All INI keys
Every accepted INI key, searchable by name, description, value type, section, and file family.
1325 of 1325
| Key | Description | Value | When omitted |
|---|---|---|---|
AABulletType | Allows the projectile to be fired at targets that are in the air. | boolean | no |
AALimitNo effectglobal rules | Parsed ceiling on anti-aircraft buildings that the engine never uses. | integer | 10 |
AARatemission behavior | The servicing delay an armed building on this mission waits between passes. | floating point | Inherited |
AARatioNo effectglobal rules | Parsed fraction that the engine never uses. | floating point | .14 |
AGBulletType | Allows the projectile to be fired at targets that are on the ground. | boolean | yes |
AIAlternateProductionCreditCutoffglobal rules | Credit total below which a computer house builds structures and units in alternation instead of together. | integer | 1000 |
AIBaseSpacingglobal rules | Cells of clearance kept around a building when base ground is reserved and computer placements are searched. | integer | 1 |
AIBuildThisBuildingType | Allows a computer house to put the BuildingType into the base plan it generates. | boolean | no |
AIBuildsWallsglobal rules | Lets a computer house close its base plan with the node that runs the perimeter wall planner. | boolean | yes |
AIDetectDisguiseglobal rules | Lets every computer house see a disguised soldier for what it is when it scans for a target. | boolean | no |
AIHateDelaysglobal rules | The frames a computer house waits before picking its first enemy, one entry per difficulty. | list of integers | (empty) |
AIIonCannonAPCValueglobal rules | The ion cannon rating a computer house gives an enemy vehicle that can carry passengers. | list of integers | (empty) |
AIIonCannonBaseDefenseValueglobal rules | The ion cannon rating a computer house gives an enemy IsBaseDefense structure. | list of integers | (empty) |
AIIonCannonConYardValueglobal rules | The ion cannon rating a computer house gives an enemy structure that produces buildings. | list of integers | (empty) |
AIIonCannonEngineerValueglobal rules | The ion cannon rating a computer house gives an enemy engineer. | list of integers | (empty) |
AIIonCannonHarvesterValueglobal rules | The ion cannon rating a computer house gives an enemy harvesting vehicle. | list of integers | (empty) |
AIIonCannonHelipadValueglobal rules | The ion cannon rating a computer house gives an enemy HoverPad structure. | list of integers | (empty) |
AIIonCannonMCVValueglobal rules | The ion cannon rating a computer house gives an enemy vehicle that deploys into a construction yard. | list of integers | (empty) |
AIIonCannonPlugValueglobal rules | The ion cannon rating a computer house gives an enemy IsPlug structure. | list of integers | (empty) |
AIIonCannonPowerValueglobal rules | The ion cannon rating a computer house gives an enemy structure that produces more power than it draws. | list of integers | (empty) |
AIIonCannonTempleValueglobal rules | The ion cannon rating a computer house gives an enemy IsTemple structure. | list of integers | (empty) |
AIIonCannonThiefValueglobal rules | The ion cannon rating a computer house gives an enemy vehicle thief. | list of integers | (empty) |
AIIonCannonWarFactoryValueglobal rules | The ion cannon rating a computer house gives an enemy structure that produces vehicles. | list of integers | (empty) |
AITriggerFailureWeightDeltaglobal rules | The amount added to an AI trigger's weight each time one of its teams fails. | floating point | -1 |
AITriggerSuccessWeightDeltaglobal rules | The amount added to an AI trigger's weight each time one of its teams succeeds. | floating point | 1 |
AITriggerTrackRecordCoefficientglobal rules | The multiplier applied to an AI trigger's history term when one of its teams fails. | floating point | 1 |
AIUseTurbineUpgradeProbabilityglobal rules | The chance that a computer house named "GDI" answers a power shortfall with a turbine upgrade rather than another power plant. | floating point | 1 |
AVBulletType | Narrows the target categories the weapon contributes to a scan down to vehicles alone. | boolean | no |
AcceleratesAircraftType, BuildingType, InfantryType, UnitType | Makes a driving vehicle ease up to speed and brake as it nears its destination. | boolean | yes |
AccelerationBulletType, global rules, levitation controls | How quickly a homing projectile, a jumpjet unit or a levitating unit changes speed. | integer / floating point | Varies by type |
AccelerationDurationlevitation controls | How many frames a levitating unit's thrust keeps pushing. | integer | 20 |
AccelerationFactorAircraftType, BuildingType, InfantryType, UnitType | The step a vehicle's throttle climbs by each frame while it is speeding up. | floating point | .03 |
AccelerationProbabilitylevitation controls | The per-frame chance that a levitating unit with nothing to head for thrusts off in a random direction. | floating point | 0.01 |
Accessibilityrandom map generation | The chance that neighboring pieces of high and low ground are joined by more than one ramp, as a figure from 0 to 100. | integer | Unchanged |
ActionSuperWeaponType, scenarios | A superweapon's targeting cursor and firing path, or on a scenario the movie played as the mission begins. | actiontype / movie | Varies by type |
ActiveAnimBuildingType | The animation the structure runs in its first active slot. | string | (empty) |
ActiveAnimDamagedBuildingType | The animation the first active slot runs while the structure is damaged. | string | Inherited |
ActiveAnimFourBuildingType | The animation the structure runs in its fourth active slot. | string | (empty) |
ActiveAnimFourDamagedBuildingType | The animation the fourth active slot runs while the structure is damaged. | string | Inherited |
ActiveAnimFourPoweredBuildingType | Whether the fourth active slot's animation freezes while its house is short of power. | boolean | yes |
ActiveAnimFourPoweredLightBuildingType | Whether the fourth active slot's animation is destroyed and recreated with its house's power. | boolean | no |
ActiveAnimFourXBuildingType | How far right of the structure's drawing point the fourth active slot's animation sits, in screen pixels. | integer | 0 |
ActiveAnimFourYBuildingType | How far below the structure's drawing point the fourth active slot's animation sits, in screen pixels. | integer | 0 |
ActiveAnimFourYSortBuildingType | The sorting bias applied to the fourth active slot's animation, in leptons. | integer | 0 |
ActiveAnimFourZAdjustBuildingType | The depth bias applied to the fourth active slot's animation. | integer | 0 |
ActiveAnimPoweredBuildingType | Whether the first active slot's animation freezes while its house is short of power. | boolean | yes |
ActiveAnimPoweredLightBuildingType | Whether the first active slot's animation is destroyed and recreated with its house's power. | boolean | no |
ActiveAnimThreeBuildingType | The animation the structure runs in its third active slot. | string | (empty) |
ActiveAnimThreeDamagedBuildingType | The animation the third active slot runs while the structure is damaged. | string | Inherited |
ActiveAnimThreePoweredBuildingType | Whether the third active slot's animation freezes while its house is short of power. | boolean | yes |
ActiveAnimThreePoweredLightBuildingType | Whether the third active slot's animation is destroyed and recreated with its house's power. | boolean | no |
ActiveAnimThreeXBuildingType | How far right of the structure's drawing point the third active slot's animation sits, in screen pixels. | integer | 0 |
ActiveAnimThreeYBuildingType | How far below the structure's drawing point the third active slot's animation sits, in screen pixels. | integer | 0 |
ActiveAnimThreeYSortBuildingType | The sorting bias applied to the third active slot's animation, in leptons. | integer | 0 |
ActiveAnimThreeZAdjustBuildingType | The depth bias applied to the third active slot's animation. | integer | 0 |
ActiveAnimTwoBuildingType | The animation the structure runs in its second active slot. | string | (empty) |
ActiveAnimTwoDamagedBuildingType | The animation the second active slot runs while the structure is damaged. | string | Inherited |
ActiveAnimTwoPoweredBuildingType | Whether the second active slot's animation freezes while its house is short of power. | boolean | yes |
ActiveAnimTwoPoweredLightBuildingType | Whether the second active slot's animation is destroyed and recreated with its house's power. | boolean | no |
ActiveAnimTwoXBuildingType | How far right of the structure's drawing point the second active slot's animation sits, in screen pixels. | integer | 0 |
ActiveAnimTwoYBuildingType | How far below the structure's drawing point the second active slot's animation sits, in screen pixels. | integer | 0 |
ActiveAnimTwoYSortBuildingType | The sorting bias applied to the second active slot's animation, in leptons. | integer | 0 |
ActiveAnimTwoZAdjustBuildingType | The depth bias applied to the second active slot's animation. | integer | 0 |
ActiveAnimXBuildingType | How far right of the structure's drawing point the first active slot's animation sits, in screen pixels. | integer | 0 |
ActiveAnimYBuildingType | How far below the structure's drawing point the first active slot's animation sits, in screen pixels. | integer | 0 |
ActiveAnimYSortBuildingType | The sorting bias applied to the first active slot's animation, in leptons. | integer | 0 |
ActiveAnimZAdjustBuildingType | The depth bias applied to the first active slot's animation. | integer | 0 |
ActsLikeHouse (per-scenario) | The country a scenario's house is treated as belonging to when only two sides can be told apart. | integer | Computed |
AdjacentBuildingType | How far this building searches for an eligible anchor while it is being placed. | integer | Not documented |
AgentInfantryType | Makes a soldier report on the structure it walks into rather than capturing it. | boolean | no |
AggressiveTeamType | Lets a member that holds a target stay and fight instead of closing on the team's destination. | boolean | no |
AirburstBulletType | Holds a homing projectile at cruising height so that it goes off above its target rather than diving onto it. | boolean | no |
AirburstWeaponBulletType | The WeaponType supplying the bomblets a splitting projectile releases. | class | none |
AircraftNo effectglobal rules | Parsed intelligence level that the engine never uses. | integer | 4 |
AircraftFogRevealglobal rules | Radius in cells that an airborne aircraft with no sight of its own clears of fog. | integer | 6 |
AirspeedNo effectHouseType, difficulty settings | Parsed multiplier on a country or a difficulty setting that no gameplay path reads. | floating point | Varies by type |
AirstripLimitNo effectglobal rules | Parsed ceiling on airstrips that the engine never uses. | integer | 5 |
AirstripRatioNo effectglobal rules | Parsed airstrip share of a computer base that the engine never uses. | floating point | .12 |
AlliesHouse (per-scenario) | The houses a scenario's house counts as friendly. | list of HouseTypes | (empty) |
AllowBurrowingtile controls | Ground that a subterranean unit may dive into or surface through. | boolean | yes |
AllowFindonline settings | Permission for other Westwood Online players to locate this account. | integer | 1 |
AllowPageonline settings | Permission for other Westwood Online players to page this account. | integer | 1 |
AllowShroudedSubteranneanMovesglobal rules | Whether a subterranean unit accepts a click on an object standing under the shroud. | boolean | no |
AllowTiberiumtile controls | Lets Tiberium take root on the tiles of a theater tile set. | boolean | no |
AllowToPlaceNo effecttile controls | Parsed tile-set flag that the engine never uses. | boolean | yes |
AllowableUnitMaximumsscenarios | How many of each restricted type a mission's dropship loadout may hold. | list of integers | Computed |
AllowableUnitsscenarios | The infantry and vehicle types offered on a mission's dropship loadout screen. | technotype list | (empty) |
AllowedToStartInMultiplayerAircraftType, BuildingType, InfantryType, UnitType | Lets a vehicle or infantry type appear among the units each house is handed at a multiplayer start. | boolean | yes |
AllyRevealglobal rules | Whether an ally's objects reveal terrain for the local player. | boolean | yes |
AlphaImage12 applicable types | The SHP file blended over the object as an area light. | string | (empty) |
AltHomeCellscenarios | The waypoint the view opens on instead, when the first global flag is set. | integer | 98 |
AltImageUnitType | The shape set a visceroid draws its attack animation from. | string | (empty) |
AltNextScenarioscenarios | The mission the campaign advances to instead, when the second global flag is set. | string | Unchanged |
AltPaletteAnimType | Draws the animation through the first declared color scheme instead of the shared animation palette. | boolean | no |
Ambientscenarios | The scenario's overall light level, where 1 is full daylight. | floating point | 1 |
AmbientChangeRateglobal rules | Minutes between one step of the ambient light fade and the next. | floating point | .2 |
AmbientChangeStepglobal rules | How far the ambient light moves on each step of a fade, as a fraction of full ambient light. | floating point | .1 |
AmbientDamageWeaponType | The damage a sonic wave or a railgun beam deals to everything along its path, as opposed to the damage the shot delivers at the target. | integer | 0 |
AmmoAircraftType, BuildingType, InfantryType, UnitType | The number of shots a runtime instance carries, or the number of visitors a hospital or armory can admit. | integer | -1 |
AmmoCrateDamageglobal rules | Raw damage of the blast an exploding overlay leaves behind when it is set off. | integer | 100 |
AnimWeaponType | The animations played at the firing coordinate when the weapon goes off, either one fixed entry or one per facing. | list of AnimTypes | (empty) |
AnimActiveBuildingType | The first frame, frame count and step delay of a structure's working animation. | string | 0,1,0 |
AnimAux1BuildingType | The first frame, frame count and step delay of a structure's first auxiliary animation. | string | 0,1,0 |
AnimAux2BuildingType | The first frame, frame count and step delay of a structure's second auxiliary animation. | string | 0,1,0 |
AnimHighBulletType | The last frame of the projectile's looping flight animation. | integer | 0 |
AnimIdleBuildingType | The first frame, frame count and step delay of a structure's resting animation. | string | 0,1,0 |
AnimListWarheadType | The impact animations of the warhead, chosen by the damage the blast carries. | list of AnimTypes | none |
AnimLowBulletType | The frame the projectile's flight animation returns to when it loops. | integer | 0 |
AnimPaletteBulletType | Draws the projectile's body with the animation palette instead of the normal one. | boolean | no |
AnimRateBulletType | The number of game frames each frame of the projectile's flight animation is held for. | integer | 0 |
AnimationProbabilityTerrainType | Chance each game frame that a stopped terrain animation starts over. | floating point | 0 |
AnimationRateTerrainType | Game frames each frame of an animated terrain object's artwork is held for. | integer | 0 |
AnnoyanceTeamType | Makes a team that is already under way regroup when one of its members is fired on. | boolean | no |
ArcingBulletType | Aims the weapon by solving a ballistic arc to the target instead of pointing straight at it. | boolean | no |
AreTeamMembersRecruitableTeamType | The autocreate-recruitable state written onto each object as it joins a team of this type. | boolean | yes |
ArmBulletType | How long after launch a projectile's proximity fuse is held shut, in game frames. | integer | 0 |
ArmorNo effect in some scopes14 applicable types | An object type's armor class, or on a country or difficulty setting the divisor of the damage its objects take. | ArmorType / floating point | Varies by type |
ArmoryBuildingType | Admits one infantry at a time and promotes it when the servicing delay elapses. | boolean | no |
ArtillaryBuildingType | Marks a deployed structure as artillery, which faces north when it digs in and stows its gun before it packs up. | boolean | no |
AtmosphereEntryglobal rules | The animation drawn high above the map where a drop pod enters the scenario. | class | none |
AtomDamageNo effectglobal rules | Raw damage of a wide-area nuclear blast that nothing in play reaches. | integer | 1000 |
AttachedParticleSystemWeaponType | The particle system a flame, spark or railgun weapon spawns as it fires. | string | none |
AttachedSystemVoxelAnimType | The particle system created with a voxel animation and destroyed with it. | class | none |
AttackDelayNo effectglobal rules | Parsed multiplier on a house's first-attack countdown, which no decision consults. | floating point | 5 |
AttackIntervalNo effectglobal rules | Parsed spacing between computer attacks that the engine never uses. | floating point | 3 |
AttackingAircraftSightRangeglobal rules | Radius in cells revealed when a player-controlled aircraft fires from or at shrouded ground. | integer | 5 |
AutoCrushNo effect in some scopes5 applicable types | A parsed per-type flag that nothing acts on, and the IQ at which a computer house starts running things over. | boolean / integer | Varies by type |
AutoScrollNo effectclient settings | Parsed scrolling flag that the engine never uses. | boolean | yes |
AutocreateTeamType | Which of an object's two recruitable states a team of this type reads when it recruits. | boolean | no |
AutocreateTimeNo effectglobal rules | Parsed number that the engine never uses. | floating point | 5 |
AuxBuildingSuperWeaponType | A BuildingType the house must own before a structure may grant this superweapon. | class | none |
AuxSound1AircraftType, BuildingType, InfantryType, UnitType | The sound a structure makes as its build-up starts, and the sound a flying object makes as it takes off. | sound | none |
AuxSound2AircraftType, BuildingType, InfantryType, UnitType | The sound a structure makes as it starts folding away, and the sound a flying object makes as it comes in to land. | sound | none |
AvoidThreatsTeamType | Fixes every member's threat avoidance at `1` while it is on the team. | boolean | no |
BallisticScatterglobal rules | How far an inaccurate arcing shot has its aim point thrown off. | distance (cells) | 1 |
BarracksLimitNo effectglobal rules | Parsed ceiling on barracks that the engine never uses. | integer | 2 |
BarracksRatioNo effectglobal rules | Parsed barracks share of a computer base that the engine never uses. | floating point | .16 |
BarrelAnimIsVoxelBuildingType | Draws a building's gun barrel from a voxel model over its turret animation. | boolean | no |
BarrelDebrisglobal rules | The voxel wreckage thrown clear when an exploding overlay is set off. | typelist | (empty) |
BarrelExplodeglobal rules | The explosion animation played where an exploding overlay is set off. | class | none |
BarrelParticleglobal rules | The particle system released by an exploding overlay, on one blast in four. | class | none |
BaseBiasNo effectglobal rules | Parsed multiplier that the engine never uses. | floating point | 1 |
BaseDefenseDelayglobal rules | Minutes an attacker is ignored after it has already drawn a full base defense response. | floating point | .25 |
BaseNormalBuildingType | Whether this placed building can anchor later building placements. | boolean | Not documented |
BaseSizeAddNo effectglobal rules | Parsed allowance over a rival base's size that the engine never uses. | integer | 3 |
BaseUnitglobal rules | The UnitType handed to each house at a multiplayer start and counted as a base of its own. | class | none |
Basesglobal rules | Starting state of the bases option for a multiplayer or skirmish match. | boolean | yes |
BehavesLikeParticleType, ParticleSystemType | The named behavior that decides which fixed routines drive a particle or a particle system. | string | none |
BerzerkAllowedglobal rules | Whether a cyborg turns berserk when a hit takes it below half strength. | boolean | no |
BestLowPowerBuildRateCoefficientNo effectglobal rules | Parsed best-case low-power build coefficient that the engine never uses. | floating point | .75 |
BibBuildingType | Opens the eastern edge of the structure's footprint to vehicles. | boolean | no |
BibShapeBuildingType | The apron shape drawn on the ground under a structure. | string | (empty) |
Biomerandom map generation | The kind of country a generated map is laid out in, as a position from 0 through 4. | integer | Unchanged |
BlackTileNo effecttile controls | Tile-set number that resolves to a tile index nothing reads. | integer | -1 |
BlendedFogNo effectglobal rules | Parsed flag whose branches are unreachable. | boolean | yes |
BlockagePathDelayglobal rules | Frames a ground object spends preferring to wait out a moving obstruction before it insists on routing around one. | integer | 60 |
BlowupSoundglobal rules | Sound a structure makes as damage carries it past a condition threshold. | sound | none |
Bluescenarios | The scenario's blue palette tint, where 1 leaves the blue channel unchanged. | floating point | 1 |
BlueMoldTiletile controls | Tile set whose first tile is a theater's plain blue mold ground. | integer | -1 |
BombParachuteNo effectglobal rules | Parsed canopy animation that nothing ever falls under. | class | none |
BounceAnimAnimType, VoxelAnimType | The animation played where thrown debris strikes. | class | none |
BounceSoundAnimType, VoxelAnimType | The sound effect played where thrown debris strikes the ground. | sound | none |
BouncerAnimType | Throws the animation into the air on a random arc instead of playing it where it was created. | boolean | no |
BouncyBulletType | Lets a ballistic projectile rebound off the surface it lands on instead of detonating there. | boolean | no |
BridgeBottomLeft1tile controls | Position within a bridge tile set of the piece that closes a north-south span at its bottom-left end. | integer | -1 |
BridgeBottomLeft2tile controls | Second position accepted as the bottom-left end of a north-south bridge span. | integer | -1 |
BridgeBottomRight1tile controls | Position within a bridge tile set of the piece that closes an east-west span at its bottom-right end. | integer | -1 |
BridgeBottomRight2tile controls | Second position accepted as the bottom-right end of an east-west bridge span. | integer | -1 |
BridgeDestructionglobal rules | Starting state of the destroyable-bridges option for a multiplayer or skirmish match. | boolean | yes |
BridgeExplosionsglobal rules | The explosions that accompany a bridge span coming down. | typelist | (empty) |
BridgeMiddle1tile controls | Position within a bridge tile set of the first of the five middle pieces of an east-west span. | integer | -1 |
BridgeMiddle2tile controls | Position within a bridge tile set of the first of the five middle pieces of a north-south span. | integer | -1 |
BridgeRepairHutBuildingType | Turns the structure into the one an engineer walks into to rebuild a destroyed bridge. | boolean | no |
BridgeSettile controls | The tile set that supplies the sixteen pieces a road bridge is built from. | integer | -1 |
BridgeStrengthglobal rules | How hard a bridge is to bring down, and the damage a demolition charge does to one. | integer | 1000 |
BridgeTopLeft1tile controls | Position within a bridge tile set of the piece that starts an east-west span at its top-left end. | integer | -1 |
BridgeTopLeft2tile controls | Second position accepted as the top-left end of an east-west bridge span. | integer | -1 |
BridgeTopRight1tile controls | Position within a bridge tile set of the piece that starts a north-south span at its top-right end. | integer | -1 |
BridgeTopRight2tile controls | Second position accepted as the top-right end of a north-south bridge span. | integer | -1 |
BridgeVoxelMaxNo effectglobal rules | Parsed debris count that the engine never uses. | integer | 3 |
Briefscenarios | The mission briefing movie, replayable from the objectives screen. | movie | <none> |
BrightWeaponType, WarheadType | Lights the ground around an explosion with a brief flash. | boolean | no |
BuildAANo effectglobal rules | Parsed anti-aircraft defense list for a computer base that the engine never uses. | typelist | (empty) |
BuildBarracksglobal rules | The barracks a computer house resolves a generic barracks prerequisite to, in order of preference. | typelist | (empty) |
BuildConstglobal rules | The construction yard BuildingType; only the first entry is read. | typelist | (empty) |
BuildDefenseNo effectglobal rules | Parsed defensive structure list for a computer base that the engine never uses. | typelist | (empty) |
BuildDelayNo effectdifficulty settings | Parsed value that the engine never uses. | floating point | .03 |
BuildHelipadNo effectglobal rules | Parsed helipad list for a computer base that the engine never uses. | typelist | (empty) |
BuildLimitAircraftType, BuildingType, InfantryType, UnitType | The cap on how many of the type a house may build, with the sign choosing which tally it is compared against. | integer | 2147483647 |
BuildPDefenseNo effectglobal rules | Parsed power-hungry defense list for a computer base that the engine never uses. | typelist | (empty) |
BuildPowerglobal rules | The power plants a computer house plans first, in order of preference. | typelist | (empty) |
BuildRadarglobal rules | The buildings a computer house resolves a generic radar prerequisite to, in order of preference. | typelist | (empty) |
BuildRefineryglobal rules | The refineries a computer house plans and measures its income against, in order of preference. | typelist | (empty) |
BuildSlowdownNo effectdifficulty settings | Parsed flag that the engine never uses. | boolean | no |
BuildSpeedglobal rules | The multiplier that turns an object's cost into its base build time. | floating point | 1 |
BuildTechglobal rules | The buildings a computer house resolves a generic tech prerequisite to, in order of preference. | typelist | (empty) |
BuildTimeHouseType, difficulty settings | The build-time multiplier a country applies to everything it produces, or the one a difficulty setting applies. | floating point | Varies by type |
BuildWeaponsglobal rules | The war factories a computer house resolves a generic factory prerequisite to, in order of preference. | typelist | (empty) |
Buildableglobal rules | Allows buildings and new Tiberium growth on a land type. | boolean | no |
BuildingDropglobal rules | The sound played as a deploying construction vehicle becomes a structure. | sound | none |
BuildingSlamglobal rules | The sound played as a structure the local player has placed settles onto the map. | sound | none |
BuildupBuildingType | The construction animation file a structure plays while it is being built. | string | (empty) |
BuildupTimeglobal rules | The length of a structure's construction animation, in game minutes. | floating point | .05 |
BurnSmudgeType | Smudge type that belongs to the pool a scorch mark is chosen from. | boolean | no |
BurstWeaponType | How many shots the weapon fires in quick succession before it waits out its full reload. | integer | 1 |
BurstDelay0WeaponType | The gap in frames between the first and second shot of a burst. | integer | -1 |
BurstDelay1WeaponType | The gap in frames between the second and third shot of a burst. | integer | -1 |
BurstDelay2WeaponType | The gap in frames between the third and fourth shot of a burst. | integer | -1 |
BurstDelay3WeaponType | The gap in frames between the fourth and fifth shot of a burst. | integer | -1 |
C4InfantryType | Makes a soldier arm a structure with a demolition charge instead of shooting at it. | boolean | no |
C4Delayglobal rules | The delay in minutes between arming a demolition charge and its detonation. | floating point | .03 |
C4Warheadglobal rules | The WarheadType behind damage the engine deals without a weapon to draw one from. | class | none |
CDCampaign | The disc number a campaign carries, read for its opening cinematic and loading backdrop. | integer | -1 |
CameoAircraftType, BuildingType, InfantryType, UnitType | The SHP file drawn as an object's sidebar cameo. | string | (empty) |
CameraWeaponType | Marks an aircraft carrying the weapon as a loaner rather than as the player's own. | boolean | no |
CameraRangeNo effectglobal rules | Parsed distance that the engine never uses. | distance (cells) | 9 |
CapturableBuildingType | Allows a structure to take the enter cursor and to change hands when an engineer walks in. | boolean | no |
CaptureTheFlagNo effectglobal rules | Seeds the capture-the-flag session option, which no longer reaches the game. | boolean | no |
CarriesCrateUnitType | Whether a destroyed vehicle of this type drops a crate, when the scenario allows the drop. | boolean | no |
CarryOverCapscenarios | The ceiling placed on the money carried into this mission from the previous one. | integer | 0 |
CarryOverMoneyscenarios | The share of the previous mission's leftover money the player begins this one with. | floating point | 0 |
CarryallAircraftType | Gives an aircraft a move mission that lifts and sets down whole vehicles. | boolean | no |
CategoryAircraftType, BuildingType, InfantryType, UnitType | Classifies an object, which the dropship loadout screen reads to keep civilians off its purchase list. | CategoryType | none |
CellNo effectmultiplayer settings | Parsed trap cell that nothing ever reads back. | string | 0,0 |
CellAnimOverlayType | Animation created on a cell when this overlay is laid on it. | class | none |
ChainReactionOverlayType | Whether damage to the overlay's cell can set off the Tiberium standing there. | boolean | no |
ChargeAnimBuildingType | Drives a turretless structure's turret animation from its charge counter. | boolean | no |
ChargeToDrainRatioglobal rules | The exchange rate between a charge-draining superweapon's stored charge and the time its effect runs. | floating point | 3 |
ChargesWeaponType | Makes a structure wind its turret animation up to full charge before the weapon will fire. | boolean | no |
ChargingVoiceSuperWeaponType | The EVA line spoken as the superweapon starts charging. | EVA speech | none |
CheckHeapNo effectmultiplayer settings | Parsed heap check switch that the engine never acts on. | integer | 0 |
ChuteSoundglobal rules | Sound of a parachute opening under a passenger dropped from an aircraft. | sound | none |
CivEvacNo effectscenarios | Parsed flag that is thrown away as it is read. | boolean | no |
CivilianInfantryType | Counts the soldier as a civilian evacuation candidate and drops it from the surviving-infantry report. | boolean | no |
ClearTiletile controls | Tile set holding a theater's plain clear ground, used as the substitute for a cell that has no tile. | integer | -1 |
ClearToBlueMoldLattile controls | Tile set holding the sixteen blend pieces laid where blue mold meets other terrain. | integer | -1 |
ClearToCrystalLattile controls | Tile set holding the sixteen blend pieces laid where crystal terrain meets other terrain. | integer | -1 |
ClearToGreenLattile controls | Tile set holding the sixteen blend pieces laid where green terrain meets other terrain. | integer | -1 |
ClearToPaveLattile controls | Tile set holding the sixteen blend pieces laid where pavement meets other terrain. | integer | -1 |
ClearToRoughLattile controls | Tile set holding the sixteen blend pieces laid where rough ground meets other terrain. | integer | -1 |
ClearToSandLattile controls | Tile set holding the sixteen blend pieces laid where sand meets other terrain. | integer | -1 |
CliffBackImpassabilityglobal rules | Mode that turns a cell standing a cliff step below a neighbor into rock. | integer | 0 |
CliffRampstile controls | Tile set holding the theater's twenty cliff ramp pieces. | integer | -1 |
CliffSettile controls | Tile set holding the theater's forty cliff faces. | integer | -1 |
Climbglobal rules | The leptons of altitude a jumpjet unit gains or loses each game frame. | floating point | 5 |
CloakDelayglobal rules | The time in game minutes an object must wait after it is uncloaked before it may hide again. | floating point | 0 |
CloakDetectionRadiusglobal rules | The distance in cells out from a flying jumpjet at which hidden objects are forced back into view. | integer | 0 |
CloakGeneratorBuildingType | Whether the structure projects a cloaking field over the cells around it. | boolean | no |
CloakRadiusInCellsBuildingType | The radius in cells of a cloak generator's field or a sensor array's coverage. | integer | 20 |
CloakSoundglobal rules | The sound played at an object's position as it starts to hide or to reappear. | sound | none |
CloakStopAircraftType, BuildingType, InfantryType, UnitType | Whether the object must come to a halt before it may start hiding. | boolean | no |
CloakableAircraftType, BuildingType, InfantryType, UnitType | Whether an object of this type hides itself and recovers its cloak on its own. | boolean | no |
CloakingSpeedAircraftType, BuildingType, InfantryType, UnitType | The number of game frames an object spends on each stage of its cloaking fade. | integer | 7 |
CloakingStagesglobal rules | The number of fade stages an object's cloak is measured against. | integer | 9 |
CloseEnoughglobal rules | Distance in cells within which a blocked ground object treats its destination as reached. | distance (cells) | 2.5 |
ClusterBulletType | The number of blasts an ordinary projectile delivers, or the number of bomblets a splitting one releases. | integer | 1 |
CollapseChanceglobal rules | Percent chance that a destroyable cliff comes down when something reaches its cell. | integer | 100 |
CollateralDamageCoefficientAircraftType, BuildingType, InfantryType, UnitType | The fraction of its own maximum strength a destroyed object deals to its surroundings. | floating point | Context-dependent |
Color5 applicable types | Color scheme, named for a projectile, house, or Tiberium type and stored as a list index for the preferred multiplayer color. | colour scheme / integer | Varies by type |
ColorListParticleType | The colors a spark or railgun particle blends through as it ages. | rgbclass list | (empty) |
ColorSpeedParticleType | How fast a spark or railgun particle slides from one of its colors to the next. | floating point | 0 |
CompEasyBonusglobal rules | Whether a computer house drops one difficulty slot when the session holds more than one human player. | boolean | yes |
ComputerBaseDefenseResponseglobal rules | Multiplies an attacker's ThreatPosed to size the defenders a computer house calls up. | integer | 3 |
ConcreteWallsglobal rules | The walls a computer house builds its base perimeter from, in order of preference. | typelist | (empty) |
ConditionRedglobal rules | The fraction of maximum strength at or below which an object counts as critically damaged. | floating point | .5 |
ConditionRedSparkingProbabilityglobal rules | Chance each frame that a critically damaged object starts throwing sparks. | floating point | .02 |
ConditionYellowglobal rules | The fraction of maximum strength at or below which an object counts as damaged. | floating point | .5 |
ConditionYellowSparkingProbabilityglobal rules | Chance each frame that a damaged object starts throwing sparks. | floating point | .01 |
ConstructionNo effectglobal rules | Parsed sound that the engine never plays. | sound | none |
ConstructionYardBuildingType | A BuildingType with this flag animates while it produces, refuses ordinary undeploy orders, and starts a computer house's base when an MCV deploys into it. | boolean | no |
ContentScanNo effectglobal rules, difficulty settings | Parsed IQ threshold and difficulty flag that the engine never uses. | integer / boolean | Varies by type |
ConventionalWarheadType | A blast landing on water plays a splash from the shared list instead of the warhead's own animations. | boolean | no |
CoordNo effectmultiplayer settings | Parsed trap coordinate that is thrown away as soon as it is read. | string | 0 |
Cost6 applicable types | The credit price of one object of this type, or the multiplier a country or a difficulty applies to every price it pays. | integer / floating point | Varies by type |
CrateOverlayType | Whether the overlay is a crate, which infantry and vehicles collect by entering its cell. | boolean | no |
CrateGoodieUnitType | Whether the vehicle type is in the random pool a unit crate draws from. | boolean | no |
CrateImgglobal rules | The OverlayType whose crates deliver the SilverCrate result in a campaign. | class | none |
CrateMaximumglobal rules | Most crates placed at the start of a non-campaign scenario. | integer | 255 |
CrateMinimumglobal rules | Fewest crates placed at the start of a non-campaign scenario. | integer | 1 |
CrateRadiusglobal rules | The distance from an opened crate within which its area results reach other objects, in cells. | distance (cells) | 2.5 |
CrateRegenglobal rules | The range, in minutes, of the random lifetime given to each engine-placed crate. | floating point | 10 |
CrateTriggerOverlayType | Whether collecting the overlay springs the crate pickup trigger events. | boolean | no |
CraterAnimType, SmudgeType | Leaves a crater where the animation plays, or makes the smudge one of the craters that can be left. | boolean | no |
CraterLevelglobal rules | How many cells around a meteor impact are slumped into a crater. | integer | 4 |
CratersNo effectglobal rules | Parsed smudge list that the engine never uses. | typelist | (empty) |
Cratesglobal rules | Starting state of the crates option for a multiplayer or skirmish match. | boolean | yes |
CrawlsInfantryType | A prone soldier of this type crawls, moving at two thirds of its speed instead of half again as fast. | boolean | yes |
CreditReserveglobal rules | The balance a computer house must hold before it will start repairing one of its buildings. | integer | 1000 |
CreditTicksglobal rules | The two sounds the credit readout plays as it counts, the first while it rises and the second while it falls. | list of sounds | (empty) |
CreditsHouse (per-scenario) | The money a scenario's house begins a campaign mission with, counted in hundreds. | integer | 0 |
Crewglobal rules | The InfantryType that ordinarily leaves a destroyed or sold object as its survivor. | class | none |
CrewEscapeglobal rules | The chance that a destroyed vehicle's crew steps out as an infantry survivor. | floating point | .5 |
CrewedAircraftType, BuildingType, InfantryType, UnitType | Allows the type to put a surviving infantry on the map when it is destroyed. | boolean | no |
CruiseHeightglobal rules | The height above ground a jumpjet unit levels off at once it has finished climbing. | integer | 400 |
CrumbleSoundglobal rules | Sound a structure makes as its destruction sequence begins. | sound | none |
Crushglobal rules | How close a crushable target must be before a crusher drives over it instead of shooting. | distance (cells) | 1.5 |
CrushSoundNo effect in some scopes12 applicable types | The sound played when a crusher vehicle flattens the object or overlay. | sound | none |
CrushableNo effect in some scopes12 applicable types | Lets a crusher vehicle drive over the object or overlay and destroy it. | boolean | Varies by type |
CrusherAircraftType, BuildingType, InfantryType, UnitType | Lets a vehicle drive over crushable objects and walls instead of being blocked by them. | boolean | no |
CrystalClifftile controls | Tile set holding the crystal cliff pieces. | integer | -1 |
CrystalTiletile controls | Tile set whose first tile is a theater's plain crystal ground. | integer | -1 |
CurleyShuffleglobal rules | Whether an attacking aircraft picks a fresh firing position between shots. | boolean | no |
CursorScaleclient settings | How many times larger than its artwork the mouse pointer is drawn. | integer | 0 |
CustomRotorNo effectAircraftType | Parsed rotor flag that the engine never uses. | boolean | no |
CyborgInfantryType | Lets the soldier survive a killing hit on its stumps, and exposes it to EM pulses. | boolean | no |
DamageAnimType, ParticleType, VoxelAnimType, WeaponType | A weapon's damage per shot, or the damage an animation, particle or voxel animation delivers through its own warhead. | floating point / integer | Varies by type |
DamageDelayglobal rules | Minutes between the damage ticks a house takes while it is short of power. | floating point | 1 |
DamageLevelsOverlayType | The number of damage stages a wall overlay passes through before it is removed. | integer | 1 |
DamageParticleSystemsAircraftType, BuildingType, InfantryType, UnitType | The particle systems a damaged object gives off, sorted into sparks and smoke by their own behavior. | list of ParticleSystemTypes | (empty) |
DamageRadiusAnimType, VoxelAnimType | How near an object must be to a bounce, in leptons, for the debris to damage it. | integer | 0 |
DamageSmokeOffsetAircraftType, BuildingType, InfantryType, UnitType | Where a damaged object's spark and smoke systems are anchored, relative to the object. | offset (x,y,z) | 0,0,0 |
DamageToFirestormDamageCoefficientglobal rules | How much firestorm charge a raised wall loses per point of damage aimed at one of its sections. | floating point | 0.1 |
DamagedDoorBuildingType | Draws the factory door animation from a second block of frames once the structure is damaged. | boolean | no |
DeaccParticleType | The speed a particle loses each frame. | floating point | 0 |
DeaccelerationFactorAircraftType, BuildingType, InfantryType, UnitType | The share of a vehicle's top speed its throttle drops by each frame while it is slowing down. | floating point | .002 |
DeadBodiesglobal rules | The corpse animations left where an infantryman finishes a death sequence. | typelist | (empty) |
DeathFrameRateUnitType | The number of game frames each frame of a vehicle's wreck animation is held for. | integer | 1 |
DeathFramesUnitType | The number of frames in the wreck animation a destroyed shape-drawn vehicle plays before it explodes. | integer | 0 |
DebrisTiberium | Animations a Tiberium type can leave behind when a chain reaction wipes one of its cells. | list of AnimTypes | none |
DebrisMaximumsAircraftType, BuildingType, InfantryType, UnitType | The largest number of pieces each debris type may contribute, one figure per entry. | list of integers | (empty) |
DebrisTypesAircraftType, BuildingType, InfantryType, UnitType | The voxel wreckage a destroyed object throws, spent in list order against its debris budget. | list of VoxelAnimTypes | (empty) |
DefaultDebrisSmokeSystemNo effectglobal rules | Parsed particle system name that the engine never uses. | class | none |
DefaultFireStreamSystemNo effectglobal rules | Parsed particle system name that the engine never uses. | class | none |
DefaultFirestormExplosionSystemglobal rules | The ParticleSystemType spawned in place of the usual explosion when the firestorm warhead destroys a unit or aircraft. | class | none |
DefaultLargeGreySmokeSystemNo effectglobal rules | Parsed particle system name that the engine never uses. | class | none |
DefaultLargeRedSmokeSystemNo effectglobal rules | Parsed particle system name that the engine never uses. | class | none |
DefaultRepairParticleSystemNo effectglobal rules | Parsed particle system name that the engine never uses. | class | none |
DefaultSmallGreySmokeSystemNo effectglobal rules | Parsed particle system name that the engine never uses. | class | none |
DefaultSmallRedSmokeSystemNo effectglobal rules | Parsed particle system name that the engine never uses. | class | none |
DefaultSparkSystemNo effectglobal rules | Parsed particle system name that the engine never uses. | class | none |
DefaultTestParticleSystemNo effectglobal rules | Parsed particle system name that the engine never uses. | class | none |
DefenseLimitNo effectglobal rules | Parsed ceiling on defensive buildings that the engine never uses. | integer | 40 |
DefenseRatioNo effectglobal rules | Parsed defensive share of a computer base that the engine never uses. | floating point | .5 |
DeformWarheadType | The chance, in percentage points per point of damage, that a blast lowers the ground under it. | floating point | 0 |
DeformThreshholdWarheadType | Damage at or below this figure never craters the ground. | integer | 0 |
DegeneratesBulletType | Bleeds a point of damage off the projectile for every game frame it stays in flight. | boolean | no |
DeleteOnStateLimitParticleType | Kills a particle the moment its animation reaches the last state. | boolean | no |
DemandLoadBuildingType, AnimType, OverlayType | Defers loading a type's artwork until something first needs to draw it. | boolean | no |
DemandLoadBuildupBuildingType | Defers loading the structure's construction artwork until a structure of the type is placed. | boolean | no |
DeploySoundBuildingType, global rules | The sound a structure makes as its build-up begins, and the sound played when the player orders a selection to deploy. | sound | none |
DeployTimeAircraftType, BuildingType, InfantryType, UnitType | The time in game minutes a door takes to travel from shut to fully open, or back. | floating point | 0 |
DeployToFireUnitType | Makes a vehicle deploy before it may shoot, and stops a player's copy picking targets for itself. | boolean | no |
DeployingAnimBuildingType | The shape file that replaces a structure's own artwork while it unloads. | string | (empty) |
DeploysIntoAircraftType, BuildingType, InfantryType, UnitType | The BuildingType a vehicle turns into when it is given the deploy order. | class | none |
DescriptionCampaign, map packets, multiplayer maps, random map generation | The text a campaign, a multiplayer map, or a saved map seed is listed under. | string | Varies by type |
DestroyWallsdifficulty settings | Whether a computer house in this difficulty slot scores walls as targets while it scans. | boolean | yes |
DestroyableBridgesscenarios | Whether a wall-destroying blast can bring a bridge span down. | boolean | Unchanged |
DestroyableCliffstile controls | Tile set holding the two cliff faces that weapon fire can bring down. | integer | -2 |
DetailLevelAnimType, client settings | A graphics detail level — the one the player has chosen, or the lowest one at which an animation is drawn. | integer | Varies by type |
DetectDisguiseAircraftType, BuildingType, InfantryType, UnitType | Lets an object see a disguised soldier for what it is when it scans for a target. | boolean | no |
Difficultyclient settings | The campaign difficulty as a slider position, 0 for Easy, 1 for Normal and 2 for Hard. | integer | 1 |
Digglobal rules | The animation played where a subterranean vehicle breaks the surface. | class | none |
DigSoundglobal rules | Sound of a subterranean unit breaking the surface on its way down or up. | sound | none |
DirtRoadCurvetile controls | The tile set the whole run of 101 flat dirt road pieces is counted from. | integer | -1 |
DirtRoadJunctiontile controls | The tile set that supplies the eleven dirt road junctions. | integer | -1 |
DirtRoadSlopesNo effecttile controls | The tile set that supplies the eight pieces carrying a dirt road up a ramp. | integer | -1 |
DirtRoadStraightNo effecttile controls | Parsed tile set of straight dirt road pieces that nothing consults. | integer | -1 |
DirtTrackTunnelstile controls | The tile set that supplies the four dirt railway tunnel mouths, one per facing. | integer | -1 |
DirtTunnelstile controls | The tile set that supplies the four dirt road tunnel mouths, one per facing. | integer | -1 |
DisableableNo effectAircraftType, BuildingType, InfantryType, UnitType | Parsed flag that the engine never uses. | boolean | yes |
Disguiseglobal rules | The InfantryType whose name and artwork a disguised soldier shows to everyone else. | class | none |
DisguisedInfantryType | Hides the soldier behind another type's name, artwork and color, and keeps automatic fire off it. | boolean | no |
DissolveUnfilledTeamDelayglobal rules | The frames an empty team outside a campaign waits before dissolving itself. | integer | 5000 |
DockAircraftType, BuildingType, InfantryType, UnitType | BuildingTypes an object returns to for docking. | list of BuildingTypes | none |
DockUnloadBuildingType | Lets a Tiberium harvester dock at a building and unload there. | boolean | no |
DoggieInfantryType | Gives the soldier the attack dog's panic, its habit of bedding down in Tiberium, and its own death. | boolean | no |
DoorAnimBuildingType | The shape file drawn over a structure as its factory door works. | string | (empty) |
DoorStagesBuildingType | The number of frames the factory door animation steps through. | integer | 0 |
DoubleOwnedAircraftType, BuildingType, InfantryType, UnitType | Opens the type to every country, outside campaign games only. | boolean | no |
Draglevitation controls | The speed a levitating unit sheds each frame while it is coasting. | floating point | 0.05 |
DrawFlatOverlayType | Overlay artwork whose depth is written as a marking on the ground rather than as something standing upright. | boolean | yes |
DropPodglobal rules | The marks a drop pod leaves on the ground where it touches down. | typelist | (empty) |
DropPodAngleglobal rules | Drop-pod descent angle in radians, clamped to 22.5-67.5 degrees when rules load. | floating point | Not documented |
DropPodHeightglobal rules | Initial drop-pod altitude above the landing cell, measured in leptons. | integer | Not documented |
DropPodInfantryMaximumglobal rules | Upper bound for the number of infantry requested by the Drop Pods superweapon. | integer | Not documented |
DropPodInfantryMinimumglobal rules | Lower bound for the number of infantry requested by the Drop Pods superweapon. | integer | Not documented |
DropPodPuffNo effectglobal rules | Parsed animation reference that drop-pod logic never uses. | class | none |
DropPodSpeedglobal rules | Minimum per-frame movement speed for a descending drop pod. | integer | Not documented |
DropPodWeaponglobal rules | Selects the WeaponType used by airborne drop-pod effects. | class | none |
DropZoneAnimglobal rules | The flare that marks a reinforcement drop zone and lights the ground around itself. | class | none |
DropZoneRadiusglobal rules | How far around a drop zone flare the map is revealed, in cells. | distance (cells) | 4 |
DroppingBulletType | Marks the projectile as a bomb that falls from a height rather than flying to its target. | boolean | no |
DroppodTeamType | Makes an infantry-only TeamType arrive by drop pod. | boolean | Not documented |
DumbMyEffectivenessCoefficientNo effectglobal rules | The house-wide stand-in for MyEffectivenessCoefficient on a house that owns no threat rating node. | floating point | 0 |
DumbTargetDistanceCoefficientNo effectglobal rules | The house-wide stand-in for TargetDistanceCoefficient on a house that owns no threat rating node. | floating point | 0 |
DumbTargetEffectivenessCoefficientNo effectglobal rules | The house-wide stand-in for TargetEffectivenessCoefficient on a house that owns no threat rating node. | floating point | 0 |
DumbTargetSpecialThreatCoefficientNo effectglobal rules | The house-wide stand-in for TargetSpecialThreatCoefficient on a house that owns no threat rating node. | floating point | 0 |
DumbTargetStrengthCoefficientNo effectglobal rules | The house-wide stand-in for TargetStrengthCoefficient on a house that owns no threat rating node. | floating point | 0 |
DurationVoxelAnimType | How many frames a voxel animation lives before it performs its impact and is removed. | integer | 30 |
EMEffectWarheadType | Makes the warhead's detonation create an EM pulse instead of applying blast damage. | boolean | no |
EMPulseCannonBuildingType | Lets a BuildingType serve as the launch site of an EMPulse superweapon. | boolean | no |
EMPulseProjectileNo effectglobal rules | Parsed BulletType that the engine never uses. | class | none |
EMPulseSparklesglobal rules | The animation attached to an object an EM pulse stuns. | class | none |
EMPulseWarheadNo effectglobal rules | Parsed WarheadType that the engine never uses. | class | none |
EWGatesglobal rules | The gates a computer house fits into the east-west runs of its base perimeter, in order of preference. | typelist | (empty) |
EdgeHouse (per-scenario) | The map edge a scenario's house treats as friendly, used for arrivals and departures. | sourcetype | North |
ElasticityAnimType, BulletType, VoxelAnimType | The fraction of its speed a bouncing object keeps when it rebounds off a surface. | floating point | Varies by type |
EliteAircraftType, BuildingType, InfantryType, UnitType | The WeaponType an elite object fires in place of its primary. | class | none |
EliteAbilitiesAircraftType, BuildingType, InfantryType, UnitType | The abilities an object of this type gains at elite rank, on top of its veteran abilities. | abilities | (empty) |
EndAnimType | The number of stages the animation runs through before it ends or chains. | integer | Computed |
EndOfGamescenarios | Whether winning this mission closes the campaign with its ending movie and credits. | boolean | no |
EndStateAIParticleType | The animation state that ends a particle's sequence. | integer | 0 |
EnemyHealthNo effectglobal rules | Flag intended to hide an enemy object's condition bar. | boolean | yes |
EnemyHouseThreatBonusglobal rules | Added to a candidate's threat score when the candidate belongs to the house's declared enemy. | floating point | 0 |
EngineerInfantryType, global rules | Whether a soldier restores and captures structures, or which InfantryType a destroyed structure hands back as an engineer. | boolean / class | Varies by type |
EngineerCaptureLevelglobal rules | The fraction of maximum strength at or below which an engineer's cursor over a non-allied structure is the enter cursor. | floating point | 1 |
EngineerDamageglobal rules | A figure the rules parser stores for engineer damage that no gameplay path consults. | floating point | 0 |
ExitCoordBuildingType | The offset a barracks measures a produced object's starting position by. | point (x,y,z) | 0,0,0 |
ExpSpreadglobal rules | Divisor that turns an exploding object's collateral damage into the radius of its death blast. | floating point | .5 |
ExpireAnimAnimType, VoxelAnimType | The animation played where thrown debris ends its life on solid ground, without which it deals no blast damage. | class | none |
ExpireSoundAnimType, VoxelAnimType | The sound effect played where thrown debris ends its life on solid ground. | sound | none |
Explodes5 applicable types | Blasts the surroundings when an object of this type is destroyed, or detonates an overlay when any explosion reaches its cell. | boolean | no |
ExplosionAircraftType, BuildingType, InfantryType, UnitType | The animations a destroyed object leaves behind, one drawn at random from the list. | list of AnimTypes | (empty) |
ExplosiveVoxelDebrisNo effectglobal rules | Parsed VoxelAnimType list that the engine never uses. | typelist | (empty) |
ExtraAircraftLightglobal rules | Extra brightness every aircraft is drawn with, as a fraction of full light. | floating point | 0 |
ExtraDamageStageNo effectBuildingType | Parsed flag that the engine never uses. | boolean | yes |
ExtraInfantryLightglobal rules | Extra brightness every infantryman is drawn with, as a fraction of full light. | floating point | 0 |
ExtraLightBuildingType | The lighting offset applied to the structure's own artwork. | integer | 0 |
ExtraUnitLightglobal rules | Extra brightness every vehicle is drawn with, as a fraction of full light. | floating point | 0 |
FacingsUnitType | The number of facing blocks a shape-drawn vehicle's artwork is cut into. | integer | Computed |
FactoryBuildingType | The kind of object the BuildingType produces. | RTTIType | none |
FearlessInfantryType | Keeps the soldier's fear at zero. | boolean | no |
FileNametile controls | Stem of the artwork file names a tile set loads its tiles from. | string | TILE |
Fillscenarios | The tile every cell of the map starts out as, either clear ground or water. | string | Clear |
FillEarliestTeamProbabilityglobal rules | The percent chance that the next vehicle, infantryman or aircraft chosen goes to the oldest waiting team, one entry per difficulty. | list of integers | (empty) |
FillSilosscenarios | Tops every house's Tiberium storage up as the scenario opens. | boolean | no |
FinalDamageStateParticleType | The last animation state at which a flame particle still burns what it drifts over. | integer | Inherited |
FinalMovieCampaign | The movie that plays once a campaign's closing mission is won. | movie | none |
FineDiffControlNo effectglobal rules | Parsed flag that the engine never uses. | boolean | no |
FireWarheadType | The blast cracks the ice it lands on, and the attack cursor stops offering destroyable cliffs. | boolean | no |
FireAngleAircraftType, BuildingType, InfantryType, UnitType | The resting elevation of the object's barrel. | angle | Not documented |
FirePowerdifficulty settings | The multiplier a difficulty setting applies to the damage its houses deal by firing a weapon. | floating point | 1 |
FireProneInfantryType | The stage of the prone firing animation at which an infantry type releases its round. | integer | 0 |
FireSupressglobal rules | How far around a candidate target allied buildings are searched for when the firing weapon suppresses friendly fire. | distance (cells) | 1 |
FireUpInfantryType | The stage of the upright firing animation at which an infantry type releases its round. | integer | 0 |
FirepowerHouseType | The multiplier a country applies to the damage its houses deal by firing a weapon. | floating point | 1.0 |
FirestormActiveAnimglobal rules | The animation a raised firestorm wall section carries while it is not part of a straight run. | class | none |
FirestormAirAnimglobal rules | The animation a raised firestorm wall creates when what it catches is more than 100 leptons above the ground. | class | none |
FirestormGroundAnimglobal rules | The animation a raised firestorm wall creates when what it catches is at or below 100 leptons above the ground. | class | none |
FirestormIdleAnimglobal rules | The animation a raised firestorm wall section flickers over itself at random. | class | none |
FirestormWallBuildingType | Whether the structure is a firestorm wall section, raised and lowered with its house's firestorm defense. | boolean | no |
FirestormWarheadglobal rules | The WarheadType a raised firestorm wall destroys objects with. | class | none |
FiringFramesUnitType | The number of frames in one facing's firing animation of a shape-drawn vehicle. | integer | 0 |
FiringSyncFrame1UnitType | The countdown value at which the first round of a burst leaves a shape-drawn vehicle. | integer | -1 |
FiringSyncFrame2UnitType | The countdown value at which the second round of a burst leaves a shape-drawn vehicle. | integer | -1 |
FixedAllianceNo effectscenarios | Parsed flag that locks nothing. | boolean | Unchanged |
FlameDamageglobal rules | The warhead a napalm crate's blast carries. | class | none |
FlameDamage2global rules | The warhead every damaging animation delivers its damage through. | class | none |
FlamerAnimType | Throws one to three fires onto the ground around the animation. | boolean | no |
FlamingInfantryglobal rules | The burning figure left where fire kills an infantryman. | class | none |
FlashFrameTimeglobal rules | Frames between repaints of a flashing radar blip. | integer | 7 |
FlatNo effect in some scopesBuildingType, AnimType | Lays an animation flat against the ground; on a structure nothing reads it. | boolean | no |
FlightLevel5 applicable types | The cruising altitude a type flies at, or the rules-wide altitude used by anything that names none of its own. | integer | Varies by type |
FloaterBulletType | Halves the gravity the projectile is flown and aimed under. | boolean | no |
FogOfWarscenarios | Raises the fog of war over a campaign mission. | boolean | no |
FogRateglobal rules | Game minutes between fog of war regrowth passes. | floating point | .05 |
FoundationBuildingType, TerrainType | The block of cells the object stands on, chosen from a fixed set of named sizes. | BSizeType | 1x1 |
FraidycatInfantryType | Sends the soldier to panic at the first hit and makes it break off and run rather than fight. | boolean | no |
FrameNo effectmultiplayer settings | Parsed trap frame that reaches a routine with nothing in it. | integer | 2147483647 |
FreeAfterPlayingAnimType | Gives a demand-loaded animation's artwork back as soon as an animation of the type leaves the game. | boolean | no |
FreeBuildupBuildingType | Releases the structure's construction artwork once it is no longer needed. | boolean | no |
FreeMCVNo effectglobal rules | Parsed flag that the engine never uses. | boolean | no |
FreeRadarscenarios | Whether the scenario grants the radar map without a radar structure. | boolean | no |
FreeUnitBuildingType | The UnitType a structure hands its owner when it opens for business. | class | none |
FullTeamType | Fills the storage of every member created for a reinforcement group of this type. | boolean | no |
Fullscreenclient settings | Whether the game covers the whole screen instead of running in a resizable window. | boolean | yes |
GDIBarracksBuildingType | Gives the structure a preferred exit cell one east and two south of its own, placed at the door coordinate. | boolean | no |
GDIBaseDefenseCoefficientglobal rules | Scales how many base defenses every computer house except one named "Nod" plans against its accumulated build cost. | floating point | 1 |
GDIFirestormGeneratorglobal rules | The BuildingType whose loss discharges a house's firestorm superweapon and brings down its wall. | class | none |
GDIGateOneglobal rules | The BuildingType that joins a brick or sandbag wall running east to west. | class | none |
GDIGateTwoglobal rules | The BuildingType that joins a brick or sandbag wall running north to south. | class | none |
GDIHunterSeekerglobal rules | The type created by a hunter-seeker superweapon fired by a house acting as GDI. | class | none |
GDIPowerPlantglobal rules | The BuildingType a computer house named "GDI" inserts to cover a power shortfall. | class | none |
GDIPowerTurbineglobal rules | The BuildingType a computer house named "GDI" inserts to cover a power shortfall while it owns a power plant with a free upgrade slot. | class | none |
GDIWallDefenseglobal rules | The fixed part of the cap on wall tower and base defense pairs a computer house named "GDI" appends after planning its perimeter wall. | floating point | 6 |
GDIWallDefenseCoefficientglobal rules | The difficulty-scaled part of the cap on wall tower and base defense pairs a computer house named "GDI" appends after planning its perimeter wall. | floating point | 3 |
GameClosedglobal rules | Sound played in the network game list when a listed game stops accepting players. | sound | none |
GameFormingglobal rules | Sound played in the network game list when a joinable game appears. | sound | none |
GameSpeedclient settings | The pace the game is held to, counted in sixtieths of a second between frames. | integer | 3 |
GameSpeedBiasglobal rules | The multiplier folded into every house's build-time and ground-speed figures. | floating point | 1 |
GateBuildingType | Makes the BuildingType a gate that opens for a unit wanting to pass. | boolean | no |
GateCloseDelayBuildingType | The time in game minutes a gate stands open once its footprint is clear. | floating point | 0 |
GateDownglobal rules | The sound played at a gate as its door starts opening. | sound | none |
GateStagesBuildingType | The number of door frames a gate animates through. | integer | 9 |
GateUpglobal rules | The sound played at a gate as its door starts closing. | sound | none |
GenericBeepglobal rules | Sound acknowledging a volume slider move and a moderation action in the online lobby. | sound | none |
GenericClickglobal rules | Sound acknowledging a repair or sell click on a structure, and a click on a dialog control. | sound | none |
Gravityglobal rules | The downward pull applied each frame to ballistic shots, hover cushions and particles. | integer | 3 |
Greenscenarios | The scenario's green palette tint, where 1 leaves the green channel unchanged. | floating point | 1 |
GreenTiletile controls | Tile set whose first tile is a theater's plain green ground. | integer | -1 |
Groundscenarios | A flat darkening subtracted from every cell's brightness, as a fraction of full light. | floating point | 0 |
GroundspeedHouseType, difficulty settings | The multiplier a country or a difficulty setting applies to the speed of the ground movement its houses make. | floating point | Varies by type |
GroupTeamType, TaskForce | The recruitment group a team draws its members from, taken from the TaskForce when the TeamType leaves its own unset. | integer | -1 |
GrowthTiberium | Game frames a Tiberium type waits between growth passes. | integer | 0 |
GrowthPercentageTiberium | Share of a Tiberium type's queued cells that one growth pass may ripen. | floating point | .1 |
GrowthRateNo effectglobal rules | Parsed rate that the engine never uses. | floating point | 2 |
GuardAreaglobal rules | The IQ level at which a computer house leaves idle objects in Area Guard instead of Guard. | integer | 4 |
GuardRangeAircraftType, BuildingType, InfantryType, UnitType | The distance in cells an object scans for targets while guarding, overriding its weapon range. | distance (cells) | 0 |
GuardSlowerTeamType | Weights the team's formation toward the members it counts as slow. | boolean | no |
GuardSoundglobal rules | Sound acknowledging the guard command. | sound | none |
HSBuildingglobal rules | The BuildingTypes a hunter-seeker drone may walk out of. | typelist | (empty) |
HalfDamageSmokeLocationNo effectUnitType | Parsed offset that nothing in the engine reads. | point (x,y,z) | 0,0,0 |
HalfDamageSmokeLocation1No effectBuildingType | Parsed offset that nothing in the engine reads. | point (x,y,z) | 0,0,0 |
HalfDamageSmokeLocation2No effectBuildingType | Parsed offset that nothing in the engine reads. | point (x,y,z) | 0,0,0 |
Handlemultiplayer settings | The player name remembered between runs and offered back by the multiplayer dialogs. | string | [NONAME] |
HarvesterUnitType, global rules | Makes a UnitType harvest Tiberium, or sets the IQ at which the computer starts replacing lost harvesters. | boolean / integer | Varies by type |
HarvesterDumpRateglobal rules | Minutes a docked harvester spends handing over each stored unit. | floating point | .016 |
HarvesterImmunescenarios | Exempts harvesters from being shot at and from taking blast damage. | boolean | Unchanged |
HarvesterLoadRateglobal rules | Game frames between the animation ticks of a harvester taking on a load. | integer | 2 |
HarvesterUnitglobal rules | UnitTypes the engine treats as a house's harvesters when it counts or replaces them. | typelist | none |
HasRadialIndicatorNo effect in some scopes12 applicable types | Whether a selected object of this type draws a ring showing the reach of its field. | boolean | no |
HasSpotlightBuildingType | Whether a structure carries a swept spotlight beam. | boolean | no |
HasStupidGuardModeBuildingType | Ends an unarmed building's Guard mission at once instead of running its idle handling. | boolean | yes |
HealCrateSoundglobal rules | Sound played at the collector when it opens a heal crate for the local player. | sound | none |
HeightBuildingType, SmudgeType, random map generation | A structure's vertical extent, the number of cell rows a smudge covers, or a generated map's size index. | integer | Varies by type |
HeightBaseNo effecttile controls | Tile set number that is resolved and never read. | integer | -1 |
HelipadBuildingType | Lets a BuildingType accept an aircraft as a docking target and be approached at its docking cell rather than its center. | boolean | no |
HelipadLimitNo effectglobal rules | Parsed ceiling on helipads that the engine never uses. | integer | 5 |
HelipadRatioNo effectglobal rules | Parsed helipad share of a computer base that the engine never uses. | floating point | .12 |
HighBulletType, OverlayType | Marks an overlay tall enough to stop low-flying fire, or a projectile that flies over such an overlay. | boolean | no |
HoldsWhatParticleSystemType | The ParticleType every particle a system creates is made from. | string | (empty) |
HomeCellscenarios | The waypoint the tactical view opens on and the bookmarks start at. | integer | 98 |
HomingScatterNo effectglobal rules | Parsed scatter distance that the engine never uses. | distance (cells) | 2 |
HospitalBuildingType | Admits one damaged infantry at a time and heals it to full strength. | boolean | no |
HouseTeamType | The country whose house in the match owns teams built from this TeamType. | HouseType | none |
HoverAccelerationglobal rules | Time in minutes a hovering unit takes to work its throttle up to full. | floating point | .03 |
HoverBobglobal rules | Period in minutes of the vertical bob a hovering unit performs. | floating point | 30 |
HoverBoostglobal rules | Multiplier on the throttle ceiling of a hovering unit whose path continues straight ahead. | floating point | 1.3 |
HoverBrakeglobal rules | Time in minutes a hovering unit takes to close its throttle again. | floating point | .03 |
HoverDampenglobal rules | Fraction of its vertical motion a hovering unit keeps from one frame to the next. | floating point | .8 |
HoverHeightglobal rules | Height in leptons that a hovering unit rides above the ground. | integer | 120 |
HoverPadBuildingType | Hands the structure a free aircraft as it opens for business. | boolean | no |
HunterSeekerAircraftType, BuildingType, InfantryType, UnitType | Makes the type a hunter-seeker drone that acquires its own target, moves straight at it, and is never grounded by an ion storm. | boolean | no |
HunterSeekerAscentSpeedglobal rules | Leptons a hunter seeker climbs each frame once it is airborne. | integer | 0 |
HunterSeekerDescendProximityglobal rules | Horizontal distance from its destination, in leptons, at which a hunter seeker starts diving onto its target. | integer | 0 |
HunterSeekerDescentSpeedglobal rules | Leptons a hunter seeker drops each frame. | integer | 0 |
HunterSeekerDetonateProximityglobal rules | Horizontal distance from its destination, in leptons, at which a hunter seeker detonates. | integer | 0 |
HunterSeekerEmergeSpeedglobal rules | Leptons a hunter seeker climbs each frame while it is still lifting off. | integer | 0 |
ICBMLauncherBuildingType | Marks a deployed structure as an ICBM launcher, which faces east when it digs in. | boolean | no |
IQHouse (per-scenario) | The house's intelligence level, which opens each computer behavior whose own threshold it reaches. | integer | 0 |
IRepairRateglobal rules | The interval between servicing steps inside a hospital, and an armory's promotion delay. | floating point | .016 |
IRepairStepglobal rules | The strength one repair step restores to an infantry. | integer | 1 |
Ice1Settile controls | First of the three sixty-four-tile ice sets a snow theater provides. | integer | -1 |
Ice2Settile controls | Second of the three sixty-four-tile ice sets a snow theater provides. | integer | -1 |
Ice3Settile controls | Third of the three sixty-four-tile ice sets a snow theater provides. | integer | -1 |
IceBreakingWeightglobal rules | Vehicle weight at or above which crossing ice breaks it open into water. | floating point | 4 |
IceCrackSoundsglobal rules | The sounds a snow-theater ice tile picks from as it cracks. | list of sounds | (empty) |
IceCrackingWeightglobal rules | Vehicle weight at or above which crossing ice cracks it. | floating point | 2 |
IceGrowthEnabledscenarios | Allows ice sheets to creep outward and cracked ice to refreeze. | boolean | yes |
IceGrowthRateglobal rules | Minutes between passes of the ice sheet creeping out across open water. | floating point | 1 |
IceShoreSettile controls | Forty-eight-tile set of the land-side pieces laid where ice meets ground. | integer | -1 |
IceSolidifyFrameTimeglobal rules | Frames a cracked ice cell waits before it freezes back to solid. | integer | 500 |
IdleActionFrequencyglobal rules | Base interval, in minutes, between one infantryman's idle actions. | floating point | .083 |
IgnoreGlobalAITriggersscenarios | Whether the scenario passes over every AI trigger that was not defined by the map itself. | boolean | no |
IgnoresFirestormNo effect in some scopes12 applicable types | Whether a raised firestorm wall passes the type over instead of destroying or consuming it. | boolean | no |
Image13 applicable types | Selects an Image ID, animation Image ID, Tiberium overlay variant, or building main-shape basename according to scope. | string / integer | Varies by type |
ImmuneNo effect in some scopes12 applicable types | Exempts the type from every damage path that is not applied as forced. | boolean | Varies by type |
ImmuneToVeinsAircraftType, BuildingType, InfantryType, UnitType | Exempts the object type from vein damage. | boolean | no |
ImpatientVoiceSuperWeaponType | The EVA line spoken when the cameo of a still-charging superweapon is clicked. | EVA speech | none |
InaccurateBulletType | Scatters the aim point of an arcing shot before its arc is solved. | boolean | no |
Incomingglobal rules | The projectile speed below which infantry fire sends the target cell's occupants running for cover. | speed | 0 |
IncomingMessageglobal rules | Sound played whenever a line is added to the on-screen message list. | sound | none |
Inertscenarios | Strips all damage out of the scenario's weapons. | boolean | Unchanged |
InfDeathWarheadType | The death sequence an infantryman killed by the warhead performs. | integer | 0 |
InfantryBaseMultNo effectglobal rules | Parsed multiplier on building count for infantry production that the engine never uses. | integer | 2 |
InfantryExplodeglobal rules | The explosion that stands in for an infantry death animation. | class | none |
InfantryReserveNo effectglobal rules | Parsed cash threshold for infantry production that the engine never uses. | integer | 2000 |
InfiltrateInfantryType | Allows a soldier to be given a structure as a target and to be sent into it. | boolean | no |
InitTimeNo effectscenarios | Parsed number that the engine never uses. | integer | 10000 |
InitialBoostlevitation controls | The speed a levitating unit gains at once when a thrust begins. | floating point | 1.5 |
InitialVeteranscenarios | Creates the randomly chosen starting units of a skirmish or multiplayer match at elite rank. | boolean | Unchanged |
InsignificantNo effect in some scopes12 applicable types | Whether the object is kept out of its house's inventory tallies and its response to being attacked. | boolean | Varies by type |
IntegerScalingclient settings | Whether the picture is only ever enlarged by whole multiples. | boolean | no |
IntentionalDeaccelerationlevitation controls | The speed a levitating unit sheds each frame while it is deliberately stopping. | floating point | 0.15 |
IntentionalDriftVelocitylevitation controls | The speed a levitating unit moves at while it is drifting rather than thrusting. | floating point | 0.3 |
Introscenarios | The movie played first when a campaign mission is started with its briefing. | movie | <none> |
InvisibleAircraftType, BuildingType, InfantryType, UnitType | Whether the object is drawn for the player that owns it alone and kept off the radar entirely. | boolean | no |
InvisibleInGameBuildingType | Whether the structure is drawn at all, offered to the player, or plotted on the radar. | boolean | no |
InvisoBulletType | Removes the flight entirely — the projectile appears at its target the moment it is fired and is never drawn. | boolean | no |
IonAmbientscenarios, random map generation | The overall light level in force while an ion storm is running, where 1 is full daylight. | floating point | Context-dependent |
IonBeamglobal rules | The column of light drawn where an ion cannon strike lands. | class | none |
IonBlastglobal rules | The ring of fire drawn where an ion cannon strike meets the ground. | class | none |
IonBluescenarios, random map generation | The blue palette tint in force while an ion storm is running, where 1 leaves the blue channel unchanged. | floating point | Context-dependent |
IonCannonDamageglobal rules | The raw damage an ion cannon blast applies, and the strength ceiling the computer rates a target against. | integer | 700 |
IonCannonWarheadglobal rules | The WarheadType an ion cannon blast applies its damage through. | class | none |
IonGreenscenarios, random map generation | The green palette tint in force while an ion storm is running, where 1 leaves the green channel unchanged. | floating point | Context-dependent |
IonGroundscenarios, random map generation | The flat darkening subtracted from every cell while an ion storm is running, as a fraction of full light. | floating point | Context-dependent |
IonImmuneTeamType | Exempts the team's members from ion storm lightning damage and from being aimed at. | boolean | no |
IonLevelscenarios, random map generation | The brightness added per height level while an ion storm is running, as a fraction of full light. | floating point | Context-dependent |
IonLightningDamageglobal rules | The raw damage each ion storm lightning bolt delivers. | integer | 500 |
IonLightningFrequencyglobal rules | Ten times this value is the chance in 1001 that an ion storm calls down a lightning bolt on a frame. | floating point | 25 |
IonLightningRandomnessglobal rules | The percentage of ion storm lightning bolts that fall on a random cell rather than on an object. | integer | 75 |
IonRedscenarios, random map generation | The red palette tint in force while an ion storm is running, where 1 leaves the red channel unchanged. | floating point | Context-dependent |
IonSensitiveWeaponType | Stops the weapon from firing while an ion storm is running. | boolean | no |
IonStormDurationNo effectglobal rules | Parsed storm length that the engine never uses. | integer | 20 |
IonStormWarheadglobal rules | Selects the WarheadType every ion storm lightning bolt detonates with. | class | none |
IonStormWarningglobal rules | Seconds of warning between a scripted ion storm being ordered and the storm breaking. | integer | 31 |
IonStormsNo effectscenarios | Parsed flag that gates nothing. | boolean | Unchanged |
IsARockOverlayType | Overlay that objects on a slope beside it are drawn in front of, and whose own depth is not lifted off the ground. | boolean | no |
IsAnimatedTerrainType | Terrain object that plays through its artwork instead of holding a single frame. | boolean | no |
IsAnimatedTiberiumAnimType | Removes the animation as soon as the overlay that placed it stops asking for it. | boolean | no |
IsBaseDefenseBuildingType, TeamType | 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 |
IsBigLaserWeaponType | Widens the screen glow drawn along a laser beam. | boolean | no |
IsCoreDefenderBuildingType, UnitType | Carries a structure or a vehicle through an EM pulse untouched, and marks a flagged structure as a deployed vehicle. | boolean | no |
IsDropshipAircraftType, BuildingType, InfantryType, UnitType | Flies an aircraft as a heavy transport that noses over on approach instead of banking. | boolean | no |
IsFlamingGuyAnimType | Runs the animation toward the nearest water and then plays it out where it stops. | boolean | no |
IsFlammableNo effectTerrainType | Parsed terrain flag that the engine never uses. | boolean | no |
IsJuggernautBuildingType | Marks a deployed structure as a Juggernaut, which stows its gun before it packs up. | boolean | no |
IsLaserWeaponType | Draws a beam from the muzzle to the target as the weapon fires. | boolean | no |
IsLimpetDroneUnitType | Runs a vehicle's shape through a ten-frame loop and draws it without facings. | boolean | no |
IsLimpetMineBuildingType | Marks a deployed structure as a limpet mine, which vehicles drive over and an EM pulse destroys. | boolean | no |
IsMeteorAnimType, VoxelAnimType | Flies the debris in along a straight approach to the point it was created for. | boolean | no |
IsMobileEMPUnitType | Makes a vehicle build up an EM pulse charge and discharge it where it stands when it is deployed. | boolean | no |
IsMobileStealthBuildingType | Marks a deployed structure as a mobile stealth generator, one of the kinds treated as a deployed vehicle. | boolean | no |
IsMobileWarBuildingType | Marks a deployed structure as a mobile war factory, which an engineer may work on and which may pack up at any time. | boolean | no |
IsPlugBuildingType | Rates the structure as an upgrade host when a computer house chooses an ion cannon target. | boolean | no |
IsPoweredSuperWeaponType | Whether the superweapon stops charging while its house is short of power. | boolean | yes |
IsRailgunWeaponType | Punches a damaging line through the world from the muzzle to the target as the weapon fires. | boolean | no |
IsScoreRepeatclient settings | Repeats the playing score instead of moving on to the next one. | boolean | no |
IsScoreShuffleclient settings | Picks the next score at random rather than taking the list in order. | boolean | no |
IsSonicWeaponType | Sends a visible wave rolling from the muzzle to the target, damaging everything it crosses on the way. | boolean | no |
IsTempleBuildingType | Rates the structure as a temple when a computer house chooses an ion cannon target. | boolean | no |
IsThreatRatingNodeBuildingType | Marks a building upgrade that switches its owner's house onto the per-type threat coefficients. | boolean | no |
IsTiberiumAnimType, VoxelAnimType | Can seed Tiberium where the debris comes down. | boolean | no |
IsTilterNo effectUnitType | Parsed flag that no gameplay path reads. | boolean | yes |
IsTrainAircraftType, BuildingType, InfantryType, UnitType | Marks a vehicle as rolling stock, which changes how it finds a path, what blocks it and when it may leave the map. | boolean | no |
IsVeinholeTerrainType | Makes a veinhole monster built from the TerrainType selectable and targetable. | boolean | no |
IsVeinholeMonsterOverlayType | Lets an explosion collect the veinhole monster standing under the overlay. | boolean | no |
IsVeinsAnimType, OverlayType | Treats an overlay as part of a vein field, or an animation as the attack veins make. | boolean | no |
IsWebImmuneInfantryType | Keeps a webbing warhead from pinning the soldier in place. | boolean | no |
JellyfishUnitType | Replaces a vehicle's whole firing behavior with an automatic sting on everything in the cells around it. | boolean | no |
JumpJetInfantryType | Marks the InfantryType as a jumpjet, so it routes, is targeted and dies as an air unit. | boolean | no |
LandOverlayType | The land type a cell reports while this overlay is on it. | landtype | Clear |
LandableAircraftType | Makes an aircraft the player's to keep rather than a loaner it cannot select and that is allowed to leave the map. | boolean | no |
LangFilteronline settings | Language filtering asked of the Westwood Online chat service. | integer | 1 |
LargeFireglobal rules | The greater of the two flames the engine lights for itself. | class | none |
LargeVisceroidUnitType, global rules | Makes a UnitType behave as a large visceroid, or picks the UnitType two merging small visceroids become. | boolean / class | Varies by type |
LaserParticleSystemType | Whether a railgun system draws a beam alongside its spiral of particles. | boolean | no |
LaserColorParticleSystemType | The color of the beam a railgun system draws. | colour (R,G,B) | 0,0,0 |
LaserDurationWeaponType | How many frames a laser beam stays drawn for. | integer | 10 |
LaserFenceBuildingType | Whether the structure is a laser fence segment that a fence post lays, energizes and removes. | boolean | no |
LaserFencePostBuildingType | Whether the structure anchors laser fence segments run out from it. | boolean | no |
LaserInnerColorWeaponType | The color of the thin core line of a laser beam. | colour (R,G,B) | 0,0,0 |
LaserOuterColorWeaponType | The color of the pair of glow lines drawn alongside a laser beam's core. | colour (R,G,B) | 0,0,0 |
LaserOuterSpreadWeaponType | How far each channel of a laser beam's glow may wander from its color, redrawn every frame. | colour (R,G,B) | 0,0,0 |
LastNickSlotmultiplayer settings | The stored login slot a new Westwood Online login overwrites once every slot is full. | integer | -1 |
LastTilesInSettile controls | Number of tiles the set held when the maps in circulation were numbered, so that older tile indices can be shifted into line. | integer | -1 |
LegalTargetNo effect in some scopes12 applicable types | Whether the type may be picked as a target by an automatic scan or by a player pointing at it. | boolean | Varies by type |
LengthThemes | The playing time of the score, in minutes, shown beside its name on the sound options screen. | floating point | 0 |
LeptonsPerSightIncreaseglobal rules | Leptons of height that earn an object ten per cent more sight range. | integer | 50 |
Levelscenarios | The brightness added for each height level a cell stands above the ground, or the height added to every cell of the map. | integer / floating point | 0 |
LifetimeParticleSystemType | How many frames a particle system runs before it is retired. | integer | -1 |
LightBlueTintBuildingType | The blue the glow of a structure adds to the cells it reaches. | floating point | 1000 |
LightGreenTintBuildingType | The green the glow of a structure adds to the cells it reaches. | floating point | 1000 |
LightIntensityBuildingType | The brightness of the glow a structure casts over the ground around it. | floating point | 0 |
LightRedTintBuildingType | The red the glow of a structure adds to the cells it reaches. | floating point | 1000 |
LightSizeParticleSystemType | How strong a light a particle system casts. | integer | 0 |
LightVisibilityBuildingType | The radius, in leptons, that a structure's glow reaches. | integer | 5000 |
LightningRodAircraftType, BuildingType, InfantryType, UnitType | Raises the type's chance of being picked as the target of an ion storm lightning bolt. | boolean | no |
LightningSoundglobal rules | Selects the sound played by each ion storm lightning bolt. | sound | none |
LimpetFactorWarheadType | The percentage of a vehicle's speed a limpet attachment takes away. | floating point | 0 |
LoadableTeamType | Lets the player order infantry into a transport that belongs to a team of this type. | boolean | no |
LobMusiconline settings | Music playing while the player waits in the Westwood Online lobby. | integer | 1 |
LobberWeaponType | Makes the weapon always throw its shot on the high arc rather than the flat one. | boolean | no |
LocalSizescenarios | The part of the playfield that is visible and playable, in cells. | rectangle (x,y,w,h) | the value of [Map] Size after clipping |
Localemultiplayer settings | The Westwood Online location the player chats from. | integer | 0 |
LocomotorAircraftType, BuildingType, InfantryType, UnitType | The class identifier of the locomotion object created to move each instance of the type. | Locomotor CLSID | {4A582747-9839-11D1-B709-00A024DDAFD1} |
LoopCountAnimType | The number of passes an animation of the type makes before it ends or chains. | integer | 0 |
LoopEndAnimType | The frame that ends every pass of a looping animation except the last. | integer | Computed |
LoopStartAnimType | The frame a looping animation returns to at the start of each new pass. | integer | 0 |
LooseRecruitNo effectTeamType | Parsed TeamType flag that the engine never uses. | boolean | no |
Losescenarios | The movie played when a campaign mission is lost. | movie | <none> |
MCVDeployNo effectscenarios | Parsed flag that the engine never uses. | boolean | Unchanged |
MMRampBasetile controls | Tile set holding the marble madness counterparts of the plain ramps. | integer | -1 |
ManualControlSuperWeaponType | Whether the superweapon's charge timer is left stopped instead of counting down on its own. | boolean | no |
ManualReloadAircraftType, BuildingType, InfantryType, UnitType | Stops the type from arming its reload delay when it fires, and has a service depot refill its magazine for free. | boolean | no |
MarbleMadnessNo effecttile controls | Parsed tile-set number that the engine resolves and never reads. | integer | 65535 |
MaxTeamType | The number of teams of this TeamType a house may hold at once. | integer | 0 |
MaxAngularVelocityVoxelAnimType | The top of the range a voxel animation's tumbling rate is drawn from, in degrees per frame. | floating point | -1 |
MaxBlockCountNo effectlevitation controls | Parsed retry count that decides nothing. | integer | 4 |
MaxChargeUnitType | The charge a mobile EMP vehicle must reach before it may discharge. | integer | 0 |
MaxDCParticleType | The frames between one particle's damage applications. | integer | 0 |
MaxDamageglobal rules | The ceiling one application of damage is held to once armor and distance have been taken into account. | integer | 1000 |
MaxDeathCounterUnitType | The number of game frames a destroyed shape-drawn vehicle lingers as a wreck before it explodes. | integer | Computed |
MaxDebrisAircraftType, BuildingType, InfantryType, UnitType | The number of pieces of wreckage a destroyed object may throw. | integer | 0 |
MaxECParticleType | The base lifetime of a particle, in frames. | integer | 1 |
MaxIQLevelsglobal rules | The top of the house intelligence scale, which computer houses hold outside campaign games. | integer | 5 |
MaxMoneyglobal rules | Upper end of the starting-credits slider on every multiplayer and skirmish setup screen. | integer | 10000 |
MaxPlayersNo effectmap packets, multiplayer maps | Declares the largest number of players a multiplayer map is meant for, without restricting anything. | integer | 4 |
MaxVeinholeGrowthglobal rules | Ceiling on the veins one veinhole monster may cover. | integer | 1000 |
MaxVelocityWhenFollowinglevitation controls | The speed at which a levitating unit heading for a destination gives up coasting and brakes. | floating point | 5 |
MaxVelocityWhenHappylevitation controls | The speed above which a wandering levitating unit stops thrusting again. | floating point | 4 |
MaxVelocityWhenPissedOfflevitation controls | The speed at which a levitating unit closing on a target gives up coasting and brakes. | floating point | 6.5 |
MaxWaypointPathLengthglobal rules | Number of markers a player may place into one waypoint path. | integer | 15 |
MaxXYVelAnimType, VoxelAnimType | The upper bound on the horizontal speed debris is thrown at, in leptons per frame. | floating point | 15 |
MaxZVelVoxelAnimType | The top of the range a voxel animation's upward launch speed is drawn from, in leptons per frame. | floating point | 5 |
MaximumAIDefensiveTeamsglobal rules | The number of defensive teams above which a house passes over its defensive AI triggers, one entry per difficulty. | list of integers | (empty) |
MaximumBaseDefenseValueglobal rules | Caps each of the three defense values computed for a base defense BuildingType. | integer | 60 |
MaximumQueuedObjectsglobal rules | The most entries a production queue may hold. | integer | 5 |
Medianstile controls | Fourteen-tile set of the divider strips laid down the middle lane of a paved road. | integer | -1 |
MessageDelayglobal rules | Minutes an engine-raised message stays on screen. | floating point | .6 |
MetallicDebrisglobal rules | The animations three different paths throw up as wreckage — an ion storm strike, a collapsing bridge, and an object destroyed with no debris types of its own. | typelist | (empty) |
MeteoritesNo effectscenarios | Parsed flag that schedules nothing. | boolean | Unchanged |
MidPointNo effectBuildingType | Parsed figure that the engine never uses. | integer | 0 |
MinAngularVelocityVoxelAnimType | The bottom of the range a voxel animation's tumbling rate is drawn from, in degrees per frame. | floating point | -1 |
MinDamageglobal rules | The smallest damage a warhead may deal to a target close to the impact. | integer | 1 |
MinPlayersNo effectmap packets, multiplayer maps | Declares how many players a multiplayer map is meant for, without restricting anything. | integer | 2 |
MinProductionSpeedglobal rules | The floor the low-power production multiplier is held to. | floating point | .5 |
MinZVelAnimType, VoxelAnimType | The low end of the vertical speed debris is thrown at, in leptons per frame, and the exact speed of a meteor. | floating point | 3.5 |
MinZVelocityParticleType | The smallest upward speed a spark is thrown at. | integer | 0 |
MinimumAIDefensiveTeamsglobal rules | The number of defensive teams a house must hold before any non-defensive AI trigger may spring, one entry per difficulty. | list of integers | (empty) |
MinimumRangeWeaponType | How close a target may come before the weapon refuses to fire at it, in cells. | distance (cells) | 0 |
MiscPaveTiletile controls | Fourteen-tile set of pavement patches and weathering used to dress paved ground. | integer | -1 |
MissileROTVarglobal rules | How far a homing projectile's rate of turn swings above its nominal value. | floating point | .25 |
MissileSpeedVarNo effectglobal rules | Parsed fraction that the engine never uses. | floating point | .25 |
Moneyglobal rules | Starting credits for a multiplayer or skirmish match. | integer | 3000 |
MonorailSlopesNo effecttile controls | Parsed tile set of monorail ramp pieces that nothing consults. | integer | -1 |
Morphabletile controls | Ground that the terrain-reshaping tools are allowed to move, and that will take a smudge. | boolean | no |
MoveFlashglobal rules | The animation dropped on the cell a move order points at. | class | none |
MoveToShroudAircraftType, BuildingType, InfantryType, UnitType | Whether the type accepts an order onto ground that is still under the shroud. | boolean | yes |
MovementPerturbationCoefficientParticleSystemType | How far each railgun particle's course is deflected from the spiral it was laid on. | floating point | 0.0 |
MovementRestrictedToUnitType | Confines a vehicle to cells of one land type, which is how rolling stock is held to the rails. | landtype | none |
MovementZoneAircraftType, BuildingType, InfantryType, UnitType | The terrain connectivity class the type's route and reachability tests are answered in. | mzonetype | Normal |
MovieTimeNo effectglobal rules | Length, in minutes, intended for a debug screen capture sequence. | floating point | .25 |
MultiplayHouseType | Offers the country as a choice when a skirmish or multiplayer game is being set up. | boolean | no |
MultiplayPassiveHouseType | Takes the country's houses out of the contest, so they are neither fought nor counted. | boolean | no |
MultiplayerAICMglobal rules | The percentage of its own starting money added to each computer house outside a campaign, one entry per difficulty. | list of integers | (empty) |
MultiplayerOnlyNo effectscenarios | Parsed flag that restricts nothing. | boolean | no |
MultipleFactoryglobal rules | The speed-up each factory past the first gives to production of its category. | floating point | 1 |
MyEffectivenessCoefficientAircraftType, BuildingType, InfantryType, UnitType | Weights a candidate target by how much damage this object's own warhead does to that candidate's armor. | floating point | Computed |
MyEffectivenessCoefficientDefaultglobal rules | The MyEffectivenessCoefficient every object type falls back on. | floating point | 0 |
NODBarracksBuildingType | Gives the structure a preferred exit cell two east and two south of its own, placed at the door coordinate. | boolean | no |
NSGatesglobal rules | The gates a computer house fits into the north-south runs of its base perimeter, in order of preference. | typelist | (empty) |
Name29 applicable types | The display name of a type definition, a scenario, a multiplayer map, or a musical score. | string | Varies by type |
NamedCiviliansNo effectglobal rules | Flag intended to name civilian objects outright. | boolean | no |
NaturalParticleLocationAircraftType, BuildingType, InfantryType, UnitType | Where a structure's continuous particle plume sits, relative to the structure. | offset (x,y,z) | 0,0,0 |
NaturalParticleSystemAircraftType, BuildingType, InfantryType, UnitType | A particle system a structure runs continuously from the moment it appears. | class | none |
NewINIFormatscenarios | The layout revision the rest of the map file is read in. | integer | 0 |
NewTheater12 applicable types | Rewrites the second letter of a type's artwork filename to match the theater. | boolean | no |
NextAnimType | The animation this one turns into instead of finishing. | class | none |
NextParticleParticleType | The particle type created in place of this one when it expires. | string | none |
NextParticleOffsetParticleType | How far a successor particle is placed from the one it replaces. | offset (x,y,z) | 0,0,0 |
NextScenarioscenarios | The mission the campaign advances to when this one skips the map selection screen. | string | Unchanged |
NoAutoFireAircraftType, BuildingType, InfantryType, UnitType | Stops a human-owned object of this type from picking targets on its own. | boolean | no |
NoMovingFireUnitType | Stops a vehicle firing while it has somewhere to go, adds a settling delay when it halts, and gates its self-reload. | boolean | no |
NoThreatmission behavior | Keeps an object that is in this mission from being picked as a target by an automatic scan. | boolean | no |
NoUseTileLandTypeOverlayType | Overlay whose own land type stands instead of the land type of the tile beneath it. | boolean | yes |
NodAIBuildsWallsglobal rules | Lets a computer house named "Nod" close its base plan with the node that runs the perimeter wall planner. | boolean | yes |
NodAdvancedPowerglobal rules | The BuildingType every computer house except one named "GDI" inserts to cover a power shortfall once it can build it. | class | none |
NodBaseDefenseCoefficientglobal rules | Scales how many base defenses a computer house named "Nod" plans against its accumulated build cost. | floating point | 1 |
NodGateOneglobal rules | The BuildingType that joins a Nod wall running east to west. | class | none |
NodGateTwoglobal rules | The BuildingType that joins a Nod wall running north to south. | class | none |
NodHunterSeekerglobal rules | The type created by a hunter-seeker superweapon fired by any house not acting as GDI. | class | none |
NodRegularPowerglobal rules | The BuildingType every computer house except one named "GDI" inserts to cover a power shortfall. | class | none |
NodeCountscenario bases | The number of base node entries read from the house's section. | integer | 0 |
NominalAircraftType, BuildingType, InfantryType, UnitType | Shows the type's real name to a player it is not allied with, instead of a generic label. | boolean | no |
NonMarbleMadnesstile controls | Tile-set number whose only live consequence is whether the alternate artwork extension is tried when a tile file is missing. | integer | 65535 |
NonVehicleUnitType | Stops a vehicle counting as a vehicle for repair weapons and for infantry that take vehicles over. | boolean | no |
NormalThemes | Offers the score to the playlist the game picks from automatically. | boolean | yes |
NormalZAdjustBuildingType | The depth bias applied to the structure's main shape. | integer | 0 |
NormalizedNo effect in some scopes7 applicable types | Rescales an animation's frame delay against the game speed setting, or paces a particle's damage states over its flight. | boolean | no |
NukeDownNo effectglobal rules | Parsed BulletType that the engine never uses. | class | none |
NukeProjectileNo effectglobal rules | Parsed BulletType that the engine never uses. | class | none |
NukeSiloBuildingType | Whether the structure can serve as the launch site of a MultiMissile or ChemMissile superweapon. | boolean | no |
NukeWarheadNo effectglobal rules | Parsed WarheadType that the engine never uses. | class | none |
NumLoopFramesNo effectParticleType | Parsed frame count that the engine never uses. | integer | 1 |
NumPlayersrandom map generation | The number of players a generated map is built for, and the number of start positions a lobby credits it with. | integer | Varies by type |
OfficialNo effect in some scopesscenarios, multiplayer maps | Decides how many starting points a multiplayer scenario places houses from, and whether a listed multiplayer map is expected on every machine. | boolean | no |
OnFireglobal rules | The three flames a structure shows when a sparky warhead knocks it down a damage level. | typelist | (empty) |
OnTransOnlyTeamType | Restricts the team's tag to the members that can carry passengers. | boolean | no |
OneFrameLightParticleSystemType | Whether a system's light is redrawn every frame at a brightness that follows how full of particles it is. | boolean | no |
OneTimeOnlyscenarios | Whether winning this mission ends the session instead of advancing the campaign. | boolean | no |
OnlyTargetHouseEnemyTeamType | Restricts the team's scripted target choice to the owner's declared enemy. | boolean | no |
OptionsChangedglobal rules | Sound played when the main menu accepts a typed cheat string. | sound | none |
OverridesOverlayType | Overlay that no other overlay may replace once it is on a cell. | boolean | no |
OwnerAircraftType, BuildingType, InfantryType, UnitType | The countries that may own the type. | list of HouseTypes | (empty) |
PBarrelLengthAircraftType, BuildingType, InfantryType, UnitType | How far out along the first weapon's barrel its muzzle sits. | integer | 0 |
PBarrelThicknessAircraftType, BuildingType, InfantryType, UnitType | Raises the point the first weapon's barrel pivots about. | integer | 0 |
PadAircraftglobal rules | The AircraftTypes bundled into the price of the pad they dock at. | typelist | (empty) |
Parachuteglobal rules | The canopy drawn above a paradropped passenger on the way down. | class | none |
Paralyzedmission behavior | Keeps a soldier or an armed vehicle on this mission from being given a new one when it runs out of things to do. | boolean | no |
Paranoidglobal rules | Whether the computer houses close ranks against the human players when the game turns against them. | boolean | yes |
ParatrooperNo effectglobal rules | Parsed InfantryType that the engine never uses. | class | none |
ParticleWarheadType | The particle system released where the warhead detonates. | class | none |
ParticleCapParticleSystemType | The size of a spark system's burst, and the fullness a one-frame light's brightness is measured against. | integer | 50 |
ParticlesPerCoordParticleSystemType | How many particles a railgun trace lays per lepton of beam length. | floating point | .1 |
PassengersAircraftType, BuildingType, InfantryType, UnitType | How many objects the type can carry at once. | integer | 0 |
PassiveUnitType | Marks a vehicle as holding a fixed route at a fixed pace, which is how the cars behind a locomotive move. | boolean | no |
PathDelayglobal rules | How long a ground object waits before searching for a route again after a search that failed. | floating point | .016 |
PatrolScanglobal rules | How often a patrolling team looks around for something to attack. | floating point | .016 |
PaveTiletile controls | Tile set whose first tile is a theater's plain pavement. | integer | -1 |
PavedRoadEndstile controls | The tile set that supplies the four caps that close the end of a paved road. | integer | -1 |
PavedRoadSlopesNo effecttile controls | Parsed tile set of paved road ramp pieces that nothing consults. | integer | -1 |
PavedRoadstile controls | The tile set the fifteen tiles counted as paved road are counted from. | integer | -1 |
PercentNo effectscenarios | Parsed percentage that the engine never uses. | integer | 0 |
PercentBuiltNo effectscenario bases | Parsed base completion figure that the engine never uses. | integer | 0 |
PhysicalSizeNo effectAircraftType, BuildingType, InfantryType, UnitType | Parsed figure that the engine never uses. | floating point | 2 |
PilotNo effectglobal rules | Parsed InfantryType that the engine never uses. | class | none |
PingPongAnimType | Reverses the animation's direction each time it reaches either end of its frames. | boolean | no |
PipInfantryType | The color of the pip a transport draws for this soldier while it is carried. | pipenum | green |
PipScaleAircraftType, BuildingType, InfantryType, UnitType | The quantity the pip row under a selected object counts, and how many pips that row has. | PipScaleType | none |
PitchAngleAircraftType, BuildingType, InfantryType, UnitType | The angle in degrees an aircraft drops its nose by while it is flying fast enough. | floating point | 20 |
PitchSpeedAircraftType, BuildingType, InfantryType, UnitType | The throttle an aircraft must be above before it pitches and banks. | floating point | .25 |
PlaceAnywhereBuildingType | Passes every placement legality test without examining a single cell. | boolean | no |
PlacementDelayglobal rules | Minutes a factory waits before trying again when the object it finished cannot leave yet. | floating point | .05 |
PlayIntroclient settings | Controls the one-time `EVA.VQA` startup movie. | boolean | yes |
Playerscenarios | The house a campaign mission is played as, and the side its presentation is prepared for. | HouseType / string | Varies by type |
PlayerAutoCrushNo effectglobal rules | Parsed crushing permission that the engine never uses. | boolean | no |
PlayerControlHouse (per-scenario) | 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 |
PlayerJoinedglobal rules | Sound played in a network lobby when another player enters the game being set up. | sound | none |
PlayerLeftglobal rules | Sound played in a network lobby when a player drops out of the game being set up. | sound | none |
PlayerReturnFireglobal rules | Lets human-owned objects fire back automatically outside the guard missions. | boolean | no |
PlayerScatterglobal rules | Whether the objects a person commands scatter of their own accord. | boolean | no |
Playersglobal rules | The most players a multiplayer game will seat. | integer | 8 |
PointsNo effectAircraftType, BuildingType, InfantryType, UnitType | Parsed score value that the engine never uses. | integer | 0 |
PoseDirglobal rules | Facing an aircraft parks at when it has nothing else to line up with. | integer | 0 |
PositionPerturbationCoefficientParticleSystemType | How far each railgun particle is displaced from its place on the spiral, in leptons. | floating point | 0.0 |
PostScorescenarios | The movie played after the score screen of a won campaign mission. | movie | <none> |
PowerBuildingType, Tiberium | Power a BuildingType contributes to its house, negative for consumption, or the damage a Tiberium type carries. | integer | 0 |
PowerEmergencyNo effectglobal rules | Parsed power fraction that the engine never uses. | floating point | .75 |
PowerSurplusNo effectglobal rules | Parsed power margin that the engine never uses. | integer | 50 |
PoweredBuildingType | Whether the structure stops working while its house cannot meet its drain. | boolean | no |
PowersUpBuildingBuildingType | The ObjectType ID of the structure this type plugs into as an upgrade. | string | none |
PowersUpToLevelBuildingType | How many upgrade slots the plug consumes at once, or -1 for one slot in the next free position. | integer | -1 |
PreMapSelectscenarios | The movie played on the way from a won campaign mission to the next map choice. | movie | <none> |
PreProductionAnimBuildingType | The animation a structure runs while work is being set up on it. | string | (empty) |
PreProductionAnimDamagedBuildingType | The animation the pre-production slot runs while the structure is damaged. | string | Inherited |
PreProductionAnimXBuildingType | How far right of the structure's drawing point the pre-production animation sits, in screen pixels. | integer | 0 |
PreProductionAnimYBuildingType | How far below the structure's drawing point the pre-production animation sits, in screen pixels. | integer | 0 |
PreProductionAnimYSortBuildingType | The sorting bias applied to the pre-production animation, in leptons. | integer | 0 |
PreProductionAnimZAdjustBuildingType | The depth bias applied to the pre-production animation. | integer | 0 |
PrebuildNo effectTeamType | Parsed TeamType flag that the engine never uses. | boolean | no |
PreferredServermultiplayer settings | The Westwood Online server the login dialog opens on. | string | Unchanged |
PrefixNo effectHouseType | Parsed country filename letter that the engine never uses. | string | A |
PrerequisiteAircraftType, BuildingType, InfantryType, UnitType | The structures a house must own before the type appears on its build list. | list of BuildingTypes | (empty) |
PrerequisiteBarracksglobal rules | The BuildingTypes that satisfy a BARRACKS prerequisite. | list of BuildingTypes | (empty) |
PrerequisiteFactoryglobal rules | The BuildingTypes that satisfy a FACTORY prerequisite. | list of BuildingTypes | (empty) |
PrerequisiteGDIFactoryglobal rules | The BuildingTypes that satisfy a GDIFACTORY prerequisite. | list of BuildingTypes | (empty) |
PrerequisiteNodFactoryglobal rules | The BuildingTypes that satisfy a NODFACTORY prerequisite. | list of BuildingTypes | (empty) |
PrerequisitePowerglobal rules | The BuildingTypes that satisfy a POWER prerequisite. | list of BuildingTypes | (empty) |
PrerequisiteRadarglobal rules | The BuildingTypes that satisfy a RADAR prerequisite. | list of BuildingTypes | (empty) |
PrerequisiteTechglobal rules | The BuildingTypes that satisfy a TECH prerequisite. | list of BuildingTypes | (empty) |
PrimaryAircraftType, BuildingType, InfantryType, UnitType | The WeaponType in the object type's first weapon slot. | class | none |
PrimaryFireFLHAircraftType, BuildingType, InfantryType, UnitType | The offset from an object's center that its first weapon fires from. | point (x,y,z) | 0,0,0 |
PrimaryFirePixelOffsetBuildingType | The screen offset a building's shots leave from, in place of its firing offsets. | point (x,y) | 65535,65535 |
PrintCRCmultiplayer settings | The playback frame at which the game writes a synchronization dump and quits. | integer | 2147483647 |
PriorityTeamType, Sounds | How firmly a team holds its members against other teams, or how hard a sound competes for a playback channel. | integer | Varies by type |
Productionglobal rules | The intelligence level at which a computer house starts itself building rather than waiting to be started. | integer | 5 |
ProductionAnimBuildingType | The animation a structure runs while its work is in progress. | string | (empty) |
ProductionAnimDamagedBuildingType | The animation the production slot runs while the structure is damaged. | string | Inherited |
ProductionAnimXBuildingType | How far right of the structure's drawing point the production animation sits, in screen pixels. | integer | 0 |
ProductionAnimYBuildingType | How far below the structure's drawing point the production animation sits, in screen pixels. | integer | 0 |
ProductionAnimYSortBuildingType | The sorting bias applied to the production animation, in leptons. | integer | 0 |
ProductionAnimZAdjustBuildingType | The depth bias applied to the production animation. | integer | 0 |
ProjectileWeaponType | The BulletType the weapon launches. | class | none |
ProjectileRangeWeaponType | How far a fueled projectile may fly before it detonates wherever it happens to be, in cells. | distance (cells) | 390.625 |
ProneDamageWarheadType | The fraction of the damage a prone infantryman takes, where one is the full amount. | floating point | 1 |
PropulsionSoundEffectlevitation controls | The sounds a levitating unit's thrust may play. | list of sounds | (empty) |
ProximityNo effectBulletType | Parsed flag that the engine never uses. | boolean | no |
ProximityDistancelevitation controls | How close a levitating unit must be to what it is heading for before it drifts instead of thrusting. | floating point | 1.5 |
ROFHouseType, WeaponType, difficulty settings | A weapon's frames between shots, or the multiplier a country or a difficulty setting applies to that delay. | floating point / integer | Varies by type |
ROT5 applicable types | The rate an object's body and turret turn at, or the rate a homing projectile steers at. | integer | 0 |
RadarBuildingType | Whether the structure can supply the player's radar map. | boolean | no |
RadarCombatFlashTimeglobal rules | Frames a damaged object's radar blip keeps flashing for. | integer | 21 |
RadarEventColorSpeedglobal rules | Fraction of the blend between a radar event's two colors covered each frame. | floating point | .05 |
RadarEventDurationsglobal rules | The frames a radar event stays in play, one entry per event kind. | list of integers | (empty) |
RadarEventMinRadiusglobal rules | Pixels of the radar pane a shrinking radar event box stops at. | integer | 5 |
RadarEventRotationSpeedglobal rules | Radians a radar event's box turns each frame. | floating point | .1 |
RadarEventSpeedglobal rules | Pixels of the radar pane a radar event's box loses from its radius each frame. | floating point | 1 |
RadarEventSuppressionDistancesglobal rules | The cells within which a radar event swallows a later event of its kind, one entry per event kind. | list of integers | (empty) |
RadarEventVisibilityDurationsglobal rules | The frames a settled radar event stays drawn, one entry per event kind. | list of integers | (empty) |
RadarInvisibleNo effect12 applicable types | Parsed flag that the engine never uses. | boolean | Varies by type |
RadarOffglobal rules | Sound played as the radar pane begins closing. | sound | <none> |
RadarOnglobal rules | Sound played as the radar pane begins opening. | sound | <none> |
RadarVisibleAircraftType, BuildingType, InfantryType, UnitType | Whether the object is plotted on the radar map under every condition. | boolean | no |
RadialColorNo effect in some scopes12 applicable types | The color of the radius ring a selected structure draws on the tactical map. | colour (R,G,B) | 0,0,0 |
RadiusParticleType | How far a smoke system throws the two successors of an expiring particle. | integer | 0 |
RailgunDamageRadiusglobal rules | How far an object's center may stand from a railgun beam and still be caught by it. | integer | 128 |
RampBasetile controls | Tile set holding the twenty plain ramps that carry ground between height levels. | integer | -1 |
RampSmoothtile controls | Tile set holding the twelve pieces that blend a straight ramp into flat ground. | integer | -1 |
RandomLoopDelayAnimType | The bounds, in game frames, of the pause inserted between one pass of a looping animation and the next. | point (x,y) | 0,0 |
RandomRateAnimType | The pair of playback rates a new animation picks its frame delay from. | point (x,y) | Unchanged |
RangeWeaponType | How far the weapon may be fired, in cells. | distance (cells) | 0 |
RangedBulletType | Gives the projectile a fuel supply, detonating it once it has flown the firing weapon's projectile range. | boolean | no |
RateAnimType, mission behavior | An animation's playback rate in frames per minute, or a mission's servicing delay in fractions of a minute. | integer / floating point | Varies by type |
RatioAITriggerTeamHouse (per-scenario) | The percent chance that a house consults its AI triggers when its team countdown expires. | integer | 100 |
RatioTeamAircraftNo effectHouse (per-scenario) | Parsed aircraft share that the engine never uses. | integer | 75 |
RatioTeamInfantryNo effectHouse (per-scenario) | Parsed infantry share that the engine never uses. | integer | 75 |
RatioTeamUnitsNo effectHouse (per-scenario) | Parsed vehicle share that the engine never uses. | integer | 75 |
RechargeTimeSuperWeaponType | The minutes a superweapon takes to charge, and for a charge-draining weapon the base the drain is scaled from. | floating point | 5 |
RechargeVoiceSuperWeaponType | The EVA line spoken as the superweapon finishes charging. | EVA speech | none |
RecoillessNo effectBuildingType | Parsed flag that the engine never uses. | boolean | no |
Recruitablemission behavior | Whether an object in this mission may be taken onto a team. | boolean | yes |
RecruiterTeamType | Whether a team of this type may recruit an object whose group does not match its own. | boolean | no |
Redscenarios | The scenario's red palette tint, where 1 leaves the red channel unchanged. | floating point | 1 |
RefineryBuildingType | Marks a building as a Tiberium refinery for its dock point and unloading animations. | boolean | no |
RefineryLimitNo effectglobal rules | Parsed ceiling on refineries that the engine never uses. | integer | 4 |
RefineryRatioNo effectglobal rules | Parsed refinery share of a computer base that the engine never uses. | floating point | .16 |
RefundPercentglobal rules | The fraction of an object's price handed back when a human player's house sells it. | floating point | .5 |
RegionSizerandom map generation | How large a piece of ground a generated map may hold at one height before it is broken up, as a figure from 0 to 100. | integer | Unchanged |
ReinforceTeamType | Whether a team of this type keeps recruiting after it has begun to move. | boolean | no |
ReloadRateglobal rules | The interval between the ammunition points a rearming building hands the object docked with it. | floating point | .05 |
RemapableNo effectAircraftType, BuildingType, InfantryType, UnitType | Parsed remap flag that the engine never uses. | boolean | no |
Rendererclient settings | Which graphics interface the game draws through, as a number. | integer | 0 |
RepairBayglobal rules | The BuildingType a vehicle or aircraft heads for when it is ordered to be repaired. | class | none |
RepairDelaydifficulty settings | The wait a computer house takes between starting one building repair and starting the next. | floating point | .02 |
RepairPercentglobal rules | The share of an object's price that a full repair charges. | floating point | .25 |
RepairRateglobal rules | The interval between structure repair steps and between self-healing steps. | floating point | .016 |
RepairSellglobal rules | The house intelligence level at which the computer begins repairing its damaged buildings and selling the ones it cannot afford. | integer | 3 |
RepairStepglobal rules | The strength one repair step restores to a structure, vehicle or aircraft. | integer | 5 |
RepairableAircraftType, BuildingType, InfantryType, UnitType | Allows a structure to be repaired with the wrench, worked on by an engineer, and treated as a building by a commando. | boolean | yes |
RepeatThemes | Makes the score start again when it ends instead of handing over to the next one. | boolean | no |
ReportAnimType, WeaponType | The sound effect played when the weapon fires, or when the animation starts. | sound / list of sounds | Varies by type |
RequiredAddOnscenarios | The expansion whose rules, art and speech the mission is played under. | integer | Context-dependent |
RequiredAddonCampaign | The expansion a campaign belongs to, which decides when the mission list offers it. | integer | 0 |
RequiredForRMGtile controls | Tile set whose artwork is kept in memory on a generated map even while no cell uses it. | boolean | no |
Retaliatemission behavior | Whether an object in this mission fires back at whatever damages it. | boolean | yes |
RetargetAccuracyBulletType | The chance that a bomblet from a splitting projectile keeps the carrier's own target. | floating point | 0 |
RevealByHeightglobal rules | Whether high ground between a looker and a cell blocks that cell from being revealed. | boolean | yes |
RevealTriggerRadiusglobal rules | Radius in cells that the reveal-around-waypoint trigger action uncovers. | integer | 5 |
ReverseAnimType | Plays the animation from its loop end back down toward its start frame. | boolean | no |
RockerWarheadType | The blast tips the vehicles around it, with the force taken from the damage. | boolean | no |
Rockstile controls | Tile set whose first tile is the rock ground the random map generator paints on snow maps. | integer | -1 |
RollAngleAircraftType, BuildingType, InfantryType, UnitType | The angle in degrees an aircraft banks by while it is turning. | floating point | 30 |
RotCountNo effectAircraftType, BuildingType, InfantryType, UnitType | Parsed rotation frame count that the engine never uses. | integer | Context-dependent |
RotatesBulletType | Draws the projectile from a set of 32 facing frames instead of always from the same one. | boolean | no |
RotorsNo effectAircraftType | Parsed rotor flag that the engine never uses. | boolean | no |
RoughGroundtile controls | Ten-tile set of rough ground decorations scattered by the random map generator. | integer | -1 |
RoughTiletile controls | Tile set whose first tile is a theater's plain rough ground. | integer | -1 |
Ruggednessrandom map generation | How hilly a generated map's ground is, as a figure from 0 to 100. | integer | Unchanged |
RunningFramesAnimType | The number of frames each of the eight facings of a burning victim's run cycle occupies. | integer | 0 |
SAMBuildingType | Runs the structure on an anti-air firing routine of its own that holds only airborne targets. | boolean | no |
SBarrelLengthAircraftType, BuildingType, InfantryType, UnitType | How far out along the second weapon's barrel its muzzle sits. | integer | 0 |
SBarrelThicknessAircraftType, BuildingType, InfantryType, UnitType | Raises the point the second weapon's barrel pivots about. | integer | 0 |
SandTiletile controls | Tile set whose first tile is a theater's plain sand ground. | integer | -1 |
SavourDelayglobal rules | Delay, in minutes, between a house's fate being decided and it being carried out. | floating point | .03 |
ScaleModeclient settings | How the picture is filtered when the window is larger than the resolution the game renders at. | string | PixelArt |
Scatterglobal rules, mission behavior | Whether objects on a mission are allowed to scatter, or the intelligence level at which a house's objects step aside from an incoming threat. | integer / boolean | Varies by type |
ScatterSoundglobal rules | Sound acknowledging the scatter command. | sound | none |
ScenarioCampaign, Themes | The mission a campaign opens with, or the mission number from which a musical score may be picked. | string / integer | Varies by type |
ScoldSoundglobal rules | The sound played when the interface refuses a request. | sound | none |
ScorchAnimType | Blackens the ground under the animation and sets a small fire burning there. | boolean | no |
ScorchesNo effectglobal rules | Parsed smudge list that the engine never uses. | typelist | (empty) |
Scorches1No effectglobal rules | Parsed smudge list that the engine never uses. | typelist | (empty) |
Scorches2No effectglobal rules | Parsed smudge list that the engine never uses. | typelist | (empty) |
Scorches3No effectglobal rules | Parsed smudge list that the engine never uses. | typelist | (empty) |
Scorches4No effectglobal rules | Parsed smudge list that the engine never uses. | typelist | (empty) |
ScoreVolumeclient settings | The volume of the music, as a fraction from 0 to 1. | floating point | .5 |
ScrapVoxelDebrisNo effectglobal rules | Parsed VoxelAnimType that the engine never uses. | class | none |
ScreenHeightclient settings | The height in pixels of the game screen. | integer | Varies by type |
ScreenWidthclient settings | The width in pixels of the game screen. | integer | Varies by type |
ScriptTeamType | The Script whose team missions a team of this type carries out. | class | none |
ScrollMethodclient settings | Which of three coast-scroll behaviors the held right mouse button drives. | integer | 0 |
ScrollMultiplierglobal rules | Factor applied to the distance each edge scroll step moves the tactical view. | floating point | 1 |
ScrollRateclient settings | How fast the tactical map is allowed to scroll, as a position from 0 to 6 where a lower figure scrolls faster. | integer | 3 |
SecondaryAircraftType, BuildingType, InfantryType, UnitType | The WeaponType in the object type's second weapon slot. | class | none |
SecondaryFireFLHAircraftType, BuildingType, InfantryType, UnitType | The offset from an object's center that its second weapon fires from. | point (x,y,z) | 0,0,0 |
SecondaryFirePixelOffsetNo effectBuildingType | Parsed screen offset that the engine never uses. | point (x,y) | 65535,65535 |
Seedrandom map generation | The number the map generator's random sequence is started from. | integer | Unchanged |
Selectable12 applicable types | Whether a player can select the object at all. | boolean | Varies by type |
SelfHealingAircraftType, BuildingType, InfantryType, UnitType | Mends the object one strength point at a time while it is at or below the yellow damage line. | boolean | no |
SellBackglobal rules | The tech level a house must have reached before the computer will sell a building it cannot afford to repair. | integer | 2 |
SellSoundglobal rules | Sound played as a structure, a unit or a wall section is sold back. | sound | none |
SensorArrayBuildingType | Whether the structure marks the cells around it as sensed, revealing cloaked objects standing there. | boolean | no |
SensorsAircraftType, BuildingType, InfantryType, UnitType | Whether the object reveals a nearby hidden object whose house its owner does not consider allied. | boolean | Context-dependent |
SeparateAircraftglobal rules | Stops a helipad coming with a free aircraft and pricing itself around one. | boolean | no |
SequenceInfantryType | The art.ini section that lays out the frames of every action an infantry type performs. | string | none |
SetNametile controls | Section heading a tile set's per-tile animations are read from, and the stem of the name each of its tiles carries. | string | No Name |
ShadowNo effectBulletType | Parsed flag that the engine never uses. | boolean | yes |
ShadowCastertile controls | Tile set whose tiles darken the cells below them with a cliff shadow. | boolean | no |
ShadowGrowNo effectglobal rules | Parsed multiplayer default that the engine never uses. | boolean | yes |
ShadowIndexAircraftType, BuildingType, InfantryType, UnitType | Selects the voxel section a vehicle casts its shadow from. | integer | 0 |
ShadowTilestile controls | Second condition a shadow-casting tile set must satisfy before any of its tiles is marked as a caster. | integer | 0 |
ShakeScreenglobal rules | Divisor for a shake count that nothing acts on. | integer | 400 |
ShareBarrelDataVoxelAnimType | Borrows the voxel model of another object type's barrel instead of loading one of the animation's own. | boolean | no |
ShareBodyDataVoxelAnimType | Borrows the voxel model of another object type's body instead of loading one of the animation's own. | boolean | no |
ShareSourceVoxelAnimType | The object type a voxel animation borrows its voxel model from. | target | none |
ShareTurretDataVoxelAnimType | Borrows the voxel model of another object type's turret instead of loading one of the animation's own. | boolean | no |
ShorePiecestile controls | Forty-two-tile set of the shoreline pieces laid between water and land. | integer | -1 |
ShouldFogRemoveAnimType | Hides the animation while the ground it plays over is under the fog of war. | boolean | yes |
ShouldUseCellDrawerAnimType | Draws a structure's animation in the colors and at the brightness of the structure it belongs to. | boolean | yes |
ShowAllonline settings | Games from every Westwood Online lobby listed, not just the player's own. | integer | 1 |
ShroudGrowglobal rules | Whether the shroud creeps back over terrain that nothing is watching. | boolean | no |
ShroudRateglobal rules | Game minutes between shroud regrowth passes. | floating point | 4 |
SideHouseType, multiplayer settings, Themes | The side a country or a musical score belongs to, or the house last chosen for multiplay. | Side / HouseType | Varies by type |
SidebarCameoTextclient settings | Draws each sidebar cameo's object name across the bottom of the cameo. | boolean | yes |
SidebarImageSuperWeaponType | The name of the shape file drawn as the superweapon's sidebar cameo. | string | Computed |
SightAircraftType, BuildingType, InfantryType, UnitType | Radius in cells that the type reveals around itself for the local player. | integer | 0 |
SiloDamageBuildingType | Draws a fill level on a building that stores Tiberium. | boolean | no |
SilverCrateglobal rules | The crate result delivered by a CrateImg crate in a campaign. | cratetype | HealBase |
Sizescenarios | Width and height of the whole playfield, in cells. | rectangle (x,y,w,h) | 1,1,50,50 |
SkipMapSelectscenarios | Whether the campaign advances straight to a named mission instead of offering the map screen. | boolean | no |
SkipScorescenarios | Whether a won campaign mission passes over the score screen. | boolean | no |
SlopeSetPiecestile controls | Tile set holding the ten slope pieces that carry ground between height levels. | integer | -1 |
SlopeSetPieces2tile controls | Tile set holding the marble madness counterparts of the slope pieces. | integer | -1 |
SlowdownParticleSystemType | How much a smoke system's spawn interval lengthens every frame. | floating point | 0.0 |
SlowdownDistanceAircraftType, BuildingType, InfantryType, UnitType | How far short of its destination an object begins slowing down, in leptons. | integer | 500 |
SmallFireglobal rules | The lesser of the two flames the engine lights for itself. | class | none |
SmallVisceroidUnitType, global rules | Makes a UnitType behave as a small visceroid, or picks the UnitType that Tiberium deaths spawn. | boolean / class | Varies by type |
SmartAINo effectHouseType | Parsed country flag that the engine never uses. | boolean | no |
SmokeNo effectglobal rules | Parsed animation that the engine never creates. | class | none |
SnowOccupationBitsTerrainType | Which of a cell's three infantry standing places a terrain object fills outside the temperate theater. | integer | 7 |
SoloCrateMoneyglobal rules | Credits a campaign crate pays when its result is money. | integer | 2000 |
SoundLatencyclient settings | How far ahead of the picture a movie's sound is assumed to be running, in sixtieths of a second. | integer | 9 |
SoundVolumeclient settings | The volume of sound effects, as a fraction from 0 to 1. | floating point | .7 |
SparkSpawnFramesParticleSystemType | How many frames a spark system goes on throwing bursts for. | integer | 0 |
SparkyWarheadType | Buildings knocked down a damage level burn with the fire set, and terrain objects struck catch fire. | boolean | no |
SpawnCountAnimType, VoxelAnimType | The upper bound on each of the two random picks whose sum is how many pieces an impact spawns. | integer | 0 |
SpawnCutoffParticleSystemType | The spawn interval a smoke system stops emitting at. | floating point | 0.0 |
SpawnDirectionParticleSystemType | The direction a spark burst is thrown in. | vector | 0,0,0 |
SpawnFramesParticleSystemType | The interval in game frames between a smoke or fire system's particle spawns. | integer | 1 |
SpawnRadiusParticleSystemType | How far a smoke system scatters its new particles from its own position, in leptons. | integer | 0 |
SpawnSparkPercentageParticleSystemType | The chance that a spark system throws a burst on any one frame. | floating point | 0.0 |
SpawnTranslucencyCutoffParticleSystemType | The spawn interval past which a smoke system creates its particles a step more faded. | floating point | 0.0 |
SpawnsNo effect in some scopesAnimType, ParticleSystemType, VoxelAnimType | The type spawned where thrown debris lands, and on a particle system a flag no gameplay path reads. | class / boolean | Varies by type |
SpawnsTiberiumTerrainType | Makes a TerrainType seed Tiberium into the cells around it. | boolean | no |
SpeakDelayglobal rules | Minutes an EVA announcement waits before it may be repeated. | floating point | 2 |
SpecialAnimBuildingType | The animation the structure runs in its first special slot. | string | (empty) |
SpecialAnimDamagedBuildingType | The animation the first special slot runs while the structure is damaged. | string | Inherited |
SpecialAnimPoweredBuildingType | Whether the first special slot's animation freezes while its house is short of power. | boolean | yes |
SpecialAnimPoweredLightBuildingType | Whether the first special slot's animation is destroyed and recreated with its house's power. | boolean | no |
SpecialAnimThreeBuildingType | The animation the structure runs in its third special slot. | string | (empty) |
SpecialAnimThreeDamagedBuildingType | The animation the third special slot runs while the structure is damaged. | string | Inherited |
SpecialAnimThreePoweredBuildingType | Whether the third special slot's animation freezes while its house is short of power. | boolean | yes |
SpecialAnimThreePoweredLightBuildingType | Whether the third special slot's animation is destroyed and recreated with its house's power. | boolean | no |
SpecialAnimThreeXBuildingType | How far right of the structure's drawing point the third special slot's animation sits, in screen pixels. | integer | 0 |
SpecialAnimThreeYBuildingType | How far below the structure's drawing point the third special slot's animation sits, in screen pixels. | integer | 0 |
SpecialAnimThreeYSortBuildingType | The sorting bias applied to the third special slot's animation, in leptons. | integer | 0 |
SpecialAnimThreeZAdjustBuildingType | The depth bias applied to the third special slot's animation. | integer | 0 |
SpecialAnimTwoBuildingType | The animation the structure runs in its second special slot. | string | (empty) |
SpecialAnimTwoDamagedBuildingType | The animation the second special slot runs while the structure is damaged. | string | Inherited |
SpecialAnimTwoPoweredBuildingType | Whether the second special slot's animation freezes while its house is short of power. | boolean | yes |
SpecialAnimTwoPoweredLightBuildingType | Whether the second special slot's animation is destroyed and recreated with its house's power. | boolean | no |
SpecialAnimTwoXBuildingType | How far right of the structure's drawing point the second special slot's animation sits, in screen pixels. | integer | 0 |
SpecialAnimTwoYBuildingType | How far below the structure's drawing point the second special slot's animation sits, in screen pixels. | integer | 0 |
SpecialAnimTwoYSortBuildingType | The sorting bias applied to the second special slot's animation, in leptons. | integer | 0 |
SpecialAnimTwoZAdjustBuildingType | The depth bias applied to the second special slot's animation. | integer | 0 |
SpecialAnimXBuildingType | How far right of the structure's drawing point the first special slot's animation sits, in screen pixels. | integer | 0 |
SpecialAnimYBuildingType | How far below the structure's drawing point the first special slot's animation sits, in screen pixels. | integer | 0 |
SpecialAnimYSortBuildingType | The sorting bias applied to the first special slot's animation, in leptons. | integer | 0 |
SpecialAnimZAdjustBuildingType | The depth bias applied to the first special slot's animation. | integer | 0 |
SpecialThreatValueAircraftType, BuildingType, InfantryType, UnitType | A per-type figure that TargetSpecialThreatCoefficient scales into a candidate's threat score. | floating point | 0 |
SpecialZOverlayNo effectBuildingType | Parsed shape name that the engine never draws. | string | (empty) |
SpecialZOverlayZAdjustNo effectBuildingType | Parsed depth bias that the engine never uses. | integer | 0 |
SpeechSidescenarios | The side whose voice set narrates a campaign mission. | Side | Context-dependent |
Speed6 applicable types | The top travel speed of an object type, the launch speed of a weapon's projectile, or the travel ceiling every jumpjet unit shares. | integer / speed | Varies by type |
SpeedTypeUnitType | The terrain table column a vehicle's per-cell throttle and passability are read from. | SpeedType | Context-dependent |
SpiralDeltaPerCoordParticleSystemType | How far a railgun trace's corkscrew turns per lepton of beam length, in radians. | floating point | .025 |
SpiralRadiusParticleSystemType | The radius of the corkscrew a railgun trace winds around its beam, in leptons. | floating point | 25.0 |
SplashListglobal rules | The animations played where something comes down in water. | typelist | (empty) |
SplitsBulletType | Breaks the projectile into a burst of bomblets when it detonates. | boolean | Context-dependent |
SpotlightAccelerationglobal rules | Radians per frame by which a sweeping spotlight's turn rate rises and falls. | floating point | .005 |
SpotlightAngleglobal rules | Width of the arc a sweeping spotlight covers before reversing, in radians. | floating point | 20 |
SpotlightLocationRadiusglobal rules | Distance ahead of a structure, in leptons, that its spotlight beam is aimed at. | integer | 1000 |
SpotlightMovementRadiusglobal rules | Distance behind a structure at which its spotlight's sweep pivots, and the range beyond which a followed target is dropped. | integer | 2000 |
SpotlightRadiusglobal rules | Base radius, in leptons, within which a spotlight notices an intruder. | integer | 175 |
SpotlightSpeedglobal rules | Turn rate a spotlight beam builds toward, in radians per frame. | floating point | .05 |
SpreadWarheadType, Tiberium | A warhead's blast radius, or the frames a Tiberium type waits between spread passes. | integer | Varies by type |
SpreadPercentageTiberium | Share of a Tiberium type's queued cells that one spread pass may seed from. | floating point | .1 |
StandingFramesUnitType | The number of frames in one facing's standing artwork of a shape-drawn vehicle. | integer | Computed |
StartAnimType | The frame of the shape the animation's first stage displays. | integer | 0 |
StartChargeUnitType | The charge a vehicle is created with, which only a mobile EMP vehicle spends. | integer | 0 |
StartColor1ParticleType | One end of the color range a spark or railgun particle is created at. | colour (R,G,B) | 0,0,0 |
StartColor2ParticleType | The other end of the color range a spark or railgun particle is created at. | colour (R,G,B) | 0,0,0 |
StartDeathFrameUnitType | The frame a shape-drawn vehicle's wreck animation begins at. | integer | Computed |
StartFacingBuildingType | The facing a structure snaps to when its construction animation ends, in eighths of a turn. | integer | 0 |
StartFiringFrameUnitType | The frame a shape-drawn vehicle's firing animation begins at. | integer | Computed |
StartFrameNo effectParticleType | Parsed frame index that the engine never uses. | integer | 0 |
StartPitchBuildingType | The barrel elevation a structure is created with, in eighths of a turn, where 2 is level. | integer | 2 |
StartSoundNo effect in some scopesAnimType, VoxelAnimType | The sound effect for the creation of a piece, played only by voxel animations. | sound | none |
StartStandFrameUnitType | The frame a shape-drawn vehicle's standing artwork begins at. | integer | Computed |
StartStateAIParticleType | The animation state a particle is created at. | integer | 0 |
StartWalkFrameUnitType | The frame a shape-drawn vehicle's walking animation begins at. | integer | 0 |
StartingDropshipsscenarios | How many dropships the player fills before a campaign mission begins. | integer | 0 |
StateAIAdvanceParticleType | The frames a particle spends in each animation state. | integer | 4 |
StickyNo effectAnimType | Parsed flag that the engine never uses. | boolean | no |
StopSoundglobal rules | Sound acknowledging the stop command. | sound | none |
StorageAircraftType, BuildingType, InfantryType, UnitType | Units of Tiberium an object can hold. | integer | 0 |
StoreNickmultiplayer settings | Keeps the Westwood Online nickname and password between runs. | boolean | yes |
Strayglobal rules | Distance in cells a team member may drift from the team before it is ordered back. | distance (cells) | 2 |
StrengthNo effect in some scopes12 applicable types | The maximum strength of most object types; wall overlays use it as a per-hit damage threshold. | integer | Partially documented |
StretchMoviesclient settings | Stretches full screen movies to fill the display instead of playing them at their own size. | boolean | no |
SuffixNo effectHouseType | Parsed country filename extension that the engine never uses. | string | Unchanged |
SuicideTeamType | Stops the team and its members from answering anything but their script. | boolean | no |
SuperWeaponBuildingType | The superweapon a standing structure of this type grants its owner. | SuperWeaponType | none |
SuperWeapon2BuildingType | A second superweapon a standing structure of this type grants its owner. | SuperWeaponType | none |
SuperWeaponsglobal rules | The house intelligence level at which a computer house begins firing its superweapons in a campaign. | integer | 4 |
SupressWeaponType | Discounts a candidate target that stands near buildings allied to the firing object. | boolean | no |
SurfaceAnimType | Places the animation in the ground layer, among the units and structures, rather than in the layer above them. | boolean | no |
SurvivorDivisorglobal rules | The divisor applied to a structure's cost when its number of survivors is worked out. | integer | 100 |
SurvivorRateglobal rules | The fraction of a structure's cost that decides how many survivors leave it. | floating point | .5 |
SuspendDelayglobal rules | Minutes a team stays suspended after a base attack emptied it. | floating point | 2 |
SuspendPriorityglobal rules | The TeamType priority a team must reach to survive a base attack. | integer | 20 |
SuspendVoiceSuperWeaponType | The EVA line spoken when the cameo of a superweapon whose timer is stopped is clicked. | EVA speech | none |
SwampTiletile controls | Nine-tile set of swamp ground, the first tile plain and the rest decorative. | integer | -1 |
SystemErrorglobal rules | Sound played when the LAN game list refuses a join attempt. | sound | none |
TagTeamType | The TagType attached to every member of a team of this type. | class | none |
TalkBubbleTimeglobal rules | How long a scripted talk bubble stays above the unit that is speaking. | floating point | 5 |
TargetNo effectmultiplayer settings | Parsed trap target that reaches a routine with nothing in it. | integer | -1 |
TargetDistanceCoefficientAircraftType, BuildingType, InfantryType, UnitType | Weights a candidate target by how far beyond weapon range it lies, and not at all inside it. | floating point | Computed |
TargetDistanceCoefficientDefaultglobal rules | The TargetDistanceCoefficient every object type falls back on. | floating point | 0 |
TargetEffectivenessCoefficientAircraftType, BuildingType, InfantryType, UnitType | Weights a candidate target by how much damage that candidate's warhead does to this object's armor. | floating point | Computed |
TargetEffectivenessCoefficientDefaultglobal rules | The TargetEffectivenessCoefficient every object type falls back on. | floating point | 0 |
TargetLaserAircraftType, BuildingType, InfantryType, UnitType | Draws a dashed sighting line from a firing vehicle to where its shot is aimed. | boolean | no |
TargetSpecialThreatCoefficientAircraftType, BuildingType, InfantryType, UnitType | Weights a candidate target by the SpecialThreatValue of that candidate's type. | floating point | Computed |
TargetSpecialThreatCoefficientDefaultglobal rules | The TargetSpecialThreatCoefficient every object type falls back on. | floating point | 0 |
TargetStrengthCoefficientAircraftType, BuildingType, InfantryType, UnitType | Weights a candidate target by how much of its maximum strength it still has. | floating point | Computed |
TargetStrengthCoefficientDefaultglobal rules | The TargetStrengthCoefficient every object type falls back on. | floating point | 0 |
TaskForceTeamType | The TaskForce whose composition a team of this type recruits and builds toward. | class | none |
TeamDelaysglobal rules | The frames a house waits between team creation passes, one entry per difficulty. | list of integers | (empty) |
TechLevelNo effect in some scopes7 applicable types | The level an object type demands, the level a house is given, or the level a non-campaign session hands every house. | integer | Varies by type |
Technicianglobal rules | The InfantryType that leaves a civilian object, and occasionally an armed one, in place of the ordinary crew. | class | none |
TemperateOccupationBitsTerrainType | Which of a cell's three infantry standing places a terrain object fills in the temperate theater. | integer | 7 |
TerrainPaletteBuildingType | Draws the structure with the cell's terrain colors instead of its owner's. | boolean | no |
TeslaChargeglobal rules | Sound a structure makes as its electric weapon begins charging. | sound | none |
TeslaLimitNo effectglobal rules | Parsed ceiling on Tesla coils that the engine never uses. | integer | 10 |
TeslaRatioNo effectglobal rules | Parsed Tesla coil share of a computer base that the engine never uses. | floating point | .16 |
TeslaZapNo effectglobal rules | Parsed sound that no turret ever discharges. | sound | none |
Theater13 applicable types | Marks a type's artwork as theater-specific in the art file; in a map file it instead names the theater the scenario is played in. | boolean / TheaterType | Varies by type |
Themescenarios | The score a mission opens with, queued at the point where its action movie plays. | themetype | No theme |
ThiefInfantryType | Makes a soldier take a non-allied vehicle it is walking toward. | boolean | no |
ThreatAvoidanceCoefficientAircraftType, BuildingType, InfantryType, UnitType | How heavily the type weighs the region threat figures when the pathfinder prices a route. | floating point | 0 |
ThreatPosedAircraftType, BuildingType, InfantryType, UnitType | How much danger the type represents, used by team weighting, the region threat map, and base-defense call-ups. | integer | 0 |
TiberiumOverlayType, WarheadType, random map generation | Marks an overlay as Tiberium, lets a warhead set Tiberium off, or sets how much Tiberium a generated map receives. | boolean / integer | Varies by type |
TiberiumChainReactionAnimType | Sets off the Tiberium in the cell the animation starts on. | boolean | no |
TiberiumDeathToVisceroidscenarios | Whether infantry killed by Tiberium leave a visceroid behind. | boolean | yes |
TiberiumExplosionDamageglobal rules | Damage a Tiberium chain-reaction animation deals where it stands. | integer | 100 |
TiberiumExplosiveNo effect in some scopesglobal rules, scenarios | Makes a destroyed harvester detonate its load; the scenario flag of the same name is stored and never read. | boolean | Varies by type |
TiberiumFarScanglobal rules | Distance a harvester searches for a Tiberium patch when it has none in mind. | distance (cells) | 32 |
TiberiumGrowsNo effect in some scopesglobal rules, scenarios | Shortens every Tiberium type's growth delay in a scenario; the multiplayer-defaults entry of the same name is stored and never read. | boolean | Varies by type |
TiberiumGrowthEnabledscenarios | Allows Tiberium to ripen and spread during a scenario. | boolean | yes |
TiberiumHeal5 applicable types | Whether an object mends itself while standing on Tiberium, and how often every such object is mended. | boolean / floating point | Varies by type |
TiberiumLayoutrandom map generation | How many tiberium fields a generated map is given, as a figure from 0 to 100. | integer | Unchanged |
TiberiumNearScanglobal rules | Distance a harvester searches for more Tiberium once it is already working a field. | distance (cells) | 6 |
TiberiumProofInfantryType | Stops Tiberium from poisoning an infantry type. | boolean | no |
TiberiumSpawnTypeAnimType | The overlay a landing animation plants its Tiberium from. | class | none |
TiberiumSpreadRadiusAnimType | Selects which of the eight cells around a landing animation can take Tiberium. | integer | 0 |
TiberiumSpreadsscenarios | Allows a ripe Tiberium cell to seed its neighbors. | boolean | Unchanged |
TiberiumStrengthNo effectglobal rules | Parsed damage figure that the engine never uses. | integer | 10 |
TiberiumToSpawnTerrainType | Registration slot of the Tiberium type a Tiberium-spawning TerrainType produces. | integer | 0 |
TiberiumTransmogrifyNo effectglobal rules | Parsed number that the engine never uses. | integer | Unchanged |
TiberiumWildliferandom map generation | How readily a generated map's tiberium fields are given creatures to guard them, as a figure from 0 to 100. | integer | Unchanged |
TickTankBuildingType | Marks a deployed structure as a tick tank, which faces east and levels its gun as it digs in. | boolean | no |
TiledAnimType | Repeats the animation's current frame upward until the copies leave the top of the view. | boolean | no |
TilesInSettile controls | Count of tiles a tile set contributes to the theater, and the marker that ends the theater read. | integer | -1 |
TiltsWhenCrushesAircraftType, BuildingType, InfantryType, UnitType | Makes a vehicle lurch forward as it crushes a sandbag wall. | boolean | yes |
Timerandom map generation | The hour a generated map is fought at, as a position from 0 through 3. | integer | Unchanged |
TimerInheritscenarios | Whether this mission resumes the countdown timer the previous one finished with. | boolean | no |
TimerWarningNo effectglobal rules | Parsed mission-timer threshold, in minutes, that the engine never acts on. | floating point | 2 |
TireVoxelDebrisNo effectglobal rules | Parsed VoxelAnimType that the engine never uses. | class | none |
ToOverlayBuildingType | The cell overlay a wall structure turns into when it is placed. | class | none |
ToProtectAircraftType, BuildingType, InfantryType, UnitType | Whether damage to the object makes its computer house call defenders back to it. | boolean | no |
ToSnowTheaterNo effecttile controls | Parsed tile-set number that the engine stores and never reads. | integer | -1 |
ToTemperateTheaterNo effecttile controls | Parsed tile-set number that the engine stores and never reads. | integer | -1 |
TogglePowerBuildingType | Whether the player may switch this structure on and off. | boolean | yes |
TooBigToFitUnderBridgeUnitType | Splits a vehicle's composed image into two separately sorted pieces while it passes under a bridge. | boolean | no |
ToolTipsclient settings | Pops the interface tooltips up while a scenario is running. | boolean | yes |
TotalAITeamCapglobal rules | The number of live teams a house may hold before its AI triggers stop springing, one entry per difficulty. | list of integers | (empty) |
TrackTunnelstile controls | The tile set that supplies the four railway tunnel mouths, one per facing. | integer | -1 |
TrackedDownhillglobal rules | Speed multiplier for a tracked vehicle stepping to a lower cell. | floating point | 1 |
TrackedUphillglobal rules | Speed multiplier for a tracked vehicle stepping to a higher cell. | floating point | 1 |
TrailerBulletType | The animation left behind the projectile as it flies. | class | none |
TrailerAnimAnimType, VoxelAnimType | The trail animation dropped at intervals for as long as the effect lasts. | class | none |
TrailerSeperationAnimType | The number of frames between one trail animation and the next. | integer | 0 |
TrainBridgeSettile controls | The tile set that supplies the sixteen pieces a railway bridge is built from. | integer | -1 |
TrainCratescenarios | Whether a destroyed train vehicle drops a crate in this scenario. | boolean | no |
TrainableAircraftType, BuildingType, InfantryType, UnitType | Allows an object of this type to accumulate experience from kills and receive veterancy-crate promotions. | boolean | Context-dependent |
TranslucencyAnimType, ParticleType | How faded an animation or a particle is drawn, as a percentage, at the detail settings that honor it. | integer | 0 |
TranslucencyDetailLevelAnimType | The lowest detail setting at which the animation is drawn faded rather than solid. | integer | 0 |
TranslucentAnimType, VoxelAnimType | Blends the image into the scene instead of drawing it solid. | boolean | no |
Translucent25StateParticleType | The animation state at which a flame particle thins to a quarter faded. | integer | -1 |
Translucent50StateParticleType | The animation state at which a flame particle thins to half faded. | integer | -1 |
TransportsReturnOnUnloadTeamType | Sends each transport back to where it set out from once the team's unload finishes. | boolean | no |
TreeFireglobal rules | The two flames that burn on a terrain object once it catches. | typelist | (empty) |
TreeFlammabilityglobal rules | Chance a burning terrain object sets fire to each unburnt terrain object beside it. | floating point | .1 |
TreeStrengthglobal rules | Maximum strength a TerrainType takes when its own section sets none. | integer | 25 |
TreeTargetingglobal rules | Whether the attack cursor appears over trees without the force-fire modifier held. | boolean | no |
TruckCratescenarios | Whether a destroyed non-train vehicle drops a crate in this scenario. | boolean | no |
TunnelSpeedglobal rules | Multiplier on how fast a subterranean unit sinks and rises, and divisor of its dig-in wait. | floating point | 1 |
Tunnelstile controls | The tile set that supplies the four road tunnel mouths, one per facing. | integer | -1 |
TurboBoostNo effectWeaponType, global rules | Red Alert leftover that the engine parses and never uses. | boolean / floating point | Varies by type |
TurnRateglobal rules | How fast a jumpjet unit swings around to a new heading. | integer | 3 |
TurretAircraftType, BuildingType, InfantryType, UnitType | Gives a vehicle or aircraft a turret that aims and fires independently of its body. | boolean | no |
TurretAnimBuildingType | The animation a building's turret is drawn from, or the voxel model that replaces it. | string | (empty) |
TurretAnimDamagedBuildingType | The turret animation a building shows once it is damaged. | string | Computed |
TurretAnimIsExclusiveBuildingType | Runs a building's turret animation only while its weapon is charging, in place of its second active animation. | boolean | no |
TurretAnimIsVoxelBuildingType | Draws a building's turret from a voxel model rather than from an animation. | boolean | no |
TurretAnimXBuildingType | The horizontal screen offset from a building's artwork to its turret. | integer | 0 |
TurretAnimYBuildingType | The vertical screen offset from a building's artwork to its turret. | integer | 0 |
TurretAnimYSortBuildingType | The bias added to where a building's turret animation falls in the draw order. | integer | 0 |
TurretAnimZAdjustBuildingType | The depth bias a building's turret art is drawn with. | integer | 0 |
TurretChargeAnimRateBuildingType | The delay between frames of a building's turret animation while its weapon charges. | integer | 3 |
TurretNotExportedOnGroundAircraftType, BuildingType, InfantryType, UnitType | Pivots a building's voxel barrel about its firing offset instead of about the model origin. | boolean | no |
TurretOffsetAircraftType, BuildingType, InfantryType, UnitType | Moves an object's turret forward from its center along the centerline. | integer | 0 |
TurretSpinsAircraftType, BuildingType, InfantryType, UnitType | Makes a vehicle's turret rotate continuously instead of holding an aim. | boolean | no |
TypeNo effect in some scopesSuperWeaponType, multiplayer settings | A superweapon's hard-coded behavior, or under the sync-bug settings the object kind named for the playback trap. | string | Varies by type |
TypeImmuneAircraftType, BuildingType, InfantryType, UnitType | Stops an object taking damage from another object of exactly its own type and house. | boolean | no |
URepairRateglobal rules | The interval between the repair steps a service depot applies to the vehicle or aircraft docked with it. | floating point | .016 |
UndeploySoundBuildingType | The sound a structure makes as its deconstruction starts. | sound | none |
UndeploysIntoAircraftType, BuildingType, InfantryType, UnitType | The UnitType a structure turns back into when it is taken down. | class | none |
UnderDoorAnimBuildingType | The shape drawn beneath a structure's factory door while it unloads. | string | (empty) |
UnitActionLinesclient settings | Draws a line from each selected object to whatever it has been ordered at. | boolean | yes |
UnitCountglobal rules | Starting figure for the unit count a multiplayer or skirmish match opens with. | integer | 10 |
UnitCrateTypeglobal rules | The single vehicle type every unit crate delivers. | class | none |
UnitReloadBuildingType | Makes the building rearm the object docked with it, one ammunition point at a time. | boolean | no |
UnitRepairBuildingType | Makes the building take in one vehicle or aircraft at a time and repair it for credits. | boolean | no |
UnloadingHarvesterglobal rules | The vehicle type a harvester is drawn as while it stands at a refinery unloading. | class | none |
UnsellableBuildingType | Prevents the BuildingType from being sold. | boolean | no |
UpgradesBuildingType | How many upgrade plugs the structure accepts. | integer | 0 |
UrbanPresencerandom map generation | How built up a generated map is, as a figure from 0 to 100. | integer | Unchanged |
UseBlueTiberiumrandom map generation | Grows some of a generated map's fields from the second tiberium overlay set rather than the first. | boolean | Unchanged |
UseChargeDrainSuperWeaponType | Whether the superweapon holds its effect for a timed spell instead of firing once. | boolean | no |
UseFireParticlesWeaponType | Attacks with a stream of fire particles instead of the projectile's damage. | boolean | no |
UseIonStormsrandom map generation | Whether random map generation folds the ion storm file into the map it builds. | boolean | Unchanged |
UseMinDefenseRuleglobal rules | Whether a house must hold its minimum number of defensive teams before any other AI trigger may spring. | boolean | yes |
UseNormalLightAnimType | Draws the animation at full brightness instead of at the light level where it stands. | boolean | no |
UseSparkParticlesWeaponType | Sprays a particle system at the target alongside the shot. | boolean | no |
UseTransitionsrandom map generation | Lets a generated map's lighting move with the hour instead of holding the hour it was built at. | boolean | Unchanged |
UseTurretShadowNo effectUnitType | Parsed shadow flag that the engine never uses. | boolean | no |
VSyncclient settings | Whether the renderer waits for the display's refresh before showing a finished frame. | boolean | no |
ValueTiberium | Credits paid for each growth stage of a Tiberium type. | integer | 0 |
Vegetationrandom map generation | How thickly a generated map is planted with green ground and trees, as a figure from 0 to 100. | integer | Unchanged |
VehicleThiefInfantryType | Makes a soldier take the vehicle it is sent at, and lets it walk into that vehicle's cell. | boolean | no |
VeinAttackglobal rules | AnimType a vein cell attaches to itself to hurt what stands in it. | class | none |
VeinDamageglobal rules | Raw damage a vein cell deals on every second frame. | integer | 2 |
VeinGrowthEnabledscenarios | Allows veinhole monsters to spread their fields during a scenario. | boolean | yes |
VeinGrowthRateNo effectglobal rules | Parsed rate that the engine never uses. | floating point | 1 |
VeinholeWarheadType | Turns damage from the warhead into an attack the victim blames on a veinhole monster. | boolean | no |
VeinholeGrowthRateglobal rules | Game frames between one veinhole monster's growth steps. | integer | 100 |
VeinholeMonsterStrengthNo effectglobal rules | Parsed strength figure that the engine never uses. | integer | 10000 |
VeinholeMonstersrandom map generation | Veinhole monsters the random map generator plants. | integer | Unchanged |
VeinholeShrinkRateglobal rules | Game frames between the withering steps of a destroyed monster's field. | integer | 100 |
VeinholeTypeClassglobal rules | TerrainType every veinhole monster in the scenario is built from. | class | none |
VeinholeWarheadglobal rules | WarheadType vein damage is applied with. | class | none |
VelocityParticleType | The speed a particle is created with, in leptons per frame. | floating point | 0 |
VelocityPerturbationCoefficientParticleSystemType | How far a railgun particle's speed may run above its own type's velocity. | floating point | 0.0 |
VersesWarheadType | The percentage of a weapon's damage the warhead delivers against each armor class, in armor order. | string | 100%,100%,100%,100%,100% |
VeryHighBulletType | Raises a homing projectile's cruising clearance and delays the dive onto its target. | boolean | no |
VeteranAbilitiesAircraftType, BuildingType, InfantryType, UnitType | The abilities an object of this type gains at veteran rank and keeps at elite. | abilities | (empty) |
VeteranArmorglobal rules | Damage taken by an object holding the armor ability is divided by this value plus one. | floating point | 1 |
VeteranCapglobal rules | The highest experience total a credited kill may leave an object at. | floating point | 1 |
VeteranCombatglobal rules | Weapon damage from an object holding the firepower ability is multiplied by this value plus one. | floating point | 1 |
VeteranLevelTeamType | The rank every member created for this team starts at. | integer | 1 |
VeteranROFglobal rules | Reload delay of an object holding the rate of fire ability is divided by this value plus one. | floating point | 1 |
VeteranRatioglobal rules | The multiple of its own cost an object must destroy to earn one point of experience. | floating point | 10 |
VeteranSightglobal rules | Sight range of an object holding the sight ability is multiplied by this value plus one. | floating point | 1 |
VeteranSpeedglobal rules | Movement speed of an object holding the faster ability is multiplied by this value plus one. | floating point | 1 |
VisceroidsNo effectscenarios | Parsed flag that spawns nothing. | boolean | Unchanged |
VisibleLoadNo effectAircraftType, BuildingType, InfantryType, UnitType | Parsed cargo-visibility flag that the engine never uses. | boolean | no |
VoiceAttackAircraftType, BuildingType, InfantryType, UnitType | The responses an object speaks when the player orders it to attack. | list of sounds | (empty) |
VoiceCommentInfantryType | The idle remark and the disembarking remark a soldier speaks, in that order. | list of sounds | (empty) |
VoiceDieAircraftType, BuildingType, InfantryType, UnitType | The responses an object speaks as it is destroyed. | list of sounds | (empty) |
VoiceFeedbackAircraftType, BuildingType, InfantryType, UnitType | The responses an object speaks on the hit that takes it below half strength. | list of sounds | (empty) |
VoiceMoveAircraftType, BuildingType, InfantryType, UnitType | The responses an object speaks when the player gives it an order other than an attack. | list of sounds | (empty) |
VoiceSelectAircraftType, BuildingType, InfantryType, UnitType | The responses an object speaks when it is selected. | list of sounds | (empty) |
VoiceVolumeclient settings | The volume of EVA and taunt speech, as a fraction from 0 to 1. | floating point | 1 |
VolumeSounds | The share of full loudness the sound effect is played at. | floating point | 1.0 |
VoxelObjectType and derived types | Draws the type from a voxel model rather than from a shape file. | boolean | no |
VoxelBarrelFileBuildingType | The voxel model a building's gun barrel is drawn from. | string | (empty) |
VoxelBarrelOffsetToBarrelEndBuildingType | Where a building with a voxel barrel creates its shots. | point (x,y,z) | Context-dependent |
VoxelBarrelOffsetToBuildingPivotPointBuildingType | Where a building's voxel barrel assembly is mounted on the structure. | point (x,y,z) | Context-dependent |
VoxelBarrelOffsetToPitchPivotPointBuildingType | Where a building's voxel barrel sits once it has elevated. | point (x,y,z) | Context-dependent |
VoxelBarrelOffsetToRotatePivotPointBuildingType | Where a building's voxel barrel sits once it has turned to face its target. | point (x,y,z) | Context-dependent |
VoxelBarrelScaleBuildingType | The size a building's voxel barrel is drawn at, as a multiple of the model's own. | floating point | 1.0 |
VoxelIndexVoxelAnimType | Which section of the voxel model a voxel animation is drawn from. | integer | 0 |
Wakeglobal rules | The ripple laid on the water by something moving across it, falling into it or sinking through it. | class | none |
WalkFramesUnitType | The number of frames in one facing's walking animation of a shape-drawn vehicle. | integer | 12 |
WalkRateAircraftType, BuildingType, InfantryType, UnitType | The number of game frames each step of a vehicle's walk cycle holds for. | integer | 1 |
WallBuildingType, OverlayType, WarheadType | Turns a BuildingType into a wall segment, marks an OverlayType as wall, or lets a WarheadType destroy walls. | boolean | no |
WallBuildSpeedCoefficientglobal rules | The multiplier applied to a wall's build time. | floating point | .5 |
WallOwnerHouseType | Whether the country's buildings can claim ownership of nearby walls placed with the map. | boolean | yes |
WallTowerglobal rules | The BuildingType that joins a brick or sandbag wall run from any direction. | class | none |
WarLimitNo effectglobal rules | Parsed ceiling on war factories that the engine never uses. | integer | 2 |
WarRatioNo effectglobal rules | Parsed war factory share of a computer base that the engine never uses. | floating point | .1 |
WarheadAnimType, ParticleType, VoxelAnimType, WeaponType | The WarheadType a weapon's shot carries, or the one an animation, particle or voxel animation delivers its own damage through. | class | none |
WaterAmountrandom map generation | How much of a generated map is put under water, as a figure from 0 to 100. | integer | Unchanged |
WaterBoundBuildingType, TerrainType | Picks the movement kind a type's ground is tested against when it is placed. | boolean | no |
WaterCavestile controls | The tile set that supplies the eight cave mouths cut into a cliff at the water line. | integer | -1 |
WaterCliffstile controls | Tile set holding the cliff faces that drop straight into water. | integer | -1 |
WaterSettile controls | Fourteen-tile set of open water. | integer | -1 |
WaterToSwampLattile controls | Tile set holding the sixteen blend pieces laid where swamp meets other terrain. | integer | -1 |
WaterfallEasttile controls | The tile set that supplies the four pieces of a waterfall running east. | integer | -1 |
WaterfallNorthtile controls | The tile set that supplies the four pieces of a waterfall running north. | integer | -1 |
WaterfallSouthtile controls | The tile set that supplies the four pieces of a waterfall running south. | integer | -1 |
WaterfallWesttile controls | The tile set that supplies the four pieces of a waterfall running west. | integer | -1 |
WaypointTeamType | The waypoint a team of this type starts at and recruits around. | string | none |
WaypointAnimationSpeedglobal rules | Interval between frame changes in the marker drawn on a plotted waypoint. | integer | 12 |
WeaponTypeSuperWeaponType | The WeaponType a missile silo launches for this superweapon. | class | none |
WeaponsFactoryBuildingType | Sends a finished object out through a door sequence instead of an ordinary exit cell. | boolean | no |
WebDurationWarheadType | The number of frames a webbed infantryman stays pinned. | integer | 300 |
WebDurationVariationWarheadType | The number of frames the web duration is shifted at random in either direction. | integer | 25 |
WebRadiusWarheadType | The radius in cells of the area a web covers. | integer | 2 |
WebbedInfantryglobal rules | The artwork an infantryman is drawn with while a web holds him. | class | none |
WebbyWarheadType | The warhead entangles the infantry it catches instead of damaging them. | boolean | no |
WeedCapacityglobal rules | Units of weed a house can hold. | integer | 0 |
WeederBuildingType, UnitType | Makes a BuildingType the structure vein harvesters dock at, or a UnitType a vein harvester. | boolean | no |
WeightAircraftType, BuildingType, InfantryType, UnitType | How strongly an object resists being rocked, and how heavily it presses on ice. | floating point | 1 |
WheeledDownhillglobal rules | Speed multiplier for a vehicle that is not tracked stepping to a lower cell. | floating point | 1 |
WheeledUphillglobal rules | Speed multiplier for a vehicle that is not tracked stepping to a higher cell. | floating point | 1 |
WhinerNo effectTeamType | Parsed flag that the engine never reaches. | boolean | no |
WidthSmudgeType, random map generation | A smudge's width in cells, or a generated map's size index. | integer | Varies by type |
Winscenarios | The movie played when a campaign mission is won. | movie | <none> |
WindDirectionglobal rules | The facing that smoke and gas particles drift toward. | integer | -1 |
WindEffectParticleType | How strongly the prevailing wind carries a particle sideways. | integer | 0 |
WindowHeightclient settings | The height of the drawable area of the game window, in pixels. | integer | Computed |
WindowWidthclient settings | The width of the drawable area of the game window, in pixels. | integer | Computed |
WobbleDeviationglobal rules | How far a hovering jumpjet unit drifts above and below its flight level. | integer | 40 |
WobblesPerSecondglobal rules | How many complete up-and-down cycles a hovering jumpjet unit performs each second. | floating point | .25 |
WoodWarheadType | Lets the warhead damage terrain objects, and wall overlays whose armor is wood. | boolean | no |
WoodCrateglobal rules | The crate result delivered by a WoodCrateImg crate in a campaign. | cratetype | Money |
WoodCrateImgglobal rules | The OverlayType used for every crate the engine places itself. | class | none |
WorstLowPowerBuildRateCoefficientNo effectglobal rules | Parsed worst-case low-power build coefficient that the engine never uses. | floating point | .3 |
XVelocityParticleType | One horizontal axis of the spread of speeds a spark is thrown at. | integer | 1 |
YDrawFudgeTerrainType | Pixels a terrain object's artwork is shifted down the screen by. | integer | 0 |
YDrawOffsetAnimType | Shifts the animation's artwork down the screen, in pixels, as it is drawn. | integer | 0 |
YSortAdjustAnimType | Biases where the animation falls in the ground layer's drawing order, in leptons. | integer | 0 |
YVelocityParticleType | The other horizontal axis of the spread of speeds a spark is thrown at. | integer | 1 |
ZFudgeBridgeAircraftType, BuildingType, InfantryType, UnitType | The depth bias applied to an object while it is under a bridge. | integer | 0 |
ZFudgeCliffAircraftType, BuildingType, InfantryType, UnitType | The depth bias applied to an object standing at the foot of a cliff. | integer | 10 |
ZFudgeColumnAircraftType, BuildingType, InfantryType, UnitType | The depth bias applied to an object passing a bridge support column. | integer | 5 |
ZFudgeTunnelAircraftType, BuildingType, InfantryType, UnitType | The depth bias applied to an object standing at a tunnel mouth. | integer | 10 |
ZShapePointMoveBuildingType | Moves the shared depth shape stamped under a structure, in screen pixels. | point (x,y) | 0,0 |
ZVelocityRangeParticleType | The spread of upward speeds a spark is thrown at. | integer | 1 |
Zombiemission behavior | Keeps an object on this mission where it is when it is damaged, and when it runs out of things to do. | boolean | no |
ZoomInFactorglobal rules | How far the tactical view magnifies when a trigger zooms it in. | floating point | 2 |
No keys match the current filters.