[<House ID>]
Keys read from [<House ID>].
14 of 14
| Key | Description | Value | When omitted |
|---|---|---|---|
ActsLike | The country a scenario's house is treated as belonging to when only two sides can be told apart. | integer | Computed |
Allies | The houses a scenario's house counts as friendly. | list of HouseTypes | (empty) |
Color | Color scheme, named for a projectile, house, or Tiberium type and stored as a list index for the preferred multiplayer color. | colour scheme | Inherited |
Credits | The money a scenario's house begins a campaign mission with, counted in hundreds. | integer | 0 |
Edge | The map edge a scenario's house treats as friendly, used for arrivals and departures. | sourcetype | North |
IQ | The house's intelligence level, which opens each computer behavior whose own threshold it reaches. | integer | 0 |
NodeCount | The number of base node entries read from the house's section. | integer | 0 |
PercentBuiltNo effect | Parsed base completion figure that the engine never uses. | integer | 0 |
PlayerControl | Marks a scenario's house as the one the local player is playing, which in a campaign decides the difficulty slot it is given and whether it is spoken to. | boolean | no |
RatioAITriggerTeam | The percent chance that a house consults its AI triggers when its team countdown expires. | integer | 100 |
RatioTeamAircraftNo effect | Parsed aircraft share that the engine never uses. | integer | 75 |
RatioTeamInfantryNo effect | Parsed infantry share that the engine never uses. | integer | 75 |
RatioTeamUnitsNo effect | Parsed vehicle share that the engine never uses. | integer | 75 |
TechLevel | The level an object type demands, the level a house is given, or the level a non-campaign session hands every house. | integer | Computed |
No keys match the current filters.