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[Basic]

MappingScenario formatmap file

Keys read from [Basic].

47 of 47

KeyDescriptionValueWhen omitted
ActionA superweapon's targeting cursor and firing path, or on a scenario the movie played as the mission begins.movie<none>
AllowableUnitMaximumsHow many of each restricted type a mission's dropship loadout may hold.list of integersComputed
AllowableUnitsThe infantry and vehicle types offered on a mission's dropship loadout screen.technotype list(empty)
AltHomeCellThe waypoint the view opens on instead, when the first global flag is set.integer98
AltNextScenarioThe mission the campaign advances to instead, when the second global flag is set.stringContext-dependent
BriefThe mission briefing movie, replayable from the objectives screen.movie<none>
CarryOverCapThe ceiling placed on the money carried into this mission from the previous one.integer0
CarryOverMoneyThe share of the previous mission's leftover money the player begins this one with.floating point0
CivEvacNo effectParsed flag that is thrown away as it is read.booleanno
EndOfGameWhether winning this mission closes the campaign with its ending movie and credits.booleanno
FillSilosStocks each house's storage with Tiberium worth about its money when the scenario opens.booleanno
FreeRadarWhether the scenario grants the radar map without a radar structure.booleanno
HomeCellThe waypoint a single-player mission's view opens on and its bookmarks start at.integer98
IceGrowthEnabledAllows ice sheets to creep outward and cracked ice to refreeze.booleanyes
IgnoreGlobalAITriggersWhether the scenario passes over every AI trigger that was not defined by the map itself.booleanno
InitTimeNo effectA number the engine reads and never uses.integer10000
IntroThe first movie a mission plays when it starts fresh, ahead of its briefing movie.movie<none>
LoseThe movie played when the player loses the mission.movie<none>
MultiplayerOnlyNo effectParsed flag that restricts nothing.booleanno
NameScenario titleThe display name of a type definition, a scenario, a multiplayer map, or a music track.string<none>
NameMultiplayer map titleThe display name of a type definition, a scenario, a multiplayer map, or a music track.stringNo Name
NewINIFormatThe layout revision the rest of the map file is read in.integer0
NextScenarioThe mission the campaign advances to when this one skips the map selection screen.stringContext-dependent
OfficialWhen the value is readLimits which waypoints a multiplayer map's start positions are drawn from, and whether a LAN guest may download the map from the host.booleanno
OfficialStarting-point selectionLimits which waypoints a multiplayer map's start positions are drawn from, and whether a LAN guest may download the map from the host.booleanno
OfficialMultiplayer map provenanceLimits which waypoints a multiplayer map's start positions are drawn from, and whether a LAN guest may download the map from the host.booleanno
OneTimeOnlyWhether winning this mission ends the session instead of advancing the campaign.booleanno
PercentNo effectParsed percentage that the engine never uses.integer0
PlayerCommanded houseThe house a campaign mission is played as, and the side its presentation is prepared for.HouseTypeComputed
PlayerPresentation sideThe house a campaign mission is played as, and the side its presentation is prepared for.stringGDI
PostScoreThe movie played after the score screen of a won campaign mission.movie<none>
PreMapSelectThe movie played on the way from a won campaign mission to the next map choice.movie<none>
RandomMapBuilds the scenario's map with the random map generator instead of reading it from the file.booleanno
RequiredAddOnThe expansion whose rules, art and speech the mission is played under.integerContext-dependent
SkipMapSelectWhether the campaign advances straight to a named mission instead of offering the map screen.booleanno
SkipScoreWhether a won campaign mission passes over the score screen.booleanno
SpeechSideThe side whose voice set narrates a campaign mission.SideContext-dependent
StartingDropshipsHow many dropships the player fills before a campaign mission begins.integer0
ThemeThe music track a mission starts with.themetypeNo theme
TiberiumDeathToVisceroidWhether deaths to Tiberium and gas particles leave a visceroid behind.booleanyes
TiberiumGrowthEnabledAllows Tiberium to ripen and spread during a scenario.booleanyes
TimerInheritWhether this mission resumes the countdown timer the previous one finished with.booleanno
TrainCrateWhether a destroyed train vehicle drops a crate in this scenario.booleanno
TruckCrateWhether a destroyed non-train vehicle drops a crate in this scenario.booleanno
UseMPAIBaseNodesWhether the computer houses of a skirmish or multiplayer game follow the base plans the map wrote for their start positions.booleanno
VeinGrowthEnabledAllows veinhole monsters to spread their fields during a scenario.booleanyes
WinThe movie played when a campaign mission is won.movie<none>