<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Crimsonum</id>
	<title>ModEnc² - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://modenc2.markjfox.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Crimsonum"/>
	<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/Special:Contributions/Crimsonum"/>
	<updated>2026-06-06T01:53:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Passive&amp;diff=28631</id>
		<title>Passive</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Passive&amp;diff=28631"/>
		<updated>2025-06-25T20:28:21Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: This page was totally wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values={{Values|bool|}}&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
If set, makes this [[VehicleTypes|vehicle]] unable to move by itself. This is meant to be used on units such as train cars, which are scripted in the [[map]] to [[Units_(maps)#ts_FOLLOWS_INDEX|follow]] the movement of the locomotive.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Units_(maps)#ts_FOLLOWS_INDEX|Unit follower parameter]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FiringSyncFrame1&amp;diff=28630</id>
		<title>FiringSyncFrame1</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FiringSyncFrame1&amp;diff=28630"/>
		<updated>2025-06-23T20:44:14Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|art(md).ini}}&lt;br /&gt;
|values={{values|unsigned integer}}&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|fs=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies the [[frame|time frame]], 0-based index, in this unit&#039;s [[FiringFrames|firing sequence]] to fire the [[weapon]] at. Only applies if the unit has {{f|FiringFrames|link}} defined.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*[[SHP|Shape-based]] vehicle units&#039; firing sequences are played in reverse relative to the normal frame order, i.e. from the highest firing frame index to lowest firing frame index. However, this flag is calculated in the &#039;&#039;opposite&#039;&#039; (normal) direction, from lowest frame index to highest frame index. In other words, higher values mean the weapon is fired sooner.&lt;br /&gt;
&lt;br /&gt;
*Every firing frame lasts for &#039;&#039;two&#039;&#039; time frames.&lt;br /&gt;
&lt;br /&gt;
*If the unit has a weapon with multiple [[Burst|bursts]], you &#039;&#039;&#039;must&#039;&#039;&#039; define {{f|FiringSyncFrame2|link}} else the weapon will ignore any [[ROF|cooldown]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Suppose that a unit has a firing sequence that consists of eight frames ({{f|FiringFrames|8}}). If you want the unit to fire its weapon right away, you would use {{f|FiringSyncFrame1|15}}. If you want the unit to fire its weapon at the end of the firing sequence, you would use {{f|FiringSyncFrame1|0}}.&lt;br /&gt;
&lt;br /&gt;
{{bugs}}&lt;br /&gt;
* Specifying this flag has the peculiar side-effect of allowing the unit to fire both its [[Primary]] and [[Secondary]] weapons simultaneously.&lt;br /&gt;
* Overrides {{f|BurstDelay|link}} on the weapon(s), if any.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[FiringSyncFrame2]]&lt;br /&gt;
* [[FiringFrames]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Template:Bugs&amp;diff=28629</id>
		<title>Template:Bugs</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Template:Bugs&amp;diff=28629"/>
		<updated>2025-06-23T19:33:47Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Undo revision 28628 by Crimsonum (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=={{Anchor|Bugs||}}{{Anchor|bugs||}}[[Image:Cc_alert.png|24px]] Bugs/Side-Effects/Unexpected Limitations==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Bugs_and_Errors]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Bugs}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Copy-paste the code above and use it to start a Bugs section on a page that describes a flag or feature that has one or more bugs, side-effects or unexpected limitations. This will create a standardized title with a warning icon. An invisible anchor named &amp;quot;bugs&amp;quot; (case insensitive) is included as an alternative title. Using this template also adds the page to [[:Category:Bugs and Errors]] automatically.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Template:Bugs&amp;diff=28628</id>
		<title>Template:Bugs</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Template:Bugs&amp;diff=28628"/>
		<updated>2025-06-23T19:30:56Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Ported from ModEnc. Original author: DeathFish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Anchor|Bugs||}}{{Anchor|bugs||}}[[Image:Cc_alert.png|24px]] Bugs/Side-Effects/Unexpected Limitations&amp;lt;includeonly&amp;gt;[[Category:Bugs_and_Errors]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Bugs}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
Copy-paste the code above and use it to start a Bugs section on a page that describes a flag or feature that has one or more bugs, side-effects or unexpected limitations. This will create a standardized title with a warning icon. An invisible anchor named &amp;quot;bugs&amp;quot; (case insensitive) is included as an alternative to the title. Using this template also adds the page to [[:Category:Bugs and Errors]] automatically.&lt;br /&gt;
----&lt;br /&gt;
This template was updated on {{co|20:04, 1 May 2025|purple}} and &#039;&#039;&#039;no longer automatically assigns heading levels&#039;&#039;&#039;, to prevent the counterintuitive behavior where clicking &amp;quot;edit&amp;quot; on that paragraph would modify the content of this page instead of the corresponding section on the original page. If you want it to be a heading level like before, please use the following notation:&lt;br /&gt;
&amp;lt;pre&amp;gt;== {{Bugs}} ==&amp;lt;/pre&amp;gt;&lt;br /&gt;
== {{Bugs}} ==&lt;br /&gt;
This also brings an advantage: now you can conveniently and freely define the heading levels it uses, &#039;&#039;&#039;no longer limited to just level 2 headings&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=StartStandFrame&amp;diff=28627</id>
		<title>StartStandFrame</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=StartStandFrame&amp;diff=28627"/>
		<updated>2025-06-23T19:23:49Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Ported from ModEnc. Original author: DeathFish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=art}}&lt;br /&gt;
|values={{values|integer}}&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the starting frame index of this unit&#039;s standing animation sequence. Only applies to [[SHP]]-based units.&lt;br /&gt;
&lt;br /&gt;
=={{Bugs}}==&lt;br /&gt;
Unfortunately, this doesn&#039;t work. When not moving, the unit actually continues to use the walk sequence frames, only the rate changes from {{f|WalkRate}} to {{f|IdleRate}}.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* {{f|StartWalkFrame|link}}&lt;br /&gt;
* {{f|StartFiringFrame|link}}&lt;br /&gt;
* {{f|StandingFrames|link}}&lt;br /&gt;
* {{f|IdleRate|link}}&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=StartWalkFrame&amp;diff=28626</id>
		<title>StartWalkFrame</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=StartWalkFrame&amp;diff=28626"/>
		<updated>2025-06-23T19:23:30Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Ported from ModEnc. Original author: DeathFish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=art}}&lt;br /&gt;
|values={{values|integer}}&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the starting frame index of this unit&#039;s firing and standing animation sequence. Only applies to [[SHP]]-based units.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* {{f|StartStandFrame|link}}&lt;br /&gt;
* {{f|StartFiringFrame|link}}&lt;br /&gt;
* {{f|WalkFrames|link}}&lt;br /&gt;
* {{f|WalkRate|link}}&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=StartFiringFrame&amp;diff=28625</id>
		<title>StartFiringFrame</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=StartFiringFrame&amp;diff=28625"/>
		<updated>2025-06-23T19:20:23Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Ported from ModEnc. Original author: DeathFish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=art}}&lt;br /&gt;
|values={{values|integer}}&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the starting frame index of this unit&#039;s firing animation sequence. Only applies to [[SHP]]-based units.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* {{f|StartWalkFrame|link}}&lt;br /&gt;
* {{f|StartStandFrame|link}}&lt;br /&gt;
* {{f|FiringFrames|link}}&lt;br /&gt;
*{{fso}}{{f|FiringSyncFrame1|link}}&lt;br /&gt;
*{{fso}}{{f|FiringSyncFrame2|link}}&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FiringSyncFrame1&amp;diff=28624</id>
		<title>FiringSyncFrame1</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FiringSyncFrame1&amp;diff=28624"/>
		<updated>2025-06-23T19:18:55Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Created page with &amp;quot;{{Flag |name={{PAGENAME}} |files={{Categ|art(md).ini}} |values={{values|unsigned integer}} |types={{Categ|VehicleTypes}} |fs=yes }}  Specifies the time frame, 0-based index, in this unit&amp;#039;s firing sequence to fire the weapon at. Only applies if the unit has {{f|FiringFrames|link}} defined.  == Notes == *Shape-based vehicle units&amp;#039; firing sequences are played in reverse relative to the normal frame order, i.e. from the highest firing f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|art(md).ini}}&lt;br /&gt;
|values={{values|unsigned integer}}&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|fs=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies the [[frame|time frame]], 0-based index, in this unit&#039;s [[FiringFrames|firing sequence]] to fire the [[weapon]] at. Only applies if the unit has {{f|FiringFrames|link}} defined.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*[[SHP|Shape-based]] vehicle units&#039; firing sequences are played in reverse relative to the normal frame order, i.e. from the highest firing frame index to lowest firing frame index. However, this flag is calculated in the &#039;&#039;opposite&#039;&#039; (normal) direction, from lowest frame index to highest frame index. In other words, higher values mean the weapon is fired sooner.&lt;br /&gt;
&lt;br /&gt;
*Every firing frame lasts for &#039;&#039;two&#039;&#039; time frames.&lt;br /&gt;
&lt;br /&gt;
*If the unit has a weapon with multiple [[Burst|bursts]], you &#039;&#039;&#039;must&#039;&#039;&#039; define {{f|FiringSyncFrame2|link}} else the weapon will ignore any [[ROF|cooldown]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Suppose that a unit has a firing sequence that consists of eight frames ({{f|FiringFrames|8}}). If you want the unit to fire its weapon right away, you would use {{f|FiringSyncFrame1|15}}. If you want the unit to fire its weapon at the end of the firing sequence, you would use {{f|FiringSyncFrame1|0}}.&lt;br /&gt;
&lt;br /&gt;
=={{bugs}}==&lt;br /&gt;
Specifying this flag has the peculiar side-effect of allowing the unit to fire both its [[Primary]] and [[Secondary]] weapons simultaneously.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[FiringSyncFrame2]]&lt;br /&gt;
* [[FiringFrames]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FiringSyncFrame2&amp;diff=28623</id>
		<title>FiringSyncFrame2</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FiringSyncFrame2&amp;diff=28623"/>
		<updated>2025-06-23T19:18:35Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Created page with &amp;quot;{{Flag |name={{PAGENAME}} |files={{Categ|art(md).ini}} |values={{values|unsigned integer}} |types={{Categ|VehicleTypes}} |fs=yes }}  Specifies the time frame, 0-based index, in this unit&amp;#039;s firing sequence to fire remaining weapon burst(s) at. The first burst is fired at the time frame defined in {{f|FiringSyncFrame1|link}}, or if the flag is not defined, at the beginning of the firing sequence.  Only applies if the unit has {{f|Firing...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|art(md).ini}}&lt;br /&gt;
|values={{values|unsigned integer}}&lt;br /&gt;
|types={{Categ|VehicleTypes}}&lt;br /&gt;
|fs=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies the [[frame|time frame]], 0-based index, in this unit&#039;s [[FiringFrames|firing sequence]] to fire remaining weapon [[Burst|burst(s)]] at. The first burst is fired at the time frame defined in {{f|FiringSyncFrame1|link}}, or if the flag is not defined, at the beginning of the firing sequence.&lt;br /&gt;
&lt;br /&gt;
Only applies if the unit has {{f|FiringFrames|link}} defined and {{f|Burst|2|link}} or higher.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
*[[SHP|Shape-based]] [[VehicleTypes|vehicle units]]&#039; firing sequences are played in reverse relative to the normal frame order, i.e. from the highest firing frame index to lowest firing frame index. However, this flag is calculated in the &#039;&#039;opposite&#039;&#039; (normal) direction, from lowest frame index to highest frame index. In other words, higher values mean the weapon is fired sooner.&lt;br /&gt;
*Vehicle units&#039; firing frames lasts for &#039;&#039;two&#039;&#039; time frames.&lt;br /&gt;
*{{f|FiringSyncFrame2}} &#039;&#039;&#039;must&#039;&#039;&#039; be set to a value equal to or lower than {{f|FiringSyncFrame1}}, else the system will break and the unit will fire rapidly as if ignoring any [[ROF|cooldown]].&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Suppose that a unit has {{f|Burst|2}} and a firing sequence that consists of eight frames ({{f|FiringFrames|8}}). If you want the unit to fire its second burst right away, you would use {{f|FiringSyncFrame2|15}}. If you want the unit to fire its its second burst at the end of the firing sequence, you would use {{f|FiringSyncFrame2|0}}.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[FiringSyncFrame1]]&lt;br /&gt;
* [[FiringFrames]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Floater&amp;diff=28622</id>
		<title>Floater</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Floater&amp;diff=28622"/>
		<updated>2025-06-23T13:27:22Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Created page with &amp;quot;{{Flag |files={{Categ|Rules(md).ini}} |values={{Values|bool}} |default=no |types={{Categ|Projectiles}} |ts=yes |fs=yes |ra2=yes |yr=yes }}  If enabled, decreases the effect of gravity on this projectile by 50%. This makes the projectile fly slower, like a frisbee. Only applicable on arcing/freefalling projectiles.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{Categ|Projectiles}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
If enabled, decreases the effect of [[gravity]] on this projectile by 50%. This makes the projectile fly slower, like a frisbee. Only applicable on [[arcing]]/freefalling projectiles.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=AIAlternateProductionCreditCutoff&amp;diff=28618</id>
		<title>AIAlternateProductionCreditCutoff</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=AIAlternateProductionCreditCutoff&amp;diff=28618"/>
		<updated>2025-06-16T14:35:21Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: More precise wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|values={{values|unsigned integers}}&lt;br /&gt;
|default=0&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the credits threshold for the AI to start spending money more conservatively. When the AI has less money than this, it will alternate between constructing buildings and producing units instead of producing both at the same time like normal.&lt;br /&gt;
&lt;br /&gt;
In this alternate production mode, the AI prioritises building construction: If the AI is missing either an infantry or vehicle [[Factory|factory]], or has low [[power]], it will construct the necessary buildings first. If these conditions are satisfied, it will somewhat randomly alternate between producing buildings and units.&lt;br /&gt;
&lt;br /&gt;
At any point, if the AI gains more money than this threshold, it will return to normal, unrestrained production.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=AIAlternateProductionCreditCutoff&amp;diff=28617</id>
		<title>AIAlternateProductionCreditCutoff</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=AIAlternateProductionCreditCutoff&amp;diff=28617"/>
		<updated>2025-06-16T14:13:24Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|values={{values|unsigned integers}}&lt;br /&gt;
|default=0&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|rp=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the credits threshold for the AI to start spending money more conservatively. When the AI has less money than this, it will alternate between constructing buildings and producing units instead of producing both at the same time like normal.&lt;br /&gt;
&lt;br /&gt;
In this alternate production mode, the AI prioritises building construction. Once it determines that it needs no more buildings (it has both infantry and vehicle [[Factory|factories]] as well as enough [[power]]), it will switch to producing units. After producing a unit (that isn&#039;t a [[Harvester]]), there&#039;s a 50% chance it will then switch back to constructing buildings, restarting the loop.&lt;br /&gt;
&lt;br /&gt;
At any point, if the AI gains more money than this threshold, it will return to normal, unrestrained production.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=WallTower&amp;diff=28616</id>
		<title>WallTower</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=WallTower&amp;diff=28616"/>
		<updated>2025-06-16T11:57:04Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|values={{Values|string|BuildingTypes}}&lt;br /&gt;
|types={{Categ|BuildingTypes}}&lt;br /&gt;
|default=none&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies a special defensive [[BuildingTypes|building]] for GDI/Allies. Originally used for the GDI Component Tower in {{ts}}, an unarmed building that can be upgraded with a weapon. Unused in vanilla {{ra2}}/{{yr}}.&lt;br /&gt;
&lt;br /&gt;
This flag has at least two functions:&lt;br /&gt;
# Connecting with walls. Like [[GDIGateOne|gates]], the wall tower can be placed directly on a [[wall]]. Any adjacent wall sections will also visibly connect to the tower.&lt;br /&gt;
# Whenever the [[AI]] builds a wall tower, it will look up its next [[base nodes|base node]] that has {{f|IsBaseDefense|yes|link}} and try and place that node on top of the tower. This node should be one of the upgrades that can be placed on the tower. If the AI finds such a node but fails to place it on the tower (because the node is not actually an upgrade for the tower), it will skip placing down the node altogether.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=MissileROTVar&amp;diff=28600</id>
		<title>MissileROTVar</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=MissileROTVar&amp;diff=28600"/>
		<updated>2025-06-05T13:45:46Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|percentage}}&lt;br /&gt;
|files={{ini|rules}}&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies the rate of turn (ROT) fluctuation percentage of guided missiles ([[projectiles]] with {{f|ROT|link}} greater than 0). As the missile travels, its ROT is recalculated every [[frame]] based on this variable: the larger the value, the higher the variation in the missile&#039;s ROT.&lt;br /&gt;
&lt;br /&gt;
Note that on regular missiles the effect is barely noticable, even with extreme {{f|MissileROTVar}} values, as the ROT never falls below what&#039;s stated on the projectile&#039;s rules. The lower the projectile&#039;s default ROT, the more noticable the effect is. For example, projectiles with {{f|ROT|1|link}} and a high enough variance (e.g. 2.0) causes the projectiles to randomly scatter around the target instead of hitting it perfectly.&lt;br /&gt;
&lt;br /&gt;
== Pseudocode ==&lt;br /&gt;
&lt;br /&gt;
Simplified [[pseudocode]]:&lt;br /&gt;
&lt;br /&gt;
 currentROT = (sin(((frame % 15) / 3) * 2 * π) * {{f|MissileROTVar}} + {{f|MissileROTVar}} + 1) * {{f|ROT|link}}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[MissileSpeedVar]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=MissileSpeedVar&amp;diff=28599</id>
		<title>MissileSpeedVar</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=MissileSpeedVar&amp;diff=28599"/>
		<updated>2025-06-05T11:07:32Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Reverted edits by Crimsonum (talk) to last revision by MarkJFox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|float}}&lt;br /&gt;
|files={{ini|rules}}&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|tsobsolete=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
According to the {{ini|rules}} comment, this flag would&#039;ve defined the speed fluctuation percentage of guided missiles ([[projectiles]] with [[ROT]] greater than 1). It&#039;s read but not used.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=MissileROTVar&amp;diff=28598</id>
		<title>MissileROTVar</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=MissileROTVar&amp;diff=28598"/>
		<updated>2025-06-05T10:31:58Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Not obsolete, just barely noticable with expected values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|percentage}}&lt;br /&gt;
|files={{ini|rules}}&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies the rate of turn fluctuation percentage of guided missiles ([[projectiles]] with [[ROT]] greater than 1). Increasing this value increases the maximum amplitude of the randomly fluctuating sine wave that the missiles follow, causing them to wobble as they travel.&lt;br /&gt;
&lt;br /&gt;
Although this flag is valid, the effect is very minuscule – even with large values like {{tt|2000}}, the flight trajectory fluctuation is barely noticable.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[MissileSpeedVar]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=MissileSpeedVar&amp;diff=28597</id>
		<title>MissileSpeedVar</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=MissileSpeedVar&amp;diff=28597"/>
		<updated>2025-06-05T10:10:20Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|percent}}&lt;br /&gt;
|files={{ini|rules}}&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies the speed fluctuation percentage of guided missiles ([[projectiles]] with [[ROT]] greater than 1).&lt;br /&gt;
&lt;br /&gt;
Although this flag is valid, the effect is very minuscule – even with large values like {{tt|2000}}, the speed fluctuation is barely noticable.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[MissileROTVar]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=MissileSpeedVar&amp;diff=28596</id>
		<title>MissileSpeedVar</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=MissileSpeedVar&amp;diff=28596"/>
		<updated>2025-06-05T10:09:49Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Not obsolete, just barely noticable with expected values&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|values={{Values|percent}}&lt;br /&gt;
|files={{ini|rules}}&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies the speed fluctuation percentage of guided missiles ([[projectiles]] with [[ROT]] greater than 1).&lt;br /&gt;
&lt;br /&gt;
Although this flag is valid, the effect is very minuscule – even with large values like {{tt|2000}}, the speed fluctuation is barely noticable.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=ScriptTypes/ScriptActions&amp;diff=28594</id>
		<title>ScriptTypes/ScriptActions</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=ScriptTypes/ScriptActions&amp;diff=28594"/>
		<updated>2025-06-01T19:14:26Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Note on Do This mission types.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Script actions&#039;&#039;&#039; are the steps that determine what each [[script]] &#039;&#039;actually&#039;&#039; does, in the same vein as [[Actions (maps)|actions]] determine what a [[trigger]] does.&lt;br /&gt;
&lt;br /&gt;
The following action types are available:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Parameters&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
!P1 (Script&amp;amp;nbsp;Action)&lt;br /&gt;
!P2 (Argument)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Quarry Type#{{fnl|1}}{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Attack Quarry Type&#039;&#039;&#039;&lt;br /&gt;
This instructs the team to approach and attack a target that fits the [[QuarryTypes|quarry type]] (target category){{fnl|1}} specified by the second parameter. Target selection from this category is based on nearest/first built depending on the scan range defined by [[TargetDistanceCoefficientDefault]] or its [[TechnoTypes|technotype]] override of [[TargetDistanceCoefficient]].&lt;br /&gt;
&lt;br /&gt;
These attack missions are inherently self-repeating. For example, when executing script action {{tt|0,2}} (&amp;quot;attack building&amp;quot;), the task force will attack the next [[BuildingTypes|building]] when the current building being attacked is destroyed and will continue to destroy enemy buildings until there are no more left. When no more targets are left to attack (either destroyed or inaccessible), the script action is complete and the task force moves on to execute the next script action, if any.&lt;br /&gt;
&lt;br /&gt;
Note that the completion of this script action can get cut short in case the task force gets destroyed or runs out of ammo.&lt;br /&gt;
&lt;br /&gt;
The following are the quarry type values which can be used:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Quarry Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|Cancel attack mission&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Anything&lt;br /&gt;
|Enemy [[TechnoTypes|vehicle, aircraft, infantry or building]]. Target selection works the same as in the &amp;quot;Hunt&amp;quot; mission (see action {{tt|11}} below). However, unlike in Hunt, if the team is attacked, it will retaliate and pursue the attackers, provided that the team has {{f|Suicide|no|link}}.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Structures&lt;br /&gt;
|Enemy [[BuildingTypes|building]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Harvesters, Refineries, and Silos /&amp;lt;br/&amp;gt;Ore Miners&lt;br /&gt;
|Enemy vehicle with {{f|Harvester|yes|link}} set.&amp;lt;br/&amp;gt;In Tiberian Sun, this quarry also includes enemy Tiberium Refineries and Silos.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Infantry&lt;br /&gt;
|Enemy [[InfantryTypes|infantry]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Vehicles&lt;br /&gt;
|Enemy [[VehicleTypes|vehicle]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Factories&lt;br /&gt;
|Enemy building with {{f|Factory|link}} set&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Base Defenses&lt;br /&gt;
|Enemy building with {{f|IsBaseDefense|yes|link}} set&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Base Threats&lt;br /&gt;
|Enemy [[UnitTypes|unit]] approaching (or already in) its base and which are in an attack mission&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Power Plants&lt;br /&gt;
|Enemy building with a positive {{f|Power|link}} value set&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{Ra2}} additions&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Occupiable&lt;br /&gt;
|Building with {{f|CanBeOccupied|yes|link}} set (usually neutral structures)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Tech Buildings&lt;br /&gt;
|Building with {{f|NeedsEngineer|yes|link}} set (usually [[NeutralTechBuildings|neutral tech buildings]])&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Waypoint#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Attack Waypoint&#039;&#039;&#039;&lt;br /&gt;
This instructs the team to use the task force to attack the waypoint number specified by the second parameter. If any members have {{f|Infiltrate|yes|link}} set they will enter the structure at the waypoint. Members with {{f|Engineer|yes|link}} set will capture the structure provided it does not have {{f|Capturable|no|link}} set or if it has {{f|NeedsEngineer|yes|link}} set. Members with {{f|Agent|yes|link}} set will spy on the structure if it has {{f|Spyable|yes|link}} set. Members that do not have {{f|Assaulter|no|link}} set will garrison the structure if it has {{f|CanBeOccupied|yes|link}} set. Members with {{f|C4|yes|link}} set will blow up the structure if does not have {{f|CanC4|no|link}} set. If there is no building at the specified waypoint, the task force will attack the ground when reaching in range of the waypoint. Refer [[Waypoints]] for details on waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Go Berzerk&#039;&#039;&#039;&lt;br /&gt;
{{obsolete|{{ts}} to {{yr}}|Go Berzerk}}&lt;br /&gt;
Would have caused [[cyborg]] infantry in the team to go [[BerzerkAllowed|berserk]]. This action is obsolete, so the team simply moves on to the next action in the script, if present.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Waypoint#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Move To Waypoint&#039;&#039;&#039;&lt;br /&gt;
This instructs the team to use the task force to move to the waypoint number specified by the second parameter. Refer [[Waypoints]] for details on waypoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; You can use this action to get a team to move to waypoint no. 99 (just about every map has this defined as the center point) - that will mean it will always strive to get to the center of the map, providing a good vantage point from which to perform further actions and giving the impression that the computer is scouting for enemies.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Cell#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Move Into Specific Cell&#039;&#039;&#039;&lt;br /&gt;
This instructs the team to use the task force to move into the Cell specified by the second parameter. Cell number in the second parameter uses formula of (Y * 128) + X. With modulus operator being used to compute the X value from the given parameter, even if the X values used in the formula is 128 or higher, the resultant X value is limited to between 0 and 127. This action can be used when you want the team to trigger a specific [[Actions_(maps)|action]] (when the game tests for the cell tag being entered). Cell tags are attached to cells and are used to trigger events and thus fire actions when that cell is entered by a unit (or any unit from the task force). Refer [[CellTags]] for details on cell tags.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Time{{fnl|3}}&lt;br /&gt;
|&#039;&#039;&#039;Guard Area&#039;&#039;&#039;&lt;br /&gt;
This instructs the team to put the task force into Guard mode for the amount of time specified. The team members will attack enemy units that fall within their weapon range, but they will not pursue enemies even when provoked. After guarding for the amount of time specified, the team will move on to execute its next script action.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Line#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Jump To Line #&#039;&#039;&#039;&lt;br /&gt;
This is used to repeat script actions within the script. The second parameter is the action &#039;&#039;line number&#039;&#039; of the [[ScriptTypes|script type]] that you want to jump to.&amp;lt;br/&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: Script action index starts at 0 whereas the line number starts at 1. So, to jump to the first script action whose index is 0, use {{tt|n=6,1}} for this script. Jump to line number could be specified to any of the preceding line numbers, not just to the first script action to create a loop of actions.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Force Player Win&#039;&#039;&#039;&lt;br /&gt;
Forces a game win condition for the owner of the team (they win the game).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Unload Behaviour#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Unload&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that have a valid {{f|Passengers|link}} value set, and those units contain passengers, this command will make the units inside the transport(s) disembark. Note that once the passengers have disembarked, the transport itself is suspended until given a new mission and is therefore no longer considered a part of this task force - this means that you cannot, for example, get units to disembark, do something, then get back into the transport in the same script. The second parameter can be used to control what happens to the transport after it &#039;deploys&#039; its cargo:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Keep transports and units - all remain in the team and execute the remainder of the script&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Keep transport and lose the units - only the transport will execute the remainder of the script&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Lose transport and keep units - only the units will execute the remainder of the script&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Lose transports and lose units - nothing executes the remainder of the script&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Deploy&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that are able to deploy (for example a unit which {{f|DeploysInto|link}} a [BuildingType] or has any of {{f|Deployer|yes|link}}, {{f|DeployFire|yes|link}}, {{f|DeployToFire|yes|link}} set) then this action causes them to deploy at the current cell they are occupying (same effect as selecting a unit and pressing the Deploy key as defined in KEYBOARD.INI or clicking the relevant button on the Advanced Command Bar).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Follow Friendlies&#039;&#039;&#039;&lt;br /&gt;
This command causes the task force to follow the nearest friendly unit when it moves although it will not function as if it is &#039;guarding&#039; the unit. The following is not permanent, when the task force is assigned another mission it abandons the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip&#039;&#039;&#039;: If the secondary (support) team has this as the first line in its [[ScriptTypes|script]], then it will escort the primary team.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Mission#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Assign New Mission&#039;&#039;&#039;&lt;br /&gt;
The objects in the task force are assigned the [[Mission Control|mission]] defined by the second parameter.&lt;br /&gt;
&lt;br /&gt;
Not all of the available mission types are applicable to teams; those that are, such as {{tt|Sleep}}, {{tt|Sticky}}, {{tt|Guard}}, {{tt|Area Guard}}, {{tt|Hunt}}, are perpetual by nature so once assigned to a team, the units in the team will remain in that mission until those units are destroyed, the team is dissolved, or the units are recruited into another team and given a different mission. Because the missions are never-ending, this script action can&#039;t finish and move to the next script action. Thus, this script action is best given as the last script action in the script.&lt;br /&gt;
&lt;br /&gt;
Note that unlike some of the other team missions, teams in these missions do not respond to attacks in a coordinated manner. That is, if one member of the team is attacked by an enemy, it will not provoke the other members of the team to respond unless they themselves are attacked.&lt;br /&gt;
&lt;br /&gt;
The following are valid settings for the second parameter:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Value&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{ts}} and {{fs}}&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Sleep&lt;br /&gt;
|object sits around and plays dead, will not acquire targets&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Attack&lt;br /&gt;
|special attack mission used by AI team types (utilizes threat rating logic)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Move&lt;br /&gt;
|simply moving to destination&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|QMove&lt;br /&gt;
|special move to destination after other queued moves occur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Retreat&lt;br /&gt;
|object runs away (may even leave the map)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Guard&lt;br /&gt;
|object sits around and will engage and pursue an enemy that falls within its weapon range or attacks it&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Sticky&lt;br /&gt;
|just like guard mode, except the object will engage enemies but not pursue them&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Enter&lt;br /&gt;
|enter building or transport&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Capture&lt;br /&gt;
|engineer entry logic used by {{f|MultiEngineer|link}}&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Harvest&lt;br /&gt;
|the loop controlling harvesting of tiberium and dumping at a Refinery&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Area Guard&lt;br /&gt;
|guard the general area where the object starts at&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Return&lt;br /&gt;
|return to co-ordinating object (e.g. spawned object returns to the spawner)&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Stop&lt;br /&gt;
|stop moving or firing at the first available opportunity&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Ambush&lt;br /&gt;
|force fire (units with Infiltrate=yes will enter target if possible)&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Hunt&lt;br /&gt;
|scan for and attack enemies wherever they may be on the map. Chooses the target based on threat or first built. See [[TargetDistanceCoefficientDefault]] for more information. Will not retaliate if attacked.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Unload&lt;br /&gt;
|while dropping off cargo&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Sabotage&lt;br /&gt;
|unit runs to place C4 on a building&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Construction&lt;br /&gt;
|structures use this when building up after initial placement&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Selling&lt;br /&gt;
|structures use this for deconstruction after being sold&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Repair&lt;br /&gt;
|used when repairing an object (e.g. Service Depot)&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Rescue&lt;br /&gt;
|special team over-ride mission&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Missile&lt;br /&gt;
|nuke Silo special launch missile mission&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Harmless&lt;br /&gt;
|object doesn&#039;t fire and is not considered in any threat scan&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Open&lt;br /&gt;
|while opening or closing a gate to allow passage&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Patrol&lt;br /&gt;
|patrol a series of waypoints&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{Ra2}} and {{Yr}}&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Sleep&lt;br /&gt;
|object sits around and plays dead, will not acquire targets&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Attack&lt;br /&gt;
|special attack mission used by AI team types (utilizes threat rating logic)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Move&lt;br /&gt;
|simply moving to destination&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|QMove&lt;br /&gt;
|special move to destination after other queued moves occur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Retreat&lt;br /&gt;
|object runs away (may even leave the map)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Guard&lt;br /&gt;
|object sits around and will engage an enemy that falls within its weapon range&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Sticky&lt;br /&gt;
|just like guard mode, except the object will engage enemies but not pursue them&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Enter&lt;br /&gt;
|enter building or transport&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Capture&lt;br /&gt;
|engineer entry logic used by {{f|MultiEngineer|link}}&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Eaten&lt;br /&gt;
|unit enters a [[Grinding|grinder]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Harvest&lt;br /&gt;
|the loop controlling harvesting of Ore and dumping at a Refinery&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Area Guard&lt;br /&gt;
|guard the general area where the object starts at&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Return&lt;br /&gt;
|return to co-ordinating object (e.g. spawned object returns to the spawner)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Stop&lt;br /&gt;
|stop moving or firing at the first available opportunity&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Ambush&lt;br /&gt;
|force fire (units with {{f|Infiltrate|yes|link}} will enter target if possible)&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Hunt&lt;br /&gt;
|scan for and attack enemies wherever they may be on the map&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Unload&lt;br /&gt;
|while dropping off cargo (e.g. Landing Craft unloading passengers)&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Sabotage&lt;br /&gt;
|unit runs to place C4 on a building or Ivan goes to place bomb on object&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Construction&lt;br /&gt;
|structures use this when building up after initial placement&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Selling&lt;br /&gt;
|structures use this for deconstruction after being sold&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Repair&lt;br /&gt;
|used when repairing an object (e.g. Service Depot)&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Rescue&lt;br /&gt;
|special team over-ride mission&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Missile&lt;br /&gt;
|nuke silo special launch missile mission&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Harmless&lt;br /&gt;
|object doesn&#039;t fire and is not considered in any threat scan&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Open&lt;br /&gt;
|while opening or closing a gate to allow passage&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Patrol&lt;br /&gt;
|patrol a series of waypoints&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Paradrop Approach&lt;br /&gt;
|object is approaching the paradrop site&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|Paradrop Overfly&lt;br /&gt;
|object is flying over the paradrop site (i.e. dropping the paratroopers)&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Wait&lt;br /&gt;
|paused and awaiting next mission&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Attack (again)&lt;br /&gt;
|(special duplicate) used when units are deployed to fire (e.g. weapons with an area fire effect)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{Yr}} additions&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Spyplane Approach&lt;br /&gt;
|object is flying towards target&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Spyplane Overfly&lt;br /&gt;
|object is flying over the target&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Global Variable#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Set Global Variable&#039;&#039;&#039;&lt;br /&gt;
The [[VariableNames|global variable]] number specified in the second parameter is defined as being &#039;set&#039; (it is allocated a value of &#039;1&#039; or &#039;true&#039;). This should be employed in specific map files only. This is part of the boolean logic employed by the global variables system in the game engine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Sequence#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Idle Anim Sequence&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that use SHP graphics (i.e. infantry) then the relevant idle SHP sequence is displayed as defined by the frame numbering system in ART.INI. Parameter 0 for Idle1 and 1 for Idle2.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Load Onto Transport&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that have a valid {{f|Passengers|link}} value set, and units whose {{f|Size|link}} and {{f|PhysicalSize|link}} settings allow them to be carried by that transport, this command will make the units enter the transport.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Waypoint#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Spy On Structure At Waypoint&#039;&#039;&#039;&lt;br /&gt;
Should be used only for units with {{f|Infiltrate|yes|link}} and {{f|Agent|yes|link}} set. This instructs the task force to enter the structure at the waypoint number specified by the second parameter and spy on the structure if it has {{f|Spyable|yes|link}} set. If there is no building at the specified waypoint, the task force may not activate correctly and will just remain in their last mission. Refer [[Waypoints]] for details on waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Waypoint#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Patrol To Waypoint&#039;&#039;&#039;&lt;br /&gt;
This is similar to Move to waypoint. This instructs the team to use the task force to move to the waypoint number specified by the second parameter. The difference is that the units in the task force will move out of their patrol route to actively go and engage any enemy objects that are within their {{f|Sight|link}} as they move to the waypoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This patrol mission eats up processor time, because the task force will scan for enemy objects with each movement. If you have a lot of task forces (or lots of units in them) engaged in this mission, you will experience slowdown in the game - this is one reason why the single player missions are comparatively slow, they use this mission a lot. The rate at which the scanning for targets whilst in this mission is controlled by the {{f|PatrolScan|link}} statement in the [AI]section of RULES.INI. Refer [[Waypoints]] for details on waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Script#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Change Script&#039;&#039;&#039;&lt;br /&gt;
{{obsolete|{{ts}}|Change Script}}&lt;br /&gt;
Very handy and under utilized - this instructs the task force to execute another script. The second parameter specifies the number of the [[ScriptTypes|script type]] to execute as listed in the {{tt|[ScriptTypes]}} table (consider the table as being numbered starting at 0 for this purpose).&lt;br /&gt;
&lt;br /&gt;
Appears not to work, at least in Tiberian Sun.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|18&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Team#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Change Team&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to switch to another team. The second parameter specifies the number of the [[TeamTypes|team type]] to switch to as listed in the {{tt|[TeamTypes]}} table (consider the table as being numbered starting at 0 for this purpose).&lt;br /&gt;
&lt;br /&gt;
{{W}} &#039;&#039;&#039;Note:&#039;&#039;&#039; The game loads team types from {{ini|ai}} first, then [[aifs.ini]] second ([[RequiredAddOn|if applicable]]), and the current map last. Because this action refers to a team by its index, it&#039;s prone to break as the index will change whenever you add or remove teams from any of the AI [[INIs]]. Therefore it is &#039;&#039;not&#039;&#039; recommended to use this action. A much more reliable method is to use [[Actions_(maps)|trigger actions]] to recruit the units to a new team, as triggers refer to teams by their names, not indexes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|19&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Panic&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that have {{f|Fraidycat|yes|link}} set then they will run around aimlessly, using the {{f|Panic}} animation from their sequence as defined in ART.INI. Normally used for the civilian units. Units that do not fulfil this criteria lie down and act as if prone.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|House#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Change House Ownership&#039;&#039;&#039;&lt;br /&gt;
Used in single player missions on specific map files only, this changes ownership of the entire team to the house number specified by the second parameter.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|21&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Scatter&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to scatter (same effect as selecting a group of units and pressing the Scatter key as defined in [[Keyboard.ini|KEYBOARD.INI]]).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|22&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Afraid &amp;amp;amp; Run To Shroud&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to behave in a scared manner and it will run to the nearest shrouded cell. The task force will not actively engage in combat, will not acquire targets and will not retaliate (it will scatter instead if attacked).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|23&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Force Player Loss&#039;&#039;&#039;&lt;br /&gt;
Forces a game loss condition for the owner of the team (they lose the game).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|24&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Speech#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Speech&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to play one of the Sofia or EVA voices (depending upon the {{f|ParentCountry|link}} or the owner of this task force). The second parameter is the number of the sound to be played from the [DialogList] in the [[Eva.ini|EVA.INI]] (note that you should consider this list as being numbered from 0 instead of 1 to get the correct numbering convention).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Sound#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Sound&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to play one of the generic in game sounds from the {{sl|SoundList}} in the [[Sounds.ini|SOUNDS.INI]] file.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Movie#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Movie&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to play one of the movies from the {{sl|Movies}} list in the [[Art.ini|ART.INI]] file.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Theme#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Theme&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to play one of the game soundtracks from the {{sl|Themes}} list in the [[Theme.ini|Theme.INI]] file.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|28&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Reduce Tiberium/Ore&#039;&#039;&#039;&lt;br /&gt;
Reduces the amount of Tiberium/Ore in the cell that the team is occupying. Used by the special &#039;weapon&#039; that is inherent with Harvesters/Ore Miners.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|29&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Begin Production&#039;&#039;&#039;&lt;br /&gt;
Forces the owner of the team to begin the auto-production process (the AI&#039;s behaviour in skirmish games). Should only be used on AI controlled houses.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Force Sale&#039;&#039;&#039;&lt;br /&gt;
Forces the &#039;fire sale&#039; of all remaining structures owned by the [[house]] to which the team belongs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|31&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Suicide&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to destroy itself. In effect it commits suicide, usually accompanied by an explosion.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|32&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Time#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Start Storm In...&#039;&#039;&#039;&lt;br /&gt;
Initiates an Ion Storm (TS) or Weather Storm (RA2) after the time specified. In {{Ra2}}, this initiates the Weather Storm intro effect (when the screen goes dark prior to the clouds appearing). The effect is set to be delayed by the number of seconds specified by parameter 2.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|33&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;End Storm&#039;&#039;&#039;&lt;br /&gt;
This forces an end to the active Ion Storm or Weather Storm.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|34&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Speed#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Center Map On Team&#039;&#039;&#039;&lt;br /&gt;
This will center the screen on the team. The same effect as hitting the Home key as defined in [[Keyboard.ini|KEYBOARD.INI]] when the screen centers on your MCV (or the unit defined by the {{f|BaseUnit|link}} statement in RULES.INI). The second parameter determines the speed at which the &#039;camera&#039; switches view to the task force with 0 being slow to 4 being fast.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|35&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Time#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Shroud Map For Time Interval&#039;&#039;&#039;&lt;br /&gt;
This action will shroud the entire map except for the area revealed by the player&#039;s own and/or friendly units. The second parameter determines the number of [[frames]] for which the map should remain shrouded after which the explored areas are revealed again.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|36&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Time#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Reveal Map For Time Interval&#039;&#039;&#039;&lt;br /&gt;
This action will reveal the entire map. The second parameter determines the number of [[frames]] for which the map should remain revealed after which the map is shrouded again.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Delete Team Members&#039;&#039;&#039;&lt;br /&gt;
Deletes members of this task force from the map.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|38&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Global Variable#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Clear Global Variable&#039;&#039;&#039;&lt;br /&gt;
The [[VariableNames|global variable]] number specified in the second parameter is defined as being &#039;clear&#039; (it is allocated a value of &#039;0&#039; or &#039;false&#039;). This should be employed in specific map files only in which the global variable has been defined. This is part of the boolean logic employed by the global variables system in the game engine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|39&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Local Variable#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Set Local Variable&#039;&#039;&#039;&lt;br /&gt;
The [[VariableNames|local variable]] number specified in the second parameter is defined as being &#039;set&#039; (it is allocated a value of &#039;1&#039; or &#039;true&#039;). This should be employed in specific map files only in which the local variable has been defined. This is part of the boolean logic employed by the local variables system in the game engine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|40&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Local Variable#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Clear Local Variable&#039;&#039;&#039;&lt;br /&gt;
The [[VariableNames|local variable]] number specified in the second parameter is defined as being &#039;cleared&#039; (it is allocated a value of &#039;0&#039; or &#039;false&#039;). This should be employed in specific map files only in which the local variable has been defined. This is part of the boolean logic employed by the local variables system in the game engine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|41&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Unpanic&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that have {{f|Fraidycat|yes|link}} set which are currently assigned the {{f|Panic}}= sequence then this action nullifies that effect and the unit(s) adopt their default behaviour.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Direction#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Change Facing&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to turn and face the new direction specified by the second parameter. The facings are as follows:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Direction Type{{fnl|5}}&lt;br /&gt;
!Direction&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|North&lt;br /&gt;
|Top-Right&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|North-East&lt;br /&gt;
|Right&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|East&lt;br /&gt;
|Bottom-Right&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|South-East&lt;br /&gt;
|Bottom&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|South&lt;br /&gt;
|Bottom-Left&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|South-West&lt;br /&gt;
|Left&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|West&lt;br /&gt;
|Top-Left&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|North-West&lt;br /&gt;
|Top&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|43&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Wait Until Fully Loaded&#039;&#039;&#039;&lt;br /&gt;
This is always used after members of the task force have entered a transport in the same task force and serves two purposes. The effect of this is that the transport will be used to carry out any subsequent movement or deploy actions but after that it is no longer considered a part of this task force and as such is available to be recruited into new teams. It is this action which enables use of the {{f|TransportsReturnOnUnload|yes|link}} statement in the corresponding team type entry. The second purpose is to flag the transport as being &#039;loaded&#039; with passengers and thus is considered in the AI&#039;s targeting logic as a potential threat (see the {{f|ContentScan|link}} entry in the RULES.INI). This action also orders the transport to wait until it is fully loaded before executing any subsequent script actions.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|44&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Unload Truck (TRUCKB to TRUCKA)&#039;&#039;&#039;&lt;br /&gt;
Used purely for a graphical effect and applicable uniquely to the [TRUCKB] unit, this has the effect of converting [TRUCKB] into [TRUCKA] to give the impression that the unit has unloaded its cargo.&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: May not work correctly in Red Alert 2 since [TRUCKA] refers to the Demo Truck image which has no &#039;unloaded&#039; image. Changing the image for the Demo Truck and assigning new units to [TRUCKA] and [TRUCKB] enables use of this logic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|45&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Load Truck (TRUCKA to TRUCKB)&#039;&#039;&#039;&lt;br /&gt;
Used purely for a graphical effect and applicable uniquely to the [TRUCKA] unit, this has the effect of converting [TRUCKA] into [TRUCKB] to give the impression that the unit has been loaded with cargo.&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: May not work correctly in Red Alert 2 since [TRUCKA] refers to the Demo Truck image which has no &#039;unloaded&#039; image. Changing the image for the Demo Truck and assigning new units to [TRUCKA] and [TRUCKB] enables use of this logic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|46&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|BwP{{fnl|4}}&lt;br /&gt;
|&#039;&#039;&#039;Attack Enemy Structure&#039;&#039;&#039;&lt;br /&gt;
Members of this task force attack the enemy structure specified by the second parameter. This action depends upon the type of units in the task force and if certain members have {{f|Infiltrate|yes|link}} set. Members with {{f|Engineer|yes|link}} set will capture the structure provided it does not have {{f|Capturable|no|link}} set or if it has {{f|NeedsEngineer|yes|link}} set. Members with {{f|Agent|yes|link}} set will spy on the structure if it has {{f|Spyable|yes|link}} set. Members that do not have {{f|Assaulter|no|link}} set will garrison the structure if it has {{f|CanBeOccupied|yes|link}} set. Members with {{f|C4|yes|link}} set will blow up the structure if does not have {{f|CanC4|no|link}} set.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|47&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|BwP{{fnl|4}}&lt;br /&gt;
|&#039;&#039;&#039;Move To Enemy Structure&#039;&#039;&#039;&lt;br /&gt;
Members of this task force move and stay adjacent to the enemy structure specified by the second parameter.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|48&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
Causes members of this task force to move to a pre-determined point on the map in an attempt to scout an area. The effect is that the task force will move in one randomly chosen direction until it is no longer able to do so which can make it very useful or a waste of time depending on the direction chosen. If you want to continually scout the map, you should loop this script action.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|49&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Register Success&#039;&#039;&#039;&lt;br /&gt;
Executing this script action even once in a script by its task force is considered as a success. A script not containing this script action is a fail for its task force. A script containing this script action but the task force being unable to reach and execute this action even once is a fail. These success and failure are used to adjust the current weight defined in AITriggers. Refer [[AITriggerTypes#Weights|AITriggerType&#039;s weights]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Time Frames&lt;br /&gt;
|&#039;&#039;&#039;Flash&#039;&#039;&#039;&lt;br /&gt;
This causes all members of the task force to &#039;flash&#039;, the visual effect you get on an object when you order something to attack it. The second parameter is the number of time [[frames]] to flash the unit &#039;white&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Animation#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Animation&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to play one of the animations from the {{sl|Animations}} list.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{fs}} addition&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|52&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Talk Bubble#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Display Talk Bubble&#039;&#039;&#039;&lt;br /&gt;
Should be used for single-unit task forces only, this causes a &#039;talk bubble&#039; to appear above the unit. The second parameter determines which type of talk bubble to display. By default, the game has only three talk bubbles, though it&#039;s possible to add more and change what the bubbles represent:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Bubble&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|* (generic speech)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|? (question, confusion)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|! (alert, attention, shout)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The length of time for which the talk bubble is displayed is controlled through the {{f|TalkBubbleTime|link}} statement in RULES.INI. Refer to the RULES.INI Guide for details of this and the steps to take to enable its inclusion in Red Alert 2.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{Ra2}} additions&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|53&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Gather (At Enemy Base)&#039;&#039;&#039;&lt;br /&gt;
This causes the task force to gather together (sometimes used when members of the task force move at different speeds and you want the faster ones to stop while the slower ones catch up) after the previous script action has been executed. If the task force is in an attack mission and moving towards an enemy base, this command is usually executed when the first member of the task force reaches the distance from that base defined by the {{f|AISafeDistance|link}} statement in RULES.INI.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|54&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Regroup (At Friendly Base)&#039;&#039;&#039;&lt;br /&gt;
This causes the task force to regroup, if for example any of its members have become engaged in a base defense mission or strayed away whilst in guard mode, or even the team itself has been suspended for whatever reason. The members regroup directly next to each other leaving no &#039;gaps&#039; at the nearest available point with sufficient space, and is used, for example, prior to activating the Iron Curtain so that all applicable members are affected (i.e. they fall within its range of effect).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|55&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Activate Iron Curtain On Task Force&#039;&#039;&#039;&lt;br /&gt;
If the owner of the task force to which this script is attached also has the Iron Curtain fully charged then it will be fired at this task force. Note that the use of the Iron Curtain in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the {{f|AIMinorSuperReadyPercent|link}} statement in RULES.INI.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|56&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|BwP{{fnl|4}}&lt;br /&gt;
|&#039;&#039;&#039;Chronoshift Task Force to a building&#039;&#039;&#039;&lt;br /&gt;
If the owner of the task force to which this script is attached also has the Chronosphere fully charged then it will be used on the task force to transport it to the enemy structure specified by the second parameter, before moving on to the next script action. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the {{f|AIMinorSuperReadyPercent|link}} statement in RULES.INI.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|57&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Quarry Type#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Chronoshift Task Force to a target type&#039;&#039;&#039;&lt;br /&gt;
If the owner of the task force to which this script is attached also has the Chronosphere fully charged then it will be used on the task force to transport it to a target that fits the [[QuarryTypes|quarry type]] (target category) specified by the second parameter, before moving on to the next script action. Target selection is based on nearest/first built depending on the scan range defined by [[TargetDistanceCoefficientDefault]] or its [[TechnoTypes|technotype]] override of [[TargetDistanceCoefficient]]. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the {{f|AIMinorSuperReadyPercent|link}} statement in RULES.INI.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|58&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|BwP{{fnl|4}}&lt;br /&gt;
|&#039;&#039;&#039;Move To Friendly Structure&#039;&#039;&#039;&lt;br /&gt;
Members of this task force move and stay adjacent to the friendly structure specified by the second parameter. The structure can be one owned by the owner of the task force or any of its allies.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{Yr}} additions&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|59&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Waypoint#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Attack Structure At Waypoint&#039;&#039;&#039;&lt;br /&gt;
Members of this task force attack the structure at the waypoint specified by the second parameter. This script action is very similar to script action no. {{tt|43}} although this action does not test for ownership of the structure itself - thus the inclusion of this action allows, for example, InfantryTypes with {{f|Engineer|yes|link}} set to enter structures owned by the same side for the purposes of repair. This would be the most appropriate action to use to get the AI to repair bridges. Use of this also means that the task force will attack the structure with one of its weapons meaning, for example, that units with {{f|C4|yes|link}} set will not C4 the building but shoot at it instead. This is useful if you want to get a task force to destroy a nearby occupiable structure instead of entering it in a bid to prevent the enemy getting hold of it - a tactic used in the Yuri&#039;s Revenge AI.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|60&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Enter Grinder&#039;&#039;&#039;&lt;br /&gt;
Members of this task force will enter the nearest structure with {{f|Grinding|yes|link}} set if it is owned by the owner of the task force or any of its allies.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|61&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Occupy Tank Bunker&#039;&#039;&#039;&lt;br /&gt;
Any VehicleType members of this task force which do not have {{f|Bunkerable|no|link}} set will enter the nearest vacant structure with {{f|Bunker|yes|link}} set if it is owned by the owner of the task force or any of its allies.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|62&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Enter Bio Reactor&#039;&#039;&#039;&lt;br /&gt;
Any InfantryType members of this task force will enter the nearest structure with {{f|InfantryAbsorb|yes|link}} set if it is owned by the owner of the task force or any of its allies and has space available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|63&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Occupy Battle Bunker&#039;&#039;&#039;&lt;br /&gt;
Any InfantryType members of this task force with {{f|Occupier|yes|link}} set will enter the nearest structure (which they own) with {{f|CanOccupyFire|yes|link}} set.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|64&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Garrison Structure&#039;&#039;&#039;&lt;br /&gt;
Any InfantryType members of this task force with {{f|Occupier|yes|link}} set will enter the nearest (neutral) structure with {{f|CanOccupyFire|yes|link}} set. This script action is used specifically for this purpose due to action no. {{tt|59}} (see above) since the logic in Yuri&#039;s Revenge has changed so that the unit&#039;s weapon is transferred to the structure. Use of this action also allows the computer to repair those structures by sending an InfantryType with {{f|Engineer|yes|link}} set into them and also allows the AI to differentiate between attacking such a structure and entering it, which is useful if you want the AI to use infantry to destroy an occupiable structure thus preventing its enemy from using it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{fn|1|[https://en.wiktionary.org/wiki/quarry#Etymology_2 Quarry] as in the sense of prey or target, not mine.}}&lt;br /&gt;
{{fn|2|For convenience, the &amp;quot;#&amp;quot; symbol refers to a number/index of the object type. For example, &amp;quot;Waypoint#&amp;quot; refers to the index number of the Waypoint in the [[Waypoints]] list.}}&lt;br /&gt;
{{fn|3|Time to guard area. In {{ts}}, the time is measured in seconds at default game speed (15 FPS). In {{ra2}} and {{yr}}, the time is measured in tenths of a minute (multiples of 6 seconds) at normal game speed.}}&lt;br /&gt;
{{fn|4|&#039;&#039;&#039;B&#039;&#039;&#039;uilding &#039;&#039;&#039;w&#039;&#039;&#039;ith &#039;&#039;&#039;P&#039;&#039;&#039;roperty is the computed value of the building&#039;s index in [[BuildingTypes]] and the AI&#039;s choice for target selection. See the [[#Notes|notes]] below for more information.}}&lt;br /&gt;
{{fn|5|Note that the internal &amp;quot;compass&amp;quot; is tilted due to the game&#039;s dimetric projection, i.e. internal North is top-right, North-East is right, etc.}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building with Property (BwP) number&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This number allows the AI to target a specific instance of a building based on threat or distance when there are multiple instances of the specified building. When there is only one instance of a specified building then there is only one building to select, so the outcome based on options of threat or distance is the same. The computation of this building number is as follows: &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Computed Value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0 (Hex {{tt|0x0}}) + Building Index&lt;br /&gt;
|Select the instance of the building with least threat&lt;br /&gt;
|-&lt;br /&gt;
|65536 (Hex {{tt|0x10000}}) + Building Index&lt;br /&gt;
|Select the instance of the building with highest threat&lt;br /&gt;
|-&lt;br /&gt;
|131072 (Hex {{tt|0x20000}}) + Building Index&lt;br /&gt;
|Select the instance of the building which is nearest&lt;br /&gt;
|-&lt;br /&gt;
|196608 (Hex {{tt|0x30000}}) + Building Index&lt;br /&gt;
|Select the instance of the building which is farthest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Reference to a building number exceeding the buildings in the [[BuildingTypes]] list or using number 262144 or higher, results in a do-nothing script action and the team will move on to execute its next script action.&lt;br /&gt;
&lt;br /&gt;
Threat posed by any number of instances of the same building will all be the same. So, to determine which instance of a building has higher or lower threat, its cumulative threat value is used. For example, if there are some units near a building, its threat rating becomes higher with the additional threat values of the nearby units.&lt;br /&gt;
&lt;br /&gt;
In cases where multiple instances of the specified building have equal threat or are equidistant, AI will choose the one which was constructed first by the target side. If the first was destroyed/sold etc., then the next constructed building becomes target. Friendlies don&#039;t pose threat, so it becomes a case of equal threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example of BwP number computation:&#039;&#039;&#039; to make the AI team members select their nearest enemy Allied War Factory, look for the 0-based index of the GAWEAP in the [[BuildingTypes]] list (7), add 131072, and use the resulting structure number as the script action parameter: 7 + 131072 = &#039;&#039;&#039;131079&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Stray&amp;diff=28593</id>
		<title>Stray</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Stray&amp;diff=28593"/>
		<updated>2025-06-01T19:06:37Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|values={{values|float}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radius, in [[cells]], that AI-controlled [[team]] [[TaskForces|members]] can stray from their position without causing them to regroup. This stops the AI teams from breaking up too much which would render their collective purpose useless.&lt;br /&gt;
&lt;br /&gt;
== Use Cases ==&lt;br /&gt;
In practice, this flag seems to apply only in the following cases:&lt;br /&gt;
=== Guard ===&lt;br /&gt;
When a team is set to the [[ScriptActions|{{tt|Guard}}]] mission, if any of the team members stray from the group more than this distance to pursue an enemy (because the enemy either attacked them or entered their weapon range), the remaining units in the team will follow suit. Note that the followers will not automatically engage the enemy unless they themselves are provoked.&lt;br /&gt;
&lt;br /&gt;
=== Distance to Target ===&lt;br /&gt;
{{tt|Stray}} also determines the minimum distance between a team&#039;s origin and its destination for the team to actually move there. If the distance is this or less, then the team will assume it&#039;s already in its destination and will not move further.&lt;br /&gt;
&lt;br /&gt;
In other words, if you create or reinforce a team at a [[waypoint]], and in the team&#039;s [[script]] you have that team move to another waypoint or target that&#039;s within this many cells from the team&#039;s origin waypoint, then the team thinks it&#039;s already reached its destination and will proceed to the next [[team missions|mission]] in the script.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[CloseEnough]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Information]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=GuardSlower&amp;diff=28592</id>
		<title>GuardSlower</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=GuardSlower&amp;diff=28592"/>
		<updated>2025-06-01T19:04:57Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: I tested this thoroughly in TS, with various task forces and team missions. I could not observe any effect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|values={{Values|boolean}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
|tsobsolete=yes&lt;br /&gt;
}}&lt;br /&gt;
{{RevEng}}&lt;br /&gt;
&lt;br /&gt;
Specifies whether or not this team should stick close to one of its special members (hence the flag name, &amp;quot;guard [the] slower [unit]&amp;quot;). Assumes that the [[TaskForce|task force]] contains a specific kind of unit: the unit must be unarmed, [[TechLevel|unbuildable]], &#039;&#039;or&#039;&#039; [[DeploysInto|deployable]]. The rest of the team will then stick close to it (their [[stray]] distance is divided by 3).&lt;br /&gt;
&lt;br /&gt;
However, this doesn&#039;t appear to work, at least in {{ts}}.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Stray]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Annoyance&amp;diff=28591</id>
		<title>Annoyance</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Annoyance&amp;diff=28591"/>
		<updated>2025-06-01T18:17:21Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: I tested this thoroughly in TS, with various task forces and team missions. I could not observe any effect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=ai}}, {{Categ|maps}}&lt;br /&gt;
|values={{Values|boolean}}&lt;br /&gt;
|types={{Categ|TeamTypes}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
|tsobsolete=yes&lt;br /&gt;
}}&lt;br /&gt;
{{RevEng}}&lt;br /&gt;
This flag should make the team retreat and regroup when attacked. However, it doesn&#039;t appear to work, at least in {{ts}}.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Aggressive]]&lt;br /&gt;
* [[Suicide]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=ScriptTypes/ScriptActions&amp;diff=28590</id>
		<title>ScriptTypes/ScriptActions</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=ScriptTypes/ScriptActions&amp;diff=28590"/>
		<updated>2025-05-31T19:47:04Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Note on various guard missions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Script actions&#039;&#039;&#039; are the steps that determine what each [[script]] &#039;&#039;actually&#039;&#039; does, in the same vein as [[Actions (maps)|actions]] determine what a [[trigger]] does.&lt;br /&gt;
&lt;br /&gt;
The following action types are available:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Parameters&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
!P1 (Script&amp;amp;nbsp;Action)&lt;br /&gt;
!P2 (Argument)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Quarry Type#{{fnl|1}}{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Attack Quarry Type&#039;&#039;&#039;&lt;br /&gt;
This instructs the team to approach and attack a target that fits the [[QuarryTypes|quarry type]] (target category){{fnl|1}} specified by the second parameter. Target selection from this category is based on nearest/first built depending on the scan range defined by [[TargetDistanceCoefficientDefault]] or its [[TechnoTypes|technotype]] override of [[TargetDistanceCoefficient]].&lt;br /&gt;
&lt;br /&gt;
These attack missions are inherently self-repeating. For example, when executing script action {{tt|0,2}} (&amp;quot;attack building&amp;quot;), the task force will attack the next [[BuildingTypes|building]] when the current building being attacked is destroyed and will continue to destroy enemy buildings until there are no more left. When no more targets are left to attack (either destroyed or inaccessible), the script action is complete and the task force moves on to execute the next script action, if any.&lt;br /&gt;
&lt;br /&gt;
Note that the completion of this script action can get cut short in case the task force gets destroyed or runs out of ammo.&lt;br /&gt;
&lt;br /&gt;
The following are the quarry type values which can be used:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Quarry Type&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|N/A&lt;br /&gt;
|Cancel attack mission&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Anything&lt;br /&gt;
|Enemy [[TechnoTypes|vehicle, aircraft, infantry or building]]. Target selection works the same as in the &amp;quot;Hunt&amp;quot; mission (see action {{tt|11}} below). However, unlike in Hunt, if the team is attacked, it will retaliate and pursue the attackers, provided that the team has {{f|Suicide|no|link}}.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Structures&lt;br /&gt;
|Enemy [[BuildingTypes|building]]&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Harvesters, Refineries, and Silos /&amp;lt;br/&amp;gt;Ore Miners&lt;br /&gt;
|Enemy vehicle with {{f|Harvester|yes|link}} set.&amp;lt;br/&amp;gt;In Tiberian Sun, this quarry also includes enemy Tiberium Refineries and Silos.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Infantry&lt;br /&gt;
|Enemy [[InfantryTypes|infantry]]&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Vehicles&lt;br /&gt;
|Enemy [[VehicleTypes|vehicle]]&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Factories&lt;br /&gt;
|Enemy building with {{f|Factory|link}} set&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Base Defenses&lt;br /&gt;
|Enemy building with {{f|IsBaseDefense|yes|link}} set&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Base Threats&lt;br /&gt;
|Enemy [[UnitTypes|unit]] approaching (or already in) its base and which are in an attack mission&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Power Plants&lt;br /&gt;
|Enemy building with a positive {{f|Power|link}} value set&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{Ra2}} additions&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Occupiable&lt;br /&gt;
|Building with {{f|CanBeOccupied|yes|link}} set (usually neutral structures)&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Tech Buildings&lt;br /&gt;
|Building with {{f|NeedsEngineer|yes|link}} set (usually [[NeutralTechBuildings|neutral tech buildings]])&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Waypoint#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Attack Waypoint&#039;&#039;&#039;&lt;br /&gt;
This instructs the team to use the task force to attack the waypoint number specified by the second parameter. If any members have {{f|Infiltrate|yes|link}} set they will enter the structure at the waypoint. Members with {{f|Engineer|yes|link}} set will capture the structure provided it does not have {{f|Capturable|no|link}} set or if it has {{f|NeedsEngineer|yes|link}} set. Members with {{f|Agent|yes|link}} set will spy on the structure if it has {{f|Spyable|yes|link}} set. Members that do not have {{f|Assaulter|no|link}} set will garrison the structure if it has {{f|CanBeOccupied|yes|link}} set. Members with {{f|C4|yes|link}} set will blow up the structure if does not have {{f|CanC4|no|link}} set. If there is no building at the specified waypoint, the task force will attack the ground when reaching in range of the waypoint. Refer [[Waypoints]] for details on waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Go Berzerk&#039;&#039;&#039;&lt;br /&gt;
{{obsolete|{{ts}} to {{yr}}|Go Berzerk}}&lt;br /&gt;
Would have caused [[cyborg]] infantry in the team to go [[BerzerkAllowed|berserk]]. This action is obsolete, so the team simply moves on to the next action in the script, if present.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Waypoint#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Move To Waypoint&#039;&#039;&#039;&lt;br /&gt;
This instructs the team to use the task force to move to the waypoint number specified by the second parameter. Refer [[Waypoints]] for details on waypoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip:&#039;&#039;&#039; You can use this action to get a team to move to waypoint no. 99 (just about every map has this defined as the center point) - that will mean it will always strive to get to the center of the map, providing a good vantage point from which to perform further actions and giving the impression that the computer is scouting for enemies.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Cell#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Move Into Specific Cell&#039;&#039;&#039;&lt;br /&gt;
This instructs the team to use the task force to move into the Cell specified by the second parameter. Cell number in the second parameter uses formula of (Y * 128) + X. With modulus operator being used to compute the X value from the given parameter, even if the X values used in the formula is 128 or higher, the resultant X value is limited to between 0 and 127. This action can be used when you want the team to trigger a specific [[Actions_(maps)|action]] (when the game tests for the cell tag being entered). Cell tags are attached to cells and are used to trigger events and thus fire actions when that cell is entered by a unit (or any unit from the task force). Refer [[CellTags]] for details on cell tags.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Time{{fnl|3}}&lt;br /&gt;
|&#039;&#039;&#039;Guard Area&#039;&#039;&#039;&lt;br /&gt;
This instructs the team to put the task force into Guard mode for the amount of time specified. The team members will attack enemy units that fall within their weapon range, but they will not pursue enemies even when provoked. After guarding for the amount of time specified, the team will move on to execute its next script action.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Line#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Jump To Line #&#039;&#039;&#039;&lt;br /&gt;
This is used to repeat script actions within the script. The second parameter is the action &#039;&#039;line number&#039;&#039; of the [[ScriptTypes|script type]] that you want to jump to.&amp;lt;br/&amp;gt;&#039;&#039;&#039;Note&#039;&#039;&#039;: Script action index starts at 0 whereas the line number starts at 1. So, to jump to the first script action whose index is 0, use {{tt|n=6,1}} for this script. Jump to line number could be specified to any of the preceding line numbers, not just to the first script action to create a loop of actions.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|7&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Force Player Win&#039;&#039;&#039;&lt;br /&gt;
Forces a game win condition for the owner of the team (they win the game).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|8&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Unload Behaviour#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Unload&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that have a valid {{f|Passengers|link}} value set, and those units contain passengers, this command will make the units inside the transport(s) disembark. Note that once the passengers have disembarked, the transport itself is suspended until given a new mission and is therefore no longer considered a part of this task force - this means that you cannot, for example, get units to disembark, do something, then get back into the transport in the same script. The second parameter can be used to control what happens to the transport after it &#039;deploys&#039; its cargo:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Keep transports and units - all remain in the team and execute the remainder of the script&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Keep transport and lose the units - only the transport will execute the remainder of the script&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Lose transport and keep units - only the units will execute the remainder of the script&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Lose transports and lose units - nothing executes the remainder of the script&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Deploy&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that are able to deploy (for example a unit which {{f|DeploysInto|link}} a [BuildingType] or has any of {{f|Deployer|yes|link}}, {{f|DeployFire|yes|link}}, {{f|DeployToFire|yes|link}} set) then this action causes them to deploy at the current cell they are occupying (same effect as selecting a unit and pressing the Deploy key as defined in KEYBOARD.INI or clicking the relevant button on the Advanced Command Bar).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Follow Friendlies&#039;&#039;&#039;&lt;br /&gt;
This command causes the task force to follow the nearest friendly unit when it moves although it will not function as if it is &#039;guarding&#039; the unit. The following is not permanent, when the task force is assigned another mission it abandons the following.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tip&#039;&#039;&#039;: If the secondary (support) team has this as the first line in its [[ScriptTypes|script]], then it will escort the primary team.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|11&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Mission#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Assign New Mission&#039;&#039;&#039;&lt;br /&gt;
The objects in the task force are assigned the [[Mission Control|mission]] defined by the second parameter.&lt;br /&gt;
&lt;br /&gt;
Not all of the available mission types are applicable to teams; those that are, such as {{tt|Sleep}}, {{tt|Sticky}}, {{tt|Guard}}, {{tt|Area Guard}}, {{tt|Hunt}}, are perpetual by nature so once assigned to a team, the units in the team will remain in that mission until those units are destroyed, the team is dissolved, or the units are recruited into another team and given a different mission. Because the missions are never-ending, this script action can&#039;t finish and move to the next script action. Thus, this script action is best given as the last script action in the script.&lt;br /&gt;
&lt;br /&gt;
The following are valid settings for the second parameter:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Value&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{ts}} and {{fs}}&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Sleep&lt;br /&gt;
|object sits around and plays dead, will not acquire targets&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Attack&lt;br /&gt;
|special attack mission used by AI team types (utilizes threat rating logic)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Move&lt;br /&gt;
|simply moving to destination&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|QMove&lt;br /&gt;
|special move to destination after other queued moves occur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Retreat&lt;br /&gt;
|object runs away (may even leave the map)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Guard&lt;br /&gt;
|object sits around and will engage and pursue an enemy that falls within its weapon range or attacks it&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Sticky&lt;br /&gt;
|just like guard mode, except the object will engage enemies but not pursue them&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Enter&lt;br /&gt;
|enter building or transport&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Capture&lt;br /&gt;
|engineer entry logic used by {{f|MultiEngineer|link}}&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Harvest&lt;br /&gt;
|the loop controlling harvesting of tiberium and dumping at a Refinery&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Area Guard&lt;br /&gt;
|guard the general area where the object starts at&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Return&lt;br /&gt;
|return to co-ordinating object (e.g. spawned object returns to the spawner)&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Stop&lt;br /&gt;
|stop moving or firing at the first available opportunity&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Ambush&lt;br /&gt;
|force fire (units with Infiltrate=yes will enter target if possible)&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Hunt&lt;br /&gt;
|scan for and attack enemies wherever they may be on the map. Chooses the target based on threat or first built. See [[TargetDistanceCoefficientDefault]] for more information. Will not retaliate if attacked.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Unload&lt;br /&gt;
|while dropping off cargo&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Sabotage&lt;br /&gt;
|unit runs to place C4 on a building&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Construction&lt;br /&gt;
|structures use this when building up after initial placement&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Selling&lt;br /&gt;
|structures use this for deconstruction after being sold&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Repair&lt;br /&gt;
|used when repairing an object (e.g. Service Depot)&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Rescue&lt;br /&gt;
|special team over-ride mission&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Missile&lt;br /&gt;
|nuke Silo special launch missile mission&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Harmless&lt;br /&gt;
|object doesn&#039;t fire and is not considered in any threat scan&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Open&lt;br /&gt;
|while opening or closing a gate to allow passage&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Patrol&lt;br /&gt;
|patrol a series of waypoints&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{Ra2}} and {{Yr}}&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Sleep&lt;br /&gt;
|object sits around and plays dead, will not acquire targets&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Attack&lt;br /&gt;
|special attack mission used by AI team types (utilizes threat rating logic)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Move&lt;br /&gt;
|simply moving to destination&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|QMove&lt;br /&gt;
|special move to destination after other queued moves occur&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Retreat&lt;br /&gt;
|object runs away (may even leave the map)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Guard&lt;br /&gt;
|object sits around and will engage an enemy that falls within its weapon range&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Sticky&lt;br /&gt;
|just like guard mode, except the object will engage enemies but not pursue them&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Enter&lt;br /&gt;
|enter building or transport&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Capture&lt;br /&gt;
|engineer entry logic used by {{f|MultiEngineer|link}}&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Eaten&lt;br /&gt;
|unit enters a [[Grinding|grinder]]&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Harvest&lt;br /&gt;
|the loop controlling harvesting of Ore and dumping at a Refinery&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Area Guard&lt;br /&gt;
|guard the general area where the object starts at&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Return&lt;br /&gt;
|return to co-ordinating object (e.g. spawned object returns to the spawner)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Stop&lt;br /&gt;
|stop moving or firing at the first available opportunity&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Ambush&lt;br /&gt;
|force fire (units with {{f|Infiltrate|yes|link}} will enter target if possible)&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Hunt&lt;br /&gt;
|scan for and attack enemies wherever they may be on the map&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Unload&lt;br /&gt;
|while dropping off cargo (e.g. Landing Craft unloading passengers)&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Sabotage&lt;br /&gt;
|unit runs to place C4 on a building or Ivan goes to place bomb on object&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Construction&lt;br /&gt;
|structures use this when building up after initial placement&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Selling&lt;br /&gt;
|structures use this for deconstruction after being sold&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Repair&lt;br /&gt;
|used when repairing an object (e.g. Service Depot)&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Rescue&lt;br /&gt;
|special team over-ride mission&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Missile&lt;br /&gt;
|nuke silo special launch missile mission&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Harmless&lt;br /&gt;
|object doesn&#039;t fire and is not considered in any threat scan&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Open&lt;br /&gt;
|while opening or closing a gate to allow passage&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Patrol&lt;br /&gt;
|patrol a series of waypoints&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|Paradrop Approach&lt;br /&gt;
|object is approaching the paradrop site&lt;br /&gt;
|-&lt;br /&gt;
|27&lt;br /&gt;
|Paradrop Overfly&lt;br /&gt;
|object is flying over the paradrop site (i.e. dropping the paratroopers)&lt;br /&gt;
|-&lt;br /&gt;
|28&lt;br /&gt;
|Wait&lt;br /&gt;
|paused and awaiting next mission&lt;br /&gt;
|-&lt;br /&gt;
|29&lt;br /&gt;
|Attack (again)&lt;br /&gt;
|(special duplicate) used when units are deployed to fire (e.g. weapons with an area fire effect)&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{Yr}} additions&lt;br /&gt;
|-&lt;br /&gt;
|30&lt;br /&gt;
|Spyplane Approach&lt;br /&gt;
|object is flying towards target&lt;br /&gt;
|-&lt;br /&gt;
|31&lt;br /&gt;
|Spyplane Overfly&lt;br /&gt;
|object is flying over the target&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|12&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Global Variable#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Set Global Variable&#039;&#039;&#039;&lt;br /&gt;
The [[VariableNames|global variable]] number specified in the second parameter is defined as being &#039;set&#039; (it is allocated a value of &#039;1&#039; or &#039;true&#039;). This should be employed in specific map files only. This is part of the boolean logic employed by the global variables system in the game engine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|13&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Sequence#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Idle Anim Sequence&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that use SHP graphics (i.e. infantry) then the relevant idle SHP sequence is displayed as defined by the frame numbering system in ART.INI. Parameter 0 for Idle1 and 1 for Idle2.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|14&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Load Onto Transport&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that have a valid {{f|Passengers|link}} value set, and units whose {{f|Size|link}} and {{f|PhysicalSize|link}} settings allow them to be carried by that transport, this command will make the units enter the transport.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Waypoint#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Spy On Structure At Waypoint&#039;&#039;&#039;&lt;br /&gt;
Should be used only for units with {{f|Infiltrate|yes|link}} and {{f|Agent|yes|link}} set. This instructs the task force to enter the structure at the waypoint number specified by the second parameter and spy on the structure if it has {{f|Spyable|yes|link}} set. If there is no building at the specified waypoint, the task force may not activate correctly and will just remain in their last mission. Refer [[Waypoints]] for details on waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|16&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Waypoint#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Patrol To Waypoint&#039;&#039;&#039;&lt;br /&gt;
This is similar to Move to waypoint. This instructs the team to use the task force to move to the waypoint number specified by the second parameter. The difference is that the units in the task force will move out of their patrol route to actively go and engage any enemy objects that are within their {{f|Sight|link}} as they move to the waypoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: This patrol mission eats up processor time, because the task force will scan for enemy objects with each movement. If you have a lot of task forces (or lots of units in them) engaged in this mission, you will experience slowdown in the game - this is one reason why the single player missions are comparatively slow, they use this mission a lot. The rate at which the scanning for targets whilst in this mission is controlled by the {{f|PatrolScan|link}} statement in the [AI]section of RULES.INI. Refer [[Waypoints]] for details on waypoint.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|17&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Script#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Change Script&#039;&#039;&#039;&lt;br /&gt;
{{obsolete|{{ts}}|Change Script}}&lt;br /&gt;
Very handy and under utilized - this instructs the task force to execute another script. The second parameter specifies the number of the [[ScriptTypes|script type]] to execute as listed in the {{tt|[ScriptTypes]}} table (consider the table as being numbered starting at 0 for this purpose).&lt;br /&gt;
&lt;br /&gt;
Appears not to work, at least in Tiberian Sun.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|18&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Team#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Change Team&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to switch to another team. The second parameter specifies the number of the [[TeamTypes|team type]] to switch to as listed in the {{tt|[TeamTypes]}} table (consider the table as being numbered starting at 0 for this purpose).&lt;br /&gt;
&lt;br /&gt;
{{W}} &#039;&#039;&#039;Note:&#039;&#039;&#039; The game loads team types from {{ini|ai}} first, then [[aifs.ini]] second ([[RequiredAddOn|if applicable]]), and the current map last. Because this action refers to a team by its index, it&#039;s prone to break as the index will change whenever you add or remove teams from any of the AI [[INIs]]. Therefore it is &#039;&#039;not&#039;&#039; recommended to use this action. A much more reliable method is to use [[Actions_(maps)|trigger actions]] to recruit the units to a new team, as triggers refer to teams by their names, not indexes.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|19&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Panic&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that have {{f|Fraidycat|yes|link}} set then they will run around aimlessly, using the {{f|Panic}} animation from their sequence as defined in ART.INI. Normally used for the civilian units. Units that do not fulfil this criteria lie down and act as if prone.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|House#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Change House Ownership&#039;&#039;&#039;&lt;br /&gt;
Used in single player missions on specific map files only, this changes ownership of the entire team to the house number specified by the second parameter.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|21&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Scatter&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to scatter (same effect as selecting a group of units and pressing the Scatter key as defined in [[Keyboard.ini|KEYBOARD.INI]]).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|22&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Afraid &amp;amp;amp; Run To Shroud&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to behave in a scared manner and it will run to the nearest shrouded cell. The task force will not actively engage in combat, will not acquire targets and will not retaliate (it will scatter instead if attacked).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|23&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Force Player Loss&#039;&#039;&#039;&lt;br /&gt;
Forces a game loss condition for the owner of the team (they lose the game).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|24&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Speech#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Speech&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to play one of the Sofia or EVA voices (depending upon the {{f|ParentCountry|link}} or the owner of this task force). The second parameter is the number of the sound to be played from the [DialogList] in the [[Eva.ini|EVA.INI]] (note that you should consider this list as being numbered from 0 instead of 1 to get the correct numbering convention).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Sound#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Sound&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to play one of the generic in game sounds from the {{sl|SoundList}} in the [[Sounds.ini|SOUNDS.INI]] file.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|26&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Movie#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Movie&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to play one of the movies from the {{sl|Movies}} list in the [[Art.ini|ART.INI]] file.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|27&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Theme#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Theme&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to play one of the game soundtracks from the {{sl|Themes}} list in the [[Theme.ini|Theme.INI]] file.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|28&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Reduce Tiberium/Ore&#039;&#039;&#039;&lt;br /&gt;
Reduces the amount of Tiberium/Ore in the cell that the team is occupying. Used by the special &#039;weapon&#039; that is inherent with Harvesters/Ore Miners.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|29&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Begin Production&#039;&#039;&#039;&lt;br /&gt;
Forces the owner of the team to begin the auto-production process (the AI&#039;s behaviour in skirmish games). Should only be used on AI controlled houses.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Force Sale&#039;&#039;&#039;&lt;br /&gt;
Forces the &#039;fire sale&#039; of all remaining structures owned by the [[house]] to which the team belongs.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|31&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Suicide&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to destroy itself. In effect it commits suicide, usually accompanied by an explosion.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|32&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Time#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Start Storm In...&#039;&#039;&#039;&lt;br /&gt;
Initiates an Ion Storm (TS) or Weather Storm (RA2) after the time specified. In {{Ra2}}, this initiates the Weather Storm intro effect (when the screen goes dark prior to the clouds appearing). The effect is set to be delayed by the number of seconds specified by parameter 2.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|33&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;End Storm&#039;&#039;&#039;&lt;br /&gt;
This forces an end to the active Ion Storm or Weather Storm.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|34&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Speed#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Center Map On Team&#039;&#039;&#039;&lt;br /&gt;
This will center the screen on the team. The same effect as hitting the Home key as defined in [[Keyboard.ini|KEYBOARD.INI]] when the screen centers on your MCV (or the unit defined by the {{f|BaseUnit|link}} statement in RULES.INI). The second parameter determines the speed at which the &#039;camera&#039; switches view to the task force with 0 being slow to 4 being fast.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|35&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Time#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Shroud Map For Time Interval&#039;&#039;&#039;&lt;br /&gt;
This action will shroud the entire map except for the area revealed by the player&#039;s own and/or friendly units. The second parameter determines the number of [[frames]] for which the map should remain shrouded after which the explored areas are revealed again.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|36&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Time#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Reveal Map For Time Interval&#039;&#039;&#039;&lt;br /&gt;
This action will reveal the entire map. The second parameter determines the number of [[frames]] for which the map should remain revealed after which the map is shrouded again.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|37&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Delete Team Members&#039;&#039;&#039;&lt;br /&gt;
Deletes members of this task force from the map.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|38&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Global Variable#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Clear Global Variable&#039;&#039;&#039;&lt;br /&gt;
The [[VariableNames|global variable]] number specified in the second parameter is defined as being &#039;clear&#039; (it is allocated a value of &#039;0&#039; or &#039;false&#039;). This should be employed in specific map files only in which the global variable has been defined. This is part of the boolean logic employed by the global variables system in the game engine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|39&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Local Variable#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Set Local Variable&#039;&#039;&#039;&lt;br /&gt;
The [[VariableNames|local variable]] number specified in the second parameter is defined as being &#039;set&#039; (it is allocated a value of &#039;1&#039; or &#039;true&#039;). This should be employed in specific map files only in which the local variable has been defined. This is part of the boolean logic employed by the local variables system in the game engine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|40&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Local Variable#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Clear Local Variable&#039;&#039;&#039;&lt;br /&gt;
The [[VariableNames|local variable]] number specified in the second parameter is defined as being &#039;cleared&#039; (it is allocated a value of &#039;0&#039; or &#039;false&#039;). This should be employed in specific map files only in which the local variable has been defined. This is part of the boolean logic employed by the local variables system in the game engine.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|41&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Unpanic&#039;&#039;&#039;&lt;br /&gt;
If the task force contains a unit or units that have {{f|Fraidycat|yes|link}} set which are currently assigned the {{f|Panic}}= sequence then this action nullifies that effect and the unit(s) adopt their default behaviour.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|42&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Direction#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Change Facing&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to turn and face the new direction specified by the second parameter. The facings are as follows:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Direction Type{{fnl|5}}&lt;br /&gt;
!Direction&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|North&lt;br /&gt;
|Top-Right&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|North-East&lt;br /&gt;
|Right&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|East&lt;br /&gt;
|Bottom-Right&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|South-East&lt;br /&gt;
|Bottom&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|South&lt;br /&gt;
|Bottom-Left&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|South-West&lt;br /&gt;
|Left&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|West&lt;br /&gt;
|Top-Left&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|North-West&lt;br /&gt;
|Top&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|43&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Wait Until Fully Loaded&#039;&#039;&#039;&lt;br /&gt;
This is always used after members of the task force have entered a transport in the same task force and serves two purposes. The effect of this is that the transport will be used to carry out any subsequent movement or deploy actions but after that it is no longer considered a part of this task force and as such is available to be recruited into new teams. It is this action which enables use of the {{f|TransportsReturnOnUnload|yes|link}} statement in the corresponding team type entry. The second purpose is to flag the transport as being &#039;loaded&#039; with passengers and thus is considered in the AI&#039;s targeting logic as a potential threat (see the {{f|ContentScan|link}} entry in the RULES.INI). This action also orders the transport to wait until it is fully loaded before executing any subsequent script actions.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|44&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Unload Truck (TRUCKB to TRUCKA)&#039;&#039;&#039;&lt;br /&gt;
Used purely for a graphical effect and applicable uniquely to the [TRUCKB] unit, this has the effect of converting [TRUCKB] into [TRUCKA] to give the impression that the unit has unloaded its cargo.&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: May not work correctly in Red Alert 2 since [TRUCKA] refers to the Demo Truck image which has no &#039;unloaded&#039; image. Changing the image for the Demo Truck and assigning new units to [TRUCKA] and [TRUCKB] enables use of this logic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|45&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Load Truck (TRUCKA to TRUCKB)&#039;&#039;&#039;&lt;br /&gt;
Used purely for a graphical effect and applicable uniquely to the [TRUCKA] unit, this has the effect of converting [TRUCKA] into [TRUCKB] to give the impression that the unit has been loaded with cargo.&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: May not work correctly in Red Alert 2 since [TRUCKA] refers to the Demo Truck image which has no &#039;unloaded&#039; image. Changing the image for the Demo Truck and assigning new units to [TRUCKA] and [TRUCKB] enables use of this logic.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|46&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|BwP{{fnl|4}}&lt;br /&gt;
|&#039;&#039;&#039;Attack Enemy Structure&#039;&#039;&#039;&lt;br /&gt;
Members of this task force attack the enemy structure specified by the second parameter. This action depends upon the type of units in the task force and if certain members have {{f|Infiltrate|yes|link}} set. Members with {{f|Engineer|yes|link}} set will capture the structure provided it does not have {{f|Capturable|no|link}} set or if it has {{f|NeedsEngineer|yes|link}} set. Members with {{f|Agent|yes|link}} set will spy on the structure if it has {{f|Spyable|yes|link}} set. Members that do not have {{f|Assaulter|no|link}} set will garrison the structure if it has {{f|CanBeOccupied|yes|link}} set. Members with {{f|C4|yes|link}} set will blow up the structure if does not have {{f|CanC4|no|link}} set.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|47&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|BwP{{fnl|4}}&lt;br /&gt;
|&#039;&#039;&#039;Move To Enemy Structure&#039;&#039;&#039;&lt;br /&gt;
Members of this task force move and stay adjacent to the enemy structure specified by the second parameter.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|48&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
Causes members of this task force to move to a pre-determined point on the map in an attempt to scout an area. The effect is that the task force will move in one randomly chosen direction until it is no longer able to do so which can make it very useful or a waste of time depending on the direction chosen. If you want to continually scout the map, you should loop this script action.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|49&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Register Success&#039;&#039;&#039;&lt;br /&gt;
Executing this script action even once in a script by its task force is considered as a success. A script not containing this script action is a fail for its task force. A script containing this script action but the task force being unable to reach and execute this action even once is a fail. These success and failure are used to adjust the current weight defined in AITriggers. Refer [[AITriggerTypes#Weights|AITriggerType&#039;s weights]].&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Time Frames&lt;br /&gt;
|&#039;&#039;&#039;Flash&#039;&#039;&#039;&lt;br /&gt;
This causes all members of the task force to &#039;flash&#039;, the visual effect you get on an object when you order something to attack it. The second parameter is the number of time [[frames]] to flash the unit &#039;white&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|51&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Animation#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Play Animation&#039;&#039;&#039;&lt;br /&gt;
This instructs the task force to play one of the animations from the {{sl|Animations}} list.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{fs}} addition&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|52&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Talk Bubble#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Display Talk Bubble&#039;&#039;&#039;&lt;br /&gt;
Should be used for single-unit task forces only, this causes a &#039;talk bubble&#039; to appear above the unit. The second parameter determines which type of talk bubble to display. By default, the game has only three talk bubbles, though it&#039;s possible to add more and change what the bubbles represent:&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Bubble&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|* (generic speech)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|? (question, confusion)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|! (alert, attention, shout)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: The length of time for which the talk bubble is displayed is controlled through the {{f|TalkBubbleTime|link}} statement in RULES.INI. Refer to the RULES.INI Guide for details of this and the steps to take to enable its inclusion in Red Alert 2.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{Ra2}} additions&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|53&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Gather (At Enemy Base)&#039;&#039;&#039;&lt;br /&gt;
This causes the task force to gather together (sometimes used when members of the task force move at different speeds and you want the faster ones to stop while the slower ones catch up) after the previous script action has been executed. If the task force is in an attack mission and moving towards an enemy base, this command is usually executed when the first member of the task force reaches the distance from that base defined by the {{f|AISafeDistance|link}} statement in RULES.INI.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|54&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Regroup (At Friendly Base)&#039;&#039;&#039;&lt;br /&gt;
This causes the task force to regroup, if for example any of its members have become engaged in a base defense mission or strayed away whilst in guard mode, or even the team itself has been suspended for whatever reason. The members regroup directly next to each other leaving no &#039;gaps&#039; at the nearest available point with sufficient space, and is used, for example, prior to activating the Iron Curtain so that all applicable members are affected (i.e. they fall within its range of effect).&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|55&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Activate Iron Curtain On Task Force&#039;&#039;&#039;&lt;br /&gt;
If the owner of the task force to which this script is attached also has the Iron Curtain fully charged then it will be fired at this task force. Note that the use of the Iron Curtain in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the {{f|AIMinorSuperReadyPercent|link}} statement in RULES.INI.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|56&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|BwP{{fnl|4}}&lt;br /&gt;
|&#039;&#039;&#039;Chronoshift Task Force to a building&#039;&#039;&#039;&lt;br /&gt;
If the owner of the task force to which this script is attached also has the Chronosphere fully charged then it will be used on the task force to transport it to the enemy structure specified by the second parameter, before moving on to the next script action. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the {{f|AIMinorSuperReadyPercent|link}} statement in RULES.INI.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|57&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Quarry Type#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Chronoshift Task Force to a target type&#039;&#039;&#039;&lt;br /&gt;
If the owner of the task force to which this script is attached also has the Chronosphere fully charged then it will be used on the task force to transport it to a target that fits the [[QuarryTypes|quarry type]] (target category) specified by the second parameter, before moving on to the next script action. Target selection is based on nearest/first built depending on the scan range defined by [[TargetDistanceCoefficientDefault]] or its [[TechnoTypes|technotype]] override of [[TargetDistanceCoefficient]]. Note that the use of the Chronosphere in this manner depends on the percentage chance of the AI incorporating them into its actions as defined by the {{f|AIMinorSuperReadyPercent|link}} statement in RULES.INI.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|58&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|BwP{{fnl|4}}&lt;br /&gt;
|&#039;&#039;&#039;Move To Friendly Structure&#039;&#039;&#039;&lt;br /&gt;
Members of this task force move and stay adjacent to the friendly structure specified by the second parameter. The structure can be one owned by the owner of the task force or any of its allies.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|{{Yr}} additions&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|59&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|Waypoint#{{fnl|2}}&lt;br /&gt;
|&#039;&#039;&#039;Attack Structure At Waypoint&#039;&#039;&#039;&lt;br /&gt;
Members of this task force attack the structure at the waypoint specified by the second parameter. This script action is very similar to script action no. {{tt|43}} although this action does not test for ownership of the structure itself - thus the inclusion of this action allows, for example, InfantryTypes with {{f|Engineer|yes|link}} set to enter structures owned by the same side for the purposes of repair. This would be the most appropriate action to use to get the AI to repair bridges. Use of this also means that the task force will attack the structure with one of its weapons meaning, for example, that units with {{f|C4|yes|link}} set will not C4 the building but shoot at it instead. This is useful if you want to get a task force to destroy a nearby occupiable structure instead of entering it in a bid to prevent the enemy getting hold of it - a tactic used in the Yuri&#039;s Revenge AI.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|60&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Enter Grinder&#039;&#039;&#039;&lt;br /&gt;
Members of this task force will enter the nearest structure with {{f|Grinding|yes|link}} set if it is owned by the owner of the task force or any of its allies.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|61&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Occupy Tank Bunker&#039;&#039;&#039;&lt;br /&gt;
Any VehicleType members of this task force which do not have {{f|Bunkerable|no|link}} set will enter the nearest vacant structure with {{f|Bunker|yes|link}} set if it is owned by the owner of the task force or any of its allies.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|62&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Enter Bio Reactor&#039;&#039;&#039;&lt;br /&gt;
Any InfantryType members of this task force will enter the nearest structure with {{f|InfantryAbsorb|yes|link}} set if it is owned by the owner of the task force or any of its allies and has space available.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|63&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Occupy Battle Bunker&#039;&#039;&#039;&lt;br /&gt;
Any InfantryType members of this task force with {{f|Occupier|yes|link}} set will enter the nearest structure (which they own) with {{f|CanOccupyFire|yes|link}} set.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|64&lt;br /&gt;
|style=&amp;quot;text-align: center;&amp;quot;|0&lt;br /&gt;
|&#039;&#039;&#039;Garrison Structure&#039;&#039;&#039;&lt;br /&gt;
Any InfantryType members of this task force with {{f|Occupier|yes|link}} set will enter the nearest (neutral) structure with {{f|CanOccupyFire|yes|link}} set. This script action is used specifically for this purpose due to action no. {{tt|59}} (see above) since the logic in Yuri&#039;s Revenge has changed so that the unit&#039;s weapon is transferred to the structure. Use of this action also allows the computer to repair those structures by sending an InfantryType with {{f|Engineer|yes|link}} set into them and also allows the AI to differentiate between attacking such a structure and entering it, which is useful if you want the AI to use infantry to destroy an occupiable structure thus preventing its enemy from using it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{fn|1|[https://en.wiktionary.org/wiki/quarry#Etymology_2 Quarry] as in the sense of prey or target, not mine.}}&lt;br /&gt;
{{fn|2|For convenience, the &amp;quot;#&amp;quot; symbol refers to a number/index of the object type. For example, &amp;quot;Waypoint#&amp;quot; refers to the index number of the Waypoint in the [[Waypoints]] list.}}&lt;br /&gt;
{{fn|3|Time to guard area. In {{ts}}, the time is measured in seconds at default game speed (15 FPS). In {{ra2}} and {{yr}}, the time is measured in tenths of a minute (multiples of 6 seconds) at normal game speed.}}&lt;br /&gt;
{{fn|4|&#039;&#039;&#039;B&#039;&#039;&#039;uilding &#039;&#039;&#039;w&#039;&#039;&#039;ith &#039;&#039;&#039;P&#039;&#039;&#039;roperty is the computed value of the building&#039;s index in [[BuildingTypes]] and the AI&#039;s choice for target selection. See the [[#Notes|notes]] below for more information.}}&lt;br /&gt;
{{fn|5|Note that the internal &amp;quot;compass&amp;quot; is tilted due to the game&#039;s dimetric projection, i.e. internal North is top-right, North-East is right, etc.}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building with Property (BwP) number&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This number allows the AI to target a specific instance of a building based on threat or distance when there are multiple instances of the specified building. When there is only one instance of a specified building then there is only one building to select, so the outcome based on options of threat or distance is the same. The computation of this building number is as follows: &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Computed Value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|0 (Hex {{tt|0x0}}) + Building Index&lt;br /&gt;
|Select the instance of the building with least threat&lt;br /&gt;
|-&lt;br /&gt;
|65536 (Hex {{tt|0x10000}}) + Building Index&lt;br /&gt;
|Select the instance of the building with highest threat&lt;br /&gt;
|-&lt;br /&gt;
|131072 (Hex {{tt|0x20000}}) + Building Index&lt;br /&gt;
|Select the instance of the building which is nearest&lt;br /&gt;
|-&lt;br /&gt;
|196608 (Hex {{tt|0x30000}}) + Building Index&lt;br /&gt;
|Select the instance of the building which is farthest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Reference to a building number exceeding the buildings in the [[BuildingTypes]] list or using number 262144 or higher, results in a do-nothing script action and the team will move on to execute its next script action.&lt;br /&gt;
&lt;br /&gt;
Threat posed by any number of instances of the same building will all be the same. So, to determine which instance of a building has higher or lower threat, its cumulative threat value is used. For example, if there are some units near a building, its threat rating becomes higher with the additional threat values of the nearby units.&lt;br /&gt;
&lt;br /&gt;
In cases where multiple instances of the specified building have equal threat or are equidistant, AI will choose the one which was constructed first by the target side. If the first was destroyed/sold etc., then the next constructed building becomes target. Friendlies don&#039;t pose threat, so it becomes a case of equal threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example of BwP number computation:&#039;&#039;&#039; to make the AI team members select their nearest enemy Allied War Factory, look for the 0-based index of the GAWEAP in the [[BuildingTypes]] list (7), add 131072, and use the resulting structure number as the script action parameter: 7 + 131072 = &#039;&#039;&#039;131079&#039;&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Stray&amp;diff=28589</id>
		<title>Stray</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Stray&amp;diff=28589"/>
		<updated>2025-05-31T19:26:57Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Known use cases&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|ini=rules}}&lt;br /&gt;
|types={{Categ|General}}&lt;br /&gt;
|values={{values|float}}&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Radius, in [[cells]], that AI-controlled [[team]] [[TaskForces|members]] can stray from their position without causing them to regroup. This stops the AI teams from breaking up too much which would render their collective purpose useless.&lt;br /&gt;
&lt;br /&gt;
== Use Cases ==&lt;br /&gt;
In practice, this flag seems to apply only in the following cases:&lt;br /&gt;
=== Guard ===&lt;br /&gt;
When a team is set to the [[ScriptActions|{{tt|Guard}}]] mission, if any of the team members stray from the group more than this distance to pursue an enemy (because the enemy either attacked them or entered their weapon range), the remaining units in the team will follow suit. Note that the followers will not automatically aggro the enemy unless they themselves are provoked.&lt;br /&gt;
&lt;br /&gt;
=== Distance to Target ===&lt;br /&gt;
{{tt|Stray}} also determines the minimum distance between a team&#039;s origin and its destination for the team to actually move there. If the distance is this or less, then the team will assume it&#039;s already in its destination and will not move further.&lt;br /&gt;
&lt;br /&gt;
In other words, if you create or reinforce a team at a [[waypoint]], and in the team&#039;s [[script]] you have that team move to another waypoint or target that&#039;s within this many cells from the team&#039;s origin waypoint, then the team thinks it&#039;s already reached its destination and will proceed to the next [[team missions|mission]] in the script.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[CloseEnough]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Information]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Internal_Error&amp;diff=28588</id>
		<title>Internal Error</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Internal_Error&amp;diff=28588"/>
		<updated>2025-05-27T20:49:14Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Add TS EIP 004CB997&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Ts_ie.png|thumb|150px|right|Tiberian Sun&#039;s Internal Error]]&lt;br /&gt;
[[Image:Ra2_ie.png|thumb|150px|right|Red Alert 2&#039;s Internal Error]]&lt;br /&gt;
[[Image:Yr_ie.png|thumb|150px|right|Yuri Revenge&#039;s Internal Error]]&lt;br /&gt;
[[Image:Rp_ie.png|thumb|150px|right|RockPatch&#039;s Internal Error]]&lt;br /&gt;
The &#039;&#039;&#039;Internal Error&#039;&#039;&#039; (often just written short-hand as &#039;&#039;&#039;IE&#039;&#039;&#039;) is a general error returned by the [[Tiberian Sun]] [[engine]] and its derivates. The message itself gives no information about what the error actually was or what went wrong, thus leaving it to the modder to know what could have caused the error and to find the cause in their mod&#039;s changes.&lt;br /&gt;
&lt;br /&gt;
If you experience an Internal Error, you should:&lt;br /&gt;
# Check if the EIP reported in your except.txt file matches an EIP for which the IE cause is known (see below).&lt;br /&gt;
# Think about whether a distinctive event immediately preceeded the error (e.g. a unit being built, a weapon being fired, etc.). If this was the case then take a look at the changes you applied to that unit/weapon/whatever and see if there are any mistakes.&amp;lt;br&amp;gt;&lt;br /&gt;
# Carefully check your latest modifications, with the help of a diff between the current rules set and the previous, working rules if possible (for this reason, and in case you mess up your code beyond repair, you should always keep recent backups of working code).&lt;br /&gt;
Remember that the more code you add at the same time, the more likely it is to introduce multiple bugs and IE causes (and just because you found one mistake in your code, that doesn&#039;t mean there can&#039;t be another).&lt;br /&gt;
&lt;br /&gt;
==Except.txt==&lt;br /&gt;
If your game crashes because of an Internal Error, a file named except.txt is generated in your game folder. This file is a dump of certain runtime-data from the game at the moment the error occurred and could potentially tell you exactly what went wrong &#039;&#039;if&#039;&#039; you knew the engine code. &amp;lt;br&amp;gt;&lt;br /&gt;
Due to his research into the game&#039;s binary and his efforts to develop the RockPatch, pd has occasionally been able to indicate the area of the engine where the error occurred (for example, an error occurring in the voxel-loading routines may indicate a problem with a custom voxel).&lt;br /&gt;
However, pd has other commitments and should not be treated as the go-to guy for any IEs you may have. Further more, pd may not neccessarily be able to help - without the source code or a comprehensive understanding of the game&#039;s binary the file is of little use. (cp. [[SYNCx.txt]])&lt;br /&gt;
&lt;br /&gt;
According to an early version of [[Except.txt]] (which now redirects here), this file includes the full structure and a stack dump of a [http://msdn.microsoft.com/library/default.asp?url=/library/en-us/debug/base/context_str.asp CONTEXT] element.&lt;br /&gt;
&lt;br /&gt;
IEs that share the same cause also share the same &amp;lt;tt&amp;gt;EIP:&amp;lt;/tt&amp;gt; value in except.txt, so knowing that value might help you determine the cause of your IE (see the list of known IE causes (below) which also includes the corresponding EIP). However, it should be noted that some shared IE causes in INI code can yield one of several different EIP values (depending on the circumstance), and that some rare IE causes can actually yield totally random EIP values. As such, if you do have an unexplained IE, you should check all of the known causes.&lt;br /&gt;
&lt;br /&gt;
== Known causes of Internal Errors and their EIPs ==&lt;br /&gt;
Since &amp;quot;Internal Error&amp;quot; is the game&#039;s response to almost any fatal error, its causes are diverse. Most common are causes related to weapons and warheads, with a missing warhead probably being the most commonly reported cause.&amp;lt;br&amp;gt;Note that some IE causes may be prevented (or at least have certain limits extended (e.g. CellSpread)) by the [[RockPatch]], which in turn has opened up potential for new IE causes ([[RockPatch]]-specific IEs are not listed here).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Some useful tips ===&lt;br /&gt;
If an integer between {{Tt|0x00812000}} and {{Tt|0x00B78300}} appears in the stack, subtract {{Tt|0x00400000}} from it and look at the resulting address in {{Tt|gamemd.exe}} with a hex editor. If you find some INI flag, you can be almost sure this flag was the one being read when the problem happened and as such its values (or absence thereof) is the problem.&lt;br /&gt;
&amp;lt;!-- Someone consider writing a tool to process this --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Specific game versions ===&lt;br /&gt;
&lt;br /&gt;
==== Yuri&#039;s Revenge 1.001 ====&lt;br /&gt;
&lt;br /&gt;
{{:Internal_Error/YR}}&lt;br /&gt;
&lt;br /&gt;
==== Tiberian Sun 2.03 ====&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;table_descrowdesccol anchorcontainer&amp;quot;&lt;br /&gt;
! EIP&lt;br /&gt;
! Cause&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|00415698|eip}} &lt;br /&gt;
| You used a [[TrailerAnim]] on an animation but forgot to set a [[TrailerSeperation]].&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|0042A061|eip}} &lt;br /&gt;
| Wall=yes on a normal building.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|0043541C|eip}} &lt;br /&gt;
| Building turret animation has an invalid pointer to an [[AnimTypeClass]] when charging up. See Nod Obelisk of Light for example.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|00446E61|eip}}&amp;lt;br /&amp;gt;{{Anchor|00446F68|eip}}&lt;br /&gt;
| Airburst weapon bullet was null. If you have {{f|Airburst|yes|link}} or {{f|Splits|yes|link}} on a [[projectile]], you must also define {{f|AirburstWeapon|link}}.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|00451C16|eip}}&lt;br /&gt;
| {{f|CellAnim|link}} has invalid {{f|Image|link}}.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|0046C7E2|eip}} &lt;br /&gt;
| Fog of War was enabled and crashed the game.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|004BAEF8|eip}} &lt;br /&gt;
| [AI] BuildRefinery= -&amp;gt; one of your factions is missing an entry here, which will cause a crash when the AI tries to use this faction. Will not trigger a crash for human players.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|004BAF12|eip}} &lt;br /&gt;
| [General] HarvesterUnit -&amp;gt; one of the objects in this list is incorrect OR this list has exceeded 127 characters. Commonly triggered when adding new MCV and harvester object codes here when expanding the playable faction list in the TSC 6.00+ builds.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|004C1680|eip}}&lt;br /&gt;
| A house has no buildable {{f|HarvesterUnit|link}}. This crash is typically caused by a [[house]] with an incorrect {{f|ActsLike|link}} setting in a [[map]] when using [https://github.com/CnCNet/ts-patches/blob/9a6440cc921c0941da19e2b1691c45f8d701109d/src/buildconst_harvesterunit_baseunit.asm this patch]. In this case, {{f|ActsLike}} must always point to a house that owns at least one unit listed in {{f|HarvesterUnit}}. Also, make sure all houses listed in the map&#039;s {{tt|[Houses]}} list have a valid section. e.g. {{tt|[GDI]}}, defined in the map.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|004C445E|eip}} &lt;br /&gt;
| A unit&#039;s Secondary weapon doesn&#039;t exist. Check the spelling and cases.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|004C6428|eip}} &lt;br /&gt;
| AI does not have any buildings available for it to build. Check {{f|BuildConst|link}}=, {{f|BuildPower|link}}= etc.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|004CB997|eip}}&lt;br /&gt;
| [[TeamTypes|Team]]&#039;s owner house is invalid. Check if there&#039;s a map trigger creating a team whose {{f|House|link}} is invalid or undefined (the house must be one of the houses listed in the map).&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|004D2451|eip}}&lt;br /&gt;
| An infantry was about to take damage from a source with no valid [[Warhead]]= set.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|004D6626|eip}}&amp;lt;br/&amp;gt;{{Anchor|004D8BF3|eip}}&lt;br /&gt;
| Infantry with missing image in rules.ini (same as missing sequence in art.ini).&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|004F886D|eip}}&lt;br /&gt;
| Trying to access colors in header while building radar image; related to the Radar High/Low Colors for terrain tiles.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|004F8EDD|eip}}&lt;br /&gt;
|The number of [[VehicleTypes]] in the [[BaseUnit]] section is incomplete.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|005A4814|eip}} &lt;br /&gt;
| Railgun with wrong particle keys.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|005A59B4|eip}}&lt;br /&gt;
| {{tt|[GasCloudSys]}} with a limited {{f|Lifetime|link}}. This system has hardcoded properties and must exist throughout the game, ergo you must set {{f|Lifetime|-1}} or leave it undefined (it defaults to -1).&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|005A5A83|eip}}&lt;br /&gt;
| Invalid {{f|Image|link}} on an [[animation]] attempting to [[SpawnsParticle|spawn particles]] ([[Vinifera]] only). The image must be an existing [[shape]].&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|005A5EB6|eip}} &lt;br /&gt;
| {{f|ParticleCap|1|link}} on a {{f|BehavesLike|Spark|link}} particle system.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|005A640F|eip}}&lt;br /&gt;
| {{f|NextParticle|link}} defined on a particle spawned by a {{f|BehavesLike|Smoke|link}} particle system.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|0062E6F6|eip}} &lt;br /&gt;
| It was attempted to use a normal colored house on a multiplayer map.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|00649563|eip}} &lt;br /&gt;
| A [[trigger]] failed to spring. Look for a trigger with invalid parameters, for example a misspelled or undefined [[house]].&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|006703D4|eip}} &lt;br /&gt;
| WaveClass Sonic exception, normally triggered by a unit with a weapon that has IsSonic=yes set, firing to the south of the screen and the user scrolling up. No certain fix for this as we know, although [http://ppmsite.com/forum/viewtopic.php?t=31604 HyperPatch] has been confirmed to fix it at least on some systems. Another fix is disabling DirectDraw hardware acceleration via either dxdiag or a [http://www.ppmsite.com/forum/viewtopic.php?t=19543 custom ddraw.dll], although the fix doesn&#039;t work on Windows OS&#039;s newer than XP.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|0067159B|eip}} &lt;br /&gt;
| WaveClass Sonic exception. Not sure if this is code related, could be end user.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|006717CB|eip}} &lt;br /&gt;
| WaveClass laser exception. This can be fixed by setting DetailLevel= to 1 or 0 in SUN.ini. In addition, disabling DirectDraw hardware acceleration via either dxdiag or a [http://www.ppmsite.com/forum/viewtopic.php?t=19543 custom ddraw.dll] fixes it, but this fix only works on Windows operating systems older than Vista.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|0067159B|eip}} &lt;br /&gt;
| | You have set {{sl|AudioVisual|ShakeScreen}} to zero.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|00681363|eip}} &lt;br /&gt;
| Missing weedguy hack. (second stage Cluster weapons need to be assigned to a unit, to work)&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|006A877A|eip}} &lt;br /&gt;
| LightSize&amp;gt;94 was set on a particlesystem.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|006B6AE6|eip}} &lt;br /&gt;
| Multiple reasons, depending on the stack dump in the except:&lt;br /&gt;
* If {{Tt|0066F44F}} appears near the top of the stack dump - A [[Warhead]] whose {{f|Verses|link}} could not be processed. {{Tt|EBP}} value says how many values remained to be parsed when an error occurred - (5 - {{Tt|EBP}}) is the 0-based index of the problematic value.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|006BB69C|eip}} &lt;br /&gt;
| conyard construction as building was canceled in the sidebar.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|90900004|eip}} &lt;br /&gt;
| Generic exception.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Unverified / lacking information ====&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;table_descrowdesccol anchorcontainer&amp;quot;&lt;br /&gt;
! EIP&lt;br /&gt;
! Cause&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|00494BCD|eip}} &lt;br /&gt;
| (Ares 3.0) A corrupted SHP image was drawn. Check mix files for any .shp files marked by XCC Mixer as &#039;unknown&#039; under &amp;quot;type&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|1118A7A5|eip}} &lt;br /&gt;
| Probably caused by trying to destroy a tag, but supplying the tag and not a trigger (FA2 offers Triggers, but I hand-typed a tag (among other things). Occams razor suggests this is the culprit.&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|655B4A9C|eip}} &lt;br /&gt;
|(Ares 0.E) Setting a [ParticlePart] with 2 BehavesLike= simutaneously (for example , &#039;both Like=railgun&#039; and &#039;Like=smoke&#039; exist) may cause an EIP as above . Remove BehavesLike=railgun , and keep Like=smoke here in a [RailgunPart] to avoid this EIP and still gets a railgun with specific SHP-animation rail.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;(Two BehavesLike in Ares 0.D is still available , but 0.E not .)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|?|eip}} &lt;br /&gt;
| Removing a building from the PrerequisitePower= list, while it exists in one of the (GDI/NODRegular/Third)PowerPlant= lists will cause an IE the moment any of your Power buildings get destroyed or sold as long as you own a Construction Yard. YR mods that remove Yuri&#039;s side from the game, should not remove YAPOWR from PrerequisitePower=.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;(Could not be reproduced thus far.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|?|eip}} &lt;br /&gt;
| Calling for an animation that is not listed under {{tt|[[Animations|[Animations]]]}} might trigger an IE.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;(That can be caused by multiple issues at various EIPs.)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|?|eip}} &lt;br /&gt;
| Building a unit in-game whose VXL/SHP was inserted in an original game MIX instead of an expansion MIX.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;(Does this really happen? Sounds more like the mix editor crapping up than simply &amp;quot;game should blow up because you changed stock files&amp;quot;.)&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;Further more, why would anyone eschew the normal method of &#039;&#039;expand&#039;&#039;ing the game&#039;&#039;. I don&#039;t see anyone testing/replicating this so I propose removing it from the list. //Marshall&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|006F3481|eip}}&lt;br /&gt;
| The (elite) secondary weapon (or its warhead) of the object you just selected could not be found (see [[#Broken-reference_Causes|broken-reference causes]], below).&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;(Marshall retested this and found that the EIP for a missing secondary weapon is actually 006F352E (see above). Not sure what is meant by &amp;quot;you just selected&amp;quot; as the IE will occur the instant the unit is created/promoted. Please can someone else confim that EIP 006F3481 is incorrect and remove this entry if so. Although, it begs the question of where this EIP came from? - it was added by DCoder on 2008-03-04 (id 14195))&#039;&#039;&lt;br /&gt;
:I&#039;m sorry, I made a mistake analyzing that one. I saw it at [http://www.cannis.net/forum/index.php?s=&amp;amp;showtopic=8560&amp;amp;view=findpost&amp;amp;p=170096 C-GEN] and analyzed it. But in fact it was caused by the &#039;&#039;ElitePrimary&#039;&#039; being wrong, not EliteSecondary. (Though 006F352E in your comment has &amp;quot;ElitePrimary&amp;quot; as the cause as well, I assume you meant 004D5108.) Just cause a certain EIP causes an IE, doesn&#039;t mean another EIP cannot cause an IE for the same reason - there are quite a lot of code paths in the game, and under certain circumstances the first EIP doesn&#039;t get hit. &amp;lt;br&amp;gt;I just reanalyzed the function which both these EIPs fall under, and I can say this: 006F3481 IEs if (Elite)Secondary is broken, 006F352E - if (Elite)Primary is. The function is responsible for selecting which weapon a unit should use against a certain target in idle mode, the EIP you reported above for (Elite)Secondary (004D5108) is correct, but is only hit if the unit is in Guard mode scanning for targets when promotion happens. [maybe this part should go off to a talk page?] &#039;&#039;//[[User:DCoder|DCoder]]&#039;&#039;&lt;br /&gt;
&#039;&#039;(Just tested this a bit more and got several new EIPs for when the unit was promoted (added in this revision), can&#039;t seem to get any consistent results - will need to test this further. //Marshall&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|?|eip}}&lt;br /&gt;
| Setting {{f|CarryOverCap|0|link}}. Default value is -1, positive values do not cause an IE.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;I have tested this and couldn&#039;t get an IE to occur. Are there any specific circumstances that are required to trigger an IE on a map with CarryOverCap=0? Note that, in FA2YR, CarryOverCap defaults to zero so I would expect this IE to have been seen more often if it was really a problem. //Marshall&#039;&#039; &lt;br /&gt;
: This setting applies when you progress from one campaign map to another. However, I now see that the default campaigns use 0, so there must be something else amiss. A quick investigation shows that this value is not divided by, so there shouldn&#039;t be an exception at all... Will contact Apollo who submitted this as the cause. &#039;&#039;//[[User:DCoder|DCoder]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|?|eip}}&lt;br /&gt;
| Warheads that are not listed under {{tt|[[Warheads|[Warheads]]]}} have been reported to cause an IE, although the exact details are not established. It is not neccessary for every warhead to be listed (for example, removing the Grand Cannon warhead from the list appears to have no effect on the game), however there is no reason not to list every warhead. &#039;&#039;&#039;Validity questionable - if someone can replicate this then please provide an except.txt.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Simply thinking about this, putting warheads on the list should guarantee their position in the internal array, so if there is anywhere that references warheads by internal array position then this is important. However, even if you change an existing weapon&#039;s warhead to a non-parsed one in a game mode file, you &#039;&#039;still&#039;&#039; won&#039;t get an IE because default warhead values will be used. Because of this, I&#039;m starting to wonder if the reports of un-listed warheads causing an IE are erroneous. If someone can replicate this then please provide an except.txt //Marshall&#039;&#039;&lt;br /&gt;
: Verified under a debugger - if a weapon exists and links to a warhead that does not, this will not cause an IE, warhead stats will simply remain defaulted. (In other cases, warheads should also remain defaulted but functional. I have not verified every warhead loading location now, but my applicable ini flags tables should indicate whether or not uninited objects cause issues.) &#039;&#039;//[[User:DCoder|DCoder]] 12:44, 11 May 2008 (UTC)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|?|eip}}&lt;br /&gt;
| If a falling paratrooper (who has nearly reached the ground) is killed by an area-effect mutation weapon. Point based mutations seem to be okay (the falling paratrooper explodes) and the [[Super weapon:Genetic Mutator|Genetic Mutator]] seems incapable of killing falling paratroopers. If you have an area-effect mutation weapon, you should ensure that all paratroopers are immune to it (this also means that you can&#039;t have a buildable paradrop plane and an area-effect mutation weapon in the same mod).&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|00000000|eip}}&lt;br /&gt;
| Placing two buildings on a map in the map editor so that they overlap, and then destroying or garrisoning one of them in-game. Note that this error is intermittent so may not immediately be noticeable. Use [[FinalAlert]]&#039;s {{tt|Options}} {{arr|r}} {{tt|Show Building Outline}} feature to see the actual areas taken up by buildings, since there are some buildings whose foundation is different from their visual size, and make sure you don&#039;t have any buildings that overlap.&lt;br /&gt;
Given the unusual EIP value (all zeroes) that has been gathered from testing, it may be a corrupt EIP and not a true indication of the source of the error. Note that this EIP has also been gathered from other &#039;random-EIP&#039; causes.&lt;br /&gt;
:Indeed it is not a true indication, EIP 00000000 can be acquired in several ways. If you can provide an except, I will be able to provide more specific details to look for, like in the case of 0045EC90 . &#039;&#039;//[[User:DCoder|DCoder]]&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|004A2684|eip}}&lt;br /&gt;
| Starting a game on any map concludes in a &amp;quot;unable to read scenario&amp;quot; error while loading. The cause of this is an empty uimd.ini file or possibly another empty ini file without any content.&lt;br /&gt;
&#039;&#039;//[[User:RaVaGe|RaVaGe]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|007564BD|eip}}&lt;br /&gt;
| Internal error when starting a game, possibly caused by attempting to load graphics from a corrupt mix file.&lt;br /&gt;
&#039;&#039;//[[User:RaVaGe|RaVaGe]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|404E0000|eip}} &lt;br /&gt;
| Selectable=no on spawned [[AircraftTypes]].&lt;br /&gt;
&#039;&#039;// [[User:Bbglas007|Bbglas007]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This error also occurs if there are overlapping structures and/or overlapping rubble on the map and units try to pathfind over them or one of the buildings is destroyed. Keep in mind that an existing building with Image=none (like for example a nuclear silo) still remains its Bib as it is read from art.ini. So if you give a [NUKE] Image=none it still remains its 3x3 Bib, which counts as an overlapping building. In general don&#039;t have overlapping buildings on your map.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;// [[User:DoctorEvil|DoctorEvil]]&#039;&#039; and ~ [[User:RAZER|RAZER]]&lt;br /&gt;
|-&lt;br /&gt;
! {{Anchor|006E2449|eip}} &lt;br /&gt;
| This error occurs when you fire a trigger action 42 (Do explosion at...) at an undefined waypoint.&lt;br /&gt;
&#039;&#039;// [[User:DoctorEvil|DoctorEvil]]&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Broken-reference Causes===&lt;br /&gt;
*Most of the flags that point to an object type do not verify that the object type exists and will try to invoke it anyway. This includes pointers to weapons, projectiles, warheads, particles, particle systems and infantry/unit/aircraft/building types, among other things.&lt;br /&gt;
*All object types must be parsed in order for them to be invoked successfully. For example, a weapon must be parsed by being referenced by a unit in the main rules (weapons used in a game mode that aren&#039;t referenced in the main rules will not have been parsed, nor will shrapnel weapons that haven&#039;t been referenced by a dummy unit).&lt;br /&gt;
*Note that all weapons have to specify a {{f|Warhead|link}} tag and the tag must not be blank otherwise an IE will occur. However if the specified {{f|Warhead|link}} does not exist then that will not cause an IE, as the game will use default warhead settings.&lt;br /&gt;
*Your object type may not be &#039;missing&#039; as such, you may just have mis-spelled its ID (e.g. &amp;quot;MagenticBeam&amp;quot; as opposed to &amp;quot;MagneticBeam&amp;quot;). Always check your typing carefully to make sure you don&#039;t &amp;lt;!-- irony intended --&amp;gt; any words out.&lt;br /&gt;
&lt;br /&gt;
===Tank Bunker / Sell Unit IEs===&lt;br /&gt;
*There are two IEs that can occur after using a &#039;Sell Unit&#039; superweapon on a tank-bunkered unit. Both of these IEs can yield seemingly random EIP values (due to the fact that, when the unit is sold, the building&#039;s &amp;quot;BunkeredUnit&amp;quot; pointer isn&#039;t cleared and so points to garbage memory. Attempts to dereference it will be met with varying levels of failure).&lt;br /&gt;
*An IE may occur the instant you sell the unit.&lt;br /&gt;
*If an IE does not occur the instant you sell the unit, then the Tank Bunker will have been rendered unusable as the walls are still up. If the &#039;broken&#039; Tank Bunker is sold or destroyed then an IE will occur (this IE &#039;&#039;does&#039;&#039; always happen). This IE frequently yields EIP 004593BB, although has been known to yield seemingly random EIP values (for the reason stated above).&lt;br /&gt;
*The only way to prevent these IEs is to make sure a player never has access to both the Sell Unit superweapon and the Tank Bunker at the same time. &amp;lt;small&amp;gt;(To achieve this, the building that provides the superweapon must be uncapturable and immune to mind-control as must the Tank Bunker. Further more, unless both buildings are country specials, you will need to remove MCVs from crates and make Construction Yards uncapturable and immune to mind-control too.)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Software used to find Internal Errors==&lt;br /&gt;
*[http://dc.strategy-x.com/checker INI Checker] (can check your rules, art and sound files for syntactic errors like typos and missing references)&lt;br /&gt;
*[[ExceptChecker]] (primarily for RockPatch-related IEs, it analyzes except.txt, tries to find references to code added by the patch or known routines, and &#039;&#039;might&#039;&#039; then be able give a direction)&lt;br /&gt;
*[[Debugger]] (if you know assembler)&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
*After observing [[IE]] for several times, I found that &#039;&#039;&#039; &amp;quot;EIP &amp;quot; &#039;&#039;&#039; that occurs are expressed in categories such as unit errors, image errors, sound errors, configuration + settings errors, etc.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Reconnection Error]]&lt;br /&gt;
*[http://forums.renegadeprojects.com/showthread.php?pid=2034#pid2034 Confirmation the Infantry Linking IE also applies to modifications done by maps]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bugs_and_Errors]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=FillSilos&amp;diff=28580</id>
		<title>FillSilos</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=FillSilos&amp;diff=28580"/>
		<updated>2025-05-08T15:59:55Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|types={{Categ|Basic}}&lt;br /&gt;
|values={{Values|boolean}}&lt;br /&gt;
|default=no&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Specifies whether or not all silos and refineries in this [[map]] should be pre-filled with [[Tiberiums|ore/Tiberium]]. This applies to all preplaced structures with a positive {{f|Storage|link}}. The amount of ore/Tiberium stored in the structures is the [[house]]&#039;s starting [[credits|credit amount]] substracted with the [[value]] of the first [[Tiberiums|ore/Tiberium type]]. &lt;br /&gt;
&lt;br /&gt;
In [[pseudocode]]:&lt;br /&gt;
&lt;br /&gt;
 StoredCredits = House.Credits - Tiberiums[0].Value&lt;br /&gt;
&lt;br /&gt;
If this amount exceeds the amount of available storage, any excess ore/Tiberium is not stored. Conversely, if a house has zero starting credits, {{f|FillSilos|yes}} will have no effect on the house, even if it owns silos and refineries.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
If a house has 10,000 initial credits, an extra 10,000 credits worth of ore/Tiberium Riparius, minus 25 (the default value of ore/Riparius) will be stored in the house&#039;s silos/refineries on map start, provided that the house owns enough silos/refineries to store that amount. Thus the house starts with a total of 10,000 + 10,000 - 25 = 19,975 credits.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28579</id>
		<title>Basic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28579"/>
		<updated>2025-05-08T13:42:40Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: InitTime is obsolete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sectionheader&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This section defines the &#039;basic&#039; map properties, such as its name, the map data format, player count, etc, and extra data for singleplayer missions. &lt;br /&gt;
&lt;br /&gt;
The full list of tags, the value types for them, and a description are below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag || Value Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Name&amp;lt;/tt&amp;gt; || string || The map name shown in multiplayer map selection&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Official&amp;lt;/tt&amp;gt; || boolean || Is this a map that shipped with the game, or does it need transferring? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NewINIFormat]]&amp;lt;/tt&amp;gt; || int || Version of the map data format used, and which coordinate system is used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[RequiredAddOn]]&amp;lt;/tt&amp;gt; || boolean || Does this map require an expansion pack? (FS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FreeRadar&amp;lt;/tt&amp;gt; || boolean || Will the mini-map work without the player owning a [[radar]]?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SpeechSide&amp;lt;/tt&amp;gt; || House || Which [[Sides|side&#039;s]] EVA are we using today?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NextScenario]]&amp;lt;/tt&amp;gt; || Map || The next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltNextScenario]]&amp;lt;/tt&amp;gt; || Map || The conditional next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[EndOfGame]]&amp;lt;/tt&amp;gt; || boolean || Is this the last mission of the campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipScore]]&amp;lt;/tt&amp;gt; || boolean || Should we display the score screen, or go straight to the debrief?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[OneTimeOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this mission singular, or part of a larger campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipMapSelect]]&amp;lt;/tt&amp;gt; || boolean || Should we display the next campaign screen, or go straight to the mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IgnoreGlobalAITriggers]]&amp;lt;/tt&amp;gt; || boolean || Do we ignore the {{ini|ai}} and only use the map AI?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TruckCrate&amp;lt;/tt&amp;gt; || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TrainCrate&amp;lt;/tt&amp;gt; || boolean || Does a train with &amp;lt;tt&amp;gt;CarriesCrate=yes&amp;lt;/tt&amp;gt; drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[StartingDropships]]&amp;lt;/tt&amp;gt; || int || How many Dropships to load in [[Dropship Loadout]]?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; || list (strings) || A list of units and infantry the player can load onto Dropships in Dropship Loadout.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnitMaximums]]&amp;lt;/tt&amp;gt; || list (ints) || A list of maximum quantities of &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; the player can load onto Dropships.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Player]]&amp;lt;/tt&amp;gt; || House || Which House/Country does the player belong to?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Briefing&amp;lt;/tt&amp;gt; || CSF label || The mission description string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TimerInherit]]&amp;lt;/tt&amp;gt; || boolean || Does the mission timer carry over from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[InitTime]]&amp;lt;/tt&amp;gt; || int || (Obsolete)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Intro&amp;lt;/tt&amp;gt; || Movie || The name of the movie to play when starting a campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Brief&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play before mission selection.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Action&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play just before beginning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Win&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after winning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Lose&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after losing this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PostScore&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[PreMapSelect]]&amp;lt;/tt&amp;gt; || Movie || The name of the animation for selecting the next mission. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Theme]]&amp;lt;/tt&amp;gt; || string || The name of the soundtrack from [[Themes]] to play during the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverMoney]]&amp;lt;/tt&amp;gt; || float||  Percentage of credits carried over from the previous mission. (1.0=100%)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Percent]]&amp;lt;/tt&amp;gt; || float || (Obsolete)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverCap]]&amp;lt;/tt&amp;gt; || int || The maximum credits can we retain from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[FillSilos]]&amp;lt;/tt&amp;gt; || boolean || Do the carry-over credits come in silos that can be lost, or virtual?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[HomeCell]]&amp;lt;/tt&amp;gt; || int || The player starting position [[Waypoints|Waypoint]] in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltHomeCell]]&amp;lt;/tt&amp;gt; || int || Alternate conditional player starting position in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CivEvac]]&amp;lt;/tt&amp;gt; || boolean || Should civilian transport units flee the map once loaded with passengers?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[MultiplayerOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this a multiplayer map? (Not definitive!)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[VeinGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium veins spread? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IceGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumDeathToVisceroid]]&amp;lt;/tt&amp;gt; || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:{{PAGENAME}} Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Campaign Progression]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Percent&amp;diff=28578</id>
		<title>Percent</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Percent&amp;diff=28578"/>
		<updated>2025-05-08T13:39:00Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: This flag has nothing to do with credit carryover.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|types={{Categ|Basic}}&lt;br /&gt;
|values={{Values|int|0–100}}&lt;br /&gt;
|default=no&lt;br /&gt;
|ra=yes&lt;br /&gt;
|cs=yes&lt;br /&gt;
|am=yes&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|tsobsolete=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies the the percent that the computer-controlled base is to be built up to at single-player [[scenario]] start.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[PercentBuilt]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=InitTime&amp;diff=28577</id>
		<title>InitTime</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=InitTime&amp;diff=28577"/>
		<updated>2025-05-08T13:16:22Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Obsolete in all three games. Also, defaults to 10000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|types={{Categ|Basic}}&lt;br /&gt;
|values={{Values|integer}}&lt;br /&gt;
|default=10000&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ets=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|tsobsolete=yes&lt;br /&gt;
}}&lt;br /&gt;
Obsolete, doesn&#039;t do anything. Was possibly intended to set the mission timer&#039;s default value. However, in the released games the timer must be initialized with the [[Actions_(maps)|map trigger action #27]].&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28567</id>
		<title>Basic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28567"/>
		<updated>2025-05-06T07:25:00Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Yet more minor tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sectionheader&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This section defines the &#039;basic&#039; map properties, such as its name, the map data format, player count, etc, and extra data for singleplayer missions. &lt;br /&gt;
&lt;br /&gt;
The full list of tags, the value types for them, and a description are below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag || Value Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Name&amp;lt;/tt&amp;gt; || string || The map name shown in multiplayer map selection&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Official&amp;lt;/tt&amp;gt; || boolean || Is this a map that shipped with the game, or does it need transferring? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NewINIFormat]]&amp;lt;/tt&amp;gt; || int || Which map data format is used, and which coordinate system is used? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[RequiredAddOn]]&amp;lt;/tt&amp;gt; || boolean || Does this map require an expansion pack? (FS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FreeRadar&amp;lt;/tt&amp;gt; || boolean || Will the mini-map work without the player owning a [[radar]]?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SpeechSide&amp;lt;/tt&amp;gt; || House || Which [[Sides|side&#039;s]] EVA are we using today?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NextScenario]]&amp;lt;/tt&amp;gt; || Map || The next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltNextScenario]]&amp;lt;/tt&amp;gt; || Map || The conditional next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[EndOfGame]]&amp;lt;/tt&amp;gt; || boolean || Is this the last mission of the campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipScore]]&amp;lt;/tt&amp;gt; || boolean || Should we display the score screen, or go straight to the debrief?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[OneTimeOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this mission singular, or part of a larger campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipMapSelect]]&amp;lt;/tt&amp;gt; || boolean || Should we display the next campaign screen, or go straight to the mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IgnoreGlobalAITriggers]]&amp;lt;/tt&amp;gt; || boolean || Do we ignore the {{ini|ai}} and only use the map AI?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TruckCrate&amp;lt;/tt&amp;gt; || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TrainCrate&amp;lt;/tt&amp;gt; || boolean || Does a train with &amp;lt;tt&amp;gt;CarriesCrate=yes&amp;lt;/tt&amp;gt; drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[StartingDropships]]&amp;lt;/tt&amp;gt; || int || How many Dropships to load in [[Dropship Loadout]]?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; || list (strings) || A list of units and infantry the player can load onto Dropships in Dropship Loadout.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnitMaximums]]&amp;lt;/tt&amp;gt; || list (ints) || A list of maximum quantities of &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; the player can load onto Dropships.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Player]]&amp;lt;/tt&amp;gt; || House || Which House/Country does the player belong to?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Briefing&amp;lt;/tt&amp;gt; || CSF label || The mission description string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TimerInherit]]&amp;lt;/tt&amp;gt; || boolean || Does the mission timer carry over from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[InitTime]]&amp;lt;/tt&amp;gt; || int || Set the starting time on the mission timer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Intro&amp;lt;/tt&amp;gt; || Movie || The name of the movie to play when starting a campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Brief&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play before mission selection.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Action&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play just before beginning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Win&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after winning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Lose&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after losing this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PostScore&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[PreMapSelect]]&amp;lt;/tt&amp;gt; || Movie || The name of the animation for selecting the next mission. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Theme]]&amp;lt;/tt&amp;gt; || string || The name of the soundtrack from [[Themes]] to play during the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverMoney]]&amp;lt;/tt&amp;gt; || boolean || Should we carry-over credits from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Percent]]&amp;lt;/tt&amp;gt; || float || Percentage of credits carried over from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverCap]]&amp;lt;/tt&amp;gt; || int || The maximum credits can we retain from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[FillSilos]]&amp;lt;/tt&amp;gt; || boolean || Do the carry-over credits come in silos that can be lost, or virtual?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[HomeCell]]&amp;lt;/tt&amp;gt; || int || The player starting position [[Waypoints|Waypoint]] in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltHomeCell]]&amp;lt;/tt&amp;gt; || int || Alternate conditional player starting position in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CivEvac]]&amp;lt;/tt&amp;gt; || boolean || Should civilian transport units flee the map once loaded with passengers?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[MultiplayerOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this a multiplayer map? (Not definitive!)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[VeinGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium veins spread? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IceGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumDeathToVisceroid]]&amp;lt;/tt&amp;gt; || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:{{PAGENAME}} Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Campaign Progression]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28566</id>
		<title>Basic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28566"/>
		<updated>2025-05-06T07:19:05Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Some minor tweaks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sectionheader&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This section defines the &#039;basic&#039; map properties, such as its name, the map data format, player count, etc, and extra data for singleplayer missions. &lt;br /&gt;
&lt;br /&gt;
The full list of tags, the value types for them, and a description are below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag || Value Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Name&amp;lt;/tt&amp;gt; || string || The map name shown in multiplayer map selection&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Official&amp;lt;/tt&amp;gt; || boolean || Is this a map that shipped with the game, or does it need transferring? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NewINIFormat]]&amp;lt;/tt&amp;gt; || int || Which map data format is used, and which coordinate system is used? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[RequiredAddOn]]&amp;lt;/tt&amp;gt; || boolean || Does this map require an expansion/mod? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FreeRadar&amp;lt;/tt&amp;gt; || boolean || Will the mini-map work without the player owning a Radar?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SpeechSide&amp;lt;/tt&amp;gt; || House || Which [[Sides]] EVA are we using today?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NextScenario]]&amp;lt;/tt&amp;gt; || Map || The next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltNextScenario]]&amp;lt;/tt&amp;gt; || Map || The conditional next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[EndOfGame]]&amp;lt;/tt&amp;gt; || boolean || Is this the last mission of the campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipScore]]&amp;lt;/tt&amp;gt; || boolean || Should we display the score screen, or go straight to the debrief?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[OneTimeOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this mission singular, or part of a larger campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipMapSelect]]&amp;lt;/tt&amp;gt; || boolean || Should we display the next campaign screen, or go straight to the mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IgnoreGlobalAITriggers]]&amp;lt;/tt&amp;gt; || boolean || Do we ignore the {{ini|ai}} and only use the map AI?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TruckCrate&amp;lt;/tt&amp;gt; || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TrainCrate&amp;lt;/tt&amp;gt; || boolean || Does a train with &amp;lt;tt&amp;gt;CarriesCrate=yes&amp;lt;/tt&amp;gt; drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[StartingDropships]]&amp;lt;/tt&amp;gt; || int || How many Dropships to load in [[Dropship Loadout]]?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; || list (strings) || A list of units and infantry the player can load onto Dropships in Dropship Loadout.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnitMaximums]]&amp;lt;/tt&amp;gt; || list (ints) || A list of maximum quantities of &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; the player can load onto Dropships.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Player]]&amp;lt;/tt&amp;gt; || House || Which House/Country does the player belong to?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Briefing&amp;lt;/tt&amp;gt; || CSF label || The mission description string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TimerInherit]]&amp;lt;/tt&amp;gt; || boolean || Does the mission timer carry over from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[InitTime]]&amp;lt;/tt&amp;gt; || int || Set the starting time on the mission timer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Intro&amp;lt;/tt&amp;gt; || Movie || The name of the movie to play when starting a campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Brief&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play before mission selection.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Action&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play just before beginning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Win&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after winning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Lose&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after losing this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PostScore&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[PreMapSelect]]&amp;lt;/tt&amp;gt; || Movie || The name of the animation for selecting the next mission. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Theme]]&amp;lt;/tt&amp;gt; || string || The name of the soundtrack from [[Themes]] to play during the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverMoney]]&amp;lt;/tt&amp;gt; || boolean || Should we carry-over credits from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Percent]]&amp;lt;/tt&amp;gt; || float || Percentage of credits carried over from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverCap]]&amp;lt;/tt&amp;gt; || int || The maximum credits can we retain from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[FillSilos]]&amp;lt;/tt&amp;gt; || boolean || Do the carry-over credits come in silos that can be lost, or virtual?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[HomeCell]]&amp;lt;/tt&amp;gt; || int || The player starting position [[Waypoints|Waypoint]] in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltHomeCell]]&amp;lt;/tt&amp;gt; || int || Alternate conditional player starting position in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CivEvac]]&amp;lt;/tt&amp;gt; || boolean || Should civilian transport units flee the map once loaded with passengers?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[MultiplayerOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this a multiplayer map? (Not definitive!)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[VeinGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium veins spread? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IceGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumDeathToVisceroid]]&amp;lt;/tt&amp;gt; || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:{{PAGENAME}} Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Campaign Progression]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Dropship_loadout&amp;diff=28565</id>
		<title>Dropship loadout</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Dropship_loadout&amp;diff=28565"/>
		<updated>2025-05-06T07:12:23Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Crimsonum moved page Dropship loadout to Dropship Loadout: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dropship Loadout]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Dropship_Loadout&amp;diff=28564</id>
		<title>Dropship Loadout</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Dropship_Loadout&amp;diff=28564"/>
		<updated>2025-05-06T07:12:23Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Crimsonum moved page Dropship loadout to Dropship Loadout: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dropship_loadout.jpg|right|frame|Example of what the Dropship loadout looks like in {{ts}}.]]&lt;br /&gt;
The dropship loadout is a feature that was cut from Tiberian Sun late in its development and presists in a somewhat buggy form in RA2 and YR. In TS, the feature was to present the player with a screen where he could purchase units that would be delivered to him as a scripted reinforcement during the mission that followed. The feature can be made to work &#039;&#039;almost&#039;&#039; perfectly for single player missions. Note the bugs section below.&lt;br /&gt;
&lt;br /&gt;
The loadout feature can also be set on multiplayer maps, causing all players to get the chance to select units, irrespective of their side actually having a suitable reinforcement [[trigger]] or not. Note that the game will time-out if any player is delayed at the screen.&lt;br /&gt;
&lt;br /&gt;
==Using The Loadout Screen==&lt;br /&gt;
To access the loadout screen prior to a mission, the map file must have {{sl|Basic|StartingDropships}} specified. The value for the flag must be either 1, 2 or 3 and specifies how many dropships the player will be able to specify the contents of. To actually recieve the reinforcements, there must be a reinforcement [[trigger]] that creates a [[TeamTypes|team]] with only a [[IsDropship|Dropship]] unit in the [[TaskForces|taskforce]]. The transport will automatically be filled with the units ordered.&lt;br /&gt;
&lt;br /&gt;
The player can be limited in several ways as to what they can buy. First of all, they are limited to units that have the player house/country set in the units&#039; {{f|Owner|link}} entry. In RA2, the loadout ignores {{f|RequiredHouses|link}}, {{f|ForbiddenHouses|link}}, and {{f|RequiresStolenXTech|link}}. There are controls available that can adjust what the player can and cannot purchase as a reinforcement however, as well as how many of each unit. Both of these controls are specified in a map&#039;s {{sl|Basic}} section as well. {{f|AllowableUnits|link}} specifies what units are available to purchase using a comma-separated list and is based on the unit section names from {{ini|rules}}. {{f|AllowableUnitMaximums|link}} is another comma-separated list that has the same number of entries as {{f|AllowableUnits}} and sets the number of each unit that is allowed to be purchased (-1 gives unlimited). The [[TechLevel|tech level]] of the player house/country will also limit what can be purchased unless overriden with {{f|AllowableUnits}}. The amount of credit available to buy units is the amount set to be available for the player house, if no credit is available it seems to give an IE when you exit the screen (in RA2 at least).&lt;br /&gt;
&lt;br /&gt;
{{bugs}}&lt;br /&gt;
=== Bugs in all applicable games ===&lt;br /&gt;
* The mouse cursor is invisible, making it difficult to select units. An easy fix for this in TS is to place mouse.shp file in cache.mix. &lt;br /&gt;
* The screen doesn&#039;t make it clear that to progress from it, the player needs to press the space key.&lt;br /&gt;
* Bugs related to {{f|AllowableUnitMaximums|link}}, see the flag page for more information.&lt;br /&gt;
=== Bugs in RA2 and YR only ===&lt;br /&gt;
* The screen uses the wrong character set for describing the units before purchase.&lt;br /&gt;
* The box draw around icons when they are highlighted is the wrong size, due to changes in the icon size used by RA2.&lt;br /&gt;
* The artwork for the screen obviously does not fit vanilla RA2.&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
**&lt;br /&gt;
=== Although the interface of this feature can still be used in RA2 and YR, it only has screen effects. ===&lt;br /&gt;
=== [[DropShip does not carry the units selected by the player on the preload interface.]] ===&lt;br /&gt;
This bug has been fixed in &#039;&#039;&#039;[[RockPatch]]&#039;&#039;&#039;, including its successors [[NPatch]], NPEXT, NPSE2.0, etc., which can ensure the normal operation of this logic.&lt;br /&gt;
&lt;br /&gt;
However, this fix is not available in the original RA2 and YR, as well as in the more frequent and widely used [[Ares]] and [[Phobos]] series of patch that are now in use.&lt;br /&gt;
&lt;br /&gt;
_(:з」∠)_&lt;br /&gt;
&lt;br /&gt;
[[Category: General Editing Information]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28563</id>
		<title>Basic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28563"/>
		<updated>2025-05-06T07:10:14Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Dropship loadout is functional in RA2/YR, albeit glitchy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sectionheader&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This section defines the &#039;basic&#039; map properties, such as its name, the map data format, player count, etc, and extra data for singleplayer missions. &lt;br /&gt;
&lt;br /&gt;
The full list of tags, the value types for them, and a description are below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag || Value Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Name&amp;lt;/tt&amp;gt; || string || The map name shown in multiplayer map selection&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Official&amp;lt;/tt&amp;gt; || boolean || Is this a map that shipped with the game, or does it need transferring? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NewINIFormat]]&amp;lt;/tt&amp;gt; || int || Which map data format is used, and which coordinate system is used? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[RequiredAddOn]]&amp;lt;/tt&amp;gt; || boolean || Does this map require an expansion/mod? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FreeRadar&amp;lt;/tt&amp;gt; || boolean || Will the mini-map work without the player owning a Radar?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SpeechSide&amp;lt;/tt&amp;gt; || House || Which [[Sides]] EVA are we using today?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NextScenario]]&amp;lt;/tt&amp;gt; || Map || The next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltNextScenario]]&amp;lt;/tt&amp;gt; || Map || The conditional next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[EndOfGame]]&amp;lt;/tt&amp;gt; || boolean || Is this the last mission of the campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipScore]]&amp;lt;/tt&amp;gt; || boolean || Should we display the score screen, or go straight to the debrief?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[OneTimeOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this mission singular, or part of a larger campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipMapSelect]]&amp;lt;/tt&amp;gt; || boolean || Should we display the next campaign screen, or go straight to the mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IgnoreGlobalAITriggers]]&amp;lt;/tt&amp;gt; || boolean || Do we ignore the {{ini|ai}} and only use the map AI?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TruckCrate&amp;lt;/tt&amp;gt; || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TrainCrate&amp;lt;/tt&amp;gt; || boolean || Does a train with &amp;lt;tt&amp;gt;CarriesCrate=yes&amp;lt;/tt&amp;gt; drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[StartingDropships]]&amp;lt;/tt&amp;gt; || int || Should we display the Dropship Loadout screen?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; || list (strings) || A list of units and infantry a player can load onto Dropships.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnitMaximums]]&amp;lt;/tt&amp;gt; || list (ints) || A list of quantities of &amp;lt;tt&amp;gt;AllowablUnits&amp;lt;/tt&amp;gt; we can load only Dropships.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Player]]&amp;lt;/tt&amp;gt; || House || Which House/Country does the player belong to?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Briefing&amp;lt;/tt&amp;gt; || CSF label || The mission description string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TimerInherit]]&amp;lt;/tt&amp;gt; || boolean || Does the mission timer carry over from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[InitTime]]&amp;lt;/tt&amp;gt; || int || Set the starting time on the mission timer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Intro&amp;lt;/tt&amp;gt; || Movie || The name of the movie to play when starting a campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Brief&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play before mission selection.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Action&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play just before beginning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Win&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after winning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Lose&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after losing this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PostScore&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[PreMapSelect]]&amp;lt;/tt&amp;gt; || Movie || The name of the animation for selecting the next mission. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Theme]]&amp;lt;/tt&amp;gt; || string || The name of the soundtrack from [[Themes]] to play during the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverMoney]]&amp;lt;/tt&amp;gt; || boolean || Should we carry-over credits from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Percent]]&amp;lt;/tt&amp;gt; || float || Percentage of credits carried over from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverCap]]&amp;lt;/tt&amp;gt; || int || The maximum credits can we retain from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[FillSilos]]&amp;lt;/tt&amp;gt; || boolean || Do the carry-over credits come in silos that can be lost, or virtual?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[HomeCell]]&amp;lt;/tt&amp;gt; || int || The player starting position [[Waypoints|Waypoint]] in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltHomeCell]]&amp;lt;/tt&amp;gt; || int || Alternate conditional player starting position in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CivEvac]]&amp;lt;/tt&amp;gt; || boolean || Should civilian transport units flee the map once loaded with passengers?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[MultiplayerOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this a multiplayer map? (Not definitive!)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[VeinGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium veins spread? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IceGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumDeathToVisceroid]]&amp;lt;/tt&amp;gt; || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:{{PAGENAME}} Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Campaign Progression]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28562</id>
		<title>Basic</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Basic&amp;diff=28562"/>
		<updated>2025-05-06T07:06:54Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Add table header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sectionheader&lt;br /&gt;
|files={{Categ|Maps}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
This section defines the &#039;basic&#039; map properties, such as its name, the map data format, player count, etc, and extra data for singleplayer missions. &lt;br /&gt;
&lt;br /&gt;
The full list of tags, the value types for them, and a description are below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Flag || Value Type || Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Name&amp;lt;/tt&amp;gt; || string || The map name shown in multiplayer map selection&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Official&amp;lt;/tt&amp;gt; || boolean || Is this a map that shipped with the game, or does it need transferring? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NewINIFormat]]&amp;lt;/tt&amp;gt; || int || Which map data format is used, and which coordinate system is used? &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[RequiredAddOn]]&amp;lt;/tt&amp;gt; || boolean || Does this map require an expansion/mod? (MP)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;FreeRadar&amp;lt;/tt&amp;gt; || boolean || Will the mini-map work without the player owning a Radar?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;SpeechSide&amp;lt;/tt&amp;gt; || House || Which [[Sides]] EVA are we using today?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[NextScenario]]&amp;lt;/tt&amp;gt; || Map || The next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltNextScenario]]&amp;lt;/tt&amp;gt; || Map || The conditional next mission map in a singleplayer campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[EndOfGame]]&amp;lt;/tt&amp;gt; || boolean || Is this the last mission of the campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipScore]]&amp;lt;/tt&amp;gt; || boolean || Should we display the score screen, or go straight to the debrief?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[OneTimeOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this mission singular, or part of a larger campaign?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[SkipMapSelect]]&amp;lt;/tt&amp;gt; || boolean || Should we display the next campaign screen, or go straight to the mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IgnoreGlobalAITriggers]]&amp;lt;/tt&amp;gt; || boolean || Do we ignore the {{ini|ai}} and only use the map AI?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TruckCrate&amp;lt;/tt&amp;gt; || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;TrainCrate&amp;lt;/tt&amp;gt; || boolean || Does a train with &amp;lt;tt&amp;gt;CarriesCrate=yes&amp;lt;/tt&amp;gt; drop a Crate when destroyed?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[StartingDropships]]&amp;lt;/tt&amp;gt; || int || Should we display the Dropship Loadout screen? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnits]]&amp;lt;/tt&amp;gt; || list (strings) || A list of units and infantry a player can load onto Dropships. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AllowableUnitMaximums]]&amp;lt;/tt&amp;gt; || list (ints) || A list of quantities of &amp;lt;tt&amp;gt;AllowablUnits&amp;lt;/tt&amp;gt; we can load only Dropships. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Player]]&amp;lt;/tt&amp;gt; || House || Which House/Country does the player belong to?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Briefing&amp;lt;/tt&amp;gt; || CSF label || The mission description string.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TimerInherit]]&amp;lt;/tt&amp;gt; || boolean || Does the mission timer carry over from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[InitTime]]&amp;lt;/tt&amp;gt; || int || Set the starting time on the mission timer.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Intro&amp;lt;/tt&amp;gt; || Movie || The name of the movie to play when starting a campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Brief&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play before mission selection.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Action&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play just before beginning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Win&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after winning this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;Lose&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after losing this mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;PostScore&amp;lt;/tt&amp;gt; || Movie || The name of the campaign movie to play after the campaign.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[PreMapSelect]]&amp;lt;/tt&amp;gt; || Movie || The name of the animation for selecting the next mission. (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Theme]]&amp;lt;/tt&amp;gt; || string || The name of the soundtrack from [[Themes]] to play during the mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverMoney]]&amp;lt;/tt&amp;gt; || boolean || Should we carry-over credits from the previous mission?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[Percent]]&amp;lt;/tt&amp;gt; || float || Percentage of credits carried over from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CarryOverCap]]&amp;lt;/tt&amp;gt; || int || The maximum credits can we retain from the previous mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[FillSilos]]&amp;lt;/tt&amp;gt; || boolean || Do the carry-over credits come in silos that can be lost, or virtual?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[HomeCell]]&amp;lt;/tt&amp;gt; || int || The player starting position [[Waypoints|Waypoint]] in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[AltHomeCell]]&amp;lt;/tt&amp;gt; || int || Alternate conditional player starting position in a mission.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[CivEvac]]&amp;lt;/tt&amp;gt; || boolean || Should civilian transport units flee the map once loaded with passengers?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[MultiplayerOnly]]&amp;lt;/tt&amp;gt; || boolean || Is this a multiplayer map? (Not definitive!)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[VeinGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do Tiberium veins spread? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[IceGrowthEnabled]]&amp;lt;/tt&amp;gt; || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;[[TiberiumDeathToVisceroid]]&amp;lt;/tt&amp;gt; || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[:Category:{{PAGENAME}} Flags]]&lt;br /&gt;
&lt;br /&gt;
[[Campaign Progression]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Template:F&amp;diff=28560</id>
		<title>Template:F</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Template:F&amp;diff=28560"/>
		<updated>2025-05-02T19:14:35Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Added a more legible primary font&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;span style=&amp;quot;font-family: &#039;Lucida Console&#039;, monospace;&amp;quot;&amp;gt;{{#if: {{{3|}}} | [[{{{1|Template:F}}}|{{#explode:{{{1|&#039;&#039;&#039;ERROR&#039;&#039;&#039; no flag provided in Template:F.}}}|#|0}}={{{2|}}}]] | {{#ifeq: {{lc:{{{2|}}}}} | link | [[{{{1|Template:F}}}|{{#explode:{{{1|&#039;&#039;&#039;ERROR&#039;&#039;&#039; no flag provided in Template:F.}}}|#|0}}]] | {{{1|&#039;&#039;&#039;ERROR&#039;&#039;&#039; no flag provided in [[Template:F]].}}}{{#if: {{{2|}}} | ={{{2|}}} |}} }} }}&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Template:F&amp;diff=28559</id>
		<title>Template:F</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Template:F&amp;diff=28559"/>
		<updated>2025-05-02T19:00:18Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Restored missing font style.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;span style=&amp;quot;font-family: monospace;&amp;quot;&amp;gt;{{#if: {{{3|}}} | [[{{{1|Template:F}}}|{{#explode:{{{1|&#039;&#039;&#039;ERROR&#039;&#039;&#039; no flag provided in Template:F.}}}|#|0}}={{{2|}}}]] | {{#ifeq: {{lc:{{{2|}}}}} | link | [[{{{1|Template:F}}}|{{#explode:{{{1|&#039;&#039;&#039;ERROR&#039;&#039;&#039; no flag provided in Template:F.}}}|#|0}}]] | {{{1|&#039;&#039;&#039;ERROR&#039;&#039;&#039; no flag provided in [[Template:F]].}}}{{#if: {{{2|}}} | ={{{2|}}} |}} }} }}&amp;lt;/span&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Smoke&amp;diff=28558</id>
		<title>Smoke</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Smoke&amp;diff=28558"/>
		<updated>2025-05-02T18:57:29Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: This is obsolete in TS as well. Updated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Rules(md).ini}}&lt;br /&gt;
|values=Strings (names of [[Animations]])&lt;br /&gt;
|special=none&lt;br /&gt;
|default=none&lt;br /&gt;
|types={{Categ|AudioVisual}}&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|tsobsolete=yes&lt;br /&gt;
}}&lt;br /&gt;
Although this flag is parsed, it doesn&#039;t do anything, therefore it is entirely obsolete.&lt;br /&gt;
&lt;br /&gt;
In {{ra}}, buildings have a chance of emitting smoke when destroyed. The logic is hardcoded to spawn the {{tt|SMOKE_M}} animation type. {{f|Smoke}} was added during {{ts}}&#039;s development likely to unhardcode this logic, however the logic ended up scrapped.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Talk:Voxel&amp;diff=28556</id>
		<title>Talk:Voxel</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Talk:Voxel&amp;diff=28556"/>
		<updated>2025-04-29T14:30:33Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Created page with &amp;quot;==Wobble Bug== To-do: the voxel wobble bug needs to be documented. See [https://ppmforums.com/post-562075/the-most-annoying-ts-engine-bugs/#562075 this PPM post] for more info (requires login) as well as [https://github.com/Vinifera-Developers/Vinifera/issues/66 this Vinifera issue].&amp;lt;br/&amp;gt; – ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wobble Bug==&lt;br /&gt;
To-do: the voxel wobble bug needs to be documented. See [https://ppmforums.com/post-562075/the-most-annoying-ts-engine-bugs/#562075 this PPM post] for more info (requires login) as well as [https://github.com/Vinifera-Developers/Vinifera/issues/66 this Vinifera issue].&amp;lt;br/&amp;gt;&lt;br /&gt;
– [[User:Crimsonum|Crimsonum]] ([[User talk:Crimsonum|talk]]) 16:30, 29 April 2025 (CEST)&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Voxel&amp;diff=28555</id>
		<title>Voxel</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Voxel&amp;diff=28555"/>
		<updated>2025-04-29T14:25:35Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Better wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{CatAllTypes}},[[Image]]&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
A voxel, or volumetric pixel, is a three-dimensional analogy of a pixel. The file extension for voxel files is {{tt|.VXL}}. Voxels may be virtually any colour (assuming the colour is utilised in the palette of the game or voxel editor)and can use surface normals. Voxels may also be animated with the use of an HVA file, but there are limits in the Tiberian Sun and Red Alert 2 engines as to what unit types may use certain types of animations. For example, in Tiberian Sun, an aircraft type may not utilise a turret animation.&lt;br /&gt;
&lt;br /&gt;
Voxels are usually used to render vehicles and turrets in the Tiberian Sun and Red Alert 2 engines, whereas SHP files are generally used for infantry units and buildings. This is due to hard-coded restrictions in the game engines, and also because SHPs are usually of a higher in-game quality than voxels. &lt;br /&gt;
&lt;br /&gt;
It is worth noting that units which are comprised of voxels will tilt while walking up a slope in the aforementioned engines, whereas an SHP unit, such as the Titan or Wolverine, will not. Voxels are generally used for the turrets of SHP buildings such as the Sentry Gun or Grand Cannon, because they allow 360 degree rotation of the turret, without the need for the facings that would be used in an SHP.&lt;br /&gt;
&lt;br /&gt;
*It&#039;s a surprising thing. For SHP file name &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;color:lightgreen&amp;gt;&amp;quot;place&amp;quot;&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;(SHP file for placing buildings)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;It can slope along sloped areas. Wrong with general SHP files!&lt;br /&gt;
&lt;br /&gt;
[[File:place.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[Animations]]&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; that is defined in the section. The &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[AnimList]]&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; of weapons in &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[AirburstWeapon]]&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; can be tilted when It is played on a sloping surface.&lt;br /&gt;
[[File:AnimationSlope.png]]&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[insert more info here, re: sections and stuff]&amp;lt;br&amp;gt;&lt;br /&gt;
The individual voxels (in terms of volumetric pixels) are stored as a series of five values in WW&#039;s voxel format: The X, Y and Z position of the voxel, the color index, and the normal index.&amp;lt;br&amp;gt;&lt;br /&gt;
The what color which the color index stands for depends on the palette the voxel is displayed with; what angle a normals value indicates depends on the normals generation and the normals array value for the index.&lt;br /&gt;
&lt;br /&gt;
Voxels cannot be larger than 255x255x255, and have severe graphical problems, such as artifacting and palette errors at such a length on any axis{{fnl|1}}.  This could be a major setback for some types of voxel, such as especially long ships or aircraft, but not a big problem with most voxels which are generally no larger than 100 on the z axis.&lt;br /&gt;
&lt;br /&gt;
In addition to the .VXL file, all voxels must have a .HVA file, which defines the location the voxel occupies in 3 dimensional space relative to 0 on the X,Y,Z axes.  THe HVA is also used to line up turrets and barrels vertically and change the point around which the voxels rotate, and to animate multi-sectioned voxels.&lt;br /&gt;
Without an HVA, voxels cause an internal error.&lt;br /&gt;
&lt;br /&gt;
Multi-sectioned voxels are made up of a hierarchy of voxels within on .VXL  This is most obvious in Tiberian Sun&#039;s Mammoth MK2, which was a singe .VXL file comprising the body, each upper and each lower leg, and each foot, for a total of 13 voxel objects in the file.  This was paired with a more involved HVA that usual to give the unit a walking animation.  The same process is used on a much smaller scale in the construction of helicopter units for RA2/YR, where the rotors are a separate section but not a separate file, making it easy to animate.&lt;br /&gt;
There are no other examples in the vanilla games, but there have been a substantial number of multisectioned voxels released in the modding community.&lt;br /&gt;
&lt;br /&gt;
==Rendering==&lt;br /&gt;
&lt;br /&gt;
===Scale===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 0;&amp;quot;|When drawn parallel to the camera, or the player&#039;s point of view, the voxel-to-pixel ratio is exactly 1:1. For example, on default scale a voxel model that is 60 voxels long, when rotated to face sideways to the player PoV, will also appear as 60 pixels long.&lt;br /&gt;
&lt;br /&gt;
When rotated, voxels are transformed to appear isometric. In {{ts}}, a flat, square voxel model with length and width of 34 voxels will near perfectly fit within one cell. For {{ra2}}, this number is 43. Exact cell dimensions, in voxels, would be 33.94112 and 42.4264 for TS and RA2, respectively.&lt;br /&gt;
&lt;br /&gt;
One voxel equals approximately 6 (more specifically 6.03397) [[leptons]]. This is true for both TS and RA2, as leptons are relative to cell size.&lt;br /&gt;
&lt;br /&gt;
While the size of individual voxels cannot be altered, the voxel model&#039;s canvas can be changed using voxel/[[HVA]] bounds. This increases or decreases the space between the individual voxels, effectively exploding or shrinking the model. See [[voxel bounds]] for more information.&lt;br /&gt;
|[[File:Voxel_test_1.png|thumb|Demonstrating {{ra2}} voxel scale with a voxel cube that fits as perfectly as possible in one [[cell]]. The model&#039;s dimensions are 43x43x43 voxels.]]&lt;br /&gt;
|[[File:Voxel_test_2.png|thumb|The same cube, rotated to face the &amp;quot;camera&amp;quot;. Notice how the cube now appears exactly 43 pixels wide.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation===&lt;br /&gt;
In-game, a voxel model has a total of 32,768 possible facings (32 facings per axis). Each facing is rendered only on demand, then cached for future use during the game session. This improves performance and conserves memory, a strategy needed especially at the time the games were made.&lt;br /&gt;
&lt;br /&gt;
===Layering===&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 0;&amp;quot;|On voxel models with multiple sections, the drawing order is determined by the size and position of the sections. The sections are drawn in the order of their &#039;&#039;canvas&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;&#039;&#039; proximity &amp;quot;to the screen&amp;quot;, or the player&#039;s point of view, at any given angle, with the section closest to the player&#039;s view drawn on top. The [[HVA]] determines how voxel sections are positioned relative to one another.&lt;br /&gt;
[[Turret|Turrets]] and barrels are layered in a more strict manner: The turret is always drawn above the body as if it were a regular tank. Similarly, if the unit has a barrel, the barrel is drawn above the turret, but only when the turret is facing towards the player&#039;s point of view.&lt;br /&gt;
|[[File:TS_turret_barrel_configuration.gif|thumb|Demonstrating voxel turret/barrel drawing order.]]&lt;br /&gt;
|}&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Normals]]&lt;br /&gt;
*[[HVA]]&lt;br /&gt;
*[[Voxel bounds]]&lt;br /&gt;
*[[Voxel turret and barrel positioning]]&lt;br /&gt;
*[http://www.sleipnirstuff.com/forum/viewtopic.php?f=11&amp;amp;p=237785#237785 Brief explanation of how WW&#039;s voxel format looks like]&lt;br /&gt;
*[http://www.sleipnirstuff.com/forum/viewtopic.php?t=8048 Perfect normals discovery thread]&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
{{fn|1|Only conclusively tested in Tiberian Sun, but there is no reason to conclude that it is not a problem in RA2 - might require testing}}&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Voxel&amp;diff=28554</id>
		<title>Voxel</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Voxel&amp;diff=28554"/>
		<updated>2025-04-29T14:14:24Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Previous info turned out to be wrong, very wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types={{CatAllTypes}},[[Image]]&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
}}&lt;br /&gt;
A voxel, or volumetric pixel, is a three-dimensional analogy of a pixel. The file extension for voxel files is {{tt|.VXL}}. Voxels may be virtually any colour (assuming the colour is utilised in the palette of the game or voxel editor)and can use surface normals. Voxels may also be animated with the use of an HVA file, but there are limits in the Tiberian Sun and Red Alert 2 engines as to what unit types may use certain types of animations. For example, in Tiberian Sun, an aircraft type may not utilise a turret animation.&lt;br /&gt;
&lt;br /&gt;
Voxels are usually used to render vehicles and turrets in the Tiberian Sun and Red Alert 2 engines, whereas SHP files are generally used for infantry units and buildings. This is due to hard-coded restrictions in the game engines, and also because SHPs are usually of a higher in-game quality than voxels. &lt;br /&gt;
&lt;br /&gt;
It is worth noting that units which are comprised of voxels will tilt while walking up a slope in the aforementioned engines, whereas an SHP unit, such as the Titan or Wolverine, will not. Voxels are generally used for the turrets of SHP buildings such as the Sentry Gun or Grand Cannon, because they allow 360 degree rotation of the turret, without the need for the facings that would be used in an SHP.&lt;br /&gt;
&lt;br /&gt;
*It&#039;s a surprising thing. For SHP file name &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;&amp;lt;font style=&amp;quot;color:lightgreen&amp;gt;&amp;quot;place&amp;quot;&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;(SHP file for placing buildings)&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;It can slope along sloped areas. Wrong with general SHP files!&lt;br /&gt;
&lt;br /&gt;
[[File:place.png]]&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[Animations]]&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; that is defined in the section. The &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[AnimList]]&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; of weapons in &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;[[AirburstWeapon]]&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt; can be tilted when It is played on a sloping surface.&lt;br /&gt;
[[File:AnimationSlope.png]]&lt;br /&gt;
&lt;br /&gt;
==Format==&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[insert more info here, re: sections and stuff]&amp;lt;br&amp;gt;&lt;br /&gt;
The individual voxels (in terms of volumetric pixels) are stored as a series of five values in WW&#039;s voxel format: The X, Y and Z position of the voxel, the color index, and the normal index.&amp;lt;br&amp;gt;&lt;br /&gt;
The what color which the color index stands for depends on the palette the voxel is displayed with; what angle a normals value indicates depends on the normals generation and the normals array value for the index.&lt;br /&gt;
&lt;br /&gt;
Voxels cannot be larger than 255x255x255, and have severe graphical problems, such as artifacting and palette errors at such a length on any axis{{fnl|1}}.  This could be a major setback for some types of voxel, such as especially long ships or aircraft, but not a big problem with most voxels which are generally no larger than 100 on the z axis.&lt;br /&gt;
&lt;br /&gt;
In addition to the .VXL file, all voxels must have a .HVA file, which defines the location the voxel occupies in 3 dimensional space relative to 0 on the X,Y,Z axes.  THe HVA is also used to line up turrets and barrels vertically and change the point around which the voxels rotate, and to animate multi-sectioned voxels.&lt;br /&gt;
Without an HVA, voxels cause an internal error.&lt;br /&gt;
&lt;br /&gt;
Multi-sectioned voxels are made up of a hierarchy of voxels within on .VXL  This is most obvious in Tiberian Sun&#039;s Mammoth MK2, which was a singe .VXL file comprising the body, each upper and each lower leg, and each foot, for a total of 13 voxel objects in the file.  This was paired with a more involved HVA that usual to give the unit a walking animation.  The same process is used on a much smaller scale in the construction of helicopter units for RA2/YR, where the rotors are a separate section but not a separate file, making it easy to animate.&lt;br /&gt;
There are no other examples in the vanilla games, but there have been a substantial number of multisectioned voxels released in the modding community.&lt;br /&gt;
&lt;br /&gt;
==Rendering==&lt;br /&gt;
&lt;br /&gt;
===Scale===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 0;&amp;quot;|When drawn parallel to the camera, or the player&#039;s point of view, the voxel-to-pixel ratio is exactly 1:1. For example, on default scale a voxel model that is 60 voxels long, when rotated to face sideways to the player PoV, will also appear as 60 pixels long.&lt;br /&gt;
&lt;br /&gt;
When rotated, voxels are transformed to appear isometric. In {{ts}}, a flat, square voxel model with length and width of 34 voxels will near perfectly fit within one cell. For {{ra2}}, this number is 43. Exact cell dimensions, in voxels, would be 33.94112 and 42.4264 for TS and RA2, respectively.&lt;br /&gt;
&lt;br /&gt;
One voxel equals approximately 6 (more specifically 6.03397) [[leptons]]. This is true for both TS and RA2, as leptons are relative to cell size.&lt;br /&gt;
&lt;br /&gt;
While the size of individual voxels cannot be altered, the voxel model&#039;s canvas can be changed using voxel/[[HVA]] bounds. This increases or decreases the space between the individual voxels, effectively exploding or shrinking the model. See [[voxel bounds]] for more information.&lt;br /&gt;
|[[File:Voxel_test_1.png|thumb|Demonstrating {{ra2}} voxel scale with a voxel cube that fits as perfectly as possible in one [[cell]]. The model&#039;s dimensions are 43x43x43 voxels.]]&lt;br /&gt;
|[[File:Voxel_test_2.png|thumb|The same cube, rotated to face the &amp;quot;camera&amp;quot;. Notice how the cube now appears exactly 43 pixels wide.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rotation===&lt;br /&gt;
In-game, a voxel model has a total of 32,768 possible facings (32 facings per axis). Each facing is rendered only on demand, then cached for future use during the game session. This improves performance and conserves memory, a strategy needed especially at the time the games were made.&lt;br /&gt;
&lt;br /&gt;
===Layering===&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding-left: 0;&amp;quot;|On voxel models with multiple sections, the drawing order is determined by the size and position of the sections. Whichever section&#039;s canvas reaches the lowest depth in-game (lowest position on the Z-axis, i.e. &amp;quot;closest to the screen&amp;quot;), at any given angle, will be drawn on top, and subsequent sections are drawn in order on the depth axis. The [[HVA]] determines how voxel sections are positioned relative to one another.&lt;br /&gt;
[[Turret|Turrets]] and barrels are layered in a more strict manner: The turret is always drawn above the body as if it were a regular tank. Similarly, if the unit has a barrel, the barrel is drawn above the turret, but only when the turret is facing towards the player&#039;s point of view.&lt;br /&gt;
|[[File:TS_turret_barrel_configuration.gif|thumb|Demonstrating voxel turret/barrel drawing order.]]&lt;br /&gt;
|}&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Normals]]&lt;br /&gt;
*[[HVA]]&lt;br /&gt;
*[[Voxel bounds]]&lt;br /&gt;
*[[Voxel turret and barrel positioning]]&lt;br /&gt;
*[http://www.sleipnirstuff.com/forum/viewtopic.php?f=11&amp;amp;p=237785#237785 Brief explanation of how WW&#039;s voxel format looks like]&lt;br /&gt;
*[http://www.sleipnirstuff.com/forum/viewtopic.php?t=8048 Perfect normals discovery thread]&lt;br /&gt;
&lt;br /&gt;
==Footnotes==&lt;br /&gt;
{{fn|1|Only conclusively tested in Tiberian Sun, but there is no reason to conclude that it is not a problem in RA2 - might require testing}}&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=SpecialAnimDamaged&amp;diff=28553</id>
		<title>SpecialAnimDamaged</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=SpecialAnimDamaged&amp;diff=28553"/>
		<updated>2025-04-26T11:22:39Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Better and more consistent phrasing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|string|{{Categ|Animations}}}}&lt;br /&gt;
|default=none&lt;br /&gt;
|types=[[BuildingTypes]]&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Defines the [[animation]] to use instead of [[SpecialAnim]] when this building is active, but damaged to or below the [[ConditionYellow]] threshold. See {{f|SpecialAnim|link}} for more information the where and when special animations are used.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[SpecialAnim]]&lt;br /&gt;
*[[SpecialAnimTwoDamaged]]&lt;br /&gt;
*[[SpecialAnimThreeDamaged]]&lt;br /&gt;
*[[SpecialAnimFourDamaged]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=SpecialAnimDamaged&amp;diff=28552</id>
		<title>SpecialAnimDamaged</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=SpecialAnimDamaged&amp;diff=28552"/>
		<updated>2025-04-26T08:12:52Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Removed redundant information already found on the main SpecialAnim page. Also added links to related flags.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|string|{{Categ|Animations}}}}&lt;br /&gt;
|default=none&lt;br /&gt;
|types=[[BuildingTypes]]&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Special animation to use when the [[BuildingTypes|building]] is damaged. See {{f|SpecialAnim|link}} for more information on special animations.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[SpecialAnim]]&lt;br /&gt;
*[[SpecialAnimTwoDamaged]]&lt;br /&gt;
*[[SpecialAnimThreeDamaged]]&lt;br /&gt;
*[[SpecialAnimFourDamaged]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=SpecialAnim&amp;diff=28551</id>
		<title>SpecialAnim</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=SpecialAnim&amp;diff=28551"/>
		<updated>2025-04-26T08:09:58Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: add &amp;#039;see also&amp;#039; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|string|{{Categ|Animations}}}}&lt;br /&gt;
|default=none&lt;br /&gt;
|types=[[BuildingTypes]]&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies a special animation attached to this building. The condition and function of the animation depends on the building type:&lt;br /&gt;
* [[Storage|Tiberium/Ore silo]] fill animation (requires {{f|SiloDamage|yes|link}})&lt;br /&gt;
* First stage of the [[UnitRepair|service depot/repair depot/naval yard]] vehicle/ship repair animation&lt;br /&gt;
* [[IsAnimDelayedFire|Weapon]] charging animation&lt;br /&gt;
* [[Grinding|Grinder]] grinding animation&lt;br /&gt;
* [[Bunker|Tank bunker]] extend animation to appear in front of the tank&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
* In {{ra2}} and {{yr}}, using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an &#039;ore dumping&#039; animation.&lt;br /&gt;
* If {{f|SpecialAnim}} is used with {{f|IsAnimDelayedFire|link}} and all related flags, the {{f|Image|link}} from {{f|Primary|link}} and {{f|ElitePrimary|link}} is ignored.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[SpecialAnimDamaged]]&lt;br /&gt;
* [[SpecialAnimTwo]]&lt;br /&gt;
* [[SpecialAnimThree]]&lt;br /&gt;
* [[SpecialAnimFour]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=SiloDamage&amp;diff=28550</id>
		<title>SiloDamage</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=SiloDamage&amp;diff=28550"/>
		<updated>2025-04-26T08:05:27Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Created page with &amp;quot;{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values={{Values|bool}} |default=no |types=BuildingTypes |ts=yes |fs=yes |hp=yes |ra2=yes |yr=yes |ares=yes }} Specifies whether or not this building&amp;#039;s image should be based on its current Tiberium storage level. This enables the building to use {{f|SpecialAnim|link}} for the storage fill animation.  ==See Also== * SpecialAnim&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|bool}}&lt;br /&gt;
|default=no&lt;br /&gt;
|types=[[BuildingTypes]]&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies whether or not this building&#039;s image should be based on its current [[Storage|Tiberium storage level]]. This enables the building to use {{f|SpecialAnim|link}} for the storage fill animation.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[SpecialAnim]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=Talk:SpecialAnim&amp;diff=28549</id>
		<title>Talk:SpecialAnim</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=Talk:SpecialAnim&amp;diff=28549"/>
		<updated>2025-04-26T07:57:50Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Created page with &amp;quot;==Redundant information or wrong wording?== This part is weird:  If SpecialAnim is used with IsAnimDelayedFire and all related flags, the Image from Primary and ElitePrimary is ignored. Is it trying to say that Image on the weapon is not drawn? Weapons don&amp;#039;t use images, so that&amp;#039;s pointless information.  If it&amp;#039;s instead trying to say that the building&amp;#039;s image is not drawn when the building uses these weapons, then this bit needs to be reworded.  – ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Redundant information or wrong wording?==&lt;br /&gt;
This part is weird:&lt;br /&gt;
 If SpecialAnim is used with IsAnimDelayedFire and all related flags, the Image from Primary and ElitePrimary is ignored.&lt;br /&gt;
Is it trying to say that Image on the weapon is not drawn? Weapons don&#039;t use images, so that&#039;s pointless information.&lt;br /&gt;
&lt;br /&gt;
If it&#039;s instead trying to say that the building&#039;s image is not drawn when the building uses these weapons, then this bit needs to be reworded.&lt;br /&gt;
&lt;br /&gt;
– [[User:Crimsonum|Crimsonum]] ([[User talk:Crimsonum|talk]]) 09:57, 26 April 2025 (CEST)&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=SpecialAnim&amp;diff=28548</id>
		<title>SpecialAnim</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=SpecialAnim&amp;diff=28548"/>
		<updated>2025-04-26T07:54:34Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|string|{{Categ|Animations}}}}&lt;br /&gt;
|default=none&lt;br /&gt;
|types=[[BuildingTypes]]&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
Specifies a special animation attached to this building. The condition and function of the animation depends on the building type:&lt;br /&gt;
* [[Storage|Tiberium/Ore silo]] fill animation (requires {{f|SiloDamage|yes|link}})&lt;br /&gt;
* First stage of the [[UnitRepair|service depot/repair depot/naval yard]] vehicle/ship repair animation&lt;br /&gt;
* [[IsAnimDelayedFire|Weapon]] charging animation&lt;br /&gt;
* [[Grinding|Grinder]] grinding animation&lt;br /&gt;
* [[Bunker|Tank bunker]] extend animation to appear in front of the tank&lt;br /&gt;
&lt;br /&gt;
{{Bugs}}&lt;br /&gt;
* In {{ra2}} and {{yr}}, using special anims with refineries gives highly unusual results; if the harvester has no ore, then the animation will not be played at all. It appears that the animation plays frames, up to a short but unknown limit, depending on how much ore the harvester deposits. Presumably this is part of an unused logic to play an &#039;ore dumping&#039; animation.&lt;br /&gt;
* If {{f|SpecialAnim}} is used with {{f|IsAnimDelayedFire|link}} and all related flags, the {{f|Image|link}} from {{f|Primary|link}} and {{f|ElitePrimary|link}} is ignored.&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=SpecialAnimFourDamaged&amp;diff=28547</id>
		<title>SpecialAnimFourDamaged</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=SpecialAnimFourDamaged&amp;diff=28547"/>
		<updated>2025-04-26T07:29:43Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Created page with &amp;quot;{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values={{Values|string|{{Categ|Animations}}}} |default=none |types=BuildingTypes |yr=yes |ares=yes }}  Used solely by tank bunkers to specify the damaged version of the part of the retracting bunker wall animation that should appear behind the tank.  ==See Also== * SpecialAnimFour * SpecialAnim * SpecialAnimTwo * SpecialAnimThree&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|string|{{Categ|Animations}}}}&lt;br /&gt;
|default=none&lt;br /&gt;
|types=[[BuildingTypes]]&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used solely by [[Bunker|tank bunkers]] to specify the damaged version of the part of the retracting bunker wall animation that should appear behind the tank.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[SpecialAnimFour]]&lt;br /&gt;
* [[SpecialAnim]]&lt;br /&gt;
* [[SpecialAnimTwo]]&lt;br /&gt;
* [[SpecialAnimThree]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=SpecialAnimFour&amp;diff=28546</id>
		<title>SpecialAnimFour</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=SpecialAnimFour&amp;diff=28546"/>
		<updated>2025-04-26T07:28:55Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: Created page with &amp;quot;{{Flag |name={{PAGENAME}} |files={{Categ|Art(md).ini}} |values={{Values|string|{{Categ|Animations}}}} |default=none |types=BuildingTypes |yr=yes |ares=yes }}  Used solely by tank bunkers to specify the part of the retracting bunker wall animation that should appear behind the tank.  ==See Also== * SpecialAnimFourDamaged * SpecialAnim * SpecialAnimTwo * SpecialAnimThree&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|string|{{Categ|Animations}}}}&lt;br /&gt;
|default=none&lt;br /&gt;
|types=[[BuildingTypes]]&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used solely by [[Bunker|tank bunkers]] to specify the part of the retracting bunker wall animation that should appear behind the tank.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[SpecialAnimFourDamaged]]&lt;br /&gt;
* [[SpecialAnim]]&lt;br /&gt;
* [[SpecialAnimTwo]]&lt;br /&gt;
* [[SpecialAnimThree]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
	<entry>
		<id>https://modenc2.markjfox.net/index.php?title=SpecialAnimThree&amp;diff=28545</id>
		<title>SpecialAnimThree</title>
		<link rel="alternate" type="text/html" href="https://modenc2.markjfox.net/index.php?title=SpecialAnimThree&amp;diff=28545"/>
		<updated>2025-04-26T07:27:31Z</updated>

		<summary type="html">&lt;p&gt;Crimsonum: c&amp;amp;p error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Flag&lt;br /&gt;
|name={{PAGENAME}}&lt;br /&gt;
|files={{Categ|Art(md).ini}}&lt;br /&gt;
|values={{Values|string|{{Categ|Animations}}}}&lt;br /&gt;
|default=none&lt;br /&gt;
|types=[[BuildingTypes]]&lt;br /&gt;
|ts=yes&lt;br /&gt;
|fs=yes&lt;br /&gt;
|hp=yes&lt;br /&gt;
|ra2=yes&lt;br /&gt;
|yr=yes&lt;br /&gt;
|ares=yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Used by [[UnitRepair|service/repair depots and naval yards]] to specify the closing repair animation. It is also used by [[Bunker|tank bunkers]] to specify the part of the retracting bunker wall animation that should appear in front of the tank.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[SpecialAnimThreeDamaged]]&lt;br /&gt;
* [[SpecialAnim]]&lt;br /&gt;
* [[SpecialAnimTwo]]&lt;br /&gt;
* [[SpecialAnimFour]]&lt;/div&gt;</summary>
		<author><name>Crimsonum</name></author>
	</entry>
</feed>