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TerrainTypes

From ModEnc²
Revision as of 13:38, 13 April 2025 by ATHSE (talk | contribs)
Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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.

AbstractTypes
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) ""


ObjectTypes
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


TerrainTypes
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.