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红警95 Rules.ini 文件,带英文注解(下)
樱木花盗 发表于 2009-2-10 23:08:31

[WEAF]
Prerequisite=proc
Image=WEAP
Owner=allies
TechLevel=3
Cost=50
Strength=30
Sight=4
Points=15
Power=-2
Bib=yes
Capturable=true
BaseNormal=no

[SYRF]
Prerequisite=powr
Image=SYRD
Strength=30
TechLevel=3
Sight=4
Cost=50
Owner=allies
Power=-2
Points=15
WaterBound=yes
Capturable=true
BaseNormal=no
Adjacent=8

[SPEF]
Image=SPEN
Strength=30
TechLevel=-1
Sight=4
Cost=50
Owner=soviet
Power=-2
Points=15
WaterBound=yes
Capturable=true
BaseNormal=no
Adjacent=8

[DOMF]
Prerequisite=proc
Image=DOME
Strength=30
Sight=4
TechLevel=3
Cost=50
Owner=allies
Power=-2
Points=15
Bib=yes
Capturable=true
BaseNormal=no

; civilian structures
[V01]
Strength=400
Points=5
Armor=wood
Repariable=false
Capturable=true

[V02]
Strength=400
Points=5
Armor=wood
Repariable=false

[V03]
Strength=400
Points=5
Armor=wood
Repariable=false

[V04]
Strength=400
Points=5
Armor=wood
Repariable=false

[V05]
Strength=400
Points=5
Armor=wood
Repariable=false

[V06]
Strength=400
Points=5
Armor=wood
Repariable=false

[V07]
Strength=400
Points=5
Armor=wood
Repariable=false

[V08]
Strength=400
Points=5
Armor=wood
Repariable=false

[V09]
Strength=400
Points=5
Armor=wood
Repariable=false

[V10]
Strength=400
Points=5
Armor=wood
Repariable=false

[V11]
Strength=400
Points=5
Armor=wood
Repariable=false

[V12]
Strength=400
Points=5
Armor=wood
Repariable=false

[V13]
Strength=400
Points=5
Armor=wood
Repariable=false

[V14]
Strength=400
Points=5
Armor=wood
Repariable=false

[V15]
Strength=400
Points=5
Armor=wood
Repariable=false

[V16]
Strength=400
Points=5
Armor=wood
Repariable=false

[V17]
Strength=400
Points=5
Armor=wood
Repariable=false

[V18]
Strength=400
Points=5
Armor=wood
Repariable=false

[V19]
Strength=400
Points=5
Armor=wood
Repariable=false

[V20]
Strength=400
Points=5
Armor=wood
Repariable=false

[V21]
Strength=400
Points=5
Armor=wood
Repariable=false

[V22]
Strength=400
Points=5
Armor=wood
Repariable=false

[V23]
Strength=400
Points=5
Armor=wood
Repariable=false

[V24]
Strength=400
Points=5
Armor=wood
Repariable=false

[V25]
Strength=400
Points=5
Armor=wood
Repariable=false

[V26]
Strength=400
Points=5
Armor=wood
Repariable=false

[V27]
Strength=400
Points=5
Armor=wood
Repariable=false

[V28]
Strength=400
Points=5
Armor=wood
Repariable=false

[V29]
Strength=400
Points=5
Armor=wood
Repariable=false

[V30]
Strength=400
Points=5
Armor=wood
Repariable=false

[V31]
Strength=400
Points=5
Armor=wood
Repariable=false

[V32]
Strength=400
Points=5
Armor=wood
Repariable=false

[V33]
Strength=400
Points=5
Armor=wood
Repariable=false

[V34]
Strength=400
Points=5
Armor=wood
Repariable=false

[V35]
Strength=400
Points=5
Armor=wood
Repariable=false

[V36]
Strength=400
Points=5
Armor=wood
Repariable=false

[V37]
Strength=400
Points=5
Armor=wood
Repariable=false


; ******* Weapon Statistics *******
; The weapons specified here are attached to the various combat
; units and buildings.

; Anim = animation to display as a firing effect
; Burst = number of rapid succession shots from this weapon (def=1)
; Camera = Reveals area around firer (def=no)?
; Charges = Does it have charge-up-before-firing logic (def=no)?
; Damage = the amount of damage (unattenuated) dealt with every bullet
; Projectile = projectile characteristic to use
; ROF = delay between shots [15 = 1 second at middle speed setting]
; Range = maximum cell range
; Report = sound to play when firing
; Speed = speed of projectile to target (100 is maximum)
; Warhead = warhead to attach to projectile
; Supress = Should nearby friendly buildings be scanned for and if found, discourage firing on target (def=no)?
; TurboBoost = Should the weapon get a boosted speed bonus when firing upon aircraft?

; Tanya pistol
[Colt45]
Damage=50
ROF=5
Range=5.75
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=GUN5

; anti-aircraft multiple cannon
[ZSU-23]
Damage=25
ROF=10
Range=6
Projectile=Ack
Speed=100
Warhead=AP
Anim=GUNFIRE
Report=AACANON3

; rapid fire machine gun
[Vulcan]
Damage=40
ROF=40
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN13
Anim=MINIGUN

; air-to-surface homing missile (launched from jet)
[Maverick]
Damage=50
ROF=3
Range=6
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE7

; camera
[Camera]
Damage=0
ROF=10
Range=2.75
Projectile=Inivisble
Speed=100
Warhead=Super
Camera=yes

; fireball from flame turret
[FireballLauncher]
Damage=125
ROF=50
Range=4
Projectile=Fireball
Speed=12
Warhead=Fire

; hand-held flame thrower type
[Flamer]
Damage=70
ROF=50
Range=3.5
Projectile=Fireball
Speed=12
Warhead=Fire

; sniper rifle
[Sniper]
Damage=100
ROF=5
Range=3.75
Projectile=Invisible
Speed=100
Warhead=HollowPoint
Report=SILENCER

; rapid fire aircraft gun
[ChainGun]
Damage=40
ROF=3
Range=5
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN13
Anim=MINIGUN

; civilian pistol
[Pistol]
Damage=1
ROF=7
Range=1.75
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN27

; rifle soldier weapons (multiple shots)
[M1Carbine]
Damage=15
ROF=20
Range=3
Projectile=Invisible
Speed=100
Warhead=SA
Report=GUN11

; man-packed anti-tank missile (bazooka type)
[Dragon]
Damage=35
ROF=50
Range=5
Projectile=HeatSeeker
Speed=25
Warhead=AP
Report=MISSILE6

; air-to-surface homing missile (launched from helicopter)
[Hellfire]
Damage=40
ROF=60
Range=4
Projectile=HeatSeeker
Speed=30
Warhead=AP
Report=MISSILE6

; hand grenade
[Grenade]
Damage=50
ROF=60
Range=4
Projectile=Lobbed
Speed=5
Warhead=HE

; small anti-armor cannon
[75mm]
Damage=25
ROF=40
Range=4
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON2
Anim=GUNFIRE

; light anti-armor cannon
[90mm]
Damage=30
ROF=50
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE

; medium anti-armor cannon
[105mm]
Damage=30
ROF=70
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE

; large anti-armor cannon
[120mm]
Damage=40
ROF=80
Range=4.75
Projectile=Cannon
Speed=40
Warhead=AP
Report=CANNON1
Anim=GUNFIRE
Burst=2

; turret cannon
[TurretGun]
Damage=40
ROF=50
Range=6
Projectile=Cannon
Speed=40
Warhead=AP
Report=TURRET1
Anim=GUNFIRE

; Vehicle carried anti-tank missile
[MammothTusk]
Damage=75
ROF=80
Range=5
Projectile=HeatSeeker
Speed=30
Warhead=HE
Report=MISSILE6
Burst=2

; artillery cannon
[155mm]
Damage=150
ROF=65
Range=6
Projectile=Ballistic
Speed=12
Warhead=HE
Report=TANK5
Anim=GUNFIRE

; vehicle mounted machine gun
[M60mg]
Damage=15
ROF=20
Range=4
Projectile=Invisible
Speed=100
Warhead=SA
Report=PILLBOX1
Anim=MINIGUN

; napalm bomblets (dropped from plane)
[Napalm]
Damage=100
ROF=20
Range=4.5
Projectile=Bomblet
Speed=5
Warhead=Fire

; Tesla coil zap
[TeslaZap]
Damage=100
ROF=120
Range=8.5
Projectile=Invisible
Speed=100
Warhead=Super
Report=TESLA1
Charges=yes

; anti-aircraft missile (fired from SAM site)
[Nike]
Damage=50
ROF=20
Range=7.5
Projectile=AAMissile
Speed=50
Warhead=AP
Report=MISSILE1
Anim=SAMFIRE

; man-packed surface to air missile
[RedEye]
Damage=50
ROF=50
Range=7.5
Projectile=AAMissile
Speed=50
Warhead=AP
Report=MISSILE1
Anim=SAMFIRE

; 8 inch cruiser cannon
[8Inch]
Damage=500
ROF=160
Range=22
Projectile=Ballistic
Speed=6
Warhead=HE
Report=TURRET1
Anim=GUNFIRE
Supress=yes

; gunboat mounted anti-aircraft rocket
[Stinger]
Damage=30
ROF=60
Range=9
Projectile=LaserGuided
Speed=20
Warhead=AP
Report=MISSILE6
Burst=2
TurboBoost=yes

; torpedo tube
[TorpTube]
Damage=90
ROF=60
Range=9
Projectile=Torpedo
Speed=15
Warhead=AP
Report=TORPEDO1

; destroyer mounted 2 inch cannon
[2Inch]
Damage=25
ROF=60
Range=5.5
Projectile=Cannon
Speed=25
Warhead=AP
Report=CANNON2
Anim=GUNFIRE

; anti-submarine weapon
[DepthCharge]
Damage=80
ROF=60
Range=5
Projectile=Catapult
Speed=5
Warhead=AP

; parachute bomb
[ParaBomb]
Damage=300
ROF=4
Range=4.5
Projectile=Parachute
Speed=5
Warhead=HE
Report=CHUTE1

; dog bite
[DogJaw]
Damage=100
ROF=10
Range=2.2
Projectile=LeapDog
Speed=20
Warhead=Organic
Report=DOGG5P

; medic healing
[Heal]
Damage=-50
ROF=80
Range=1.83
Projectile=Invisible
Speed=100
Warhead=Organic
Report=HEAL2

; SCUD launcher
[SCUD]
Damage=600
ROF=400
Range=10
Projectile=FROG
Speed=25
Warhead=HE
Report=MISSILE1


; ******* 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 (def=no)?
; AG = Can this weapon fire upon ground objects (def=yes)?
; ASW = Is this an Anti-Submarine-Warfare projectile (def=no)?
; Animates = Does it animate [this means smoke puffs] (def=no)?
; Arcing = Does it have a ballistic trajectory (def=no)?
; Arm = arming delay (def=0)
; Degenerates = Does the bullet strength weaken as it travels (def=no)?
; Dropping = Does it fall from a starting height (def=no)?
; Frames = number of image frames for animation purposes (def=1)
; Gigundo = Is the projectile larger than normal (def=no)?
; High = Can it fly over walls (def=no)?
; Image = image to use during flight
; Inaccurate = Is it inherently inaccurate (def=no)?
; Inviso = Is the projectile invisible as it travels (def=no)?
; Parachuted = Equipped with a parachute for dropping from plane (def=no)?
; Proximity = Does it blow up when near its target (def=no)?
; ROT = Rate Of Turn [non zero implies homing] (def=0)
; Ranged = Can it run out of fuel (def=no)?
; Rotates = Does the projectile have rotation specific imagery (def=no)?
; Shadow = If High, does this bullet need to have a shadow drawn? (def = yes)
; Translucent = Are translucent colors used in artwork (def=no)?
; UnderWater = Does the projectile travel under water?

; invisible flight to target
[Invisible]
Inviso=yes
Image=none

; special case for dog
[LeapDog]
Image=DOGBULLT
Translucent=yes
Rotates=yes
Proximity=yes
ROT=20

; straight high-speed ballistic shot
[Cannon]
Image=120MM

; anti aircraft artillery projectile
[Ack]
Image=none
Inviso=yes
AA=true
AG=false

; Sub-surface projectile.
[Torpedo]
UnderWater=yes
Image=MISSILE
Rotates=yes
ASW=yes

; Free Rocket Over Ground
[FROG]
Arm=10
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
Inaccurate=yes
Image=V2
Rotates=yes

; small homing missile (targets vehicles best)
[HeatSeeker]
Arm=2
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
Inaccurate=yes
AA=yes
Image=DRAGON
ROT=5
Rotates=yes
Translucent=yes

; small missile with deadly accuracy
[LaserGuided]
Arm=3
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
AA=yes
Image=DRAGON
ROT=20
Rotates=yes
Translucent=yes

; anti aircraft missile
[AAMissile]
Arm=3
High=yes
Shadow=no
Proximity=yes
Animates=yes
Ranged=yes
AA=yes
AG=no
Image=MISSILE
ROT=20
Rotates=yes
Translucent=yes

; lobbed tumbling grenade
[Lobbed]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
Translucent=yes

; Depth charge catapult
[Catapult]
High=yes
Arcing=yes
Inaccurate=yes
Image=BOMB
Frames=8
ASW=yes
AG=no
Translucent=yes

; dropped from plane tumbling object
[Bomblet]
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Image=BOMBLET
Frames=6
Translucent=yes

; arcing ballistic projectile
[Ballistic]
High=yes
Arcing=yes
Inaccurate=yes
Image=120MM

; parachute bomb
[Parachute]
Arm=24
RangeLimit=24
High=yes
Dropping=yes
Parachuted=yes
;Image=PARABOMB

; Allied free radar (GPS satellite)
[GPSSatellite]
Gigundo=yes
High=yes
Image=SPUTNIK
Frames=4

; Nuclear missile, flying up
[NukeUp]
Gigundo=yes
High=yes
Image=ATOMICUP
Frames=4

; Nuclear missile, flying down
[NukeDown]
Gigundo=yes
High=yes
Image=ATOMICDN
Frames=4

; wizard's fireball
[Fireball]
Animates=yes
Image=FB1
Frames=8


; ******* 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.

; Spread = damage spread factor [larger means greater spread] (def=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 (def=no)?
; Wood = Does this warhead damage wood walls (def=no)?
; Ore = Does this warhead destroy ore (def=no)?
; Verses = damage value verses various armor types (as percentage of full damage)...
;           -vs- none, wood (buildings), light armor, heavy armor, concrete
; Explosion = which explosion set to use when warhead of this type impacts (def=0)
;             0=none, 1=piff, 2=piffs, 3=fire, 4=frags, 5=pops, 6=nuke
; InfDeath = which infantry death animation to use (def=0)
;             0=instant die, 1=twirl die, 2=explodes, 3=flying death, 4=burn death, 5=electro

; general multiple small arms fire
[SA]
Spread=3
Verses=100%,50%,60%,25%,25%
Explosion=2
InfDeath=1

; high explosive (shrapnel)
[HE]
Spread=6
Wall=yes
Wood=yes
Verses=90%,75%,60%,25%,100%
Explosion=5
InfDeath=2

; armor piercing (discarding sabot, narrow effect)
[AP]
Spread=3
Wall=yes
Wood=yes
Verses=30%,75%,75%,100%,50%
Explosion=4
InfDeath=3

; napalm and fire in general
[Fire]
Spread=8
Wood=yes
Verses=90%,100%,60%,25%,50%
Explosion=3
InfDeath=4

; anti-infantry rifle bullet (single shot -- very effective verses infantry)
[HollowPoint]
Spread=1
Verses=100%,5%,5%,5%,5%
Explosion=1
InfDeath=1

; special case damage effect (do not use for regular weapons)
[Super]
Spread=1
Verses=100%,100%,100%,100%,100%
InfDeath=5

; special case to only affect infantry (do not use for regular weapons)
[Organic]
Spread=0
Verses=100%,0%,0%,0%,0%
InfDeath=0

; Nuclear warhead (same as fire)
[Nuke]
Spread=6
Wall=yes
Wood=yes
Ore=yes
Verses=90%,100%,60%,25%,50%
Explosion=6
InfDeath=4


; ******* Land Characteristics *******
; This section specifies the characteristics of the various
; terrain types. The primary purpose is to differentiate the
; movement capabilities.

; Float = % of full speed for ships [0 means impassable] (def=100)
; Foot = % of full speed for foot soldiers [0 means impassable] (def=100)
; Track = % of full speed for tracked vehicles [0 means impassable] (def=100)
; Wheel = % of full speed for wheeled vehicles [0 means impassable] (def=100)
; Buildable = Can buildings be built upon this terrain (def=no)?

; clear grassy terrain
[Clear]
Foot=90%
Track=80%
Wheel=60%
Float=0%
Buildable=yes

; rocky terrain
[Rough]
Foot=80%
Track=70%
Wheel=40%
Float=0%
Buildable=no

; roads
[Road]
Foot=100%
Track=100%
Wheel=100%
Float=0%
Buildable=yes

; open water
[Water]
Foot=0%
Track=0%
Wheel=0%
Float=100%
Buildable=no

; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no

; walls and other man made obstacles
[Wall]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=no

; ore (Tiberium)
[Ore]
Foot=90%
Track=70%
Wheel=50%
Float=0%
Buildable=no

; sandy beach
[Beach]
Foot=80%
Track=70%
Wheel=40%
Float=0%
Buildable=no

; craggy riverbed
[River]
Foot=0%
Track=0%
Wheel=0%
Float=0%
Buildable=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.
[Powerups]
Armor=10,ARMOR,2.0              ; armor of nearby objects increased (armor multiplier)
Cloak=0,STEALTH2                ; enable cloaking on nearby objects
Darkness=1,EMPULSE              ; cloak entire radar map
Explosion=5,NONE,500            ; high explosive baddie (damage per explosion)
Firepower=10,FPOWER,2.0         ; firepower of nearby objects increased (firepower multiplier)
HealBase=1,INVUN                ; all buildings to full strength
ICBM=1,MISSILE2                 ; nuke missile one time shot
Money=50,DOLLAR,2000            ; a chunk o' cash (maximum cash)
Napalm=5,NONE,600               ; fire explosion baddie (damage)
ParaBomb=3,PARABOX              ; para-bomb raid one time shot
Reveal=1,EARTH                  ; reveal entire radar map
Sonar=3,SONARBOX                ; one time sonar pulse
Speed=10,SPEED,1.7              ; speed of nearby objects increased (speed multiplier)
Squad=20,NONE                   ; squad of random infantry
Unit=20,NONE                    ; vehicle
Invulnerability=3,INVULBOX,1.0  ; invulnerability (duration in minutes)
TimeQuake=3,TQUAKE              ; time quake


; ******* Mission Control *******
; This specifies the various general behavior characteristics of
; the missions that objects can be assigned. Each of the game objects must
; be in a mission. The mission behavior is generally hard coded into
; the program, but there are some behavior characteristics that can
; be overridden. Don't modify these.

; NoThreat = Is its weapons disabled and thus ignored as a potential target until fired upon (def=no)?
; Zombie = Is forced to sit there like a zombie and never recovers (def=no)?
; Recruitable = Can it be recruited into a team or base defense (def=yes)?
; Paralyzed = Is the object frozen in place but can still fire and function (def=no)?
; Retaliate = Is allowed to retaliate while on this mission (def=yes)?
; Scatter = Is allowed to scatter from threats (def=yes)?
; Rate = delay between normal processing (larger = faster game, less responsiveness)
; AARate = anti-aircraft delay rate (if not specifed it uses regular rate).

; Unit sits still and plays dead.
[Sleep]
Recruitable=no
Zombie=yes
Retaliate=no
Scatter=no
Rate=1

; Unit doesn't fire and is not considered a threat.
[Harmless]
Recruitable=no
NoThreat=yes
Retaliate=no
Rate=.5

; Just like guard mode, but cannot move.
[Sticky]
Recruitable=no
Paralyzed=yes
Scatter=no
Rate=.016

; Special attack mission used by team logic.
[Attack]
Rate=.016
AARate=.016

; Move to destination.
[Move]
Rate=.016

; Special move to destination after all other queued moves occur.
[QMove]
Rate=.016

; Run away (possibly leave the map).
[Retreat]
Recruitable=no
Retaliate=no
Rate=.1

; Sit around and engage any enemy that wanders within weapon range.
[Guard]
Rate=.050
AARate=.016

; Enter building or transport for loading purposes.
[Enter]
Retaliate=no
Recruitable=no
Rate=.016

; Engineer entry logic.
[Capture]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016

; Handle harvest ore - dump at refinery loop.
[Harvest]
Retaliate=no
Recruitable=no
Scatter=no
Rate=.016

; Guard the general area where the unit starts at.
[Area Guard]
Recruitable=no
Rate=.080
AARate=.032

; <unused>
[Return]

; Stop moving and firing at the first available opportunity.
[Stop]

; <unused>
[Ambush]

; Scan for and attack any enemies whereever they may be.
[Hunt]
Recruitable=no
Retaliate=no
Rate=.016

; While dropping off cargo (e.g., APC unloading passengers).
[Unload]
Recruitable=no
Retaliate=no
Scatter=no
Rate=.016

; Tanya running to place bomb in building.
[Sabotage]
Recruitable=no
Rate=.016

; Buildings use this when building up after initial placement.
[Construction]
Recruitable=no
Retaliate=no
Scatter=no

; Buildings use this when deconstruction after being sold.
[Selling]
Recruitable=no
NoThreat=yes
Retaliate=no
Scatter=no

; Service depot uses this mission to repair attached object.
[Repair]
Rate=.08

; Special team override mission.
[Rescue]
Rate=.016

; Missile silo special launch missile mission.
[Missile]
Rate=.1


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