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| <tt>Official</tt> || boolean || Is this a map that shipped with the game, or does it need transferring?
| <tt>Official</tt> || boolean || Is this a map that shipped with the game, or does it need transferring?
|-
|-
| [[<tt>NewINIFormat</tt>]] || int || Which map data format is used, and which coordinate system is used?  
| <tt>[[NewINIFormat]]</tt> || int || Which map data format is used, and which coordinate system is used?  
|-
|-
| [[<tt>RequiredAddOn</tt>]] || boolean || Does this map require an expansion/mod?
| <tt>[[RequiredAddOn]]</tt> || boolean || Does this map require an expansion/mod?
|-
|-
| [[<tt>FreeRadar</tt>]] || boolean || Will the mini-map work without the player owning a Radar?
| <tt>[[FreeRadar]]</tt> || boolean || Will the mini-map work without the player owning a Radar?
|-
|-
| <tt>SpeechSide</tt> || House || Which [[Sides]] EVA are we using today?
| <tt>SpeechSide</tt> || House || Which [[Sides]] EVA are we using today?
|-
|-
| [[<tt>NextScenario</tt>]] || Map || The next mission map in a singleplayer campaign.
| <tt>[[NextScenario]]</tt> || Map || The next mission map in a singleplayer campaign.
|-
|-
| [[<tt>AltNextScenario</tt>]] || Map || The conditional next mission map in a singleplayer campaign.
| <tt>[[AltNextScenario]]</tt> || Map || The conditional next mission map in a singleplayer campaign.
|-
|-
| [[<tt>EndOfGame</tt>]] || boolean || Is this the last mission of the campaign?
| <tt>[[EndOfGame]]</tt> || boolean || Is this the last mission of the campaign?
|-
|-
| [[<tt>SkipScore</tt>]] || boolean || Should we display the score screen, or go straight to the debrief?
| <tt>[[SkipScore]]</tt> || boolean || Should we display the score screen, or go straight to the debrief?
|-
|-
| [[<tt>OneTimeOnly</tt>]] || boolean || Is this mission singular, or part of a larger campaign?
| <tt>[[OneTimeOnly]]</tt> || boolean || Is this mission singular, or part of a larger campaign?
|-
|-
| [[<tt>SkipMapSelect</tt>]] || boolean || Should we display the next campaign screen, or go straight to the mission?
| <tt>[[SkipMapSelect]]</tt> || boolean || Should we display the next campaign screen, or go straight to the mission?
|-
|-
| [[<tt>IgnoreGlobalAITriggers</tt>]] || boolean || Do we ignore the {{ini|ai}} and only use the map AI?
| <tt>[[IgnoreGlobalAITriggers]]</tt> || boolean || Do we ignore the {{ini|ai}} and only use the map AI?
|-
|-
| <tt>TruckCrate</tt> || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?
| <tt>TruckCrate</tt> || boolean || Does a pre-placed TRUCKB drop a Crate when destroyed?
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| <tt>TrainCrate</tt> || boolean || Does a train with <tt>CarriesCrate=yes</tt> drop a Crate when destroyed?
| <tt>TrainCrate</tt> || boolean || Does a train with <tt>CarriesCrate=yes</tt> drop a Crate when destroyed?
|-
|-
| [[<tt>StartingDropships</tt>]] || int || Should we display the Dropship Loadout screen? (TS only)
| <tt>[[StartingDropships]]</tt> || int || Should we display the Dropship Loadout screen? (TS only)
|-
|-
| [[<tt>AllowableUnits</tt>]] || vector<UnitType> || A list of units and infantry a player can load onto Dropships. (TS only)
| <tt>[[AllowableUnits]]</tt> || vector<UnitType> || A list of units and infantry a player can load onto Dropships. (TS only)
|-
|-
| [[<tt>AllowableUnitMaximums</tt>]] || vector<int> || A list of quantities of <tt>AllowablUnits</tt> we can load only Dropships. (TS only)
| <tt>[[AllowableUnitMaximums]]</tt> || vector<int> || A list of quantities of <tt>AllowablUnits</tt> we can load only Dropships. (TS only)
|-
|-
| [[<tt>Player</tt>]] || House || Which House/Country does the player belong to?
| <tt>[[Player]]</tt> || House || Which House/Country does the player belong to?
|-
|-
| [[<tt>Briefing</tt>]] || CSF label || The mission description string.
| <tt>[[Briefing]]</tt> || CSF label || The mission description string.
|-
|-
| [[<tt>TimerInherit</tt>]] || boolean || Does the mission timer carry over from the previous mission?
| <tt>[[TimerInherit]]</tt> || boolean || Does the mission timer carry over from the previous mission?
|-
|-
| [[<tt>InitTime</tt>]] || int || Set the starting time on the mission timer.
| <tt>[[InitTime]]</tt> || int || Set the starting time on the mission timer.
|-
|-
| [[<tt>Intro</tt>]] || Movie || The name of the movie to play when starting a campaign.
| <tt>[[Intro]]</tt> || Movie || The name of the movie to play when starting a campaign.
|-
|-
| [[<tt>Brief</tt>]] || Movie || The name of the campaign movie to play before mission selection.
| <tt>[[Brief]]</tt> || Movie || The name of the campaign movie to play before mission selection.
|-
|-
| <tt>Action</tt> || Movie || The name of the campaign movie to play just before beginning this mission.
| <tt>Action</tt> || Movie || The name of the campaign movie to play just before beginning this mission.
|-
|-
| [[<tt>Win</tt>]] || Movie || The name of the campaign movie to play after winning this mission.
| <tt>[[Win]]</tt> || Movie || The name of the campaign movie to play after winning this mission.
|-
|-
| [[<tt>Lose</tt>]] || Movie || The name of the campaign movie to play after losing this mission.
| <tt>[[Lose]]</tt> || Movie || The name of the campaign movie to play after losing this mission.
|-
|-
| <tt>PostScore</tt> || Movie || The name of the campaign movie to play after the campaign.
| <tt>PostScore</tt> || Movie || The name of the campaign movie to play after the campaign.
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| <tt>PreMapSelect</tt> || Movie || The name of the animation for selecting the next mission. (TS only)
| <tt>PreMapSelect</tt> || Movie || The name of the animation for selecting the next mission. (TS only)
|-
|-
| [[<tt>Theme</tt>]] || Theme || The name of the soundtrack to play during the mission.
| <tt>[[Theme]]</tt> || Theme || The name of the soundtrack to play during the mission.
|-
|-
| [[<tt>CarryOverMoney</tt>]] || boolean || Should we carry-over credits from the previous mission?
| <tt>[[CarryOverMoney]]</tt> || boolean || Should we carry-over credits from the previous mission?
|-
|-
| [[<tt>Percent</tt>]] || int || Percentage of credits carried over from the previous mission.
| <tt>[[Percent]]</tt> || int || Percentage of credits carried over from the previous mission.
|-
|-
| [[<tt>CarryOverCap</tt>]] || int || The maximum credits can we retain from the previous mission.
| <tt>[[CarryOverCap]]</tt> || int || The maximum credits can we retain from the previous mission.
|-
|-
| [[<tt>FillSilos</tt>]] || boolean || Do the carry-over credits come in silos that can be lost, or virtual?
| <tt>[[FillSilos]]</tt> || boolean || Do the carry-over credits come in silos that can be lost, or virtual?
|-
|-
| [[<tt>HomeCell</tt>]] || int || Player starting position in a mission.
| <tt>[[HomeCell]]</tt> || int || Player starting position in a mission.
|-
|-
| [[<tt>AltHomeCell</tt>]] || int || Alternate conditional player starting position in a mission.
| <tt>[[AltHomeCell]]</tt> || int || Alternate conditional player starting position in a mission.
|-
|-
| [[<tt>CivEvac</tt>]] || boolean || Should civilian transport units flee the map once loaded with passengers?
| <tt>[[CivEvac]]</tt> || boolean || Should civilian transport units flee the map once loaded with passengers?
|-
|-
| [[<tt>MultiplayerOnly</tt>]] || boolean || Is this a multiplayer map? (Not definitive!)
| <tt>[[MultiplayerOnly]]</tt> || boolean || Is this a multiplayer map? (Not definitive!)
|-
|-
| [[<tt>TiberiumGrowthEnabled</tt>]] || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?
| <tt>[[TiberiumGrowthEnabled]]</tt> || boolean || Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?
|-
|-
| [[<tt>VeinGrowthEnabled</tt>]] || boolean || Do Tiberium veins spread? (TS only)
| <tt>[[VeinGrowthEnabled]]</tt> || boolean || Do Tiberium veins spread? (TS only)
|-
|-
| [[<tt>IceGrowthEnabled</tt>]] || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)
| <tt>[[IceGrowthEnabled]]</tt> || boolean || Do special ice-forming tiles grow to adjacent cells on the map? (TS only)
|-
|-
| [[<tt>TiberiumDeathToVisceroid</tt>]] || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)
| <tt>[[TiberiumDeathToVisceroid]]</tt> || boolean || Do infantry dying of Tiberium exposure become Visceroids? (TS only)
|-
|-
|}
|}

Revision as of 21:16, 13 April 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Section: [Basic]
File(s): Maps


This section defines the 'basic' map properties, such as its name, the map data format, player count, etc, and extra data for singleplayer missions.

The full list of tags, the value types for them, and a description are below:

Name string The map name shown in multiplayer map selection
Official boolean Is this a map that shipped with the game, or does it need transferring?
NewINIFormat int Which map data format is used, and which coordinate system is used?
RequiredAddOn boolean Does this map require an expansion/mod?
FreeRadar boolean Will the mini-map work without the player owning a Radar?
SpeechSide House Which Sides EVA are we using today?
NextScenario Map The next mission map in a singleplayer campaign.
AltNextScenario Map The conditional next mission map in a singleplayer campaign.
EndOfGame boolean Is this the last mission of the campaign?
SkipScore boolean Should we display the score screen, or go straight to the debrief?
OneTimeOnly boolean Is this mission singular, or part of a larger campaign?
SkipMapSelect boolean Should we display the next campaign screen, or go straight to the mission?
IgnoreGlobalAITriggers boolean Do we ignore the ai(md).ini and only use the map AI?
TruckCrate boolean Does a pre-placed TRUCKB drop a Crate when destroyed?
TrainCrate boolean Does a train with CarriesCrate=yes drop a Crate when destroyed?
StartingDropships int Should we display the Dropship Loadout screen? (TS only)
AllowableUnits vector<UnitType> A list of units and infantry a player can load onto Dropships. (TS only)
AllowableUnitMaximums vector<int> A list of quantities of AllowablUnits we can load only Dropships. (TS only)
Player House Which House/Country does the player belong to?
Briefing CSF label The mission description string.
TimerInherit boolean Does the mission timer carry over from the previous mission?
InitTime int Set the starting time on the mission timer.
Intro Movie The name of the movie to play when starting a campaign.
Brief Movie The name of the campaign movie to play before mission selection.
Action Movie The name of the campaign movie to play just before beginning this mission.
Win Movie The name of the campaign movie to play after winning this mission.
Lose Movie The name of the campaign movie to play after losing this mission.
PostScore Movie The name of the campaign movie to play after the campaign.
PreMapSelect Movie The name of the animation for selecting the next mission. (TS only)
Theme Theme The name of the soundtrack to play during the mission.
CarryOverMoney boolean Should we carry-over credits from the previous mission?
Percent int Percentage of credits carried over from the previous mission.
CarryOverCap int The maximum credits can we retain from the previous mission.
FillSilos boolean Do the carry-over credits come in silos that can be lost, or virtual?
HomeCell int Player starting position in a mission.
AltHomeCell int Alternate conditional player starting position in a mission.
CivEvac boolean Should civilian transport units flee the map once loaded with passengers?
MultiplayerOnly boolean Is this a multiplayer map? (Not definitive!)
TiberiumGrowthEnabled boolean Do Tiberium fields grow (TS) / does Ore increase in density (RA2)?
VeinGrowthEnabled boolean Do Tiberium veins spread? (TS only)
IceGrowthEnabled boolean Do special ice-forming tiles grow to adjacent cells on the map? (TS only)
TiberiumDeathToVisceroid boolean Do infantry dying of Tiberium exposure become Visceroids? (TS only)


See also

Category:Basic Flags

Campaign Progression