User:EightyOne/RA2 - Unit stats intro


 * ******* Unit Statistics *******
 * Specifies the characteristics of the various game objects.


 * AllowedToStartInMultiplayer = Can the unit be allocated to a player when starting a multiplayer game (def=yes)
 * Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
 * Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none);more types added in RA2
 * BuildLimit = arbitrary maximum allowed to build [per house] (def=-1 -- no restriction)
 * Cloakable = Is it equipped with a cloaking device (def=no)?
 * Cost = cost to build object (in credits)
 * Category = category of object [used by AI systems -- "Soldier", "Civilian", "VIP", "Ship",
 * "Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower", "AirLift"]
 * CloakStop = Does the unit cloak when stopped moving (def=no)?
 * Crewed = Does it contain a crew that can escape [never infantry] (def=no)?
 * Gunner = Does it change capabilites based on a gunner that has been added. (def=no)
 * CrushSound = sound to play if this object type is crushed (def=none)
 * DeployFire = This unit can fire when deployed. (def=no)
 * DeployFireWeapon = Index of weapon to fire while deployed. 0 or 1.  (def=1)
 * DeployTime = time, in minutes, to deploy or undeploy [if this object can do so]
 * DamageReducesReadiness = Yes if damage to the unit reduces its ammo (because the ammo explodes or becomes detargeted, or whatever) (def=no)
 * Disableable = Can this object be disabled by special multiplay option (def=yes)?
 * DistributedFire = whether the unit continually retargets nearby units and fires at all of them (def=no)
 * DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
 * EmptyReload = Frames before first reload occurs when unit is empty. -1 means use standard reload time. (def=-1)
 * Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
 * Explosion = the explosion to use when it blows up [doesn't apply to infantry] (def=none)
 * FireAngle = pitch of projectile launch and barrel [0 = horizontal, 64 = vertical] (def=50)
 * Gate = Is this building a gate? (def=no)
 * GateCloseDelay = time, in minutes, to delay before closing a gate after it has opened.
 * GuardRange = distance to scan for enemies to attack (def=use weapon range)
 * Image = name of graphic data to use for this object (def=same as object identifier)
 * Immune = Is this object immune to damage
 * ImmuneToPsionics = Is the unit immune to psionics (def=no)?
 * ImmuneToRadiation = Is the unit immune to radiation (def=no)?
 * ImmuneToVeins = Is it immune to vein creature attacks (def=no)?
 * InitialAmmo = number of rounds the unit starts with. -1 means it starts full. (def=-1)
 * Invisible = Is completely and always invisible to enemy (def=no)?
 * Insignificant = Will this object not be announed when destroyed (def=no)?
 * LegalTarget = Is this allowed to be a combat target (def=yes)?
 * Name = specifies the given name (displayed) for the object
 * Nominal = Always use the given name rather than generic "enemy object" (def=no)?
 * OmniFire = Doesn't ever have to rotate to fire. (def=no)
 * OpportunityFire = Can fire at targets while performing other actions, like moving. (def=no).
 * Owner = who can build this [GDI or Nod] (def=none)
 * PipScale = what to base pip display on [Passengers, Tiberium, Ammo, Power] (def=none)
 * PipWrap = how many pips to draw before wrapping (def=none)
 * Points = point value for scoring purposes (def=0)
 * Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
 * PreventAttackMove = Does this unit know how to do attack-move? (def=)
 * Can be used to override attack move on units that shouldn't for various reasons.
 * PreventAutoDeploy = Does this unit know how to do auto-deploy? (def=)
 * Can be used to override auto deploy on units that deploy.
 * Primary = primary weapon equipped with (def=none)
 * Secondary = secondary weapon equipped with (def=none)
 * ElitePrimary = new primary weapon when at elite veteran status (def=same as primary)
 * EliteSecondary = new secondary weapon when at elite veteran status (def=same as secondary)
 * RadarVisible = Is visible on radar even when under shroud (def=yes [infantry=no])?
 * ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
 * ReadinessReductionMultiplier = Used to tweak the amount by which damage reduces readiness. 0 cancels the readiness reduction. (def=0)
 * Reload = time delay between reloads (def=0)
 * ReloadIncrement = amount to add at every ((MaxAmmo / PipWrap) %0) increment. Used to slow reload rate increasingly. (def=0)
 * RadarInvisible = Is it invisible on radar maps (def=no)?
 * RadialFireSegments = If this unit has a radial firing pattern, this determines the number
 * of segments. This starts at the unit's left and goes right over 180 degrees. (def=0)
 * SelfHealing = Does the object heal automatically up to half strength (def=no)?
 * Selectable = Can this object be selected by the player (def=yes)?
 * Sensors = Has sensors to detect nearby cloaked objects (def=no)?
 * Sight = sight range, in cells (def=1)
 * Size = amount of space unit takes up in cargo hold (def=1)
 * SizeLimit = Max size of unit a transport can carry (def=0) (Size is inclusive. Limit 3 holds 3)
 * Storage = the number of 'bails' this building or unit can store (def=0)
 * Strength = strength (hit points) of this object
 * TargetLaser = Does it have a targeting laser (def=no)?
 * Trainable = Can this object become veteran by experience (def=yes, buildings def=no)?
 * Turret = Is it equipped with a turret like superstructure [never infantry] (def=no)?
 * TurretSpins = Does the turret just sit and spin [only if turret equipped] (def=no)?
 * TechLevel = tech level required to build this [-1 means can't build] (def=-1)
 * ToProtect = Should friendly units come to rescue if under attack [computer only] (def=no)?
 * TypeImmune = Immune to damage from same type objects if owned by same side?
 * UndeployDelay = The time it takes before a unit automatically undeploys. (def=-1)
 * VoiceSelect = list of voices when selecting this object (def=none)
 * VoiceMove = list of voices to use when giving object a movement order (def=none)
 * VoiceAttack = list of voices to use when giving object an attack order (def=none)
 * DieSound = list of voices to use when it dies (def=none)
 * VoiceFeedback = list of voices that may give when taking damage (def=none)
 * Locomotor = CLSID of the object handling movement for this object (def=statue)
 * VeteranAbilities = list of veteran abilities to grant (def=none)
 * EliteAbilities = list of elite abilities to grant cumulative with veteran abilities (def=none)
 * [FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,
 * CLOAK,TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,
 * RADAR_INVISIBLE,SENSORS,FEARLESS,C4,TIBERIUM_HEAL,
 * GUARD_AREA,CRUSHER]
 * LeadershipRating = When the AI needs a representative from a team to make a pathfinding or targeting decision it will pick the one with the highest score (def = 5)
 * <<< applies only to infantry types >>>
 * Agent = Does it have spy-like abilities (def=no)?
 * Fearless = Is not prone to fear (def=no)?
 * VoiceComment = list of idle voices (def=none)
 * Pip = color of pip when inside a transport [green,yellow,white,red,blue] (def=green)
 * C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
 * Cyborg = Does it require special cyborg death handling (def=no)?
 * Fraidycat = Is it inherently afraid and will panic easily (def=no)?
 * TiberiumProof = Is it immune to tiberium and tiberium gas damage (def=no)?
 * Infiltrate = Can it enter a building like a spy or thief (def=no)?
 * IsCanine = Should special case dog logic be applied to this?
 * Civilian = Counts a civilian for evac and kill tracking (def=no)?
 * FemaleVoice = Uses the civilian female voice (def=no)?
 * Engineer = Does it behave like an engineer as far as repair and capture go (def=no)?
 * Disguised = Is it disguised as enemy soldier when seen by enemy (def=no)?
 * Agent = Does this infantry gather information if it enters an enemy building [like a spy] (def=no)?
 * Thief = Does it steal money if it infiltrates an enemy building (def=no)?
 * VehicleThief = Does it steal enemy vehicles when it gets close to one (def=no)?
 * Deployer = Deploys like NOD artillery from TibSun. (def=no)
 * <<< applies only to moving units (not buildings) >>>
 * MoveToShroud = Allowed to move into a shrouded cell (def=yes, aircraft def=no)?
 * Dock = preferred docking building [e.g., harvester -> refinery, helicopter -> helipad] (def=none)
 * TiberiumHeal = Does it heal slowly when in Tiberium field (def=no)?
 * Passengers = number of passengers it may carry (def=0)
 * Speed = speed of this object [n/a for buildings] (def=0)
 * ManualReload = Must this object reload by coordinating with reloader building (def=no)?
 * WalkRate = walking animation rate [larger means slower] (def=1)
 * IsSelectableCombatant=Does this unit get selected by the select all combatants key? (def=no)
 * <<< applies only to turret changers >>>
 * TurretCount=the number of turrets the unit has (def=0)
 * WeaponX=the name of the weapon to be thought of as weaponX (where X is an integer) (def=none)
 * YTurretIndex=the number of the weapon for this turret (as indicated by the WeaponX parameter), where Y is the name of swapping factor for the turret (def=none)
 * HasTurretTooltips=whether this unit multiplexes tooltips based on its current turret. (def=no)
 * <<< applies only to terrestrial driving vehicle types >>>
 * CrateGoodie = Can it appear out of a crate in multiplay (def=no)?
 * Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
 * Crusher = Is this vehicle able to crush infantry (def=no)?
 * MovingFire = The vehicle does not need to stop before it can fire (def=yes)?
 * DeployToFire = The vehicle must deploy before it can fire (def=no)?
 * Harvester = Does the special Tiberium harvesting rules apply (def=no)?
 * Weeder = Does the special weed-harvesting rules apply (def=no)?
 * Deployer = Does it deploy before being able to operate (def=no)? OBSOLETE
 * IsTilter = Does this unit tilt on slopes (def=yes)?
 * CarriesCrate = Might this unit drop a crate when it is destroyed (def=no)?
 * Carryall = Can it tote vehicles around (def=no)?
 * Landable = Can this aircraft land on the map (def=no)?
 * PitchSpeed = Throttle setting at which aircraft pitch forward (def=.25);
 * PitchAngle = Amount that non-FixedWing aircraft pitch forward in degrees (def=20.0);
 * RollAngle = Amount that the aircraft rolls when turning (def=30.0)
 * <<< applies only to building types >>>
 * Adjacent = distance allowed to place from other buildings (def=1)
 * BaseNormal = Considered for building adjacency checks (def=yes)? ;HEY! Use this, not the phantom IsBase
 * Barrel = Use barrel explosion logic when it is destroyed (def=no)?
 * Bib = Does the building have a bib built in (def=no)?
 * Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
 * DockUnload = When a unit docks with this building should it unload (def=no)?
 * Factory = type of object to build [InfantryType, AircraftType, UnitType, BuildingType, VesselType] (def=none)
 * Fake = Is this a fake structure (def=no)?
 * FreeUnit = free unit to give this building [typically harvester with refinery] (def=none)
 * Power = power output [positive for output, negative for drain] (def=0)
 * Powered = Does it require power to function (def=no)?
 * Radar = Does this building give radar to owning player (def=no)?
 * Repairable = Can it be repaired (def=yes)?
 * RevealToAll=yes Means that when built or captured, a radar event is generated (def=no)
 * UnitReload = Does this building reload units if they dock with it (def=no)?
 * UnitRepair = Does this building repair units if they dock with it (def=no)?
 * Unsellable = Cannot sell this building (even if it can be built)?
 * Wall = Is this a wall type structure [special rules apply] (def=no)?
 * WaterBound = Is this building placed on water only (def=no)?
 * Upgrades = Is the number of power-ups/upgrades that can be applied to this building (def=0)
 * ShipYard = This building is a ship yard or sub pen
 * SAM = This building is a SAM launcher
 * ConstructionYard = This building is a construction yard
 * Refinery = This building is a tiberium/ore refinery
 * WeaponsFactory = This building is a weapons factory
 * CloakGenerator = Does this building cloak objects around it?
 * LaserFencePost = This building is a laser fence post and obeys the rules for a building of this type.
 * LightIntensity = This building radiates this amount of light (def = 0).
 * LightVisibility= The distance (in leptons) that this light is visible from (def=5000).
 * LightRedTint  = The red tint of this buildings light (def=1.0)
 * LightGreenTint = The green tint of this buildings light (def=1.0)
 * LightBlueTint = The blue tint of this buildings light (def=1.0)
 * InvisibleInGame= Building cannot be seen on selected in the game, only in the editor. (def=no)
 * PowersUpBuilding = Building that can be upgraded by attaching this building to it
 * PowersUpToLevel = Amount of upgrade provided by this attachment. -1=incremental upgrade. Positive number is specific upgrade.
 * Hospital = Can this building heal infantry (def = no) ?
 * Armory = Is this building an armory
 * PlaceAnywhere = Can this building ignore normal placement rules? Only use this for non-player placed buildings (def = no).
 * Weeder = Is this a weed collection facility (def=no)?
 * TogglePower = [override] Can be turned on/off under player control or affected by low power (def=yes)?
 * WST 6/23/99. Below are new zbuffer adjustment for units
 * ZFudgeCliff // fudge for units behind cliffs showing through rocks
 * ZFudgeColumn // fudge for units behind bridge overpass support columns
 * ZFudgeTunnel // fudge for unit behind tunnel entrances
 * ZFudgeBridge // fudge for tall units when they are under a bridge... eg mammoth mk2
 * These are the fields needed for buildings to take part in Urban Combat
 * Sight=2	;since the building will be 'captured' it needs to be able to look
 * ClickRepairable=no ;It can be repaired with an engineer but not with the wrench tool once 'captured'
 * CanBeOccupied=yes ;Basic UC flag
 * MaxNumberOccupants=10 ;Twiddle number
 * DistributedFire=yes ;To shoot all within range equally
 * Primary=AlliedOccupyW ;These two can't be global since types are read in before globals. Please keep order as well
 * Secondary=SovietOccupyW
 * Selectable=yes   ;Or else you can never get the guys back out
 * Primary=AlliedOccupyW ;These two can't be global since types are read in before globals. Please keep order as well
 * Secondary=SovietOccupyW
 * Selectable=yes   ;Or else you can never get the guys back out


 * These will control what can shoot what for the last durn time. Defaults are 0's
 * This has no impact on anti/not anti air weapons. Those already work.
 * NavalTargeting
 * UNDERWATER_NEVER = 0,			Can't shoot at all at underwater
 * UNDERWATER_SECONDARY = 1,	Use Second weapon against underwater
 * UNDERWATER_ONLY = 2,			Can only shoot underwater
 * ORGANIC_SECONDARY = 3,		Use second Weapon on organic
 * SEAL_SPECIAL = 4,					Primary on Amphibious and organic, Second on Naval and underwater-not-organic
 * NAVAL_ALL = 5,						Go ahead and shoot everything with Primary
 * NAVAL_NONE = 6,						Don't even shoot into the water


 * LandTargeting
 * LAND_OKAY = 0,						Land is okay
 * LAND_NOT_OKAY = 1,				Land is OK