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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, 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.

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 under way stop and regroup when an enemy damages one of its members.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.booleanno
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 center toward the members it counts as slow.booleanno
House[<ObjectType ID>]The house, named by country or start position, that owns teams a trigger action creates 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 and vehicles 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>]How many teams of this TeamType can exist before AI triggers stop raising more.integer0
Name[<ObjectType ID>]The display name of a type definition, a scenario, a multiplayer map, or a music track.stringthe type's section name
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 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.integer0
TransportsReturnOnUnload[<ObjectType ID>]Releases each transport from the team when an Unload mission finishes and puts it on the Move mission.booleanno
VeteranLevel[<ObjectType ID>]The rank at which a reinforcement trigger creates this team's members.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 51b52aa38392.