SuspendPriority=1
The teams with less than this priority will suspend during base defense ops. AI only.
FlightLevel=600
This is the typical flight level for aircraft [above ground level]. Bridge height is from 300 to 500 so you want it to be higher than that. Some missiles may not be able to hit high flying aircraft as easy.
MissileSpeedVar=.25
This is the speed fluctuation percentage that guided missiles have. You may have noticed if you have ever had an Orca to try to outfly a missile, that the missile will speed up and slow down depending on the terrain.
MissileROTVar=.25
This is the rate of turn fluctuation percentage that guided missiles have. In other words how random is the speed at which a missile turns.
TeamDelays=2250,2700,3600
This is the interval between checking for and creating teams, by difficulty level. AI only.
AIHateDelays=5400,4500,4050
The delay in frames before the computer chooses an enemy, by difficulty level. AI only.
AIAlternateProductionCreditCutoff=3000
When the AI house has less credits than this it will begin to spend money more conservatively.
NodAIBuildsWalls=no
Simple yes or no. The AI does not always do a good job of placing walls.
AIBuildsWalls=no
Simple yes or no. The AI does not always do a good job of placing walls.
MultiplayerAICM=250,200,100
This is an unknown variable. Don’t mess with it.
HealScanRadius=10
How far should medic-type units scan for targets? Used to override the range of these units, because they need to have very short ranges.
FillEarliestTeamProbability=100,80,60
This is the percentage chance that the AI will produce a team type at any given time. They are ranked by difficulty level, from hardest to easiest.
MinimumAIDefensiveTeams=4,3,2
This is the minimum number of defensive teams that the AI will produce at any given time. They are ranked by difficulty level, from hardest to easiest. Raising this number will make the computer produce more units.
MaximumAIDefensiveTeams=6,5,4
This is the maximum number of defensive teams that the AI will produce at any given time. They are ranked by difficulty level, from hardest to easiest. Raising this number will make the computer produce more units.
TotalAITeamCap=14,12,10
This is the maximum number of AI teams that the AI will produce at any given time. They are ranked by difficulty level, from hardest to easiest. Raising this number will make the computer produce more units.
UseMinDefenseRule=yes
Unknown, I think that this tells the computer to produce the minimum defensive teams if they have not been attacked yet.
DissolveUnfilledTeamDelay=9000
This is how long for the AI to wait before dissolving an ai trigger team that has no members (multiplay only). You probably want to leave this alone.
LargeVisceroid=VISC_LRG
When two small visceroids combine they turn into this. You could change this to make them turn into something else, like a tiberian fiend.
SmallVisceroid=VISC_SML
When infantry transmorgifies into a visceroid this is what they turn into.
IonLightningFrequency=10
Percent chance that lightning will strike this frame. Increase this to make Ion Storms nastier.
IonLightningRandomness=90
Percent chance that the lightning will strike a random cell instead of an object.
IonLightningDamage=500
Damage done by lightning strike.
IonStormDuration=120
Default ion storm duration in deconds. This is overriden by the trigger control.
IonStormWarning=31
Warning time in seconds before an Ion Storm hits.
IonStorms=no
Are random ion storms going to appear? This also needs tobe set to yes in the map you play on if you want them to occur.
IonStormWarhead=IonWH
The warhead used by ion storm strike. By altering this you can change the way the storm works. More on warheads later.
FogOfWar=no
Is fog of war enabled? This can be overridden from main skirmish select.
Visceroids=no
Are randomly appearing visceroids going to occur? This will cause small visceroids to appear in tiberium fields.
Meteorites=no
Are tiberium meteorites going to occur? This also needs to be set to yes in the map you play on if you want them to occur.
CrewEscape=50percentage
This is the percent chance that crew will escape from destroyed vehicle.
CameraRange=9
This is the distance around spy camera to reveal map. Not used in Tiberian Sun.
FineDiffControl=no
Allow 5 difficulty settings instead of only 3 settings? This has no effect on game play.
Pilot=E1
The pilot type that parachutes out of aircraft. I have never seen this happen, but okay.
Crew=E1
The soldier that emerges from destroyed unit or building. Should be one that all sides have access to.
Technician=CTECH
The civilian infantry type to serve as technician survivor [should be armed variety]
Engineer=ENGINEER
The special (limited supply) infantry survivor from construction yards [probably engineer type].
Disguise=E1
The infantry type to appear as when disguised and viewed by the enemy. This is for agents with Disguised=yes. More on this in the Infantry section.
Paratrooper=E1
The infantry that is dropped as a paratrooper. This would be nice if the game had paratroopers. You can fake it with a Parachute weapon, I’ll talk about that in the weapon section.
HoverHeight=120
The height of hovering vehicles. This is about head high to an infantryman. I like it set to about 60, that is waist high and a lot more believable.
HoverDampen=40percentage
This is the dampening effect on hover vehicle bounciness. In other words, how much the hovercraft bounces.
HoverBob=.04
The time between hover bounces, in seconds.
HoverBoost=150percentage
The boost to hover speed when traveling on straight away.
HoverAcceleration=.02
The time it takes to accelerate to full speed, in seconds.
HoverBrake=.03
The time it takes to decelerate to full stop, in seconds.
Subterrainean vehicle characteristics
TunnelSpeed=1
This is the speed the vehicle moves underground.
MultipleFactory=0
The factory bonus for multiples [1=full bonus, 0=no bonus]. This is the bonus to build speed from having multiple factories. You can set this to one to make it like Red Alert.
MinProductionSpeed=.5
This is the minimum production speed as result of low power (def=.5)
TreeStrength=200
This is the strength of trees in the game. This implies they can be destroyed.
WindDirection=1
Direction of wind (gets converted to a FacingType, so 0 is north and increasing numbers rotate clockwise) Not too sure what good this does. Might effect the direction gas clouds drift.
TrackedUphill=.5
This is the coefficient for tracked vehicle movement uphill. The speed tracked vehicles go up hills.
TrackedDownhill=1.1
This is the coefficient for tracked vehicle movement downhill. The speed tracked vehicles go downhill.
WheeledUphill=.5
This is the coefficient for wheeled vehicle movement uphill. The speed wheeled vehicles go uphill.
WheeledDownhill=1.2
This is the coefficient for wheeled vehicle movement downhill. The speed wheeled vehicles go downhill.
LeptonsPerSightIncrease=2000
How high does a unit have to go before it can see farther? Since we are still unsure of exactly how far a lepton is, we should not mess with this.
LeptonsPerFireIncrease=2000
How high does a unit have to go before it can fire farther? Since we are still unsure of exactly how far a lepton is, we should not mess with this.
AttackingAircraftSightRange=6
This is how far the aircraft will see into the shroud. Note that this does not means that it reveals this info to you.
BlendedFog=yes
Should we blend the fog (as opposed to dither it). Fog of war? This has no visible effect if set to no.
CliffBackImpassability=2
This is how impassable is it behind cliffs? (0 = minimal, 2 = maximal). This may only effect tunneling vehicles.
IceCrackingWeight=2.0
Any objects weighing more than this will crack ice. At 1.0 infantry will crack ice.
IceBreakingWeight=4.0
Any objects weighing more than this will break through ice. 4.0 is the maximum weight of a unit.
CloakingStages=9
This effects how long it takes to cloak a base. Lower is faster.
TiberiumTransmogrify=40
This is the percentage change that infantry will turn into viceroids if they die on tiberium.
TreeFlammability=.05
This effects the likelihood of trees catching on fire from explosions and flame weapons.
CraterLevel=1
This controls how big the craters from meteorites are. From 0 to 4, 0 is no cratering, while 4 is the largest craters.
;StatisticTimeInterval=30
This controls how many seconds pass between statistic calculations, for score screen graphs. Not used in Tiberian Sun.
BridgeVoxelMax=3
This is the maximum debris from each destroyed bridge section (def=3) Setting it higher than this can bog down slower machines.
WallBuildSpeedCoefficient=.5
This is how much faster than normal objects do walls build.
WorstLowPowerBuildRateCoefficient=.3
This is what the lowest the build rate can get for being low on power. Depends on how low your power is.
BestLowPowerBuildRateCoefficient=.75
This is what the highest the build rate can get when in a low power condition. Depends on how low your power is.
AllowShroudedSubteranneanMoves=true
This allows subterranean vehicles to move to shrouded portions of the map.
AircraftFogReveal=6
This is the sight range override for aircraft. Setting this higher will give your aircraft better sight.
MaximumQueuedObjects=4
This is the maximum number of objects you can be building at one time. Note that it is 4 plus the 1 that is being build. To be able to build ten at a time, set it to 9.
MaxWaypointPathLength=15
This is the maximum number of junctions in your waypoint paths.
ChargeToDrainRatio=.333
This is how fast the firestorm uses the charge. Setting this higher will allow your firestorm to stay on longer. I set it to 10 once and it lasted forever. This is a ratio, it depends on the time to charge, which is set in the super weapons section.
DamageToFirestormDamageCoefficient=.1
Unknown. I think that this is how much damage the firestorm wall section takes from being activated, but that is a guess. I imagine setting it higher would do more damage to the sections.
VeinholeMonsterStrength=1000
This is no longer used. To modify veinhole monster strength, edit the [VEINTREE] entry. This is under Object overlays in the rules file.
VeinholeGrowthRate=300
This is the speed at which the veins grow. Higher is slower.
VeinholeShrinkRate=100
This is how fast the veins recede after the veinhole is destroyed. Higher is slower.
MaxVeinholeGrowth=2000
This is the maximum number of vein cells that can spawn.
VeinDamage=5
This is the damage caused by the veins to vehicles that cross them.
VeinholeTypeClass=VEINTREE
Don’t mess with this.
SpotlightSpeed=.015
This is the speed in radians. The higher the number, the faster the spotlight goes around.
SpotlightMovementRadius=2000
This is the maximum offset of center of arc sweep. This is how far out the light reaches in leptons.
SpotlightLocationRadius=1000
This is the offset from building in leptons.
SpotlightAcceleration=.0025
This is the acceleration in radians, from sweep to sweep.
SpotlightAngle=.5
This is the maximum angle of arc sweep. Set it to 360 to make it go all the way around.
Building prerequisite categories are specified here.
PrerequisitePower=GAPOWR,NAPOWR,NAAPWR
PrerequisiteFactory=GAWEAP,NAWEAP
PrerequisiteBarracks=NAHAND,GAPILE
PrerequisiteRadar=GARADR,NARADR
PrerequisiteTech=GATECH,NATECH
These should only be modified when adding new sides to the game. Removing any of the above entries can cause the game to crash. I will talk about this more in the adding a new side section.
HunterSeekerDetonateProximity=150
This is how close the hunterseeker has to be to detonate its warhead.
HunterSeekerDescendProximity=700
This is how close to the target it will get before getting close to the ground.
HunterSeekerAscentSpeed=40
This is how fast it flies up to its cruise height.
HunterSeekerDescentSpeed=50
This is how fast it flies down from its cruise height.
HunterSeekerEmergeSpeed=6
The speed that it leaves the upgrade center.
TurnRate=4
This is how fast the jumpjet trooper can turn.
Speed=14
This is the Airspeed of the jumpjet trooper.
Climb=5
This is how fast the jumpjet trooper take off from the ground.
CruiseHeight=500
The cruiseheight should be higher than a bridge, just to be safe. Aircraft fly around 600 bridges are from 100 to 300, I think. If you set this higher, the jumpcannon may not have the range to hit the target.
Acceleration=2
This is fast the pick up speed, up to the maximum speed.
WobblesPerSecond=.15
This is how many bounces the jumpjet trooper makes per second.
WobbleDeviation=40
This is the maximum height variation to the height of the jumpjet trooper from the regular bounces.
These are general controls that deal with the audio or visual appearance of the game or the units therein. They are specified here. Most of these controls should not be messed with, as they can severely alter the way the game runs, and may case it to crash.
UnloadingHarvester=HORV
This is the harvester without a back image to use when unloading tiberium.
PoseDir=2
This is aircraft landing facing (0=N, 1=NE, 2=E, etc). This allows you to have the aircraft always land facing a certain direction.
DropPodPuff=DROPEXP
This is the animation to play when drop pod hits the ground. Don’t mess with this.
WaypointAnimationSpeed=10
This is what effects how fast the waypoint markers animate. Don’t mess with this.
BarrelExplode=EXPLOLRG
The exploding crates animation. Don’t mess with this.
BarrelDebris=GASTANK,PIECE
The exploding crate debris list. If you want the crate to throw more pieces of stuff around when it explodes, add them here. These are taken from the Voxel Animation List.
BarrelParticle=SmallGreySSys
Don’t mess with this.
Wake=WAKE2
This is the wake effect when traveling on/over water. Must be an animation type.
VeinAttack=VEINATAC
Don’t mess with this.
DropPod=DROPPOD,DROPPOD2
This is the mark to leave after drop pod lands. Don’t mess with this.
DeadBodies=DEATH_A,DEATH_B,DEATH_C,DEATH_D,DEATH_E,DEATH_F
This is the choice of dead bodies to leave around. Don’t mess with this.
MetallicDebris=DBRIS1LG,DBRIS2LG,DBRIS3LG,DBRIS4LG,DBRIS5LG,DBRIS6LG,DBRIS7LG,DBRIS8LG,DBRIS9LG,DBRS10LG,DBRIS1SM,DBRIS2SM,DBRIS3SM,DBRIS4SM,DBRIS5SM,DBRIS6SM,DBRIS7SM,DBRIS8SM,DBRIS9SM,DBRS10SM
Don’t mess with this.
BridgeExplosions=TWLT026,TWLT036,TWLT050,TWLT070
The explosions to use for the bridge explosion effect. Don’t mess with this.
DigSound=SUBDRIL1
The sound when digging into the ground.
Dig=DIG
The animation to play when unit digs into ground.
IonBlast=RING1
The initial animation when ion cannon hits.
IonBeam=IONBEAM
Don’t mess with this.
InfantryExplode=S_BANG34
The animation when infantry just explodes. From when you surrender in multiplayer.
AtmosphereEntry=PODRING
The animation to use when drop pod enters atmosphere. Don’t mess with this.
GateUp=GATEUP1
This is the sound of a gate rising.
GateDown=GATEDWN1
This is the sound of a gate lowering.
ShroudGrow=no
Does the shroud grow back over time, yes or no. Yuck, who would want it come back with time?
ScrollMultiplier=.07
This is the multiplier to default scroll speed. I think it only applies to multiplayer.
ShakeScreen=400
You divide object strength by this to determine if the screen shakes when it is destroyed. Would be kind of cool, if it had any effect at all on the game. Don’t bother.
CloakSound=CLOAK5
The sound of cloaking or decloaking.
SellSound=CASHTURN
The sound of selling objects (typically buildings).
GameClosed=BLEEP1
The game closed sound.
IncomingMessage=Message1
The incoming message sound.
SystemError=BOOP
The system error sound.
OptionsChanged=Notify
The options have changed sound. Multiplayer only.
GameForming=GAMEFRM1
The game forming sound.
PlayerLeft=BOOP
The player has left sound.
PlayerJoined=BOOP
The sound for a player has joined.
Construction=BOOP
The sound of building construction.
CreditTicks=CREDUP1,CREDDWN1
The credit tick up and down sounds.
CrumbleSound=CRMBLE2
The building crumble sound when building is completely destroyed.
BuildingSlam=PLACE2
The placing building down sound.
RadarOn=COMMUP1
The radar activation sound.
RadarOff=RADARDN1
The radar deactivation sound.
ScoldSound=SCOLD8
The generic scold sound.
TeslaCharge=OBELPOWR
The tesla (laser) charge up sound.
TeslaZap=OBELRAY1
The tesla (laser ) zap sound.
BlowupSound=EXPNEW01
The sound when a building is damaged to half strength.
ChuteSound=BOOP
The parachute deploy sound.
GenericClick=CLICKY1
The generic click sound.
GenericBeep=BLEEP1
The generic beep sound.
BuildingDrop=PLACE2
The sound of building being placed down.
StopSound=Notify
The sound when units are commanded to stop.
GuardSound=Notify
The sound when units are commanded to guard.
ScatterSound=Notify
The sound when units are commanded to scatter.
DeploySound=27-I002
The sound when units are commanded to deploy.
LightningSound=
Commented out because sound was way too annoying (AI). Ion storm noise gets a little overwhelming if this is set.
TreeFire=FIRE2,FIRE1
The small and large fires to attach to burning trees.
OnFire=FIRE3,FIRE2,FIRE1
This is the list of flames to use when something catches fire [must be 3 in list].
FlamingInfantry=FLAMEGUY
The animation to use for special onfire infantry logic.
Smoke=xxxx
The smoke that rises from the ground after a building explosion.
FirestormActiveAnim=GAFSDF_A
FirestormIdleAnim=FSIDLE
FirestormGroundAnim=FSGRND
FirestormAirAnim=FSAIR
Firestorm animation images. Changing these will alter the look of an active firestorm.
MoveFlash=RING
The movement destination click feedback animation. The circle at the end of the move-here line.
Parachute=PARACH
The big parachute used for paratroopers.
BombParachute=PARABOMB
The parachute used for parabombs and other parachuted ordinance.
SmallFire=FIRE3
The animation for small fire [used after napalm].
LargeFire=FIRE2
The animation for large fire [used after napalm].
AllyReveal=yes
Allies automatically reveal radar maps to each other?
ConditionRed=25percentage
When damaged to this percentage, health bar turns red.
ConditionYellow=50percentage
When damaged to this percentage, health bar turns yellow.
DropZoneRadius=4
The distance around drop zone flair that map reveals itself.
DropZoneAnim=BEACON
The animation to use for the drop zone flair.
EnemyHealth=yes
Show enemy health bar graph when selected?
Gravity=6
The gravity constant for ballistic projectiles, be careful with this, all of your cannon and artillery depend on it.
IdleActionFrequency=.15
The average minutes between infantry performing idle actions.
MessageDelay=.6
The time duration of multiplayer messages displayed over map.
MovieTime=.06
The minutes that movie recorder will record when activated (debug version only). This would be cool if we could activate it.
NamedCivilians=no
Show true names over civilians and civilian buildings? This makes them nominal.
SavourDelay=.1
The delay between scenario end and ending movie [keep the delay short].
ShroudRate=4
The minutes between each shroud creep process [0 means no shadow creep].
FogRate=.5
The minutes between each fog creep process [0 means no fog creep].
IceGrowthRate=1.5
This is how long before water freezes back over in the winter theater.
IceSolidifyFrameTime=1000
This is how many frames between when ice is cracked and when it gets solidified.
IceCrackSounds=ICECRAK1,ICECRAK2,ICECRAK3
The sounds ice makes when it breaks.
AmbientChangeRate=.2
This is how many minutes between ambient light recalculations.
AmbientChangeStep=.1
This is the step rate for gradually changing ambient lighting.
SpeakDelay=2
This is the number of minutes between EVA repeating advice to the player. Single mission only? Advice?
TimerWarning=2
If the mission timer is less than this many minutes, then display in red.
ExtraUnitLight=.2
Extra light to make units glow. You can set this lower to make them not stand out as much.
ExtraInfantryLight=.2
Extra light to make infantry glow. You can set this lower to make them not stand out as much.
ExtraAircraftLight=.2
Extra light to make aircraft glow. You can set this lower to make them not stand out as much.
EMPulseSparkles=EMP_FX01
This is the animation to play over units disabled by an EM Pulse.
CrateMaximum=255
The number of crates on a map can never exceed this quantity.
CrateMinimum=1
The crates are normally one per human player but never below this number. You can set this as high as 255. 10 is a good number of crates though.
CrateRadius=3.0
The radius (cells) for area effect crate powerup bonuses. You can set this higher so that the crate effects more units.
CrateRegen=3
This is the average minutes between random powerup crate regeneration.
SilverCrate=HealBase
This is the solo play silver crate bonus.
SoloCrateMoney=2000
This is money to give for money crate in solo play missions.
UnitCrateType=none
This specifies specific unit type for unit type crate ['none' means pick randomly]. You can set this to a specific unit if you want that unit to always appear when this crate is found.
WoodCrate=Money
The solo play wood crate bonus.
HealCrateSound=HEALER1
The heal crate sound effect.
WoodCrateImg=CRATE
The wood crate overlay image to use. All of the crates use the same image.
CrateImg=CRATE
The normal crate overlay image to use.
FreeMCV=yes
Give free MCV from crate if player has no buildings but still has money? This is for multiplay only.
AmmoCrateDamage=200
The damage generated from exploding ammo crate overlay.
IonCannonDamage=751
The damage from the Ion Cannon.
HarvesterImmune=no
Are harvester immune to normal combat damage, yes or no?
DestroyableBridges=yes
Can bridges be destroyed, yes or no?
TiberiumExplosive=yes
Is tiberium extra explosive, yes or no?
Scorches=BURN01,BURN02,BURN03,BURN04
Scorches1=BURN05,BURN06,BURN07
Scorches2=BURN08,BURN09,BURN10
Scorches3=BURN11,BURN12,BURN13
Scorches4=BURN14,BURN15,BURN16
These are scorch mark smudge types. Don’t mess with them.
TiberiumExplosionDamage = 100
This is the amount of damage dealt out by explosion in a big tiberium chain reaction.
TiberiumStrength = 20
The higher this value, the harder it is to get big tiberium to explode. Not really a problem in tiberian sun, since the big tiberium is not used on the maps. It will be a little more interesting when firestorm comes out.
Craters=CR1,CR2,CR3,CR4,CR5,CR6
These are the crater smudge types. Don’t mess with them.
AtomDamage=1000
The damage points when nuclear bomb explodes (regardless of source). Hum, would be nice if we new how activate nuclear bombs.
BallisticScatter=1.0
The maximum scatter distance (cells) for inaccurate ballistic projectiles. You can set this higher to make them less accurate.
BridgeStrength=1500
The strength of bridge, smaller means more easily destroyed.
C4Delay=.03
The minutes to delay after placing C4 before building will explode.
C4Warhead=HE
This is the warhead that C4 uses to damage buildings. You could change this to GAS or SUPER or whatever, look at the declared warheads section or skip down to warheads section for more on how to make your own.
FirestormWarhead=FirestormWH
The warhead that the firestorm defense uses when active. You could change this to GAS or SUPER or whatever, look at the declared warheads section or skip down to warheads section for more on how to make your own. Note that this may change the way it looks.
IonCannonWarhead=IonCannonWH
The warhead that the ion cannon uses. . You could change this to GAS or SUPER or whatever, look at the declared warheads section or skip down to warheads section for more on how to make your own. Note that this may change the way it looks.
VeinholeWarhead=VeinholeWH
The warhead that the veinhole monster uses. . You could change this to HE or SUPER or whatever, look at the declared warheads section or skip down to warheads section for more on how to make your own. Note that this may change the way it looks.
DefaultFirestormExplosionSystem=FirestormSparkSys
This is the particle system to use when the firestorm defense blows something up.
DefaultLargeGreySmokeSystem=BigGreySmokeSys
DefaultSmallGreySmokeSystem=SmallGreySSys
DefaultSparkSystem=SparkSys
DefaultLargeRedSmokeSystem=BigGreySmokeSys
DefaultSmallRedSmokeSystem=SmallGreySSys
DefaultDebrisSmokeSystem=SmallGreySSys
DefaultFireStreamSystem=FireStreamSys
DefaultTestParticleSystem=TestSmokeSys
DefaultRepairParticleSystem=WeldingSys
Don’t mess with these yet. We will get to the particle systems later.
Crush=1.8
If this close (in cells) to crushable target, then crush instead of firing upon it. This is for the computer ai only, unless autocrush is set to yes, see below..
ExpSpread=.7
This is cell damage spread per 100 damage points for exploding object types [if Explodes=yes]. In other words, how far does the explosion reach, it depends on how powerful it is. Setting this higher will make it cover more ground.
FireSupress=1
This is the radius from target to look for friendlies and thus discourage firing upon, if found. This sort of works. Set higher if you don’t want to kill you own troops who are close to the target. Railguns and lasers ignore this.
FlameDamage=Fire
The damage (warhead type) to use when on object is in flames.
FlameDamage2=Fire2
This is for those small fires on the ground after an explosion.
HomingScatter=2.0
This is the maximum scatter distance (cells) for inaccurate homing projectiles. Set higher for less accuracy.
MaxDamage=1000
This is the maximum damage (after adjustments) per shot. Probably don’t want to mess with this.
MinDamage=1
This is the minimum damage (after adjustments) per shot. Probably don’t want to mess with this.
PlayerAutoCrush=no
Will player controlled units automatically try to crush enemy infantry? If set to yes, and your harvesters are attacked by infantry, they will try to crush them rather then flee.
PlayerReturnFire=no
More aggressive return fire from player controlled objects? If this is set to yes, it is next to impossible to get your troops to fall back and regroup.
PlayerScatter=no
Will player units scatter, of their own accord, from threats and damage? This is not too bad to set to yes, since infantry get it when they go elite anyway.
;ProneDamage=50percentage
When infantry is prone, damage is reduced to this percentage. This has been disable since it is now covered in the weapons section.
SplashList=H2O_EXP3,H2O_EXP2,H2O_EXP1
The water explosion set for conventional explosives. These are the nice spurts of water when a weapon hits a river or lake.
TreeTargeting=no
Automatically show target cursor when over trees? This can get really annoying if set to yes.
TurboBoost=1.5
The speed multiplier for turbo-boosted weapons when firing upon aircraft. Sams, dragons, and the like.
Incoming=10
If an incoming projectile is as slow or slower than this, then object in the target location will try to run away. Grenades have this characteristic.
CollapseChance=100
Percent chance that a cliff will collapse when hit. Setting this lower makes it harder to destroy cliffs.
BerzerkAllowed=no
Allow Cyborgs to go berzerk when at half damage? This is cool to set to yes. Damaged cyborgs start shooting everything that moves.
Each side has some basic controls on how they behave when controlled by the computer. Here is the list of available house types.
[Houses]
0=GDI
1=Nod
2=Neutral
3=Special
Special notes on adding houses. New houses must start after GDI and Nod. More on adding houses in the adding a side to the game section.
The combatants can be grouped according to side. This lists the sides and their respective member houses.
[Sides]
GDI=GDI
Nod=Nod
Civilian=Neutral
Mutant=Special
Special notes on adding sides. New sides must start after GDI and Nod. More on adding sides in the Adding a Side to the Game section.
This is the list of infantry types. Each infantry type listed here should also have a matching data section that specifies its data values. The purpose of this list is to identify infantry types that can't be implicitly determined by examining other entries in this rules file.
[InfantryTypes]
Add any new infantry type at the bottom of the list. They must have unique numbers. So if the list ends with 50, start at 100. More on adding infantry in the Infantry section.
This lists all the buildings types in the game. Each of these types will have a specific section in this file that gives the particulars about that building type.
[BuildingTypes]
Add any new building type at the bottom of the list. They must have unique numbers. So if the list ends with 250, start at 500. More on adding buildings in the Building section.
This lists all of the aircraft types in the game. Each aircraft type should have a matching section that specifies the data it requires.
[AircraftTypes]
Add any new aircraft type at the bottom of the list. They must have unique numbers. So if the list ends with 8, start at 20. More on adding aircraft in the Aircraft section.
This lists all of the vehicles types in the game. Each vehicle type should have a matching section that specifies the data it requires.
[VehicleTypes]
Add any new vehicle type at the bottom of the list. They must have unique numbers. So if the list ends with 100, start at 200. More on adding vehicles in the Vehicles section.
This is a list of the various particle types in the game. These are usually objects of gassy nature: poison gas, smoke, fire, etc...
[Particles]
These first three must be in this order!
1=GasCloud1
2=GasCloud2
3=FireStream
Add any new particle type at the bottom of the list. They must have unique numbers. So if the list ends with 50, start at 100. More on adding particles in the Particle section.
This is a list of the various types of particles systems available in the game
[ParticleSystems]
Add any new particle system type at the bottom of the list. They must have unique numbers. So if the list ends with 50, start at 100. More on adding particle systems in the Particle System section.
This is a list of the various types of super weapons available in the game.
[SuperWeaponTypes]
Add any new super weapon type at the bottom of the list. They must have unique numbers. So if the list ends with 10, start at 20. It is not known if we can add these, but more on adding super weapons in the Super Weapon section.
This is a list of the various types of warheads available in the game
[Warheads]
Add any new warhead type at the bottom of the list. They must have unique numbers. So if the list ends with 50, start at 100. More on adding warheads in the Warheads section.
These are the multiplayer dialog default settings. Does not apply to Westwood chat, only to the in-game dialogs.
Money=10000
This is the default starting money in mutiplayer or skirmish.
MaxMoney=10000
This is the maximum starting money in mutiplayer or skirmish.
ShadowGrow=no
This may effect the in-game shadows cast by objects.
Bases=yes
Are bases allowed in multiplayer. If not it will be a short game.
TiberiumGrows=yes
Is tiberium allowed to grow, yes or no.
Crates=yes
Are crates allowed, yes or no.
CaptureTheFlag=no
If this is set to yes, the game will crash when you first enter an enemy base. So don’t do it.
Certain countries have special adjustments to their unit and building values. These are global values that affect ALL units and buildings owned by that country. This applies only to multiplayer games and skirmish mode. In normal game play, all values are "1.0".
Airspeed =
This is the multiplier to speed for all air units, larger means faster. The default is 1.0
Armor =
This is the multiplier to armor strength for all units and buildings, larger means stronger. The default is 1.0
Cost =
This is the multiplier to cost for all units and buildings, larger means costlier. The default is 1.0
Firepower =
This is the multiplier to firepower for all weapons larger means more damage. The default is 1.0
Groundspeed =
This is the multiplier to speed for all ground units larger means faster. The default is 1.0
ROF =
This is the multiplier to Rate Of Fire for all weapons larger means slower ROF. The default is 1.0
BuildTime =
This is the multiplier to general object build time, larger means longer to build. The default is 1.0
Color =
This is the color to use when displaying objects owned by this country, see color schemes below.
Multiplay =
This house used as placeholder for multiplay house. The default is no.
WallOwner =
Will this house own walls that are placed near its buildings . The default is yes.
SmartAI =
Does it presume to have the smart AI logic already enabled. The default is no.
[GDI]
Name=GDI
Suffix=GDI
Prefix=G
Color=Gold
Multiplay=yes
Side=GDI
New country settings need to be added under GDI and Nod. The suffix and the prefix can be anything you like, as can the Name. The part in the brackets [] needs to match the id used for the house in the Houses List. The side must match the side declared in the Sides List. More information on this will be given in the section on adding a side.
Each country must be assigned a color. This lists the various colors available. The values represent the 'hue', 'saturation', and 'value'. The 'value' component specifies the maximum brightness allowed for the color as the color spread is generated. The 'hue' component remains constant. The 'saturation' curves through color space as the 'value' component changes such that darker colors become more saturated.
Here is a table of the colors used in the game.
Color Hue Saturation Intensity
Light Red 0 70 255
Red 0 160 255
Dark Red 0 235 255
Burgundy 0 255 150
Light Peach 21 120 255
Peach 21 150 255
Dark Peach 21 180 255
Darker Peach 21 255 255
Light Orange 24 165 255
Orange 24 255 255
Dark Orange 11 235 255
Light Gold 34 128 255
Gold 34 160 255
Dark Gold 34 235 255
Light Yellow 43 70 255
Yellow 43 160 255
Dark Yellow 43 235 255
Neon Yellow 43 255 255
Light Lime 53 70 255
Lime 53 160 255
Dark Lime 53 235 200
Neon Lime 53 255 255
Light Green 85 70 255
Green 85 160 200
Dark Green 85 235 150
Neon Green 85 255 255
Light Teal 110 70 255
Teal 110 160 255
Dark Teal 110 235 255
Light Cyan 132 70 255
Cyan 132 160 255
Dark Cyan 132 235 255
Light Sky 142 70 255
Sky 142 160 255
Dark Sky 142 142 255
Light Blue 164 140 255
Blue 164 200 255
Dark Blue 164 200 179
Neon Blue 164 255 255
Light Purple 200 160 255
Purple 200 235 255
Light Magenta 228 120 255
Magenta 228 160 255
Dark Magenta 228 235 255
White 0 0 255
Light Gray 0 0 220
Gray 0 0 190
Dark Gray 0 0 120
Black 0 100 0
To make a new color for the game, pick an appropriate name, then assign a hue, saturation, and intensity to it. Here is a table to help you out with the saturation and intensity.
Saturation Intensity
Light 70 255
Normal 160 255
Dark 235 150-255
Neon 255 255
To get a color you want, the easy way is to look a color palette from an art program. Find a color in between one of the ones above and have fun.
Here is an example color.
NeonRed=0,255,255 added
This makes a nice lurid red, perfect for red tiberium…but more on that later.
Game difficulty is controlled by these factors. Some of these factors will only affect a computer player. The computer and the player are handicapped by the individual settings. Thus the computer may be playing at 'difficult' level while the player may be playing at 'easy' level.
Airspeed =
This is the multiplier to speed for all air units. The default is 1.0
Armor =
This is the multiplier to armor strength for all units and buildings. The default is 1.0
Cost =
This is the multiplier to cost for all units and buildings. The default is 1.0
Firepower =
This is the multiplier to firepower for all weapons. The default is 1.0
Groundspeed =
This is the multiplier to speed for all ground units. The default is 1.0
ROF =
This is the multiplier to Rate Of Fire for all weapons, larger means slower ROF. The default is 1.0
BuildSlowdown =
Should the computer build slower than the player, the default is no. This affects the computer player, not the human player.
ContentScan =
Should the contents of a transport be considered when picking best target, the default is no.
RepairDelay =
This is the average delay (in minutes) between initiating building repair.
BuildDelay =
This is the average delay (in minutes) between initiating construction.
DestroyWalls =
Allow scanning for nearby enemy walls and destroy them, the default is yes.
To make the AI tougher, you can comment out the BuildSlowdown=yes for normal and difficult.
Here is a list of what it is possible to declare about all units. There are more options under the specific headings, ie: Vehicles, Infantry, Aircraft, Buildings.
AllowedToStartInMultiplayer =
Can the unit be randomly allocated to a player when starting a multiplayer game. The default is yes.
Ammo =
This is the number of rounds carried between reloads, -1 means unlimited. The default is -1.
Armor =
This is the armor type of this object, they can be: none, wood, light, heavy, concrete. The default is none.
BuildLimit =
This is the arbitrary maximum it is allowed to build, per house, of a specific unit. The default is –1, no restriction.
Cloakable =
Is it equipped with a cloaking device? The default is no. You also need the Cloaking Speed = attribute to be declared.
CloakingSpeed=
This is speed that an object cloaks. Most are set to 5.
Cost =
This is the cost to build an object in credits.
Category =
This is the category of object, it is used by AI systems -- "Soldier", "Civilian", "VIP", "Ship","Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower", "AirLift"
CloakStop =
Does the unit cloak when it has stopped moving. The default is no?
Crewed =
Does it contain a crew that can escape, never the infantry in it. The default is no?
CrushSound =
This is the sound to play if this object type is crushed. The default is none.
DeployTime =
This is the time, in minutes, to deploy or undeploy. This is used for units that deply into buildings, like the MCV into Construction Yard.
Disableable =
Can this object be disabled by special multiplay option. The default is yes. I think this means that it is disabled by the tech level changing.
DoubleOwned =
Can be built/owned by all countries in a multiplayer game The default is no. I think is no longer used.
Explodes =
Does it explode violently when destroyed, i.e., does it do collateral damage like the hunter-seeker or a demolitions truck. The default is no.
Explosion =
This is the explosion to use when it blows up, doesn't apply to infantry. The default is none.
FireAngle =
This is the pitch of projectile launch, 64 = horizontal, 0 = vertical. The default is 50.
Gate =
Is this building a gate? The default is no.
GateCloseDelay =
The time, in minutes, to delay before closing a gate after it has opened.
GuardRange =
The distance to scan for enemies to attack. The default uses the weapon range.
Image =
This is the name of graphic data to use for this object. The default is the same as the object identifier. More on this later.
Immune =
Is this object immune to damage, yes or no. An example would be the bridge hut, it is immune to you can always repair bridges.
ImmuneToVeins =
Is it immune to vein creature attacks. The default is no.
Invisible =
Is completely and always invisible to enemy. The default is no. Light posts used for special lighting effects on maps.
Insignificant =
Will this object not be announed when destroyed. The default is no. Sandbags, walls, etc.
LegalTarget =
Is this allowed to be a combat target. The default is yes. Blossom trees are not.
Name =
This specifies the given name to be displayed for the object in the game. Example: MCV is the id, the name is Mobile Construction Vehicle.
Nominal =
Always use the given name rather than generic "enemy object". The default is no. Keeps you guessing as to what the enemy really has in their base.
Owner =
This is who can build this [GDI or Nod]. New sides can also be listed here as owners. The default is none.
PipScale =
This is what to base the pip display on: Passengers, Tiberium, Ammo, or Power.
The default is none.
Points =
This is the point value for scoring purposes. This is also the number that veteranacy works with. The default is 0.
Prerequisite =
This is a list of buildings needed before this can be manufactured. The can be prerequisite categories like TECH, or specific buildings like PROC (refinery). The default is no requirement.
Primary =
This is the primary weapon the unit or building is equipped with. The default is none. These can be found in the Weapon Section.
Secondary =
This is the secondary weapon the unit or building is equipped with. The default is none. These can be found in the Weapon Section.
Elite =
This is the new primary weapon the unit gets when at elite veteran status. The default is the same as the primary. These can be found in the Weapon Section.
RadarVisible =
Is visible on radar even when under shroud. The default is yes for all but infantry, for them it is no.
ROT =
Rate Of Turn for body (if present) and turret (if present). The default is 0.
Reload =
This is the time delay between reloads. The default is 0.
RadarInvisible =
Is it invisible on radar maps, yes or no. The default is no.
SelfHealing =
Does the object heal automatically up to half strength. The default is no.
Selectable =
Can the player select this object. The default is yes.
Sensors =
Has sensors to detect nearby cloaked objects. The default is no. You can add this to your Jump Jet Infantry to make them like the ones in Firestorm.
Sight =
This is the sight range, in cells. The default is 1.
Storage =
This is the number of 'bails' this building or unit can store. The default is 0.
Strength =
This is the strength (hit points) of the object. Can be from 1 to 32000.
TargetLaser =
Does it have a targeting laser. The default is no. I think this is just Eye-Candy for the game, but it does look cool.
Trainable =
Can this object become veteran by experience. The default is yes for units and no for buildings.
Turret =
Is it equipped with a turret like superstructure, never infantry. The default is no.
TurretSpins =
Does the turret just sit and spin, only if turret equipped. The default is no. This is used for things like the MRJ or Radar.
TechLevel =
This is the tech level required to build this, -1 means can't build. The default is -1. This can be from 1 to 10.
ToProtect =
Should friendly units come to rescue if under attack, computer only. The default is no. This is for harvesters I think.
TypeImmune =
Immune to damage from same type objects if owned by same side. In other words is a flame tank you own immune to the flame of a flame tank you own next to it. The default is no.
VoiceSelect =
This is the list of voices when selecting this object. The default is none.
VoiceMove =
This is the list of voices to use when giving object a movement order. The default is none.
VoiceAttack =
This is the list of voices to use when giving object an attack order. The default is none.
VoiceDie =
This is the list of voices to use when it dies. The default is none.
VoiceFeedback =
This is the list of voices that may give when taking damage. The default is none.
HasRadialIndicator=
This is the sweeping indicator that shows when you click on a stealth generator or sensor array. The default is false.
RadialColor=
This is the color of the indicator. It is defined in Hue, Saturation, and Intensity.
Locomotor =
The CLSID of the object handling movement for this object. The default is statue.
Tracked / Wheeled Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Hover Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
Subterranean Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
Infantry Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
Droppod Locomotor={4A582745-9839-11d1-B709-00A024DDAFD1}
Aircraft Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
Walker Vehicles Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Jumpjet Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
You can make a unit into a chrono-type unit by adding a x inside the first bracket, please note that this may cause the game to crash sometimes. From looking inside the game file, it looks like chrono is a real option, we just need to find the real locomotor to make it work right.
MovementZone =
These determine the zones on the maps that a unit can move across, must be matched to the correct locomotor.
Destroyer, AmphibiousCrusher, Normal (Tracked / Wheeled)
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
Subterranean
Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
Infantry
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
Fly (Droppod)
Locomotor={4A582745-9839-11d1-B709-00A024DDAFD1}
Fly (Aircraft)
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
Destroyer (Walker)
Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Fly (Jumpjet)
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
VeteranAbilities =
This is the list of veteran abilities to grant. The default is none.
They are:FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,CLOAK,
TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,RADAR_INVISIBLE,
SENSORS,FEARLESS,C4,TIBERIUM_HEAL,GUARD_AREA,CRUSHER
EliteAbilities =
This is the list of elite abilities to grant cumulative with veteran abilities. The default is none.
They are:FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,CLOAK,
TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,RADAR_INVISIBLE,
SENSORS,FEARLESS,C4,TIBERIUM_HEAL,GUARD_AREA,CRUSHER
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 should not be messed with, as they deal with how the unit looks under special circumstances.
These apply only to vehicles, infantry, and aircraft, not buildings.
MoveToShroud =
Allowed to move into a shrouded cell. The default is yes for vehicles and infantry, for aircraft, no.
Dock =
This is the preferred docking building, e.g., harvester -> refinery, helicopter -> helipad. The default is none.
TiberiumHeal =
Does it heal slowly when in Tiberium field. The default is no.?
Passengers =
This is the number of passengers it may carry. The default is 0.
Speed =
This is the speed of this object. [n/a for buildings]. The default is 0.
ManualReload =
Must this object reload by coordinating with reloader building. The default is no.?
WalkRate =
This is the walking animation rate [larger means slower]. The default is 1.
These options apply only to vehicles.
CrateGoodie =
Can it appear out of a crate in multiplay. The default is no.
Crushable =
Can it be crushed by a heavy tracked vehicle The default is no.
Crusher =
Is this vehicle able to crush infantry. The default is no.
NoMovingFire =
The vehicle must stop before it can fire. The default is no.
DeployToFire =
The vehicle must deploy before it can fire. The default is no.
Harvester =
Do the special Tiberium harvesting rules apply? The default is no.
Weeder =
Do the special weed-harvesting rules apply. The default is no.
Deployer =
Does it deploy before being able to operate? The default is no. OBSOLETE
IsTilter =
Does this unit tilt on slopes. The default is yes. Only for voxel units.
CarriesCrate =
Might this unit drop a crate when it is destroyed. The default is no. If this is set to yes, it must also be set to yes in the mutiplay map.
These options apply only to infantry.
Agent =
Does it have spy-like abilities. The default is no. This is listed twice in the actual rules files, it is not known why, but don’t add it twice to your unit or the game will crash. See the entry below for more information on what this does.
Fearless =
Is not prone to fear. The default is no.
VoiceComment =
This is the list of idle voices. The default is none.
Pip =
This is the color of pip when inside a transport, green, yellow, white, red, blue. The default is green.
C4 =
Equipped with building sabotage explosives, presumes Infiltrate is true. The default is no.
Cyborg =
Does it require special cyborg death handling? The default is no.
Fraidycat =
Is it inherently afraid and will panic easily? Like civilians. The default is no.
TiberiumProof =
Is it immune to tiberium and tiberium gas damage? The default is no.
Infiltrate =
Can it enter a building like a spy or thief? The default is no.
IsCanine =
Should special case dog logic be applied to this?
Civilian =
Counts a civilian for evac and kill tracking. The default is no.
FemaleVoice =
Uses the civilian female voice. The default is no.
Engineer =
Does it behave like an engineer as far as repair and capture go? The default is no.
Disguised =
Is it disguised as an enemy soldier when seen by enemy? The default is no.
Agent =
Does this infantry gather information if it enters an enemy building [like a spy]? The default is no. If you have this set to yes, when you infiltrate a Radar, you will see everything that your enemies troops reveal. Must have Infiltrate set to yes.
Thief =
Does it steal money if it infiltrates an enemy building? The default is no. This does not appear to function.
VehicleThief =
Does it steal enemy vehicles when it gets close to one? The default is no.
These options apply only to aircraft.
Carryall =
Can it tote vehicles around? The default is no.
Landable =
Can this aircraft land on the map. The default is no.
PitchSpeed =
Throttle setting at which aircraft pitch forward, the default is .25
PitchAngle =
Amount that non-FixedWing aircraft pitch forward in degrees, the default is 20.0
RollAngle =
Amount that the aircraft rolls when turning, the default is 30.0
These options apply only to buildings.
Adjacent =
This is the distance it is allowed to be placed from other buildings. The default is 1.
BaseNormal =
Considered for building adjacency checks. The default is yes.
Barrel =
Use barrel explosion logic when it is destroyed. The default is no.
Bib =
Does the building have a bib built in? Like a Factory. The default is no.
Capturable =
Can this building be infiltrated by a spy/engineer. The default is no.
DockUnload =
When a unit docks with this building should it unload? The default is no.
Factory =
This building can build a type of object, InfantryType, AircraftType, UnitType, BuildingType, VesselType. The default is none.
Fake =
Is this a fake structure. The default is no.
FreeUnit =
This is the free unit to give this building, typically a harvester with a refinery. The default is none.
Power =
This is power created or used by the building, positive for output, negative for drain. The default is 0.
Powered =
Does it require power to function. The default is no.
Radar =
Does this building give radar to owning player. The default is no.
Repairable =
Can it be repaired. The default is yes.
UnitReload =
Does this building reload units if they dock with it. The default is no.?
UnitRepair =
Does this building repair units if they dock with it. The default is no.?
Unsellable =
Cannot sell this building (even if it can be built)?
Wall =
Is this a wall type structure, special rules apply. The default is no.
WaterBound =
Is this building placed on water only. Used for shipyards and subpens. The default is no.
Upgrades =
This is the number of power-ups/upgrades that can be applied to this building. The default is 0. Is plus must be yes.
IsPlug=
This is set to yes if it can be upgraded. The default is no.
ShipYard =
This building is a ship yard or sub pen. The default is no.
SAM =
This building is a SAM launcher. The default is no.
ConstructionYard =
This building is a construction yard. The default is no.
Refinery =
This building is a tiberium/ore refinery. The default is no.
WeaponsFactory =
This building is a weapons factory. The default is no.
Does this building cloak objects around it? The default is no. If yes it should also have these: CloakRadiusInCells, HasRadialIndicator, and a RadialColor.
CloakRadiusInCells=
This is the distance from the generator that is cloaked when it is active.
LaserFencePost =
This building is a laser fence post and obeys the rules for a building of this type. The default is no.
LightIntensity =
This building radiates this amount of light. The default is 0.
LightVisibility=
The distance (in leptons) that this light is visible from. The default is 5000.
LightRedTint =
The red tint of this buildings light. The default is 1.
LightGreenTint =
The green tint of this buildings light. The default is 1.
LightBlueTint =
The blue tint of this buildings light. The default is 1.
InvisibleInGame=
Building cannot be seen on selected in the game, only in the editor. The default is no. This is used for lamp posts for lighting effects.
PowersUpBuilding =
Building that can be upgraded by attaching this building to it. The default is no.
PowersUpToLevel =
Amount of upgrade provided by this attachment. -1=incremental upgrade. Positive number is specific upgrade. The default is no.
Hospital =
Can this building heal infantry. The default is no.
Armory =
Is this building an armory. The default is no.
PlaceAnywhere =
Can this building ignore normal placement rules? Only use this for non-player placed buildings. The default is no.
Weeder =
Is this a weed collection facility. The default is no.
TogglePower =
Can be turned on/off under player control or affected by low power. The default is yes.
LightningRod =
Is this building a lightning rod, ie: will it help prevent your building from being hit in an ion storm if you have it nearby. The default is no.
The weapons specified here are attached to the various combat units and buildings. They must be defined in the weapons list to able to use them.
Anim =
This is the animation to display as a firing effect, use 8 for directional variation.
Burst =
This is the number of rapid succession shots from this weapon. The default is 1.
Camera =
Reveals area around firer. The default is no. This can be used to create a spyplane like in redalert.
Charges =
Does it have charge-up-before-firing logic. The default is no.?
Damage =
This is the amount of damage (unattenuated) dealt with every bullet. It is not used if the weapon has an attached particle system. Use the Ambient Damage below.
Floater =
Does this weapon float like a Frisbee? The default is no.
Lobber =
Does the projectile fly to target in a high arc. The default is no.?
Projectile =
This defines the projectile characteristic to use.
ROF =
This is the delay between shots, 15 = 1 second at middle speed setting.
Range =
This is the maximum cell range.
MinimumRange =
This is the minimum range to target. Used for artillery. The default is 0.
Report =
List of sounds to random play when firing.
Speed =
This is the speed of projectile to target (100 is maximum).
Warhead =
This is the name of the warhead to attach to projectile.
Supress =
Should nearby friendly buildings be scanned for and if found, discourage firing on target? The default is no.
TurboBoost =
Should the weapon get a boosted speed bonus when firing upon aircraft?
UseFireParticles =
Should the weapon spawn a flame particle system? The default is no.
Bright =
Does this weapons bullet cause a lighting effect when it impacts? The default is no. If set, this will override the warheads 'Bright' flag.
IonSensitive =
Shuts down during an ion storm? The default is no.
AmbientDamage=
This seems to be used when weapons have attached particle systems.
Projectiles describe how and what image to use as the weapon flies to its target. Think of the projectile as the "delivery method" used to get the warhead to the desired target.
AA =
Can this weapon fire upon flying aircraft? The default is no.
AG =
Can this weapon fire upon ground objects? The default is yes.
ASW =
Is this an Anti-Submarine-Warfare projectile? The default is no.
Acceleration =
This is the amount to increase missile speed. The default is 3.
Airburst =
Does it try to fly over the target instead of hit it? The default is no.
Arm =
How long is the arming delay? The default is 0.
Bouncy =
Does it bounce a bit upon impact, like a disc grenade? The default is no.
Degenerates =
Does the bullet strength weaken as it travels? The default is no.
Dropping =
Does it fall from a starting height? The default is no.
Elasticity =
This is the "bounciness" of the object, should be 0.0 through 1.0. The default is 0.75
High =
Can it fly over walls? The default is no.
Image =
This is the image to use during flight.
Inaccurate =
Is it inherently inaccurate? The default is no.
Inviso =
Is the projectile invisible as it travels? The default is no.
Parachuted =
Equipped with a parachute for dropping from plane? The default is no.
Proximity =
Does it blow up when near its target? The default is no.
ROT =
Rate Of Turn, non zero implies homing. The default is 0.
Ranged =
Can it run out of fuel? The default is no.
Shadow =
If High, does this bullet need to have a shadow drawn? The default is yes.
Color =
Color scheme to use for special remapping projectiles. The default is none.
VeryHigh =
Does it fly at a very high cruise altitude? The default is no.
Cluster =
This is the number of explosions attached to projectile, cluster-bomb. The default is 1.
HoldsWhat =
What type of particle (see below) that this system manages (required).
Spawns =
Does this system spawn particles by itself. The default is no.
SpawnFrames =
This is the number of frames to wait before spawning another particle.
ParticleCap =
This is the maximum number of particles that can be in this system.
Image =
Imagelist to use for particle.
Persistent =
Does this particle stick around? Should always be yes.
MaxDC =
How many frames go by before this particle damages the things near it? The default is 0.
MaxEC =
How many frames does this object last. The default is 0.
Damage =
How much damage does it do? The default is 0.
Warhead =
What warhead to use for damage purposes. The default is WARHEAD_NONE
StartFrame =
What frame of image to start on? The default is 0.
NumLoopFrames =
How many frames form a single loop? The default is 1.
WindEffect =
To what degree does the wind affect this particle, 0 = not at all, 5 = a lot. The default is 0.
Velocity =
This is the speed at which the particle travels. The default is 0.0
Radius =
How big is this particle? (used for attract/repel)
BehavesLike, DeleteOnStateLimit, EndStateAI, StateAIAdvance
These are things that shouldn't be messed with.
This is what gives the "rock, paper, scissors" character to the game. It describes how the damage is to be applied to the target. The values should take into consideration the 'area of effect'. example: Although an armor piercing tank round would instantly kill a soldier IF it hit, the anti-infantry rating is still very low because the tank round has such a limited area of effect, lacks pinpoint accuracy, and acknowledges the fact that tanks pose little threat to infantry that take cover.
I the editor personally disagree. I think tanks should blow away infantry with one shot.
Spread = damage spread factor [larger means greater spread] The default is 1.
[A value of 1 means the damage is halved every pixel distant from center point.
a value of 2 means damage is halved every 2 pixels, etc.]
Wall =
Does this warhead damage concrete walls? The default is no.
Wood =
Does this warhead damage wood walls? The default is no.
Fire =
Does this produce great heat and thus will melt ice? The default is no.
Tiberium =
Does this warhead destroy tiberium? The default is no.
Sparky =
Does this warhead cause residual flames? The default is no.
Conventional =
Is explosive warhead big enough to cause a splash when it hits water, nukes are too big for this. The default is no.
Rocker =
Can this warhead cause nearby units to rock upon impact? The default is no.
AnimList =
This is the list of animations to play when warhead explodes, listed from lesser to greater damage.
Verses =
This is the damage value verses various armor types (as percentage of full damage)
-vs- : none, wood (buildings), light armor, heavy armor, concrete.
InfDeath =
Which infantry death animation to use? The default is 0.
0=instant die,
1=twirl die,
2=explodes,
3=flying death,
4=burn death,
5=electro
Deform =
This is the percentage chance that this warhead will damage the ground when it hits. The default is 0.
DeformThreshhold =
The damage must exceed this amount before deformation can occur. The default is 0.
Particle =
Particle effect to use when explosion occurs. The default is none.
ProneDamage =
Damage modifier for infantry when prone. The default is 1.
Bright =
Does this warhead normally cause a lighting effect when it goes off? The default is no. This is overridden in the case of bullets by the weapon 'Bright' flag.
This section specifies the characteristics of the various terrain types. The primary purpose is to differentiate the movement capabilities.
Float =
This is the percentage of full speed for ships, 0 means impassable. The default is 100.
Foot =
This is the percentage of full speed for foot soldiers, 0 means impassable. The default is 100.
Track =
This is the percentage of full speed for tracked vehicles, 0 means impassable. The default is 100.
Wheel =
This is the percentage of full speed for wheeled vehicles, 0 means impassable. The default is 100.
Hover =
This is the percentage of full speed for hovering vehicles, 0 means impassable. The default is 100.
Amphibious =
This is the percentage of full speed for amphibious vehicles, 0 means impassable. The default is 100.
Buildable =
Can buildings be built upon this terrain? The default is no.
This specifies the chance for the specified crate powerup to appear in a 'random' crate. The chance is expressed in the form of 'shares' out of the total shares specified. The second parameter is the animation to use when this crate is picked up. The third parameter, if present, specifies the data value needed for that crate powerup. They mean different things for the different powerups.
It says they are expressed as share from total specified, where? If they mean the maximum number of crates, then there is a problem. There are currently 441 shares being doled out below. The maximum of crates is 255.
Armor=33,ARMOR,2.0
The armor of nearby objects is increased by the armor multiplier.
Cloak=20,CLOAK
This will enable cloaking on nearby objects.
Darkness=5,SHROUDX
This will put the entire radar map under shroud. Bad.
Explosion=38,<none>,500
This is a high explosive baddie (damage per explosion). Very Bad.
Firepower=28,FIREPOWR,2.0
This increases the firepower of nearby objects by (firepower multiplier).
HealBase=23,HEALALL
This heals all of your buildings to full strength.
ICBM=13,CHEMISLE
This is a chemical missile one time shot? Actually it is a multi-missile.
Money=55,MONEY,2000
This is a chunk o' cash (maximum cash).
Napalm=25,<none>,600
This is a fire explosion baddie (damage). Very Bad.
Reveal=8,REVEAL
This will reveal entire radar map. Note that if you get a reveal after it is already revealed, the map will shroud.
Speed=30,ARMOR,1.7
The speed of nearby objects is increased (speed multiplier).
Squad=45,<none>
This is squad of random infantry. Dune 2000 had this, and it was cool, but I have NEVER gotten it in Tiberian Sun. It doesn’t work for some reason, even if you set the infantry to CrateGoodie=yes.
Unit=40,<none>
This is random vehicle. Very nice. For a vehicle to be considered, it must have CrateGoodie=yes.
Invulnerability=10,ARMOR,1.0
This is invulnerability (duration in minutes). Don’t know if this works or not.
Veteran=15,VETERAN,1
This is the veteran upgrade (levels to upgrade). Sweet.
IonStorm=0,<none>
This is supposed to initiate an ion storm. Does not appear to work.
Gas=18,<none>,100
This is a tiberium gas bomb (damage for each gas cloud). Very Nasty.
Tiberium=35,<none>
This is a tiberium patch. Picks a random type.
Pod=0,<none>
This is the drop pod special. Doesn’t work. Hopefully in firestorm…
There are various kinds of tiberium. This lists their number and particulars. Some of the options are modifiable. I’ll show which ones, and how.
[Tiberiums]
0=Riparius
1=Cruentus
2=Vinifera
3=Aboreus
Don’t mess with the list above, it will screw up the map packs if you do.
Name =
This is the display name of variety of tiberium. I don’t think this matters much.
Image =
This is the image to use [1=small, 2=large, 3=vine]. Don’t mess with this, it seems to crash the game.
Value =
This is the credit value per 'bail'. You may change this to whatever you want.
Growth =
This is the growth rate, smaller is faster. 2200 seems to be around 3 minutes.
GrowthPercentage=
This is amount that it increases when it grows. Can be from 0.1 to 0.9
Spread =
This is the spread rate. This should be the same as the growth rate.
SpreadPercentage=
This is amount that it increases when it spreads, should be the same the growth percentage. Can be from 0.1 to 0.9
Power =
This is the explosive power per 'bail'. The default is 0. Can be from 0 to 100
Color =
This is the display color of the Tiberium. This can be set to any of the colors that are declared in the Color Schemes.
Debris =
This is the crystal to fly off when chain reacting. The default is none.
Here is an example of how you can change the Tiberium. We will work with the Green Tiberium, so it will show up in Random Maps.
;This is green tiberium. We are going to make red and explosive
[Riparius]
Image=1
Power=100
Value=50 ; lets double the value of 25 to 50
Growth=1500 ; we will also make it grow faster
GrowthPercentage=.09
Spread=1500 ; we will also make it grow faster
SpreadPercentage=.09
Color=NeonRed ; we will use the NeonRed color we made in the Color Schemes.
Debris=CRYSTAL1,CRYSTAL2,CRYSTAL3,CRYSTAL4 ; we have added debris
You can edit your tiberium however you like, as long as you leave the [name] and the Image= alone. Have fun.
IsPowered
Does this super weapon become inoperative in a low power situation?
RechargeVoice
Voice to use when weapon is fully recharged and ready.
ChargingVoice
Voice to use when weapon begins charging.
ImpatientVoice
Voice to use when user clicks on weapon that isn't finished charging.
SuspendVoice
Voice to use when special weapon charging is suspended.
RechargeTime
This is the time in minutes to recharge this special. This is safe to change.
Adding new vehicles to Tiberian Sun is easy. You can do it two ways. 1) You can copy a vehicle that is close to what you want. 2) You can build it line by line to be exactly what you want. I have used both methods to make vehicles. There is nothing wrong with either one.
Lets make new kind of Disrupter. (yes, Westwood misspelled disruptor)
1) First copy the Disruptor image.
[SONIC]
Name=Disruptor
Prerequisite=GAWEAP,GATECH
Primary=SonicZap
Strength=500
TypeImmune=yes
Armor=heavy
Category=AFV
IsTilter=yes
TechLevel=9
Turret=yes
Sight=7
Speed=4
CrateGoodie=yes
Owner=GDI
Cost=1300
Points=25
ROT=4
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
AllowedToStartInMultiplayer=no
MaxDebris=5
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=60 ; This value MUST be 0 for all building addons
NoMovingFire=true ; This MUST be set to true for the sonic tank
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=EXPLODES
ZFudgeColumn=12
ZFudgeTunnel=15
2) Lets make it a Hover Disruptor. Look at the table of locomotors and movement zones. Find this:
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
Replace the Locomotor= and MovementZone= so that it looks like this:
[SONIC]
Name=Disruptor
Prerequisite=GAWEAP,GATECH
Primary=SonicZap
Strength=500
TypeImmune=yes
Armor=heavy
Category=AFV
IsTilter=yes
TechLevel=9
Turret=yes
Sight=7
Speed=4
CrateGoodie=yes
Owner=GDI
Cost=1300
Points=25
ROT=4
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
AllowedToStartInMultiplayer=no
MaxDebris=5
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone= AmphibiousDestroyer
ThreatPosed=60 ; This value MUST be 0 for all building addons
NoMovingFire=true ; This MUST be set to true for the sonic tank
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=EXPLODES
ZFudgeColumn=12
ZFudgeTunnel=15
Okay, now change the Name to this Name=Hover Disruptor. Change this [SONIC] to [HOVSONIC] and add this Image=SONIC. The Image tag tells the game that this looks like a SONIC vehicle. Without this, the game will crash.
You MUST add HOVSONIC to the Vehicle List at the top of the Rules or you vehicle will not be available to build. You can also change the cost and such if you want too. Have fun.
Okay, the final product should look like this:
[HOVSONIC]
Image=SONIC
Name=Hover Disruptor
Prerequisite=GAWEAP,GATECH
Primary=SonicZap
Strength=500
TypeImmune=yes
Armor=heavy
Category=AFV
IsTilter=yes
TechLevel=9
Turret=yes
Sight=7
Speed=4
CrateGoodie=yes
Owner=GDI
Cost=1600
Points=25
ROT=4
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
AllowedToStartInMultiplayer=no
MaxDebris=5
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone= AmphibiousDestroyer
ThreatPosed=60 ; This value MUST be 0 for all building addons
NoMovingFire=true ; This MUST be set to true for the sonic tank
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=EXPLODES
ZFudgeColumn=12
ZFudgeTunnel=15
Hidden Vehicle Images in the Game.
Here is a list of the hidden vehicle images that others and myself have found so far in the game. Thanks to Afterglow for some of these.
MLRS Missile Launcher, has turret
MRJ Mobile Radar Jammer, has turret, turret spins
1TNK Lt. Tank, actually APC, has turret
2TNK Medium Tank, has turret
3TNK Heavy Tank, 2 barrels, has turret
4TNK Mammoth Tank, has turret
FTNK Flame Tank
TRUK Troop Truck
MNLY Old APC
ICBM ICBM Launcher, has turret
BUS School Bus
CAR Chevy Car
WINI Motor Home
MONOCAR Train car
MONOEN Train Engine
CARGOCAR Cargo train car
VISC_LRG Large Visceroid
APCW The water version is the standard apc, missing bottom.
Note that if you want to use these, you must edit the ART.ini, I’ll tell you how in that section. New vehicle can also be made by setting the Turret to no. This gives the vehicle a new look and is ideal for some things.
Adding new infantry to Tiberian Sun is also easy. You can do it two ways. 1) You can copy a infantryman that is close to what you want. 2) You can build it line by line to be exactly what you want. I have used both methods to make infantry. There is nothing wrong with either one.
Lets make new kind of JumpJet.
Copy the Jumpjet listing.
[JUMPJET]
Name=Jumpjet Infantry
Category=Soldier
JumpJet=yes
Primary=JumpCannon
Prerequisite=GAPILE,GARADR
Crushable=no
Strength=120
Fearless=yes
Armor=light
TechLevel=6
Sight=6
Pip=green
Speed=5
Owner=GDI
AllowedToStartInMultiplayer=no
Cost=600
Points=5
VoiceSelect=15-I000,15-I004,15-I012,15-I048
VoiceMove=15-I018,15-I024,15-I044
VoiceAttack=15-I044,15-I050,15-I044,15-I046
VoiceFeedback=15-I058,15-I064
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
PhysicalSize=1
MovementZone=Fly ; This needs to be None, like aircraft
ThreatPosed=15 ; This value MUST be 0 for all building addons
EliteAbilities=RADAR_INVISIBLE
How about we give them the LtRail that the commando uses? Okay, change the Primary to look like this: Primary=LtRail
Change [JUMPJET] to this [RGJJET]. Don’t forget to add that Image tag,
Image= JUMPJET or the game will crash.
Add the listing RGJJET to the Inafantry list and change the cost and tech level to whatever you want. Also change the Name= to this Name=Railgun Jumpjet Infantry
[RGJJET]
Image=JUMPJET
Name=Railgun Jumpjet Infantry
Category=Soldier
JumpJet=yes
Primary=LtRail
Prerequisite=GAPILE,GARADR
Crushable=no
Strength=120
Fearless=yes
Armor=light
TechLevel=8
Sight=6
Pip=green
Speed=5
Owner=GDI
AllowedToStartInMultiplayer=no
Cost=800
Points=5
VoiceSelect=15-I000,15-I004,15-I012,15-I048
VoiceMove=15-I018,15-I024,15-I044
VoiceAttack=15-I044,15-I050,15-I044,15-I046
VoiceFeedback=15-I058,15-I064
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
PhysicalSize=1
MovementZone=Fly ; This needs to be None, like aircraft
ThreatPosed=15 ; This value MUST be 0 for all building addons
EliteAbilities=RADAR_INVISIBLE
Note: If you want to make then like the Jumpjet Infantry in Firestorm, and able to reveal cloaked vehicles and buidlings, add this to the bottom of the list: Sensors=yes
Adding new aircraft to Tiberian Sun is as easy as adding a vehicle or some infantry. You can do it two ways. 1) You can copy an aircraft that is close to what you want. 2) You can build it line by line to be exactly what you want. I have used both methods to make aircraft.
Lets make new kind of Orca Bomber.
Copy the orca bomber.
[ORCAB]
Name=Orca Bomber
Prerequisite=GAHPAD,GATECH
Primary=Bomb
Strength=260
Category=AirPower
Armor=light
TechLevel=8
Sight=2
RadarInvisible=no
Landable=yes
MoveToShroud=no
Dock=GAHPAD,NAHPAD
PipScale=Ammo
Speed=12
PitchSpeed=.16
Owner=GDI
Cost=1600
Points=20
ROT=5
Ammo=2
Crewed=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I030,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=ORCAUP1 ;Taking off
AuxSound2=ORCADWN1 ;Landing
EliteAbilities=RADAR_INVISIBLE
Change the Name to Orca Flamer. Add the line Image=ORCAB under [ORCAB]. Change [ORCAB] to [ORCAFLM]. Change the Primary to Primary=FireBallLauncher
Add ORCAFLM to the Aircraft List at the top of the rules, and change the cost and ammo if you want to.
The finished product should look like this:
[ORCAFLM]
Image=ORCAB
Name=Orca Flamer
Prerequisite=GAHPAD,GATECH
Primary=FireBallLauncher
Strength=260
Category=AirPower
Armor=light
TechLevel=8
Sight=2
RadarInvisible=no
Landable=yes
MoveToShroud=no
Dock=GAHPAD,NAHPAD
PipScale=Ammo
Speed=12
PitchSpeed=.16
Owner=GDI
Cost=1000
Points=20
ROT=5
Ammo=4
Crewed=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
VoiceSelect=30-I000,30-I002,30-I004,30-I006
VoiceMove=30-I014,30-I016,30-I018,30-I022
VoiceAttack=30-I022,30-I030,30-I034,30-I036
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=ORCAUP1 ;Taking off
AuxSound2=ORCADWN1 ;Landing
EliteAbilities=RADAR_INVISIBLE
Hidden Aircraft Images in the Game.
HELI Longbow Helicopter from Red Alert, rotors will not move.
HIND Soviet Hind Helicopter from Red Alert, has odd disk for rotor.
TRAN The Tiberian Dawn Transport Helicopter, Chanook.
TRNSPORT Orca Transport
DPOD Drop Pod
DSHP Dropship
Note that if you want to use these, you must edit the ART.ini, I’ll tell you how in that section.
Adding new building to Tiberian Sun is not hard. You can do it two ways. 1) You can copy an building that is close to what you want. 2) You can build it line by line to be exactly what you want. I have used both methods to make buildings.
Lets make new kind of power for GDI, the Solar Panel.
Copy the civilian building CA0018.
[CA0018]
Name=Solar Panel
Strength=200
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=5
Armor=light
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no
2) You will need to add a lot to make it look like this.
[GDISP]
Image=CA0018
Name=GDI Solar Panel
Prerequisite=GATECH
TechLevel=5
Strength=200
Insignificant=no
Nominal=yes
RadarInvisible=no
Points=5
Armor=light
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=yes
Powered=yes
Trainable=no
Unsellable=no
Power=500
Cost=300
Owner=GDI
AIBuildThis=yes ; added
Note what we added: Image, Prerequisite, Powered, Trainable, Unsellable, Power, Cost, Owner, and AIBuildThis. It is important to add these to make it work. Go look at what each one does if you don’t know.
Note what we changed: [GDISP], Tech Level, Insignificant, RadarInvisible, and IsBase. It was important to change these so that we could actually build it.
Now add GDISP to the building list and you are done.
Lets say you wanted to now make a new turret for nod. A fireball turret. You would copy the code for the laser, change the [LASER] to [NODFB] add the Image=LASER, change the Primary to Primary=FireBallLauncher. Add it to the list of buildings and you have a new fireball turret for the nod. Easy eh?
Making new weapons is not as easy as adding a vehicle, aircraft, building, or some infantry. Well some weapons are easy are some are very, very, hard to make. If you just want to make a variation on a standard weapon, it is easy, you can copy the code or build it line by line to be exactly what you want. You use the same concepts as adding units and buildngs. If you want to make a new and unique weapon that takes some time, skill, and patience.
Lets make new kind of weapon. This weapon will be very complex, it will use all new projectiles, particles, particle systems, and warheads. This will span several sections. In each section I will talk about how I did each part. In this section I build the weapon itself. I will declare all the parts I need. Then we will go step by step through each section and make it. Let us proceed.
Pick a name for your weapon and what you want it to do. Okay, the weapon is the Chemthrower, it is a chemical gas weapon.
; chemical weapon
[Chemthrower]
Damage=20 ; make it a nasty weapon
ROF=80 ; kind of slow though
Range=5 ; and short range, making it dangerous to the user
Projectile=Chempro ; a special invisible projectile, we will use animation for looks
Speed=10 ; slow
Warhead=Chemwh ; this is our chemical gas warhead
Report=FLAMTNK1 ; nice whoosh sound
Here is another cool weapon. A Meteor Storm Weapon. We must start by looking at the meteor storm rules in the game. Look for meteor with control-f. You should have found Meteor01 and Meteor02 under the voxel debris listing. This gives us a good place to start with weapon. The warhead will be talked about in that section.
[MeteorStorm]
Damage=1 ; does not need to more than this, trust me
ROF=50
Projectile=Invisible
Speed=200
Warhead=MeteorWH
Report=METEOR1
Charges=yes
Weapons do not need to be declared in any lists in the rules files, so we can move on.
Here we will make a new projectile. We are making a new projectile for our Chemthrower weapon from above, but the principles are the same for any projectile.
; a special invisible projectile, we will use animation for looks
[Chempro]
Inviso=no ; this declares it is not invisible
Image=FLAMEALL ; this is a nice orange cloud
Making other projectiles is just as easy. Just add the qualities you want from the list of possiblities and you can get great new projectile. Look at the Images of the others and pick and choose what you wish to use.
Projectiles do not need to be declared in any lists in the rules files, so we can move on.
Adding new particle systems to Tiberian Sun is difficult at best. You need to study all of the tags that it is possible to use. You need to study each of the particle systems in use in the game. Even then, be prepared to rework it several times to get it right. This one is based on the FireStreamSys.
[ChemParticleSys]
HoldsWhat=ChemParticle
Spawns=yes
SpawnFrames=4
Image=TWLT036
Lifetime=30
Don’t forget to declare your particle systems in the Particle Systems List at the top of the rules file.
Like adding new particle systems, adding new particles to Tiberian Sun is difficult as well. You need to study all of the tags that it is possible to use. You need to study each of the particles in use in the game. Even then, be prepared to rework it several times to get it right. This one is based on the FireStream.
; the particle that makes up the chem stream of chemthrowers
[ChemParticle]
Image=Cloud1
Deacc=0.01
Velocity=6.0
MaxEC=500
MaxDC=3
Warhead=Gas
Damage=25
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=15
Translucent25State=10
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=14
Report=FLAMTNK1
NextParticle=GasCloud1 ; this lets the cloud go away
Don’t forget to declare your particles in the Particles List at the top of the rules file.
Adding Warheads to Tiberian Sun is not too hard. Not after mastering particles and particle systems. Just look at the warheads that are in the game and go from there. Remember to keep it simple. Add complexity one step at a time.
; Poison Gas Cloud
[Chemwh]
Spread=512 ; this lets the gas drift around
Verses=200%,150%,100%,20%,0%
InfDeath=1
Particle=ChemParticleSys
ProneDamage=300% ; Gas concentrates at ground level
Not all warheads have to have particles, here is another one:
[FireBomb]
Wall=yes
Wood=yes
Tiberium=yes
Sparky=yes
Rocker=yes
AnimList=TWLT026,TWLT036,TWLT050,TWLT070,TWLT100
Verses=100%,100%,80%,60%,40%
Fire=yes
InfDeath=4
ProneDamage=50%
Bright=yes
This makes a good warhead for a orca bomber. It is based on the tank of gas. Here is another example, this is the warhead for that meteor weapon we made earlier.
[MeteorWH]
Wall=yes
Wood=yes
Charges=yes
Verses=100%,85%,68%,35%,35%
Conventional=yes
Rocker=yes
InfDeath=4
AnimList=MetLarge
Deform=0%
DeformThreshhold=20
Tiberium=no ; our meteors ARE tiberium
Bright=yes
ProneDamage=150%
Particle=LGSparkSys ; this is just to give some sparks
Don’t forget to declare your warheads in the Warheads List at the top of the rules file.
It has been found through experimentation, that you cannot add new Super Weapons to Tiberian Sun. You can change the existing ones slightly, to be more specific, you can alter the warheads of the weapons a little. This is about it. Of course, you can change the name and the recharge times, but not the ID or the function. They seem to be hardcoded into the rules.
This section is meant to lend a hand to all those mod makers out there who want to add a third or forth side to Tiberian Sun. Is does not look like we can add more two more sides to the game. You can alter the GDI and Nod, rename them, etc., this will get you four sides to play with. More than enough.
This is an introduction. If you follow the instructions, you will have a basic mod that adds the Forgotten to the game.
I’m trying to keep this simple.
If you want to see a mod that makes use of hidden graphics, the art.ini, and lots of sides, check out my four side mod, it is available for beta testing on my site. It has GDI, Nod, Forgotten, and Mercenaries.
I do all of my mod making by hand. Most of the programs are too restrictive for me. It is not to difficult, double click on the ini file. It will start to open in notepad, but it is too big, it will ask you if it is okay to open in wordpad. Say yes.
Here we go.
1)
Open your rules.ini (should switch to wordpad) hit control-F (for find) type House into the field. It should jump to the listing below.*** House (players) List ***
0=GDI
1=Nod
2=Neutral
3=Special
2)
Change it to look like this:*** House (players) List ***
0=GDI
1=Nod
2=FTTN
3=Neutral
4=Special
FTTN is just my abbreviation for Forgotten. You can use anything you want just BE CONSISTANT!
3)
Hit control-F again, type Side into the field. It should jump to the listing below.******* Side Type List *******
GDI=GDI
Nod=Nod
Civilian=Neutral
Mutant=Special
4)
replace the text under [Sides] with this:******* Side Type List *******
GDI=GDI
Nod=Nod
Civilian=Neutral
Mutant=Special
FTTN=FTTN
5)
Hit control-F again, type Country into the field. It should jump to the listing below, if not keep going till you see it.******* Country Statistics *******
6)
Paste this in at the top of the list.[FTTN]
Name=Forgotten
Suffix=GDI
Prefix=G
Color=Green
Multiplay=yes
Side=FTTN
7)
You can change the Name= field to whatever you want your side to be called.The next thing you need to do is decide what units you want for your side. Since this is a Forgotten mod, a mix of GDI, Nod, and Civilian items will do.
Listed at the end of this article are the ones I used.
Note that I added a FMCV and FGACNST to the list. When the game starts you must have your Forgotten MCV to build units. The game will produce a regular MCV, but you cannot build anything with it.
The next step is add those vehicles to your Type lists.
1)
Hit control-F to find Infantry. The list below should come up.******* Infantry Type List *******
2)
Add your units to the end of the list, assigning them new numbers as you go.25=FCHAMSPY
26=FUMAGON
27=FGHOST
28=FMUTANT
29=FMWMN
30=FMUTANT3
31=FTRATOS
32=FOXANNA
33=FDOGGIE
34=FMHIJACK
35=FSLAV
3)
Hit control-F to find Building. The list below should come up.******* Building Type List *******
4)
Add your buildings to the end of the list, assigning them new numbers as you go.250=FGAWEAP
251=FGARADR
252=FGAPILE
253=FNAAPWR
254=FGACNST
5)
Hit control-F to find Vehicle. The list below should come up.******* Vehicle Type List *******
6)
Add your buildings to the end of the list, assigning them new numbers as you go.51=F4TNK
52=FBUS
53=FPICK
54=FCAR
55=FWINI
56=FBGGY
57=FMCV
7)
Hit control-F to find MCV. The MCV vehicle should come up.8)
Change the Owner entry to look like this:Owner=GDI,Nod,FTTN
9)
Hit control-F to find PROC. The GDI weapons factory should come up.10)
Change the Owner entry to look like this:Owner=GDI,FTTN
11)
Hit control-F to find GACNST. The Construction Yard should come up.12)
Change the Owner entry to look like this:Owner=GDI,Nod,FTTN
13)
Hit control-F to find PROC. The Refinery should come up.14)
Change the Owner entry to look like this:Owner=GDI,Nod,FTTN
15)
Hit control-F to find GASILO. The Silo should come up.16)
Change the Owner entry to look like this:Owner=GDI,Nod,FTTN
17)
Hit control-F to find GARADR. The GDI Radar should come up.18)
Change the Owner entry to look like this:Owner=GDI,FTTN
19)
Hit control-F to find GAPOWR. The GDI Power Plant should come up.20)
Change the Owner entry to look like this:Owner=GDI,FTTN
21)
Hit control-F to find GAPILE. The GDI Barracks should come up.22)
Change the Owner entry to look like this:Owner=GDI,FTTN
23)
Hit control-F to find GAPOWRUP. The GDI Power Plant Upgade should come up.24)
Change the Owner entry to look like this:Owner=GDI,FTTN
25)
Go to the Top of the rules files. Hit Control-F to Harv, keep going till you get to the listing for the vehicle.26)
Change the Owner entry to look like this:Owner=GDI,Nod,FTTN
27)
Go to the Next entry, it should be Horv.28)
Change the Owner entry to look like this:Owner=GDI,Nod,FTTN
29)
Save it and play it!
Cracked it!!!
In the RULES.INI, every unit (and some structures) have a ThreatRating value. Some things (eg the Missile Silo) have a flag called 'SpecialThreatRating=1'. Some units also have 'StupidGuardMode' flag. It is true that the Threat Rating Node plug in has a flag titled 'IsThreatRatingNode=true'.
Now, near the start of the RULES.INI is a section commented out titled 'Default Threat Evaluation Controls'. It's this set of variables that control the actions of the TRN. Remove the comments to activate it (partially).
First thing you will notice is that any mech units automatically gain a laser sight when attacking. Units or defence structures will automatically advance and/or attack anything near them which has an equal or lower threat rating, with or without 'guard mode'. This feature was designed to prevent loss of many infantry, thus preserving them from attacking needlessly. This was part of the 'get them to be veterans not cannon fodder' idea.
Next bit is tricky :) The variables in the Threat Evaluation Controls are coefficients, but the way they are written is in percentages. So change the 200 to 2.0 etc, and this seems to heighten the performance of the TRN. Play around with the values. It would appear that the Hunter Seeker exclusively targets units/structures with a SpecialThreatRating=1 set when used in conjunction with the TRN. This helps prevent your Hunter Seeker from hitting neutral/useless things like civilian buildings which I have seen happen quite a lot.
Im still working on it, but the general formula appears to be that your threat rating is worked out, your opponents/target threat rating is worked out, the coefficients are applied as above and something happens with the result. Units with StupidGuardMode set are evaluated with the 'Dummy' coefficients in the above section.
I would suggest that this gives GDI a bigger advantage when used with the Hunter Seeker and Ion Cannon, so if used in mods put BuildLimit=1 in the GDI Upgrade Center otherwise a player could build 2 tech centers and have all 3 weapons :) Having to choose between 2 of the three challenges a player and forces them to plan a strategy according to the game type. Also, the HunterSeeker/TRN combination can be useful early in battles, when the HS will target something valuable to your opponent as the HS will hit something on a part of the map that you havent revealed yet. Naturally, effective use of the Ion Cannon relies on you seeing your target :)
Final Note: there are some AUD files in which Cabal/EVA warn you of your chances of success/failure in combat and whether or not you are likely to win/lose the fight. Perhaps there's logic which enables these ingame messages when the TRN is acivated??
Good luck with it, let me know if you get any results :)
Vehicles, Infantry, and Buildings added.
***Forgotten Vehicles***
Mammoth tank
[F4TNK] changed
Image=4TNK added
Name=Mammoth Tank
Category=AFV
TargetLaser=yes
Primary=120mmx
Secondary=MammothTusk
Strength=600
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=5 changed
Sight=6
Speed=4
Owner=FTTN changed
Cost=1700
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40 This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
School Bus
[FBUS]
Image=BUS
Name=School Bus
Strength=100
Nominal=yes
Category=Transport
DeployTime=.022
Armor=light
TechLevel=2
Sight=5
PipScale=Passengers
Speed=8
Owner=FTTN
AllowedToStartInMultiplayer=no
Cost=800
Crusher=yes
Points=25
ROT=5
Passengers=20
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
MaxDebris=4
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.9
MovementZone=Normal
ThreatPosed=0 This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
pickup truck
[FPICK]
Image=PICK
Name=Pickup Truck
Strength=100
Nominal=yes
Category=Transport
Armor=light
TechLevel=1
Sight=5
PipScale=Passengers
Speed=8
Owner=FTTN
AllowedToStartInMultiplayer=no
Cost=800
Points=25
ROT=5
Passengers=2
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
MaxDebris=4
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0 This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Civilian automobile
[FCAR] changed
Image=CAR
Name=Automobile
Strength=100
Category=Transport
Nominal=yes
Armor=light
TechLevel=1
Sight=5
PipScale=Passengers
Speed=8
Owner=FTTN
AllowedToStartInMultiplayer=no
Cost=800
Points=25
ROT=5
Passengers=4
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
MaxDebris=4
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0 This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Recreational Vehicle
[FWINI]
Image=WINI
Name=Recreational Vehicle
Nominal=yes
Strength=200
Category=Transport
Armor=light
TechLevel=3
Sight=5
PipScale=Passengers
Speed=8
CrateGoodie=yes
Owner=FTTN
AllowedToStartInMultiplayer=no
Cost=800
Points=25
ROT=5
Passengers=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=4.0
MovementZone=Normal
ThreatPosed=0 This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
Attack Buggy
[FBGGY]
Image=BGGY
Name=Attack Buggy
;Prerequisite=NAWEAP
Primary=RaiderCannon
Category=Recon
Strength=220
Armor=light
Turret=no
IsTilter=yes
TechLevel=2
Sight=6
Speed=10
AllowedToStartInMultiplayer=no
CrateGoodie=yes
Owner=FTTN
Cost=500
Points=25
ROT=8
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10 This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=CRUSHER
ImmuneToVeins=yes
;infantry
Chameleon Spy
[FCHAMSPY]
Image=CHAMSPY
Name=Chameleon Spy
Category=Soldier
;Prerequisite=NAHAND,NATECH
CrushSound=SQUISH6
Strength=120
Armor=none
TechLevel=7
Agent=yes
Sight=9
Speed=6
Infiltrate=yes
Owner=FTTN
AllowedToStartInMultiplayer=no
Cost=700
Pip=white
Points=5
VoiceSelect=21-I000,21-I002,21-I004
VoiceMove=21-I010,21-I012,21-I016
VoiceAttack=21-I010,21-I012,21-I022
VoiceFeedback=21-I000,21-I002
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
Cloakable=yes
CloakingSpeed=10
ThreatPosed=0 This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
BuildLimit=1
[FUMAGON]
Image=UMAGON
Name=Umagon
Category=Soldier
Primary=Sniper
CrushSound=SQUISH6
TiberiumProof=yes
TiberiumHeal=yes
Strength=150
Armor=light
TechLevel=4
Sight=7
Speed=5
Owner=FTTN
Pip=white
AllowedToStartInMultiplayer=yes
Cost=400
Points=5
Trainable=no
VoiceSelect=10-I000,10-I002,10-I004,10-I006
VoiceMove=10-I016,10-I020,10-I022
VoiceAttack=10-I024,10-I026,10-I028,10-I030
VoiceFeedback=
VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=15 This value MUST be 0 for all building addons
ImmuneToVeins=yes
BuildLimit=1
[FGHOST]
Image=GHOST
Name=Ghost Stalker
Category=Soldier
;Prerequisite=GAPILE,GATECH
Primary=LtRail
C4=yes
TiberiumHeal=yes
CrushSound=SQUISHY2
TiberiumProof=yes
Strength=200
Armor=light
TechLevel=10
Pip=white
Sight=6
Speed=4
Owner=FTTN
AllowedToStartInMultiplayer=no
Cost=1750
Points=5
Trainable=no
VoiceSelect=14-I000,14-I002,14-I004
VoiceMove=14-I008,14-I010,14-I012,14-I014
VoiceAttack=14-I008,14-I010,14-I014,14-I016
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=25 This value MUST be 0 for all building addons
SpecialThreatValue=1
BuildLimit=1
ImmuneToVeins=yes
[FMUTANT]
Image=MUTANT
Name=Mutant
Category=Soldier
Primary=Dragon ;Vulcan
CrushSound=SQUISH6
TiberiumProof=yes
TiberiumHeal=yes
Strength=50
Armor=none
TechLevel=1
Sight=4
Speed=4
Owner=FTTN
Cost=100
Pip=white
Points=5
AllowedToStartInMultiplayer=yes
VoiceSelect=15-I032,15-I048
VoiceMove=15-I008,15-I014,15-I026
VoiceAttack=15-I008,15-I014,15-I026,15-I050,15-I060
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 This value MUST be 0 for all building addons
ImmuneToVeins=yes
[FMWMN]
Image=MWMN
Name=Mutant Soldier
Category=Soldier
Primary=Vulcan
CrushSound=SQUISH6
TiberiumProof=yes
TiberiumHeal=yes
Strength=50
Armor=none
TechLevel=1
Sight=4
Speed=4
Pip=white
Owner=FTTN
Cost=100
Points=5
AllowedToStartInMultiplayer=yes
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 This value MUST be 0 for all building addons
ImmuneToVeins=yes
[FMUTANT3]
Image=MUTANT3
Name=Mutant Sergeant
Category=Soldier
Primary=LtRail ;Vulcan
CrushSound=SQUISHY2
TiberiumProof=yes
TiberiumHeal=yes
Strength=50
Pip=white
Armor=none
TechLevel=8
Sight=4
Speed=4
Owner=FTTN
Cost=100
Points=5
AllowedToStartInMultiplayer=yes
VoiceSelect=15-I032,15-I048
VoiceMove=15-I008,15-I014,15-I026
VoiceAttack=15-I008,15-I014,15-I026,15-I050,15-I060
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 This value MUST be 0 for all building addons
ImmuneToVeins=yes
[FTRATOS]
Image=TRATOS
Primary=Sniper
CrushSound=SQUISHY2
TiberiumProof=yes
TiberiumHeal=yes
Strength=200
Armor=none
TechLevel=2
Sight=4
Speed=5
Owner=FTTN
Pip=white
Cost=100
Points=5
AllowedToStartInMultiplayer=no
VoiceSelect=13-I000,13-I002,13-I004,13-I006
VoiceMove=13-I008,13-I010,13-I012,13-I014
VoiceAttack=13-I016,13-I018,13-I020
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 This value MUST be 0 for all building addons
ImmuneToVeins=yes
BuildLimit=1
[FOXANNA]
Image=OXANNA
Name=Oxanna
Category=Soldier
Primary=Vulcan
CrushSound=SQUISH6
TiberiumProof=yes
TiberiumHeal=yes
Strength=50
Armor=none
TechLevel=4
Sight=4
Speed=4
AllowedToStartInMultiplayer=no
Owner=FTTN
Cost=100
Pip=white
Points=5
VoiceSelect=11-I000,11-I002,11-I004,11-I006
VoiceMove=11-I008,11-I010,11-I012
VoiceAttack=11-I014,11-I016,11-I018
VoiceFeedback=
VoiceDie=DEDGIRL1,DEDGIRL2,DEDGIRL2,DEDGIRL4
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 This value MUST be 0 for all building addons
ImmuneToVeins=yes
BuildLimit=1
[FDOGGIE]
Image=DOGGIE
Name=Tiberian Fiend
Nominal=yes
Category=Soldier
Doggie=yes
Primary=FiendShard
CrushSound=SQUISHY2
Strength=250
Armor=light
Fearless=no
TiberiumProof=yes
TiberiumHeal=yes
Trainable=no
Pip=green
TechLevel=9
Sight=4
Speed=8
Owner=FTTN
AllowedToStartInMultiplayer=no
Cost=1000
Points=5
VoiceSelect=FIEND1
VoiceMove=FIEND1
VoiceAttack=FIEND1
VoiceFeedback=FIEND1
VoiceDie=FIEND1
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=25 This value MUST be 0 for all building addons
[FMHIJACK]
Image=MHIJACK
Name=Mutant Hijacker
Category=Soldier
;Prerequisite=NAHAND,NATMPL
Primary=none
Crushable=no
;CrushSound=SQUISHY2
Strength=300
Armor=none
TiberiumProof=yes
TiberiumHeal=yes
TechLevel=10
Sight=6
Speed=7
Pip=white
Owner=FTTN
Cost=1850
AllowedToStartInMultiplayer=no
Points=5
Trainable=no
VoiceSelect=24-I000,24-I002,24-I004,24-I006
VoiceMove=24-I008,24-I010,24-I012,24-I014
VoiceAttack=24-I016,24-I018,24-I020,24-I022,24-I024
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
VehicleThief=yes
MovementZone=Infantry
ThreatPosed=20 This value MUST be 0 for all building addons
SpecialThreatValue=1 this should be between 0 and 1
GuardRange=6
BuildLimit=1
ImmuneToVeins=yes
[FSLAV]
Image=SLAV
Name=Slavick
Category=Soldier
Primary=none
CrushSound=SQUISH6
Strength=300
Armor=none
Pip=white
TechLevel=4
Sight=4
Speed=4
Owner=FTTN
Cost=100
AllowedToStartInMultiplayer=no
Points=5
VoiceSelect=12-I000,12-I002,12-I004
VoiceMove=12-I006,12-I008,12-I010
VoiceAttack=12-I012,12-I014,12-I016
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 This value MUST be 0 for all building addons
ImmuneToVeins=yes
BuildLimit=1
***buildings***
GDI weapons factory
[FGAWEAP]
Name=War Factory
Image=GAWEAP
WeaponsFactory=yes
Prerequisite=FGACNST
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=heavy
TechLevel=2
Sight=4
Adjacent=2
Owner=FTTN
Cost=2000
Points=80
Power=-30
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
ThreatPosed=0 This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408, 880, 435
AIBuildThis=yes
GDI Radar
[FGARADR]
Image=GARADR
Name=Radar
Prerequisite=FGACNST
Strength=1000
Radar=yes
Armor=wood
TechLevel=3
Adjacent=2
Sight=10
Owner=FTTN
Cost=1000
Points=60
Power=-40
Powered=true
Capturable=true
Sensors=yes
Crewed=yes
Upgrades=0
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
ThreatPosed=0 This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=440, 200, 200
AIBuildThis=yes
GDI Barracks
[FGAPILE]
Image=GAPILE
Name=Barracks
Prerequisite=FGACNST
Strength=800
Armor=wood
Factory=InfantryType
Adjacent=2
TechLevel=2
Sight=5
Owner=FTTN
Cost=300
Points=30
Power=-20
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
ThreatPosed=0 This value MUST be 0 for all building addons
ExitCoord = -64,64,0
;GDIBarracks=yes
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=215, 395, 200
AIBuildThis=yes
Mobile Construction Vehicle
[FMCV]
Image=MCV
Name=Mobile Construction Vehicle
;Prerequisite=FACTORY,TECH
Strength=1000
Category=Support
Armor=heavy
DeploysInto=FGACNST
TechLevel=10
Sight=6
Speed=3
Owner=FTTN
AllowedToStartInMultiplayer=yes
CrateGoodie=yes
Cost=2500
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0 This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
construction yard
[FGACNST]
Image=GACNST
Name=Forgotten Construction Yard
;ConstructionYard=yes
Strength=1000
Armor=heavy
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=FMCV
Sight=6
Owner=FTTN
Cost=2500
Points=80
Power=0
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=10
ThreatPosed=0 This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
First of all, the maps can be edited using a basic text editor. You will have to open from inside the program though. This section only covers the basics. If you really want to make cool maps, I suggest you download Final Sun or YAME. I like Final Sun better, but that is just my preferance. Okay, here we go.
Before we start, this will only work if you have a version of Tiberian Sun older than 1.17a. That update no longer saves the map file, only the seed. If you really want to make maps here is what you can do. It is a pain, but it works.
Move any saved games, rules files, maps, etc. into a new folder outside your Sun directory. Make sure everything you don’t want to lose is out of there.
Make sure you have your game disks handy, then UNINSTALL THE GAME.
Reinstall the game.
Download the 1.13 patch. If you use the auto-update, this is the first patch that will download. To be safe, I would download it from one of the big Tiberian Sites, like BattleGround TS.
Copy the entire folder, rename it Sun 1.13
Go back to Sun directory and download the next patch, 1.17a
Now you can put all your files back in there. Since the Sun directory is the default TS directory, you will always be playing in that one with the most up to date program.
When you want to make a random map, use the 1.13 version of the game to make the map.
Make a random map with the editor. Click Ok to go back to the skirmish screen. Quit Tiberian Sun. You should see a file named RandMap.Map rename it to MyMap1.mpr
You may have to use a .bat file to rename it. Look at the last section of the document for information on how to make a bat file.
Okay, now open your map with a standard text editor. You should see something like the following three sections:
[SpecialFlags]
TiberiumGrows=no
TiberiumSpreads=yes
TiberiumExplosive=no
DestroyableBridges=yes
MCVDeploy=no
InitialVeteran=no
FixedAlliance=no
HarvesterImmune=no
FogOfWar=no
Inert=no
IonStorms=no
Meteorites=no
Visceroids=no
[Basic]
NewINIFormat=4
CarryOverCap=0
EndOfGame=no
SkipScore=no
OneTimeOnly=no
SkipMapSelect=no
Official=yes
IgnoreGlobalAITriggers=no
TruckCrate=no
TrainCrate=no
Percent=0
MultiplayerOnly=0
TiberiumGrowthEnabled=yes
VeinGrowthEnabled=yes
IceGrowthEnabled=yes
TiberiumDeathToVisceroid=yes
FreeRadar=no
InitTime=10000
[Lighting]
Ambient=0.750000
Red=1.000000
Green=1.000000
Blue=1.000000
Ground=0.100000
Level=0.001000
IonAmbient=1.000000
IonRed=0.000000
IonGreen=0.000000
IonBlue=0.000000
IonGround=0.100000
IonLevel=0.016000
Lets start with the first one, special flags.
[SpecialFlags]
TiberiumGrows=
Set this to yes if you want it to grow. The default is no.
TiberiumSpreads=
Set this to no if you do not want it to spread. The default is yes.
TiberiumExplosive=
Set this to yes if want it to be explosive. The default is no.
DestroyableBridges=
Set this to no if you do not want them to be destroyable. The default is yes.
MCVDeploy=
Set this to yes if want it to be able to deploy. The default is no.
InitialVeteran=
Set this to yes if want your initial forces to be veteran, like the computers. The default is no.
FixedAlliance=
This should not be messed with.
HarvesterImmune=
Set this to yes if you want them to be immune to all damage. The default is no.
FogOfWar=
Set this to yes if want fog of war to be active. The default is no.
Inert=
Is tiberium not able to chain react? The default is no, meaning it can.
IonStorms=
This must be set to yes here and in the rules.ini if you want random ion storms to occur. The default is no.
Meteorites=
This must be set to yes here and in the rules.ini if you want random meteor storms to occur. The default is no.
Visceroids=
Are random visceroids going to appear in the tiberium fields from time to time? The default is no.
The next section has a lot more choices. You should only mess with some of them. One thing you can do is add this line inder the [Basic] tag: Name= Then you can name the map whatever you like, and it will show up on the multiplayer map list in Tiberian Sun.
[Basic]
Name=My Map ; added, name it whatever you want
NewINIFormat=4
CarryOverCap=0
EndOfGame=no
SkipScore=no
OneTimeOnly=no
SkipMapSelect=no
Official=yes
IgnoreGlobalAITriggers=no
TruckCrate=no ; you can change this to yes if you like
TrainCrate=no ; you can change this to yes if you like
Percent=0
MultiplayerOnly=0
TiberiumGrowthEnabled=yes ; you can change this to no if you like
VeinGrowthEnabled=yes ; you can change this to no if you like
IceGrowthEnabled=yes ; you can change this to no if you like
TiberiumDeathToVisceroid=yes ; you can change this to no if you like
FreeRadar=no ; you can change this to yes if you like
InitTime=10000
Okay, now for the lighting. If you just want to make the map dark, like a true night map, change the Ambient= to 0.100000 This will make a nice DARK map. Note, you had better have a mod that light posts in it or you will not be able to play the map.
You can change the red, green, and blue up and down to get more interesting lighting effects as well. Raising the blue on an ice map makes it look VERY cool.
[Lighting]
Ambient=0.750000
Red=1.000000
Green=1.000000
Blue=1.000000
Ground=0.100000
Level=0.001000
IonAmbient=1.000000
IonRed=0.000000
IonGreen=0.000000
IonGround=0.100000
Altering Known Unit Properties
In some of the mutiplayer maps and the simgle player missions, you may have noticed that the units don’t always act the same way. This is becouse you can alter any and unit properties from within the map file. Here is how.
[InfantryTypes]
500=Bob
[Bob]
Image=SLAV
Name=Bob
Category=Soldier
Primary=Sniper
CrushSound=SQUISH6
Strength=300
Armor=none
Pip=white
TechLevel=8
Sight=4
Speed=4
Owner=GDI
Cost=1000
AllowedToStartInMultiplayer=no
Points=5
VoiceSelect=12-I000,12-I002,12-I004
VoiceMove=12-I006,12-I008,12-I010
VoiceAttack=12-I012,12-I014,12-I016
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
BuildLimit=1
Or to just alter a known units properties do this:
[SLAV]
Name=Bob
Primary=Sniper
Owner=GDI
TechLevel=8
Cost=1000
BuildLimit=1
Both of this let you play with the same unit. The first adds a new unit with the slav image. The second one alters the slav unit to be playable. Either one is acceptable.
Modifying the Art.ini is really only used for one of two reasons, changing a cameo for a unit or building, or mainly, for using the hidden units in the game.
Changing or adding a cameo is easy. Just pick one that you like, and add this line to unit you are trying to alter, Cameo=xxxxICON, where xxxx is the name of the cameo. Here is an example of the chameleon spy:
[CHAMSPY]
Cameo=CHAMICON
Sequence=E1Sequence
Crawls=yes
Remapable=yes
Using the hidden images can be a little tricky, so I will make it easy for you and give them all to you. They are listed below, just paste them into your art.ini and you are ready to go.
[1TNK]
Cameo=TICKICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192
[2TNK]
Cameo=TICKICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192
[3TNK]
Cameo=TICKICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192
[MNLY]
Cameo=TICKICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192
[MRJ]
Cameo=TICKICON
Voxel=yes
Remapable=yes
Cameo=ARTYICON
[TRUK]
Cameo=HARVICON
Voxel=yes
Remapable=yes
Cameo=ARTYICON
[MLRS]
Cameo=TICKICON
Voxel=yes
Remapable=yes
Cameo=ARTYICON
[ARTY]
Cameo=ARTYICON
Remapable=yes
TurretOffset=-56
PBarrelLength=224
Voxel=yes
PrimaryFireFLH=0,0,64
[FTNK]
Cameo=TICKICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=175,30,0
[TRAN]
Cameo=CRRYICON
Voxel=yes
Rotors=Yes
CustomRotor=yes
Remapable=yes
PrimaryFireFLH=0,32,0
[HIND]
Cameo=APCHICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,32,0
[HELI]
Cameo=APCHICON
Voxel=yes
Rotors=Yes
CustomRotor=yes
Remapable=yes
PrimaryFireFLH=0,32,0
Mixing and matching vehicle bodies and turrets
It is possible to make vehicles that look new by combining the body of one vehicle with the turret of another. You have to have a mix editor like XCC Mixer to do this. Here is how you do it.
Here is an example of a laser tank.
lastnkvxl
lastnktur.vxl
lastnkbarl.vxl
lastnkhva
lastnktur.hva
lastnkbarl.hva
For the art file:
[LASTNK]
Voxel=yes
Cameo=TICKICON
For the rules file:
;laser tank, based on ticktank but with 2tnk turrel and barrel, and does not deploy
[LASTNK]
Name=Laser Tank
Category=AFV
Prerequisite=NAWEAP
Primary=90mm
Strength=350
Armor=light
TechLevel=3
CrateGoodie=yes
Sight=5
Speed=6
Owner=Nod
Cost=800
Points=40
ROT=5
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
EliteAbilities=SENSORS
Elite=120mmx
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
The AI.ini is a complex file. You have to do a bit of planning before you start here. First make a list of all of your new units (infantry, vehicles, and aircraft, for buildings all you have to do is add AiBuildThis=yes to the end of building listing to make the ai use it) that you want the computer to use.
Divide the list into two sections, GDI and Nod. Separate the units according to side. If one unit is used by both sides, put it on both lists. Look at the Ai.ini. Look at the first long list, go to the end. It should end with this :
57=0860B440-G
Assign each of the units on your list from top to bottom a number like this:
58=NEW01
59=NEW02
60=NEW03
Type that list into the AI file under the first Taskforces list. Then copy it and scroll down past all of the actual taskforce listings to the of them. They are ones that look like this:
[0832C3F0-G]
Name=1 amphibious APC, 5 engineers
0=5,ENGINEER
1=1,APC
Group=-1
Paste all of those in under the last listing. Remove the number, 59=, etc. from each one, and put it in [] and put a space between them so that the list looks like this:
[NEW01]
[NEW02]
[NEW03]
Add this to each one: Name=
0=
Group=-1
Now your list should look like this:
[NEW01]
Name=
0=
Group=-1
[NEW02]
Name=
0=
Group=-1
[NEW03]
Name=
0=
Group=-1
Put the name of the unit into the appropriate name= for each one. At the 0= write the number of units you want the computer to build of this, followed by a comma. Then the ID of the actual unit. The list should look something like this:
[NEW01]
Name=Hover Sonic
0=5,HOVSONIC
Group=-1
[NEW02]
Name=Railgun Jumpjet Infantry
0=10,RGJJET
Group=-1
[NEW03]
Name=Orca Flamer
0=5,ORCAFLM
Group=-1
Since at this time, we don’t know what all the codes in the script types stand for, it is best to leave them alone. You should look at them though, becouse they are needed next.
Next is the list of team types. Again you need to go to the end of that list, it should look like this:
387=0AA36E80-G
You must add a number for each the teams you wish to make, one for each taskforce is sufficient. It should look like this
388=NewTT01
389=NewTT02
390=NewTT03
You should then scroll to the end of the next section. It is the actual teams. Here is where you add your teams. You need to assign a scripttype from above to each of them. Just find one that sounds close. Then look copy one of them and start to work, your list should look like this this when you are done:
[NewTT01]
VeteranLevel=1
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=GDI
Recruiter=no
Autocreate=no
Prebuild=no
Reinforce=no
Droppod=no
Whiner=no
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=12
Max=2
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=yes
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=yes
IsBaseDefense=no
OnlyTargetHouseEnemy=yes
Script=07F7E3B0-G
TaskForce=NEW01
[NewTT02]
Name=GDI railgun Jumpjet attack
VeteranLevel=1
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=GDI
Recruiter=no
Autocreate=no
Prebuild=no
Reinforce=no
Droppod=no
Whiner=no
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=12
Max=2
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=yes
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=yes
IsBaseDefense=no
OnlyTargetHouseEnemy=yes
Script=07F7D0D0-G
TaskForce=NEW02
[NewTT01]
VeteranLevel=1
Loadable=no
Full=no
Annoyance=no
GuardSlower=no
House=GDI
Recruiter=no
Autocreate=no
Prebuild=no
Reinforce=no
Droppod=no
Whiner=no
LooseRecruit=no
Aggressive=yes
Suicide=no
Priority=12
Max=2
TechLevel=0
Group=-1
OnTransOnly=no
AvoidThreats=yes
IonImmune=no
TransportsReturnOnUnload=no
AreTeamMembersRecruitable=yes
IsBaseDefense=no
OnlyTargetHouseEnemy=yes
Script=07F7D0D0-G
TaskForce=NEW03
That is all there is too it. The Ai will now use your vehicles, infantry, and aircraft.
We don’t really know what all this is yet, so don’t mess with it.
Bat file are really cool. They can be used for debugging and for launching your mods. Here is how you get one, and what to do with it.
Getting the bat file. Open your favorite text editor, select Edit, Save As. Where it says Text Documents, click that and slide it to the All Files option. Save you blank file as this:
test.bat
Now you have a bat file to work with, what are you going to do with it? Here are some ideas. You can make a little program to rename .map file to .mpr so you can use them in the multiplayer map menu. You could make a little program that starts your mod, and says a few things about your story and how to contact you, it can even launch Tiberian Sun with your mod in it! Even if they have rules files in the directory.
Here is what you have to put in the bat file:
ren RandomMap.map MyMap01.mpr
Yes just that little bit, save it as MapRename.bat
Mod Launcher.bat
Here is the mod launcher I use for Dark Worlds. I used a bat file to rename all of my ini files to tmod (tebrey mod) files. You can use this basic format, just replace the story text and the contact info. Note that it saves any ini files you might have in the directory so they are not lost, then restores them afterwards. It also launches the game.
@ECHO OFF
echo Thanks for trying Dark Worlds.
echo If you would like to leave, press [CTRL] and [C] now.
pause
echo It is five years after the end of Tiberian Sun. GDI forces were successful
echo at keeping the Brotherhood from destroying the Philidelphia. However, they
echo could not stop Kane from launching his tiberium missile. They missile spread
echo Tiberium over the entire globe.
echo The world is now shrouded in darkness. New strains of tiberium have
echo evolved. Meteor storms and Ion storms wrack the planet as GDI forces
echo attempt to gather together the survivors...
pause
ren rules.ini rules.amod
ren art.ini art.amod
ren ai.ini ai.amod
ren Launcher.bmp launcher.amod
ren rules.tmod rules.ini
ren art.tmod art.ini
ren ai.tmod ai.ini
ren launcher.tmod Launcher.bmp
start /w sun.exe
ren rules.ini rules.tmod
ren art.ini art.tmod
ren ai.ini ai.tmod
ren Launcher.bmp launcher.tmod
ren rules.amod rules.ini
ren art.amod art.ini
ren ai.amod ai.ini
ren launcher.amod Launcher.bmp
cls
echo Thanks for playing Dark Worlds.
echo Visit http://tiberian.iwarp.com
echo for the latest updates about Dark Worlds.
echo Feel free to Email me: Tebrey@tiberian.iwarp.com
That is it. Now you know all you need to know to make awsome mods! I expect some good mods to made because of this file. Don’t let me down.
The stuff that comes from tiberian sun is copywrited by westwood. The rest of it is copywrited by me, Tebrey. Now that is out of the way, feel free to use, quote, cut and paste, etc. from this file, but please, give me credit. I This is a lot of work and time to put into something that I don’t get anything back from except the knowledge that I have helped people. If you use this, or distribute it, please keep it intact and give me credit. That is all I ask. Feel free to contact me with tips, suggestion, or questions.
http://tiberian.iwarp.com