Color
Color scheme, named for a projectile, house, or Tiberium type and stored as a list index for the preferred multiplayer color.
Voxel projectile remap
- Applies to
- BulletType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- colour scheme
- When omitted
- ComputedThe first color scheme in the loaded list.
The value is a color scheme name, matched against the loaded schemes without regard to letter case. A scheme carrying only one intensity level is skipped during that match, and a name matching no remaining scheme leaves the projectile on the scheme it already had.
Only a projectile drawn as a voxel model reads it. The model is posed and rendered, and the finished block is put on screen through this scheme’s remap table, so the scheme is what decides the model’s remapped colors. A projectile drawn from a shape, or one marked Inviso=yes, never reaches that path and takes no color from here at all.
[ChemMissile]Image=MISLCHEM ; an art entry marked Voxel=yesColor=DarkRedUnlike a unit’s remap, this is fixed to the projectile type rather than following the house that fired it.
Country color
- Applies to
- HouseType
- File
rules.ini- Section
[<ObjectType ID>]- Value
- colour scheme
- When omitted
- ComputedThe first color scheme in the loaded list.
The value is a color scheme name, matched against the loaded schemes without regard to letter case. A scheme carrying only one intensity level is skipped during that match, and a name matching no remaining scheme leaves the country on the scheme it already had.
[GDI]Color=GoldEach house takes this scheme as it is created and recolors everything it owns with it. Two things then move it. A campaign scenario may override the house’s copy with a Color= in its own house record, which leaves the country’s copy alone. A skirmish or multiplayer game overwrites both copies with the color the player picked in the lobby, so the country’s own setting survives only into a campaign.
That second overwrite is why the country’s copy is worth knowing about at all: several places color their text from the country rather than from the house — the ally, defeat and connection messages among them — and in a lobby game those follow whichever house of that country was set up last.
Tiberium remap
- Applies to
- Tiberium
- File
rules.ini- Section
[<ObjectType ID>]- Value
- colour scheme
- When omitted
- ComputedThe first color scheme in the loaded list.
The value is a color scheme name, matched against the loaded schemes without regard to letter case. A scheme carrying only one intensity level is skipped during that match, and a name matching no remaining scheme leaves the type on the scheme it already had.
The chosen scheme recolors the type’s overlay wherever it is drawn, the cell animation the overlay type declares as it is created, and the Debris animation a chain reaction leaves.
Scenario house color
- Applies to
- House (per-scenario)
- File
map file- Section
[<House ID>]- Value
- colour scheme
- When omitted
- InheritedThe color scheme the house's country carries, from its own Color= in the rules.
a per-scenario override of the house's color, read from the house's own section in the map file
The value is a color scheme name, matched against the loaded schemes without regard to letter case. A scheme carrying only one intensity level is skipped during that match, and a name matching no remaining scheme leaves the house on the scheme it already had.
[Nod] ; a house record in the scenario's own house listColor=DarkRedThe scheme recolors every unit, structure and infantryman the house owns, its dot on the radar, the chat and warning lines it is given, and its column on the score screen. Changing it here overrides the country’s own Color= for this scenario only, and it leaves the country’s setting alone — anything drawn from the country rather than from the house keeps the original scheme.
Only a campaign mission reads its house records, so this is a campaign setting. A skirmish or multiplayer house takes its scheme from the color each player picked in the lobby instead, and that assignment overwrites the country’s scheme as well as the house’s.
Preferred multiplayer color
- Applies to
- multiplayer settings
- File
SUN.INI- Section
[MultiPlayer]- Value
- integer
- When omitted
0
The number is a position in the eight-entry multiplayer color list, which runs gold, red, blue, green, orange, sky blue, purple, pink. It preselects the color box in the LAN and skirmish dialogs, and changing that box writes the new position back. So does the game host: whenever the options it broadcasts carry a different color beside the player’s handle, the player is moved to that color and it becomes the remembered choice.
A position outside the list leaves the color box with nothing selected rather than being corrected.