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Team types

Mapping

Registers team definitions that link an owner, TaskForce, Script, waypoint, and behavior flags.

Format
Kind
Registry
File
AI.INI, AIFS.INI, map file

Registration sections

SectionID fromDefinition
[TeamTypes]Value[<TeamType ID>]

[TeamTypes] values name the TeamType sections to load. The keys in each section select its owner, TaskForce, Script, origin waypoint, recruitment rules, and behavior flags.

OpenTS loads AI.INI, then AIFS.INI when Firestorm is enabled, then the map-local definitions.

AI.INI, AIFS.INI, or map file
[TeamTypes]
0=MyAttackTeam ; example TeamType
[MyAttackTeam]
House=GDI
TaskForce=MyAttackForce ; defined under [TaskForces]
Script=MyAttackScript ; defined under [ScriptTypes]
Waypoint=A

Accepted settings

31 of 31

KeyDescriptionValueWhen omitted
Aggressive[<ObjectType ID>]Lets a member that holds a target stay and fight instead of closing on the team's destination.booleanno
Annoyance[<ObjectType ID>]Makes a team that is already under way regroup when one of its members is fired on.booleanno
AreTeamMembersRecruitable[<ObjectType ID>]The autocreate-recruitable state written onto each object as it joins a team of this type.booleanyes
Autocreate[<ObjectType ID>]Which of an object's two recruitable states a team of this type reads when it recruits.booleanno
AvoidThreats[<ObjectType ID>]Fixes every member's threat avoidance at `1` while it is on the team.booleanno
Droppod[<ObjectType ID>]Makes an infantry-only TeamType arrive by drop pod.booleanNot documented
Full[<ObjectType ID>]Fills the storage of every member created for a reinforcement group of this type.booleanno
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 formation toward the members it counts as slow.booleanno
House[<ObjectType ID>]The country whose house in the match owns teams built from this TeamType.HouseTypenone
IonImmune[<ObjectType ID>]Exempts the team's members from ion storm lightning damage and from being aimed at.booleanno
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.booleanno
Loadable[<ObjectType ID>]Lets the player order infantry into a transport that belongs to a team of this type.booleanno
LooseRecruitNo effect[<ObjectType ID>]Parsed TeamType flag that the engine never uses.booleanno
Max[<ObjectType ID>]The number of teams of this TeamType a house may hold at once.integer0
Name[<ObjectType ID>]The display name of a type definition, a scenario, a multiplayer map, or a musical score.stringComputed
OnlyTargetHouseEnemy[<ObjectType ID>]Restricts the team's scripted target choice to the owner's declared enemy.booleanno
OnTransOnly[<ObjectType ID>]Restricts the team's tag to the members that can carry passengers.booleanno
PrebuildNo effect[<ObjectType ID>]Parsed TeamType flag that the engine never uses.booleanno
Priority[<ObjectType ID>]How firmly a team holds its members against other teams, or how hard a sound competes for a playback channel.integer7
Recruiter[<ObjectType ID>]Whether a team of this type may recruit an object whose group does not match its own.booleanno
Reinforce[<ObjectType ID>]Whether a team of this type keeps recruiting after it has begun to move.booleanno
Script[<ObjectType ID>]The Script whose team missions a team of this type carries out.classnone
Suicide[<ObjectType ID>]Stops the team and its members from answering anything but their script.booleanno
Tag[<ObjectType ID>]The TagType attached to every member of a team of this type.classnone
TaskForce[<ObjectType ID>]The TaskForce whose composition a team of this type recruits and builds toward.classnone
TechLevelNo effect[<ObjectType ID>]The level an object type demands, the level a house is given, or the level a non-campaign session hands every house.integer0
TransportsReturnOnUnload[<ObjectType ID>]Sends each transport back to where it set out from once the team's unload finishes.booleanno
VeteranLevel[<ObjectType ID>]The rank every member created for this team starts at.integer1
Waypoint[<ObjectType ID>]The waypoint a team of this type starts at and recruits around.stringnone
WhinerNo effect[<ObjectType ID>]Parsed flag that the engine never reaches.booleanno

Source files

Linked at revision 59fae722af8c.