Team types
Registers team definitions that link an owner, TaskForce, Script, waypoint, and behavior flags.
- Kind
- Registry
- File
AI.INI,AIFS.INI,map file
Registration sections
| Section | ID from | Definition |
|---|---|---|
[TeamTypes] | Value | [<TeamType ID>] |
[TeamTypes] values name the TeamType sections to load, and the number to the left of each line is only that line’s name. The keys in each section set the team’s owner, TaskForce, Script, origin waypoint, recruitment rules, and behavior flags.
Keep a team type ID to 24 characters or fewer. A longer ID is cut to its first 24 characters, and the game looks for the team type’s section under that shortened name, so the team type keeps the default for every key.
OpenTS loads AI.INI, then AIFS.INI when Firestorm is enabled, then the map’s team types. When a later file defines a team type ID that an earlier file already defined, each key in its section replaces the earlier value, and each key it leaves out keeps the earlier value.
[TeamTypes]0=MyAttackTeam ; example TeamType
[MyAttackTeam]House=GDITaskForce=MyAttackForce ; defined under [TaskForces]Script=MyAttackScript ; defined under [ScriptTypes]Waypoint=AAccepted settings
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| Key | Description | Value | When omitted |
|---|---|---|---|
Aggressive[<ObjectType ID>] | Lets a member that holds a target stay and fight instead of closing on the team's destination. | boolean | no |
Annoyance[<ObjectType ID>] | Makes a team that is under way stop and regroup when an enemy damages one of its members. | boolean | no |
AreTeamMembersRecruitable[<ObjectType ID>] | The autocreate-recruitable state written onto each object as it joins a team of this type. | boolean | yes |
Autocreate[<ObjectType ID>] | Which of an object's two recruitable states a team of this type reads when it recruits. | boolean | no |
AvoidThreats[<ObjectType ID>] | Fixes every member's threat avoidance at `1` while it is on the team. | boolean | no |
Droppod[<ObjectType ID>] | Makes an infantry-only TeamType arrive by drop pod. | boolean | no |
Full[<ObjectType ID>] | Fills the storage of every member created for a reinforcement group of this type. | boolean | no |
Group[<ObjectType ID>] | The recruitment group a team draws its members from, taken from the TaskForce when the TeamType leaves its own unset. | integer | -1 |
GuardSlower[<ObjectType ID>] | Weights the team's center toward the members it counts as slow. | boolean | no |
House[<ObjectType ID>] | The house, named by country or start position, that owns teams a trigger action creates from this TeamType. | HouseType | none |
IonImmune[<ObjectType ID>] | Exempts the team's members from ion storm lightning damage and from being aimed at. | boolean | no |
IsBaseDefense[<ObjectType ID>] | Gives a BuildingType the computed ratings the computer picks base defenses by, or counts a TeamType against its house's defensive team total. | boolean | no |
Loadable[<ObjectType ID>] | Lets the player order infantry and vehicles into a transport that belongs to a team of this type. | boolean | no |
LooseRecruitNo effect[<ObjectType ID>] | Parsed TeamType flag that the engine never uses. | boolean | no |
Max[<ObjectType ID>] | How many teams of this TeamType can exist before AI triggers stop raising more. | integer | 0 |
Name[<ObjectType ID>] | The display name of a type definition, a scenario, a multiplayer map, or a music track. | string | the type's section name |
OnlyTargetHouseEnemy[<ObjectType ID>] | Restricts the team's scripted target choice to the owner's declared enemy. | boolean | no |
OnTransOnly[<ObjectType ID>] | Restricts the team's tag to the members that can carry passengers. | boolean | no |
PrebuildNo effect[<ObjectType ID>] | Parsed TeamType flag that the engine never uses. | boolean | no |
Priority[<ObjectType ID>] | How firmly a team holds its members against other teams, or how hard a sound competes for a playback channel. | integer | 7 |
Recruiter[<ObjectType ID>] | Whether a team of this type may recruit an object whose group does not match its own. | boolean | no |
Reinforce[<ObjectType ID>] | Whether a team of this type keeps recruiting after it has begun to move. | boolean | no |
Script[<ObjectType ID>] | The Script whose team missions a team of this type carries out. | class | none |
Suicide[<ObjectType ID>] | Stops the team and its members from answering anything but their script. | boolean | no |
Tag[<ObjectType ID>] | The TagType attached to every member of a team of this type. | class | none |
TaskForce[<ObjectType ID>] | The TaskForce whose composition a team of this type recruits and builds toward. | class | none |
TechLevelNo effect[<ObjectType ID>] | The level an object type requires, the level a house holds, the starting value of the tech level setting for skirmish and network games, or a TeamType level that nothing reads. | integer | 0 |
TransportsReturnOnUnload[<ObjectType ID>] | Releases each transport from the team when an Unload mission finishes and puts it on the Move mission. | boolean | no |
VeteranLevel[<ObjectType ID>] | The rank at which a reinforcement trigger creates this team's members. | integer | 1 |
Waypoint[<ObjectType ID>] | The waypoint a team of this type starts at and recruits around. | string | none |
WhinerNo effect[<ObjectType ID>] | Parsed flag that the engine never reaches. | boolean | no |
No keys match the current filters.
Source files
Linked at revision 51b52aa38392.