TerrainTypes
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| Section: | [TerrainTypes] |
| File(s): | rules(md).ini |
This section of rules(md).ini lists all terrain objects, typically trees, the game should be able to use. Terrain objects not listed here cannot be placed on a map by an editor, and if found on a map they will be ignored by the game.
Applicable INI Flags
These tables show all INI flags applicable1 to TerrainTypes. The flags are grouped by the internal classes the flags are inherited from, and then listed in the order they are read in by the game. You can re-sort the rows by column values by clicking the arrow icons in the column headings. Each flag can be clicked to visit its page for detailed information.
Please note that this section is accurate only for Yuri's Revenge. All other C&C games use different sets of flags.
1 ↑ "Applicable" in this context means "read from the INI files". Certain flags listed here don't have any effect ingame , but they are read and in certain cases cause a crash if not present. Again, refer to each flag's individual page for detailed information.
| INI File | Section | Key | Value Type | Default Value | Adds to list |
|---|---|---|---|---|---|
| Rules(md).ini | Object's ID | Name | string(48 symbols) | ID | |
| Rules(md).ini | Object's ID | UIName | string(31 symbol) | "" |
| INI File | Section | Key | Value Type | Default Value | Adds to list |
|---|---|---|---|---|---|
| Rules(md).ini | Object's ID | Image | string (31 symbol) | Object's ID | |
| Rules(md).ini | Object's ID | AlphaImage | string (31 symbol) | "" | |
| Rules(md).ini | Object's ID | CrushSound | Sound (128 symbols) | "" | |
| Rules(md).ini | Object's ID | AmbientSound | Sound (128 symbols) | "" | |
| Rules(md).ini | Object's ID | Crushable | boolean | 0 | |
| Rules(md).ini | Object's ID | Bombable | boolean | 1 | |
| Rules(md).ini | Object's ID | NoSpawnAlt | boolean | 0 | |
| Rules(md).ini | Object's ID | AlternateArcticArt | boolean | 0 | |
| Rules(md).ini | Object's ID | RadarInvisible | boolean | 0 | |
| Rules(md).ini | Object's ID | Selectable | boolean | 1 | |
| Rules(md).ini | Object's ID | LegalTarget | boolean | 1 | |
| Rules(md).ini | Object's ID | Armor | Armor | 0 | |
| Rules(md).ini | Object's ID | Strength | int | 0 | |
| Rules(md).ini | Object's ID | Immune | boolean | 0 | |
| Rules(md).ini | Object's ID | Insignificant | boolean | 0 | |
| Rules(md).ini | Object's ID | HasRadialIndicator | boolean | 0 | |
| Rules(md).ini | Object's ID | RadialColor | Color | 0,0,0 | |
| Rules(md).ini | Object's ID | IgnoresFirestorm | boolean | 0 | |
| Art(md).ini | Object's Image | UseLineTrail | boolean | 0 | |
| Art(md).ini | Object's Image | LineTrailColor | Color | 0,0,0 | |
| Art(md).ini | Object's Image | LineTrailColorDecrement | int | 16 | |
| Art(md).ini | Object's Image | Theater | boolean | 0 | |
| Art(md).ini | Object's Image | NewTheater | boolean | 0 | |
| Art(md).ini | Object's Image | Voxel | boolean | 0 |
| INI File | Section | Key | Value Type | Default Value | Adds to list |
|---|---|---|---|---|---|
| Rules(md).ini | Object's ID | IsVeinhole | boolean | 0 | |
| Rules(md).ini | Object's ID | WaterBound | boolean | 0 | |
| Rules(md).ini | Object's ID | SpawnsTiberium | boolean | 0 | |
| Rules(md).ini | Object's ID | IsFlammable | boolean | 0 | |
| Art(md).ini | Object's Image | Foundation | Foundation | 0 | |
| Rules(md).ini | Object's ID | RadarColor | Color | {0;0;0} | |
| Rules(md).ini | Object's ID | IsAnimated | boolean | 0 | |
| Rules(md).ini | Object's ID | AnimationRate | int | 0 | |
| Rules(md).ini | Object's ID | AnimationProbability | float | 0.0 | |
| Rules(md).ini | Object's ID | TemperateOccupationBits | int | 7 | |
| Rules(md).ini | Object's ID | SnowOccupationBits | int | 7 | |
| Rules(md).ini | Object's ID | YDrawFudge | int | 0 |
Bugs/Side-Effects/Unexpected Limitations
Due to the way art is used by the game, voxels which use UNITxxx.PAL palettes as their lighting/shading is dependent on the VPL, can't be used as TerrainTypes, which use the ISOxxx.PAL Theater-specific palettes.





