Tebrey’s Guide to Editing Tiberian Sun

Table of Contents, click on the link number to jump to that item.

Introduction

Editing 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.

 

 

 

Introduction

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.

Editing by hand

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.

Using a Editor

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.

The Dreaded Game Crash.

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.

  1. The INTERNAL ERROR, this is the most common. Just click okay, the game will close, and you can go fix it. This is usually a missing Image tag or an undeclared warhead for a weapon.
  2. The second kind of error is when the game just locks up. The music stops playing and there is nothing you can do. All you can do for this is restart your computer. This is sometimes caused by declaring options for items that they cannot have. Ei: giving a jumpjet to a mech, don’t try it, it crashes the game.
  3. The third kind of error is when the game just quits for no apparent reason. This sometimes is caused by the same as above.

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.

 

Editing the Rules.ini

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.

Veteran factors

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.

 

 

Repair and refit

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].

 

Income and production

;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.

Ion storm control

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.

Misc

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.

Hover vehicle characteristics

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.

Production & power effects

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)

Bret's hack section

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.

Firestorm defense controls

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.

Veinhole monster parameters

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.

Some spotlight controls

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.

Hunter seeker controls

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.

Jumpjet Flight rules

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.

Audio / Visual rules

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.

Crate rules

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.

Combat and damage rules

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.

House (players) List

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.

Side Type List

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.

Infantry Type List

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.

Building Type List

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.

Aircraft Type List

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.

Vehicle Type List

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.

Particle List

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.

Particle System List

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.

Super Weapon List

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.

Warhead List

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.

Multiplayer Settings

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.

Country Statistics

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.

Color Schemes

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

Hyundai Purple 200 235 170

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.

Difficulty Settings

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.

Unit Statistics

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}

AmphibiousDestroyer (Hover)

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.

Vehicle types

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.

Infantry types

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.

Aircraft types

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

Building types

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.

CloakGenerator =

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.

Weapon Statistics

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.

Projectile Statistics

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.

Particle Systems

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.

Particles

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.

Warhead Characteristics

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.

Land Characteristics

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.

Random Crate Powerups

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…

Tiberium Varieties

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]

Name=Tiberium 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.

 

Special Weapon types

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.

 

 

 

Making New Vehicles

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:

AmphibiousDestroyer (Hover)

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

PICK Pickup Truck

VISC_SML Small Visceroid

VISC_LRG Large Visceroid

GGHUNT Hunter-Seeker

ARTY Old Artillery

HORV Harvestor without back

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.

Making New Infantry

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

 

 

Making New Aircraft

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.

Here is a list of the hidden aircraft images that others and myself have found so far in the game. Thanks to Afterglow for some of these.

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.

 

 

Making New Buildings

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

TechLevel=-1

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

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

Bright=yes

ROF=50

Range=10

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.

Making New Projectiles

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

Arcing=true

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.

Making New Particle Systems

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

BehavesLike=Gas

Image=TWLT036

Lifetime=30

Don’t forget to declare your particle systems in the Particle Systems List at the top of the rules file.

 

 

Making New Particles

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

BehavesLike=Gas

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.

 

 

Making New Warheads

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]

Spread=10

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]

Spread=6

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.

 

 

Making New Super Weapons

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.

 

 

Making a Multi-Player mod

Introduction

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.

The First Steps

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.

Adding Complexity

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!

 

 

 

Threat Rating Node by DeeZire

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

Name=Tratos

Category=Soldier

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

 

 

Maps

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.

Changing some basic settings.

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

IonBlue=0.000000

IonGround=0.100000

IonLevel=0.016000

 

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.

  1. Declare the unit Id that you wish to work with. If you are making a new units, you must also add [xxxxlist] # = unitname to make it work. See below:

[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.

 

Art.ini

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.

Cameos

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

FireUp=2

Hidden Images

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.

  1. Extract the vxl of the body, turret, and barrel of the units you want.
  2. Extract one of hva files. It must be one of the 88 byte files. Make three copies of it.
  3. Rename the vxl to the unit name, unit name+tur, and unit name+barl. Do the same for the hva files.
  4. Make a new entry in the art file. It must have the file name, cameo, and voxel=yes. Also add your unit to the rules file as normal. Make sure it has Turret=yes.

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

 

 

 

 

 

 

 

 

 

 

Ai.ini

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.

TaskForces

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

 

ScriptTypes

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.

 

 

TeamTypes

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]

Name=GDI vehicle 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=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]

Name=GDI orca flamer 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=NEW03

That is all there is too it. The Ai will now use your vehicles, infantry, and aircraft.

AITriggerTypes

We don’t really know what all this is yet, so don’t mess with it.

 

 

 

 

.BAT Files

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.

Map Rename.bat

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

 

The Ending notes.

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.

Cgofs@aol.com

http://tiberian.iwarp.com