[Basic]
Keys read from [Basic].
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| Key | Description | Value | When omitted |
|---|---|---|---|
Action | A superweapon's targeting cursor and firing path, or on a scenario the movie played as the mission begins. | movie | <none> |
AllowableUnitMaximums | How many of each restricted type a mission's dropship loadout may hold. | list of integers | Computed |
AllowableUnits | The infantry and vehicle types offered on a mission's dropship loadout screen. | technotype list | (empty) |
AltHomeCell | The waypoint the view opens on instead, when the first global flag is set. | integer | 98 |
AltNextScenario | The mission the campaign advances to instead, when the second global flag is set. | string | Unchanged |
Brief | The mission briefing movie, replayable from the objectives screen. | movie | <none> |
CarryOverCap | The ceiling placed on the money carried into this mission from the previous one. | integer | 0 |
CarryOverMoney | The share of the previous mission's leftover money the player begins this one with. | floating point | 0 |
CivEvacNo effect | Parsed flag that is thrown away as it is read. | boolean | no |
EndOfGame | Whether winning this mission closes the campaign with its ending movie and credits. | boolean | no |
FillSilos | Tops every house's Tiberium storage up as the scenario opens. | boolean | no |
FreeRadar | Whether the scenario grants the radar map without a radar structure. | boolean | no |
HomeCell | The waypoint the tactical view opens on and the bookmarks start at. | integer | 98 |
IceGrowthEnabled | Allows ice sheets to creep outward and cracked ice to refreeze. | boolean | yes |
IgnoreGlobalAITriggers | Whether the scenario passes over every AI trigger that was not defined by the map itself. | boolean | no |
InitTimeNo effect | Parsed number that the engine never uses. | integer | 10000 |
Intro | The movie played first when a campaign mission is started with its briefing. | movie | <none> |
Lose | The movie played when a campaign mission is lost. | movie | <none> |
MultiplayerOnlyNo effect | Parsed flag that restricts nothing. | boolean | no |
NameScenario title | The display name of a type definition, a scenario, a multiplayer map, or a musical score. | string | <none> |
NameMultiplayer map title | The display name of a type definition, a scenario, a multiplayer map, or a musical score. | string | No Name |
NewINIFormat | The layout revision the rest of the map file is read in. | integer | 0 |
NextScenario | The mission the campaign advances to when this one skips the map selection screen. | string | Unchanged |
OfficialStarting-point selection | Decides how many starting points a multiplayer scenario places houses from, and whether a listed multiplayer map is expected on every machine. | boolean | no |
OfficialMultiplayer map provenance | Decides how many starting points a multiplayer scenario places houses from, and whether a listed multiplayer map is expected on every machine. | boolean | no |
OneTimeOnly | Whether winning this mission ends the session instead of advancing the campaign. | boolean | no |
PercentNo effect | Parsed percentage that the engine never uses. | integer | 0 |
PlayerCommanded house | The house a campaign mission is played as, and the side its presentation is prepared for. | HouseType | Computed |
PlayerPresentation side | The house a campaign mission is played as, and the side its presentation is prepared for. | string | GDI |
PostScore | The movie played after the score screen of a won campaign mission. | movie | <none> |
PreMapSelect | The movie played on the way from a won campaign mission to the next map choice. | movie | <none> |
RequiredAddOn | The expansion whose rules, art and speech the mission is played under. | integer | Context-dependent |
SkipMapSelect | Whether the campaign advances straight to a named mission instead of offering the map screen. | boolean | no |
SkipScore | Whether a won campaign mission passes over the score screen. | boolean | no |
SpeechSide | The side whose voice set narrates a campaign mission. | Side | Context-dependent |
StartingDropships | How many dropships the player fills before a campaign mission begins. | integer | 0 |
Theme | The score a mission opens with, queued at the point where its action movie plays. | themetype | No theme |
TiberiumDeathToVisceroid | Whether infantry killed by Tiberium leave a visceroid behind. | boolean | yes |
TiberiumGrowthEnabled | Allows Tiberium to ripen and spread during a scenario. | boolean | yes |
TimerInherit | Whether this mission resumes the countdown timer the previous one finished with. | boolean | no |
TrainCrate | Whether a destroyed train vehicle drops a crate in this scenario. | boolean | no |
TruckCrate | Whether a destroyed non-train vehicle drops a crate in this scenario. | boolean | no |
VeinGrowthEnabled | Allows veinhole monsters to spread their fields during a scenario. | boolean | yes |
Win | The movie played when a campaign mission is won. | movie | <none> |
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