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All INI keys

INI referenceAll INI keys

Every accepted INI key, searchable by name, description, value type, section, and file family.

1325 of 1325

KeyDescriptionValueWhen omitted
AABulletTypeAllows the projectile to be fired at targets that are in the air.booleanno
AALimitNo effectglobal rulesParsed ceiling on anti-aircraft buildings that the engine never uses.integer10
AARatemission behaviorThe servicing delay an armed building on this mission waits between passes.floating pointInherited
AARatioNo effectglobal rulesParsed fraction that the engine never uses.floating point.14
AGBulletTypeAllows the projectile to be fired at targets that are on the ground.booleanyes
AIAlternateProductionCreditCutoffglobal rulesCredit total below which a computer house builds structures and units in alternation instead of together.integer1000
AIBaseSpacingglobal rulesCells of clearance kept around a building when base ground is reserved and computer placements are searched.integer1
AIBuildThisBuildingTypeAllows a computer house to put the BuildingType into the base plan it generates.booleanno
AIBuildsWallsglobal rulesLets a computer house close its base plan with the node that runs the perimeter wall planner.booleanyes
AIDetectDisguiseglobal rulesLets every computer house see a disguised soldier for what it is when it scans for a target.booleanno
AIHateDelaysglobal rulesThe frames a computer house waits before picking its first enemy, one entry per difficulty.list of integers(empty)
AIIonCannonAPCValueglobal rulesThe ion cannon rating a computer house gives an enemy vehicle that can carry passengers.list of integers(empty)
AIIonCannonBaseDefenseValueglobal rulesThe ion cannon rating a computer house gives an enemy IsBaseDefense structure.list of integers(empty)
AIIonCannonConYardValueglobal rulesThe ion cannon rating a computer house gives an enemy structure that produces buildings.list of integers(empty)
AIIonCannonEngineerValueglobal rulesThe ion cannon rating a computer house gives an enemy engineer.list of integers(empty)
AIIonCannonHarvesterValueglobal rulesThe ion cannon rating a computer house gives an enemy harvesting vehicle.list of integers(empty)
AIIonCannonHelipadValueglobal rulesThe ion cannon rating a computer house gives an enemy HoverPad structure.list of integers(empty)
AIIonCannonMCVValueglobal rulesThe ion cannon rating a computer house gives an enemy vehicle that deploys into a construction yard.list of integers(empty)
AIIonCannonPlugValueglobal rulesThe ion cannon rating a computer house gives an enemy IsPlug structure.list of integers(empty)
AIIonCannonPowerValueglobal rulesThe ion cannon rating a computer house gives an enemy structure that produces more power than it draws.list of integers(empty)
AIIonCannonTempleValueglobal rulesThe ion cannon rating a computer house gives an enemy IsTemple structure.list of integers(empty)
AIIonCannonThiefValueglobal rulesThe ion cannon rating a computer house gives an enemy vehicle thief.list of integers(empty)
AIIonCannonWarFactoryValueglobal rulesThe ion cannon rating a computer house gives an enemy structure that produces vehicles.list of integers(empty)
AITriggerFailureWeightDeltaglobal rulesThe amount added to an AI trigger's weight each time one of its teams fails.floating point-1
AITriggerSuccessWeightDeltaglobal rulesThe amount added to an AI trigger's weight each time one of its teams succeeds.floating point1
AITriggerTrackRecordCoefficientglobal rulesThe multiplier applied to an AI trigger's history term when one of its teams fails.floating point1
AIUseTurbineUpgradeProbabilityglobal rulesThe chance that a computer house named "GDI" answers a power shortfall with a turbine upgrade rather than another power plant.floating point1
AVBulletTypeNarrows the target categories the weapon contributes to a scan down to vehicles alone.booleanno
AcceleratesAircraftType, BuildingType, InfantryType, UnitTypeMakes a driving vehicle ease up to speed and brake as it nears its destination.booleanyes
AccelerationBulletType, global rules, levitation controlsHow quickly a homing projectile, a jumpjet unit or a levitating unit changes speed.integer / floating pointVaries by type
AccelerationDurationlevitation controlsHow many frames a levitating unit's thrust keeps pushing.integer20
AccelerationFactorAircraftType, BuildingType, InfantryType, UnitTypeThe step a vehicle's throttle climbs by each frame while it is speeding up.floating point.03
AccelerationProbabilitylevitation controlsThe per-frame chance that a levitating unit with nothing to head for thrusts off in a random direction.floating point0.01
Accessibilityrandom map generationThe chance that neighboring pieces of high and low ground are joined by more than one ramp, as a figure from 0 to 100.integerUnchanged
ActionSuperWeaponType, scenariosA superweapon's targeting cursor and firing path, or on a scenario the movie played as the mission begins.actiontype / movieVaries by type
ActiveAnimBuildingTypeThe animation the structure runs in its first active slot.string(empty)
ActiveAnimDamagedBuildingTypeThe animation the first active slot runs while the structure is damaged.stringInherited
ActiveAnimFourBuildingTypeThe animation the structure runs in its fourth active slot.string(empty)
ActiveAnimFourDamagedBuildingTypeThe animation the fourth active slot runs while the structure is damaged.stringInherited
ActiveAnimFourPoweredBuildingTypeWhether the fourth active slot's animation freezes while its house is short of power.booleanyes
ActiveAnimFourPoweredLightBuildingTypeWhether the fourth active slot's animation is destroyed and recreated with its house's power.booleanno
ActiveAnimFourXBuildingTypeHow far right of the structure's drawing point the fourth active slot's animation sits, in screen pixels.integer0
ActiveAnimFourYBuildingTypeHow far below the structure's drawing point the fourth active slot's animation sits, in screen pixels.integer0
ActiveAnimFourYSortBuildingTypeThe sorting bias applied to the fourth active slot's animation, in leptons.integer0
ActiveAnimFourZAdjustBuildingTypeThe depth bias applied to the fourth active slot's animation.integer0
ActiveAnimPoweredBuildingTypeWhether the first active slot's animation freezes while its house is short of power.booleanyes
ActiveAnimPoweredLightBuildingTypeWhether the first active slot's animation is destroyed and recreated with its house's power.booleanno
ActiveAnimThreeBuildingTypeThe animation the structure runs in its third active slot.string(empty)
ActiveAnimThreeDamagedBuildingTypeThe animation the third active slot runs while the structure is damaged.stringInherited
ActiveAnimThreePoweredBuildingTypeWhether the third active slot's animation freezes while its house is short of power.booleanyes
ActiveAnimThreePoweredLightBuildingTypeWhether the third active slot's animation is destroyed and recreated with its house's power.booleanno
ActiveAnimThreeXBuildingTypeHow far right of the structure's drawing point the third active slot's animation sits, in screen pixels.integer0
ActiveAnimThreeYBuildingTypeHow far below the structure's drawing point the third active slot's animation sits, in screen pixels.integer0
ActiveAnimThreeYSortBuildingTypeThe sorting bias applied to the third active slot's animation, in leptons.integer0
ActiveAnimThreeZAdjustBuildingTypeThe depth bias applied to the third active slot's animation.integer0
ActiveAnimTwoBuildingTypeThe animation the structure runs in its second active slot.string(empty)
ActiveAnimTwoDamagedBuildingTypeThe animation the second active slot runs while the structure is damaged.stringInherited
ActiveAnimTwoPoweredBuildingTypeWhether the second active slot's animation freezes while its house is short of power.booleanyes
ActiveAnimTwoPoweredLightBuildingTypeWhether the second active slot's animation is destroyed and recreated with its house's power.booleanno
ActiveAnimTwoXBuildingTypeHow far right of the structure's drawing point the second active slot's animation sits, in screen pixels.integer0
ActiveAnimTwoYBuildingTypeHow far below the structure's drawing point the second active slot's animation sits, in screen pixels.integer0
ActiveAnimTwoYSortBuildingTypeThe sorting bias applied to the second active slot's animation, in leptons.integer0
ActiveAnimTwoZAdjustBuildingTypeThe depth bias applied to the second active slot's animation.integer0
ActiveAnimXBuildingTypeHow far right of the structure's drawing point the first active slot's animation sits, in screen pixels.integer0
ActiveAnimYBuildingTypeHow far below the structure's drawing point the first active slot's animation sits, in screen pixels.integer0
ActiveAnimYSortBuildingTypeThe sorting bias applied to the first active slot's animation, in leptons.integer0
ActiveAnimZAdjustBuildingTypeThe depth bias applied to the first active slot's animation.integer0
ActsLikeHouse (per-scenario)The country a scenario's house is treated as belonging to when only two sides can be told apart.integerComputed
AdjacentBuildingTypeHow far this building searches for an eligible anchor while it is being placed.integerNot documented
AgentInfantryTypeMakes a soldier report on the structure it walks into rather than capturing it.booleanno
AggressiveTeamTypeLets a member that holds a target stay and fight instead of closing on the team's destination.booleanno
AirburstBulletTypeHolds a homing projectile at cruising height so that it goes off above its target rather than diving onto it.booleanno
AirburstWeaponBulletTypeThe WeaponType supplying the bomblets a splitting projectile releases.classnone
AircraftNo effectglobal rulesParsed intelligence level that the engine never uses.integer4
AircraftFogRevealglobal rulesRadius in cells that an airborne aircraft with no sight of its own clears of fog.integer6
AirspeedNo effectHouseType, difficulty settingsParsed multiplier on a country or a difficulty setting that no gameplay path reads.floating pointVaries by type
AirstripLimitNo effectglobal rulesParsed ceiling on airstrips that the engine never uses.integer5
AirstripRatioNo effectglobal rulesParsed 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 controlsGround that a subterranean unit may dive into or surface through.booleanyes
AllowFindonline settingsPermission for other Westwood Online players to locate this account.integer1
AllowPageonline settingsPermission for other Westwood Online players to page this account.integer1
AllowShroudedSubteranneanMovesglobal rulesWhether a subterranean unit accepts a click on an object standing under the shroud.booleanno
AllowTiberiumtile controlsLets Tiberium take root on the tiles of a theater tile set.booleanno
AllowToPlaceNo effecttile controlsParsed tile-set flag that the engine never uses.booleanyes
AllowableUnitMaximumsscenariosHow many of each restricted type a mission's dropship loadout may hold.list of integersComputed
AllowableUnitsscenariosThe infantry and vehicle types offered on a mission's dropship loadout screen.technotype list(empty)
AllowedToStartInMultiplayerAircraftType, BuildingType, InfantryType, UnitTypeLets a vehicle or infantry type appear among the units each house is handed at a multiplayer start.booleanyes
AllyRevealglobal rulesWhether an ally's objects reveal terrain for the local player.booleanyes
AlphaImage12 applicable typesThe SHP file blended over the object as an area light.string(empty)
AltHomeCellscenariosThe waypoint the view opens on instead, when the first global flag is set.integer98
AltImageUnitTypeThe shape set a visceroid draws its attack animation from.string(empty)
AltNextScenarioscenariosThe mission the campaign advances to instead, when the second global flag is set.stringUnchanged
AltPaletteAnimTypeDraws the animation through the first declared color scheme instead of the shared animation palette.booleanno
AmbientscenariosThe scenario's overall light level, where 1 is full daylight.floating point1
AmbientChangeRateglobal rulesMinutes between one step of the ambient light fade and the next.floating point.2
AmbientChangeStepglobal rulesHow far the ambient light moves on each step of a fade, as a fraction of full ambient light.floating point.1
AmbientDamageWeaponTypeThe 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.integer0
AmmoAircraftType, BuildingType, InfantryType, UnitTypeThe number of shots a runtime instance carries, or the number of visitors a hospital or armory can admit.integer-1
AmmoCrateDamageglobal rulesRaw damage of the blast an exploding overlay leaves behind when it is set off.integer100
AnimWeaponTypeThe animations played at the firing coordinate when the weapon goes off, either one fixed entry or one per facing.list of AnimTypes(empty)
AnimActiveBuildingTypeThe first frame, frame count and step delay of a structure's working animation.string0,1,0
AnimAux1BuildingTypeThe first frame, frame count and step delay of a structure's first auxiliary animation.string0,1,0
AnimAux2BuildingTypeThe first frame, frame count and step delay of a structure's second auxiliary animation.string0,1,0
AnimHighBulletTypeThe last frame of the projectile's looping flight animation.integer0
AnimIdleBuildingTypeThe first frame, frame count and step delay of a structure's resting animation.string0,1,0
AnimListWarheadTypeThe impact animations of the warhead, chosen by the damage the blast carries.list of AnimTypesnone
AnimLowBulletTypeThe frame the projectile's flight animation returns to when it loops.integer0
AnimPaletteBulletTypeDraws the projectile's body with the animation palette instead of the normal one.booleanno
AnimRateBulletTypeThe number of game frames each frame of the projectile's flight animation is held for.integer0
AnimationProbabilityTerrainTypeChance each game frame that a stopped terrain animation starts over.floating point0
AnimationRateTerrainTypeGame frames each frame of an animated terrain object's artwork is held for.integer0
AnnoyanceTeamTypeMakes a team that is already under way regroup when one of its members is fired on.booleanno
ArcingBulletTypeAims the weapon by solving a ballistic arc to the target instead of pointing straight at it.booleanno
AreTeamMembersRecruitableTeamTypeThe autocreate-recruitable state written onto each object as it joins a team of this type.booleanyes
ArmBulletTypeHow long after launch a projectile's proximity fuse is held shut, in game frames.integer0
ArmorNo effect in some scopes14 applicable typesAn object type's armor class, or on a country or difficulty setting the divisor of the damage its objects take.ArmorType / floating pointVaries by type
ArmoryBuildingTypeAdmits one infantry at a time and promotes it when the servicing delay elapses.booleanno
ArtillaryBuildingTypeMarks a deployed structure as artillery, which faces north when it digs in and stows its gun before it packs up.booleanno
AtmosphereEntryglobal rulesThe animation drawn high above the map where a drop pod enters the scenario.classnone
AtomDamageNo effectglobal rulesRaw damage of a wide-area nuclear blast that nothing in play reaches.integer1000
AttachedParticleSystemWeaponTypeThe particle system a flame, spark or railgun weapon spawns as it fires.stringnone
AttachedSystemVoxelAnimTypeThe particle system created with a voxel animation and destroyed with it.classnone
AttackDelayNo effectglobal rulesParsed multiplier on a house's first-attack countdown, which no decision consults.floating point5
AttackIntervalNo effectglobal rulesParsed spacing between computer attacks that the engine never uses.floating point3
AttackingAircraftSightRangeglobal rulesRadius in cells revealed when a player-controlled aircraft fires from or at shrouded ground.integer5
AutoCrushNo effect in some scopes5 applicable typesA parsed per-type flag that nothing acts on, and the IQ at which a computer house starts running things over.boolean / integerVaries by type
AutoScrollNo effectclient settingsParsed scrolling flag that the engine never uses.booleanyes
AutocreateTeamTypeWhich of an object's two recruitable states a team of this type reads when it recruits.booleanno
AutocreateTimeNo effectglobal rulesParsed number that the engine never uses.floating point5
AuxBuildingSuperWeaponTypeA BuildingType the house must own before a structure may grant this superweapon.classnone
AuxSound1AircraftType, BuildingType, InfantryType, UnitTypeThe sound a structure makes as its build-up starts, and the sound a flying object makes as it takes off.soundnone
AuxSound2AircraftType, BuildingType, InfantryType, UnitTypeThe sound a structure makes as it starts folding away, and the sound a flying object makes as it comes in to land.soundnone
AvoidThreatsTeamTypeFixes every member's threat avoidance at `1` while it is on the team.booleanno
BallisticScatterglobal rulesHow far an inaccurate arcing shot has its aim point thrown off.distance (cells)1
BarracksLimitNo effectglobal rulesParsed ceiling on barracks that the engine never uses.integer2
BarracksRatioNo effectglobal rulesParsed barracks share of a computer base that the engine never uses.floating point.16
BarrelAnimIsVoxelBuildingTypeDraws a building's gun barrel from a voxel model over its turret animation.booleanno
BarrelDebrisglobal rulesThe voxel wreckage thrown clear when an exploding overlay is set off.typelist(empty)
BarrelExplodeglobal rulesThe explosion animation played where an exploding overlay is set off.classnone
BarrelParticleglobal rulesThe particle system released by an exploding overlay, on one blast in four.classnone
BaseBiasNo effectglobal rulesParsed multiplier that the engine never uses.floating point1
BaseDefenseDelayglobal rulesMinutes an attacker is ignored after it has already drawn a full base defense response.floating point.25
BaseNormalBuildingTypeWhether this placed building can anchor later building placements.booleanNot documented
BaseSizeAddNo effectglobal rulesParsed allowance over a rival base's size that the engine never uses.integer3
BaseUnitglobal rulesThe UnitType handed to each house at a multiplayer start and counted as a base of its own.classnone
Basesglobal rulesStarting state of the bases option for a multiplayer or skirmish match.booleanyes
BehavesLikeParticleType, ParticleSystemTypeThe named behavior that decides which fixed routines drive a particle or a particle system.stringnone
BerzerkAllowedglobal rulesWhether a cyborg turns berserk when a hit takes it below half strength.booleanno
BestLowPowerBuildRateCoefficientNo effectglobal rulesParsed best-case low-power build coefficient that the engine never uses.floating point.75
BibBuildingTypeOpens the eastern edge of the structure's footprint to vehicles.booleanno
BibShapeBuildingTypeThe apron shape drawn on the ground under a structure.string(empty)
Biomerandom map generationThe kind of country a generated map is laid out in, as a position from 0 through 4.integerUnchanged
BlackTileNo effecttile controlsTile-set number that resolves to a tile index nothing reads.integer-1
BlendedFogNo effectglobal rulesParsed flag whose branches are unreachable.booleanyes
BlockagePathDelayglobal rulesFrames a ground object spends preferring to wait out a moving obstruction before it insists on routing around one.integer60
BlowupSoundglobal rulesSound a structure makes as damage carries it past a condition threshold.soundnone
BluescenariosThe scenario's blue palette tint, where 1 leaves the blue channel unchanged.floating point1
BlueMoldTiletile controlsTile set whose first tile is a theater's plain blue mold ground.integer-1
BombParachuteNo effectglobal rulesParsed canopy animation that nothing ever falls under.classnone
BounceAnimAnimType, VoxelAnimTypeThe animation played where thrown debris strikes.classnone
BounceSoundAnimType, VoxelAnimTypeThe sound effect played where thrown debris strikes the ground.soundnone
BouncerAnimTypeThrows the animation into the air on a random arc instead of playing it where it was created.booleanno
BouncyBulletTypeLets a ballistic projectile rebound off the surface it lands on instead of detonating there.booleanno
BridgeBottomLeft1tile controlsPosition within a bridge tile set of the piece that closes a north-south span at its bottom-left end.integer-1
BridgeBottomLeft2tile controlsSecond position accepted as the bottom-left end of a north-south bridge span.integer-1
BridgeBottomRight1tile controlsPosition within a bridge tile set of the piece that closes an east-west span at its bottom-right end.integer-1
BridgeBottomRight2tile controlsSecond position accepted as the bottom-right end of an east-west bridge span.integer-1
BridgeDestructionglobal rulesStarting state of the destroyable-bridges option for a multiplayer or skirmish match.booleanyes
BridgeExplosionsglobal rulesThe explosions that accompany a bridge span coming down.typelist(empty)
BridgeMiddle1tile controlsPosition within a bridge tile set of the first of the five middle pieces of an east-west span.integer-1
BridgeMiddle2tile controlsPosition within a bridge tile set of the first of the five middle pieces of a north-south span.integer-1
BridgeRepairHutBuildingTypeTurns the structure into the one an engineer walks into to rebuild a destroyed bridge.booleanno
BridgeSettile controlsThe tile set that supplies the sixteen pieces a road bridge is built from.integer-1
BridgeStrengthglobal rulesHow hard a bridge is to bring down, and the damage a demolition charge does to one.integer1000
BridgeTopLeft1tile controlsPosition within a bridge tile set of the piece that starts an east-west span at its top-left end.integer-1
BridgeTopLeft2tile controlsSecond position accepted as the top-left end of an east-west bridge span.integer-1
BridgeTopRight1tile controlsPosition within a bridge tile set of the piece that starts a north-south span at its top-right end.integer-1
BridgeTopRight2tile controlsSecond position accepted as the top-right end of a north-south bridge span.integer-1
BridgeVoxelMaxNo effectglobal rulesParsed debris count that the engine never uses.integer3
BriefscenariosThe mission briefing movie, replayable from the objectives screen.movie<none>
BrightWeaponType, WarheadTypeLights the ground around an explosion with a brief flash.booleanno
BuildAANo effectglobal rulesParsed anti-aircraft defense list for a computer base that the engine never uses.typelist(empty)
BuildBarracksglobal rulesThe barracks a computer house resolves a generic barracks prerequisite to, in order of preference.typelist(empty)
BuildConstglobal rulesThe construction yard BuildingType; only the first entry is read.typelist(empty)
BuildDefenseNo effectglobal rulesParsed defensive structure list for a computer base that the engine never uses.typelist(empty)
BuildDelayNo effectdifficulty settingsParsed value that the engine never uses.floating point.03
BuildHelipadNo effectglobal rulesParsed helipad list for a computer base that the engine never uses.typelist(empty)
BuildLimitAircraftType, BuildingType, InfantryType, UnitTypeThe cap on how many of the type a house may build, with the sign choosing which tally it is compared against.integer2147483647
BuildPDefenseNo effectglobal rulesParsed power-hungry defense list for a computer base that the engine never uses.typelist(empty)
BuildPowerglobal rulesThe power plants a computer house plans first, in order of preference.typelist(empty)
BuildRadarglobal rulesThe buildings a computer house resolves a generic radar prerequisite to, in order of preference.typelist(empty)
BuildRefineryglobal rulesThe refineries a computer house plans and measures its income against, in order of preference.typelist(empty)
BuildSlowdownNo effectdifficulty settingsParsed flag that the engine never uses.booleanno
BuildSpeedglobal rulesThe multiplier that turns an object's cost into its base build time.floating point1
BuildTechglobal rulesThe buildings a computer house resolves a generic tech prerequisite to, in order of preference.typelist(empty)
BuildTimeHouseType, difficulty settingsThe build-time multiplier a country applies to everything it produces, or the one a difficulty setting applies.floating pointVaries by type
BuildWeaponsglobal rulesThe war factories a computer house resolves a generic factory prerequisite to, in order of preference.typelist(empty)
Buildableglobal rulesAllows buildings and new Tiberium growth on a land type.booleanno
BuildingDropglobal rulesThe sound played as a deploying construction vehicle becomes a structure.soundnone
BuildingSlamglobal rulesThe sound played as a structure the local player has placed settles onto the map.soundnone
BuildupBuildingTypeThe construction animation file a structure plays while it is being built.string(empty)
BuildupTimeglobal rulesThe length of a structure's construction animation, in game minutes.floating point.05
BurnSmudgeTypeSmudge type that belongs to the pool a scorch mark is chosen from.booleanno
BurstWeaponTypeHow many shots the weapon fires in quick succession before it waits out its full reload.integer1
BurstDelay0WeaponTypeThe gap in frames between the first and second shot of a burst.integer-1
BurstDelay1WeaponTypeThe gap in frames between the second and third shot of a burst.integer-1
BurstDelay2WeaponTypeThe gap in frames between the third and fourth shot of a burst.integer-1
BurstDelay3WeaponTypeThe gap in frames between the fourth and fifth shot of a burst.integer-1
C4InfantryTypeMakes a soldier arm a structure with a demolition charge instead of shooting at it.booleanno
C4Delayglobal rulesThe delay in minutes between arming a demolition charge and its detonation.floating point.03
C4Warheadglobal rulesThe WarheadType behind damage the engine deals without a weapon to draw one from.classnone
CDCampaignThe disc number a campaign carries, read for its opening cinematic and loading backdrop.integer-1
CameoAircraftType, BuildingType, InfantryType, UnitTypeThe SHP file drawn as an object's sidebar cameo.string(empty)
CameraWeaponTypeMarks an aircraft carrying the weapon as a loaner rather than as the player's own.booleanno
CameraRangeNo effectglobal rulesParsed distance that the engine never uses.distance (cells)9
CapturableBuildingTypeAllows a structure to take the enter cursor and to change hands when an engineer walks in.booleanno
CaptureTheFlagNo effectglobal rulesSeeds the capture-the-flag session option, which no longer reaches the game.booleanno
CarriesCrateUnitTypeWhether a destroyed vehicle of this type drops a crate, when the scenario allows the drop.booleanno
CarryOverCapscenariosThe ceiling placed on the money carried into this mission from the previous one.integer0
CarryOverMoneyscenariosThe share of the previous mission's leftover money the player begins this one with.floating point0
CarryallAircraftTypeGives an aircraft a move mission that lifts and sets down whole vehicles.booleanno
CategoryAircraftType, BuildingType, InfantryType, UnitTypeClassifies an object, which the dropship loadout screen reads to keep civilians off its purchase list.CategoryTypenone
CellNo effectmultiplayer settingsParsed trap cell that nothing ever reads back.string0,0
CellAnimOverlayTypeAnimation created on a cell when this overlay is laid on it.classnone
ChainReactionOverlayTypeWhether damage to the overlay's cell can set off the Tiberium standing there.booleanno
ChargeAnimBuildingTypeDrives a turretless structure's turret animation from its charge counter.booleanno
ChargeToDrainRatioglobal rulesThe exchange rate between a charge-draining superweapon's stored charge and the time its effect runs.floating point3
ChargesWeaponTypeMakes a structure wind its turret animation up to full charge before the weapon will fire.booleanno
ChargingVoiceSuperWeaponTypeThe EVA line spoken as the superweapon starts charging.EVA speechnone
CheckHeapNo effectmultiplayer settingsParsed heap check switch that the engine never acts on.integer0
ChuteSoundglobal rulesSound of a parachute opening under a passenger dropped from an aircraft.soundnone
CivEvacNo effectscenariosParsed flag that is thrown away as it is read.booleanno
CivilianInfantryTypeCounts the soldier as a civilian evacuation candidate and drops it from the surviving-infantry report.booleanno
ClearTiletile controlsTile set holding a theater's plain clear ground, used as the substitute for a cell that has no tile.integer-1
ClearToBlueMoldLattile controlsTile set holding the sixteen blend pieces laid where blue mold meets other terrain.integer-1
ClearToCrystalLattile controlsTile set holding the sixteen blend pieces laid where crystal terrain meets other terrain.integer-1
ClearToGreenLattile controlsTile set holding the sixteen blend pieces laid where green terrain meets other terrain.integer-1
ClearToPaveLattile controlsTile set holding the sixteen blend pieces laid where pavement meets other terrain.integer-1
ClearToRoughLattile controlsTile set holding the sixteen blend pieces laid where rough ground meets other terrain.integer-1
ClearToSandLattile controlsTile set holding the sixteen blend pieces laid where sand meets other terrain.integer-1
CliffBackImpassabilityglobal rulesMode that turns a cell standing a cliff step below a neighbor into rock.integer0
CliffRampstile controlsTile set holding the theater's twenty cliff ramp pieces.integer-1
CliffSettile controlsTile set holding the theater's forty cliff faces.integer-1
Climbglobal rulesThe leptons of altitude a jumpjet unit gains or loses each game frame.floating point5
CloakDelayglobal rulesThe time in game minutes an object must wait after it is uncloaked before it may hide again.floating point0
CloakDetectionRadiusglobal rulesThe distance in cells out from a flying jumpjet at which hidden objects are forced back into view.integer0
CloakGeneratorBuildingTypeWhether the structure projects a cloaking field over the cells around it.booleanno
CloakRadiusInCellsBuildingTypeThe radius in cells of a cloak generator's field or a sensor array's coverage.integer20
CloakSoundglobal rulesThe sound played at an object's position as it starts to hide or to reappear.soundnone
CloakStopAircraftType, BuildingType, InfantryType, UnitTypeWhether the object must come to a halt before it may start hiding.booleanno
CloakableAircraftType, BuildingType, InfantryType, UnitTypeWhether an object of this type hides itself and recovers its cloak on its own.booleanno
CloakingSpeedAircraftType, BuildingType, InfantryType, UnitTypeThe number of game frames an object spends on each stage of its cloaking fade.integer7
CloakingStagesglobal rulesThe number of fade stages an object's cloak is measured against.integer9
CloseEnoughglobal rulesDistance in cells within which a blocked ground object treats its destination as reached.distance (cells)2.5
ClusterBulletTypeThe number of blasts an ordinary projectile delivers, or the number of bomblets a splitting one releases.integer1
CollapseChanceglobal rulesPercent chance that a destroyable cliff comes down when something reaches its cell.integer100
CollateralDamageCoefficientAircraftType, BuildingType, InfantryType, UnitTypeThe fraction of its own maximum strength a destroyed object deals to its surroundings.floating pointContext-dependent
Color5 applicable typesColor scheme, named for a projectile, house, or Tiberium type and stored as a list index for the preferred multiplayer color.colour scheme / integerVaries by type
ColorListParticleTypeThe colors a spark or railgun particle blends through as it ages.rgbclass list(empty)
ColorSpeedParticleTypeHow fast a spark or railgun particle slides from one of its colors to the next.floating point0
CompEasyBonusglobal rulesWhether a computer house drops one difficulty slot when the session holds more than one human player.booleanyes
ComputerBaseDefenseResponseglobal rulesMultiplies an attacker's ThreatPosed to size the defenders a computer house calls up.integer3
ConcreteWallsglobal rulesThe walls a computer house builds its base perimeter from, in order of preference.typelist(empty)
ConditionRedglobal rulesThe fraction of maximum strength at or below which an object counts as critically damaged.floating point.5
ConditionRedSparkingProbabilityglobal rulesChance each frame that a critically damaged object starts throwing sparks.floating point.02
ConditionYellowglobal rulesThe fraction of maximum strength at or below which an object counts as damaged.floating point.5
ConditionYellowSparkingProbabilityglobal rulesChance each frame that a damaged object starts throwing sparks.floating point.01
ConstructionNo effectglobal rulesParsed sound that the engine never plays.soundnone
ConstructionYardBuildingTypeA 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.booleanno
ContentScanNo effectglobal rules, difficulty settingsParsed IQ threshold and difficulty flag that the engine never uses.integer / booleanVaries by type
ConventionalWarheadTypeA blast landing on water plays a splash from the shared list instead of the warhead's own animations.booleanno
CoordNo effectmultiplayer settingsParsed trap coordinate that is thrown away as soon as it is read.string0
Cost6 applicable typesThe credit price of one object of this type, or the multiplier a country or a difficulty applies to every price it pays.integer / floating pointVaries by type
CrateOverlayTypeWhether the overlay is a crate, which infantry and vehicles collect by entering its cell.booleanno
CrateGoodieUnitTypeWhether the vehicle type is in the random pool a unit crate draws from.booleanno
CrateImgglobal rulesThe OverlayType whose crates deliver the SilverCrate result in a campaign.classnone
CrateMaximumglobal rulesMost crates placed at the start of a non-campaign scenario.integer255
CrateMinimumglobal rulesFewest crates placed at the start of a non-campaign scenario.integer1
CrateRadiusglobal rulesThe distance from an opened crate within which its area results reach other objects, in cells.distance (cells)2.5
CrateRegenglobal rulesThe range, in minutes, of the random lifetime given to each engine-placed crate.floating point10
CrateTriggerOverlayTypeWhether collecting the overlay springs the crate pickup trigger events.booleanno
CraterAnimType, SmudgeTypeLeaves a crater where the animation plays, or makes the smudge one of the craters that can be left.booleanno
CraterLevelglobal rulesHow many cells around a meteor impact are slumped into a crater.integer4
CratersNo effectglobal rulesParsed smudge list that the engine never uses.typelist(empty)
Cratesglobal rulesStarting state of the crates option for a multiplayer or skirmish match.booleanyes
CrawlsInfantryTypeA prone soldier of this type crawls, moving at two thirds of its speed instead of half again as fast.booleanyes
CreditReserveglobal rulesThe balance a computer house must hold before it will start repairing one of its buildings.integer1000
CreditTicksglobal rulesThe 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.integer0
Crewglobal rulesThe InfantryType that ordinarily leaves a destroyed or sold object as its survivor.classnone
CrewEscapeglobal rulesThe chance that a destroyed vehicle's crew steps out as an infantry survivor.floating point.5
CrewedAircraftType, BuildingType, InfantryType, UnitTypeAllows the type to put a surviving infantry on the map when it is destroyed.booleanno
CruiseHeightglobal rulesThe height above ground a jumpjet unit levels off at once it has finished climbing.integer400
CrumbleSoundglobal rulesSound a structure makes as its destruction sequence begins.soundnone
Crushglobal rulesHow 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 typesThe sound played when a crusher vehicle flattens the object or overlay.soundnone
CrushableNo effect in some scopes12 applicable typesLets a crusher vehicle drive over the object or overlay and destroy it.booleanVaries by type
CrusherAircraftType, BuildingType, InfantryType, UnitTypeLets a vehicle drive over crushable objects and walls instead of being blocked by them.booleanno
CrystalClifftile controlsTile set holding the crystal cliff pieces.integer-1
CrystalTiletile controlsTile set whose first tile is a theater's plain crystal ground.integer-1
CurleyShuffleglobal rulesWhether an attacking aircraft picks a fresh firing position between shots.booleanno
CursorScaleclient settingsHow many times larger than its artwork the mouse pointer is drawn.integer0
CustomRotorNo effectAircraftTypeParsed rotor flag that the engine never uses.booleanno
CyborgInfantryTypeLets the soldier survive a killing hit on its stumps, and exposes it to EM pulses.booleanno
DamageAnimType, ParticleType, VoxelAnimType, WeaponTypeA weapon's damage per shot, or the damage an animation, particle or voxel animation delivers through its own warhead.floating point / integerVaries by type
DamageDelayglobal rulesMinutes between the damage ticks a house takes while it is short of power.floating point1
DamageLevelsOverlayTypeThe number of damage stages a wall overlay passes through before it is removed.integer1
DamageParticleSystemsAircraftType, BuildingType, InfantryType, UnitTypeThe particle systems a damaged object gives off, sorted into sparks and smoke by their own behavior.list of ParticleSystemTypes(empty)
DamageRadiusAnimType, VoxelAnimTypeHow near an object must be to a bounce, in leptons, for the debris to damage it.integer0
DamageSmokeOffsetAircraftType, BuildingType, InfantryType, UnitTypeWhere a damaged object's spark and smoke systems are anchored, relative to the object.offset (x,y,z)0,0,0
DamageToFirestormDamageCoefficientglobal rulesHow much firestorm charge a raised wall loses per point of damage aimed at one of its sections.floating point0.1
DamagedDoorBuildingTypeDraws the factory door animation from a second block of frames once the structure is damaged.booleanno
DeaccParticleTypeThe speed a particle loses each frame.floating point0
DeaccelerationFactorAircraftType, BuildingType, InfantryType, UnitTypeThe share of a vehicle's top speed its throttle drops by each frame while it is slowing down.floating point.002
DeadBodiesglobal rulesThe corpse animations left where an infantryman finishes a death sequence.typelist(empty)
DeathFrameRateUnitTypeThe number of game frames each frame of a vehicle's wreck animation is held for.integer1
DeathFramesUnitTypeThe number of frames in the wreck animation a destroyed shape-drawn vehicle plays before it explodes.integer0
DebrisTiberiumAnimations a Tiberium type can leave behind when a chain reaction wipes one of its cells.list of AnimTypesnone
DebrisMaximumsAircraftType, BuildingType, InfantryType, UnitTypeThe largest number of pieces each debris type may contribute, one figure per entry.list of integers(empty)
DebrisTypesAircraftType, BuildingType, InfantryType, UnitTypeThe voxel wreckage a destroyed object throws, spent in list order against its debris budget.list of VoxelAnimTypes(empty)
DefaultDebrisSmokeSystemNo effectglobal rulesParsed particle system name that the engine never uses.classnone
DefaultFireStreamSystemNo effectglobal rulesParsed particle system name that the engine never uses.classnone
DefaultFirestormExplosionSystemglobal rulesThe ParticleSystemType spawned in place of the usual explosion when the firestorm warhead destroys a unit or aircraft.classnone
DefaultLargeGreySmokeSystemNo effectglobal rulesParsed particle system name that the engine never uses.classnone
DefaultLargeRedSmokeSystemNo effectglobal rulesParsed particle system name that the engine never uses.classnone
DefaultRepairParticleSystemNo effectglobal rulesParsed particle system name that the engine never uses.classnone
DefaultSmallGreySmokeSystemNo effectglobal rulesParsed particle system name that the engine never uses.classnone
DefaultSmallRedSmokeSystemNo effectglobal rulesParsed particle system name that the engine never uses.classnone
DefaultSparkSystemNo effectglobal rulesParsed particle system name that the engine never uses.classnone
DefaultTestParticleSystemNo effectglobal rulesParsed particle system name that the engine never uses.classnone
DefenseLimitNo effectglobal rulesParsed ceiling on defensive buildings that the engine never uses.integer40
DefenseRatioNo effectglobal rulesParsed defensive share of a computer base that the engine never uses.floating point.5
DeformWarheadTypeThe chance, in percentage points per point of damage, that a blast lowers the ground under it.floating point0
DeformThreshholdWarheadTypeDamage at or below this figure never craters the ground.integer0
DegeneratesBulletTypeBleeds a point of damage off the projectile for every game frame it stays in flight.booleanno
DeleteOnStateLimitParticleTypeKills a particle the moment its animation reaches the last state.booleanno
DemandLoadBuildingType, AnimType, OverlayTypeDefers loading a type's artwork until something first needs to draw it.booleanno
DemandLoadBuildupBuildingTypeDefers loading the structure's construction artwork until a structure of the type is placed.booleanno
DeploySoundBuildingType, global rulesThe sound a structure makes as its build-up begins, and the sound played when the player orders a selection to deploy.soundnone
DeployTimeAircraftType, BuildingType, InfantryType, UnitTypeThe time in game minutes a door takes to travel from shut to fully open, or back.floating point0
DeployToFireUnitTypeMakes a vehicle deploy before it may shoot, and stops a player's copy picking targets for itself.booleanno
DeployingAnimBuildingTypeThe shape file that replaces a structure's own artwork while it unloads.string(empty)
DeploysIntoAircraftType, BuildingType, InfantryType, UnitTypeThe BuildingType a vehicle turns into when it is given the deploy order.classnone
DescriptionCampaign, map packets, multiplayer maps, random map generationThe text a campaign, a multiplayer map, or a saved map seed is listed under.stringVaries by type
DestroyWallsdifficulty settingsWhether a computer house in this difficulty slot scores walls as targets while it scans.booleanyes
DestroyableBridgesscenariosWhether a wall-destroying blast can bring a bridge span down.booleanUnchanged
DestroyableCliffstile controlsTile set holding the two cliff faces that weapon fire can bring down.integer-2
DetailLevelAnimType, client settingsA graphics detail level — the one the player has chosen, or the lowest one at which an animation is drawn.integerVaries by type
DetectDisguiseAircraftType, BuildingType, InfantryType, UnitTypeLets an object see a disguised soldier for what it is when it scans for a target.booleanno
Difficultyclient settingsThe campaign difficulty as a slider position, 0 for Easy, 1 for Normal and 2 for Hard.integer1
Digglobal rulesThe animation played where a subterranean vehicle breaks the surface.classnone
DigSoundglobal rulesSound of a subterranean unit breaking the surface on its way down or up.soundnone
DirtRoadCurvetile controlsThe tile set the whole run of 101 flat dirt road pieces is counted from.integer-1
DirtRoadJunctiontile controlsThe tile set that supplies the eleven dirt road junctions.integer-1
DirtRoadSlopesNo effecttile controlsThe tile set that supplies the eight pieces carrying a dirt road up a ramp.integer-1
DirtRoadStraightNo effecttile controlsParsed tile set of straight dirt road pieces that nothing consults.integer-1
DirtTrackTunnelstile controlsThe tile set that supplies the four dirt railway tunnel mouths, one per facing.integer-1
DirtTunnelstile controlsThe tile set that supplies the four dirt road tunnel mouths, one per facing.integer-1
DisableableNo effectAircraftType, BuildingType, InfantryType, UnitTypeParsed flag that the engine never uses.booleanyes
Disguiseglobal rulesThe InfantryType whose name and artwork a disguised soldier shows to everyone else.classnone
DisguisedInfantryTypeHides the soldier behind another type's name, artwork and color, and keeps automatic fire off it.booleanno
DissolveUnfilledTeamDelayglobal rulesThe frames an empty team outside a campaign waits before dissolving itself.integer5000
DockAircraftType, BuildingType, InfantryType, UnitTypeBuildingTypes an object returns to for docking.list of BuildingTypesnone
DockUnloadBuildingTypeLets a Tiberium harvester dock at a building and unload there.booleanno
DoggieInfantryTypeGives the soldier the attack dog's panic, its habit of bedding down in Tiberium, and its own death.booleanno
DoorAnimBuildingTypeThe shape file drawn over a structure as its factory door works.string(empty)
DoorStagesBuildingTypeThe number of frames the factory door animation steps through.integer0
DoubleOwnedAircraftType, BuildingType, InfantryType, UnitTypeOpens the type to every country, outside campaign games only.booleanno
Draglevitation controlsThe speed a levitating unit sheds each frame while it is coasting.floating point0.05
DrawFlatOverlayTypeOverlay artwork whose depth is written as a marking on the ground rather than as something standing upright.booleanyes
DropPodglobal rulesThe marks a drop pod leaves on the ground where it touches down.typelist(empty)
DropPodAngleglobal rulesDrop-pod descent angle in radians, clamped to 22.5-67.5 degrees when rules load.floating pointNot documented
DropPodHeightglobal rulesInitial drop-pod altitude above the landing cell, measured in leptons.integerNot documented
DropPodInfantryMaximumglobal rulesUpper bound for the number of infantry requested by the Drop Pods superweapon.integerNot documented
DropPodInfantryMinimumglobal rulesLower bound for the number of infantry requested by the Drop Pods superweapon.integerNot documented
DropPodPuffNo effectglobal rulesParsed animation reference that drop-pod logic never uses.classnone
DropPodSpeedglobal rulesMinimum per-frame movement speed for a descending drop pod.integerNot documented
DropPodWeaponglobal rulesSelects the WeaponType used by airborne drop-pod effects.classnone
DropZoneAnimglobal rulesThe flare that marks a reinforcement drop zone and lights the ground around itself.classnone
DropZoneRadiusglobal rulesHow far around a drop zone flare the map is revealed, in cells.distance (cells)4
DroppingBulletTypeMarks the projectile as a bomb that falls from a height rather than flying to its target.booleanno
DroppodTeamTypeMakes an infantry-only TeamType arrive by drop pod.booleanNot documented
DumbMyEffectivenessCoefficientNo effectglobal rulesThe house-wide stand-in for MyEffectivenessCoefficient on a house that owns no threat rating node.floating point0
DumbTargetDistanceCoefficientNo effectglobal rulesThe house-wide stand-in for TargetDistanceCoefficient on a house that owns no threat rating node.floating point0
DumbTargetEffectivenessCoefficientNo effectglobal rulesThe house-wide stand-in for TargetEffectivenessCoefficient on a house that owns no threat rating node.floating point0
DumbTargetSpecialThreatCoefficientNo effectglobal rulesThe house-wide stand-in for TargetSpecialThreatCoefficient on a house that owns no threat rating node.floating point0
DumbTargetStrengthCoefficientNo effectglobal rulesThe house-wide stand-in for TargetStrengthCoefficient on a house that owns no threat rating node.floating point0
DurationVoxelAnimTypeHow many frames a voxel animation lives before it performs its impact and is removed.integer30
EMEffectWarheadTypeMakes the warhead's detonation create an EM pulse instead of applying blast damage.booleanno
EMPulseCannonBuildingTypeLets a BuildingType serve as the launch site of an EMPulse superweapon.booleanno
EMPulseProjectileNo effectglobal rulesParsed BulletType that the engine never uses.classnone
EMPulseSparklesglobal rulesThe animation attached to an object an EM pulse stuns.classnone
EMPulseWarheadNo effectglobal rulesParsed WarheadType that the engine never uses.classnone
EWGatesglobal rulesThe 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.sourcetypeNorth
ElasticityAnimType, BulletType, VoxelAnimTypeThe fraction of its speed a bouncing object keeps when it rebounds off a surface.floating pointVaries by type
EliteAircraftType, BuildingType, InfantryType, UnitTypeThe WeaponType an elite object fires in place of its primary.classnone
EliteAbilitiesAircraftType, BuildingType, InfantryType, UnitTypeThe abilities an object of this type gains at elite rank, on top of its veteran abilities.abilities(empty)
EndAnimTypeThe number of stages the animation runs through before it ends or chains.integerComputed
EndOfGamescenariosWhether winning this mission closes the campaign with its ending movie and credits.booleanno
EndStateAIParticleTypeThe animation state that ends a particle's sequence.integer0
EnemyHealthNo effectglobal rulesFlag intended to hide an enemy object's condition bar.booleanyes
EnemyHouseThreatBonusglobal rulesAdded to a candidate's threat score when the candidate belongs to the house's declared enemy.floating point0
EngineerInfantryType, global rulesWhether a soldier restores and captures structures, or which InfantryType a destroyed structure hands back as an engineer.boolean / classVaries by type
EngineerCaptureLevelglobal rulesThe fraction of maximum strength at or below which an engineer's cursor over a non-allied structure is the enter cursor.floating point1
EngineerDamageglobal rulesA figure the rules parser stores for engineer damage that no gameplay path consults.floating point0
ExitCoordBuildingTypeThe offset a barracks measures a produced object's starting position by.point (x,y,z)0,0,0
ExpSpreadglobal rulesDivisor that turns an exploding object's collateral damage into the radius of its death blast.floating point.5
ExpireAnimAnimType, VoxelAnimTypeThe animation played where thrown debris ends its life on solid ground, without which it deals no blast damage.classnone
ExpireSoundAnimType, VoxelAnimTypeThe sound effect played where thrown debris ends its life on solid ground.soundnone
Explodes5 applicable typesBlasts the surroundings when an object of this type is destroyed, or detonates an overlay when any explosion reaches its cell.booleanno
ExplosionAircraftType, BuildingType, InfantryType, UnitTypeThe animations a destroyed object leaves behind, one drawn at random from the list.list of AnimTypes(empty)
ExplosiveVoxelDebrisNo effectglobal rulesParsed VoxelAnimType list that the engine never uses.typelist(empty)
ExtraAircraftLightglobal rulesExtra brightness every aircraft is drawn with, as a fraction of full light.floating point0
ExtraDamageStageNo effectBuildingTypeParsed flag that the engine never uses.booleanyes
ExtraInfantryLightglobal rulesExtra brightness every infantryman is drawn with, as a fraction of full light.floating point0
ExtraLightBuildingTypeThe lighting offset applied to the structure's own artwork.integer0
ExtraUnitLightglobal rulesExtra brightness every vehicle is drawn with, as a fraction of full light.floating point0
FacingsUnitTypeThe number of facing blocks a shape-drawn vehicle's artwork is cut into.integerComputed
FactoryBuildingTypeThe kind of object the BuildingType produces.RTTITypenone
FearlessInfantryTypeKeeps the soldier's fear at zero.booleanno
FileNametile controlsStem of the artwork file names a tile set loads its tiles from.stringTILE
FillscenariosThe tile every cell of the map starts out as, either clear ground or water.stringClear
FillEarliestTeamProbabilityglobal rulesThe percent chance that the next vehicle, infantryman or aircraft chosen goes to the oldest waiting team, one entry per difficulty.list of integers(empty)
FillSilosscenariosTops every house's Tiberium storage up as the scenario opens.booleanno
FinalDamageStateParticleTypeThe last animation state at which a flame particle still burns what it drifts over.integerInherited
FinalMovieCampaignThe movie that plays once a campaign's closing mission is won.movienone
FineDiffControlNo effectglobal rulesParsed flag that the engine never uses.booleanno
FireWarheadTypeThe blast cracks the ice it lands on, and the attack cursor stops offering destroyable cliffs.booleanno
FireAngleAircraftType, BuildingType, InfantryType, UnitTypeThe resting elevation of the object's barrel.angleNot documented
FirePowerdifficulty settingsThe multiplier a difficulty setting applies to the damage its houses deal by firing a weapon.floating point1
FireProneInfantryTypeThe stage of the prone firing animation at which an infantry type releases its round.integer0
FireSupressglobal rulesHow far around a candidate target allied buildings are searched for when the firing weapon suppresses friendly fire.distance (cells)1
FireUpInfantryTypeThe stage of the upright firing animation at which an infantry type releases its round.integer0
FirepowerHouseTypeThe multiplier a country applies to the damage its houses deal by firing a weapon.floating point1.0
FirestormActiveAnimglobal rulesThe animation a raised firestorm wall section carries while it is not part of a straight run.classnone
FirestormAirAnimglobal rulesThe animation a raised firestorm wall creates when what it catches is more than 100 leptons above the ground.classnone
FirestormGroundAnimglobal rulesThe animation a raised firestorm wall creates when what it catches is at or below 100 leptons above the ground.classnone
FirestormIdleAnimglobal rulesThe animation a raised firestorm wall section flickers over itself at random.classnone
FirestormWallBuildingTypeWhether the structure is a firestorm wall section, raised and lowered with its house's firestorm defense.booleanno
FirestormWarheadglobal rulesThe WarheadType a raised firestorm wall destroys objects with.classnone
FiringFramesUnitTypeThe number of frames in one facing's firing animation of a shape-drawn vehicle.integer0
FiringSyncFrame1UnitTypeThe countdown value at which the first round of a burst leaves a shape-drawn vehicle.integer-1
FiringSyncFrame2UnitTypeThe countdown value at which the second round of a burst leaves a shape-drawn vehicle.integer-1
FixedAllianceNo effectscenariosParsed flag that locks nothing.booleanUnchanged
FlameDamageglobal rulesThe warhead a napalm crate's blast carries.classnone
FlameDamage2global rulesThe warhead every damaging animation delivers its damage through.classnone
FlamerAnimTypeThrows one to three fires onto the ground around the animation.booleanno
FlamingInfantryglobal rulesThe burning figure left where fire kills an infantryman.classnone
FlashFrameTimeglobal rulesFrames between repaints of a flashing radar blip.integer7
FlatNo effect in some scopesBuildingType, AnimTypeLays an animation flat against the ground; on a structure nothing reads it.booleanno
FlightLevel5 applicable typesThe cruising altitude a type flies at, or the rules-wide altitude used by anything that names none of its own.integerVaries by type
FloaterBulletTypeHalves the gravity the projectile is flown and aimed under.booleanno
FogOfWarscenariosRaises the fog of war over a campaign mission.booleanno
FogRateglobal rulesGame minutes between fog of war regrowth passes.floating point.05
FoundationBuildingType, TerrainTypeThe block of cells the object stands on, chosen from a fixed set of named sizes.BSizeType1x1
FraidycatInfantryTypeSends the soldier to panic at the first hit and makes it break off and run rather than fight.booleanno
FrameNo effectmultiplayer settingsParsed trap frame that reaches a routine with nothing in it.integer2147483647
FreeAfterPlayingAnimTypeGives a demand-loaded animation's artwork back as soon as an animation of the type leaves the game.booleanno
FreeBuildupBuildingTypeReleases the structure's construction artwork once it is no longer needed.booleanno
FreeMCVNo effectglobal rulesParsed flag that the engine never uses.booleanno
FreeRadarscenariosWhether the scenario grants the radar map without a radar structure.booleanno
FreeUnitBuildingTypeThe UnitType a structure hands its owner when it opens for business.classnone
FullTeamTypeFills the storage of every member created for a reinforcement group of this type.booleanno
Fullscreenclient settingsWhether the game covers the whole screen instead of running in a resizable window.booleanyes
GDIBarracksBuildingTypeGives the structure a preferred exit cell one east and two south of its own, placed at the door coordinate.booleanno
GDIBaseDefenseCoefficientglobal rulesScales how many base defenses every computer house except one named "Nod" plans against its accumulated build cost.floating point1
GDIFirestormGeneratorglobal rulesThe BuildingType whose loss discharges a house's firestorm superweapon and brings down its wall.classnone
GDIGateOneglobal rulesThe BuildingType that joins a brick or sandbag wall running east to west.classnone
GDIGateTwoglobal rulesThe BuildingType that joins a brick or sandbag wall running north to south.classnone
GDIHunterSeekerglobal rulesThe type created by a hunter-seeker superweapon fired by a house acting as GDI.classnone
GDIPowerPlantglobal rulesThe BuildingType a computer house named "GDI" inserts to cover a power shortfall.classnone
GDIPowerTurbineglobal rulesThe BuildingType a computer house named "GDI" inserts to cover a power shortfall while it owns a power plant with a free upgrade slot.classnone
GDIWallDefenseglobal rulesThe fixed part of the cap on wall tower and base defense pairs a computer house named "GDI" appends after planning its perimeter wall.floating point6
GDIWallDefenseCoefficientglobal rulesThe 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 point3
GameClosedglobal rulesSound played in the network game list when a listed game stops accepting players.soundnone
GameFormingglobal rulesSound played in the network game list when a joinable game appears.soundnone
GameSpeedclient settingsThe pace the game is held to, counted in sixtieths of a second between frames.integer3
GameSpeedBiasglobal rulesThe multiplier folded into every house's build-time and ground-speed figures.floating point1
GateBuildingTypeMakes the BuildingType a gate that opens for a unit wanting to pass.booleanno
GateCloseDelayBuildingTypeThe time in game minutes a gate stands open once its footprint is clear.floating point0
GateDownglobal rulesThe sound played at a gate as its door starts opening.soundnone
GateStagesBuildingTypeThe number of door frames a gate animates through.integer9
GateUpglobal rulesThe sound played at a gate as its door starts closing.soundnone
GenericBeepglobal rulesSound acknowledging a volume slider move and a moderation action in the online lobby.soundnone
GenericClickglobal rulesSound acknowledging a repair or sell click on a structure, and a click on a dialog control.soundnone
Gravityglobal rulesThe downward pull applied each frame to ballistic shots, hover cushions and particles.integer3
GreenscenariosThe scenario's green palette tint, where 1 leaves the green channel unchanged.floating point1
GreenTiletile controlsTile set whose first tile is a theater's plain green ground.integer-1
GroundscenariosA flat darkening subtracted from every cell's brightness, as a fraction of full light.floating point0
GroundspeedHouseType, difficulty settingsThe multiplier a country or a difficulty setting applies to the speed of the ground movement its houses make.floating pointVaries by type
GroupTeamType, TaskForceThe recruitment group a team draws its members from, taken from the TaskForce when the TeamType leaves its own unset.integer-1
GrowthTiberiumGame frames a Tiberium type waits between growth passes.integer0
GrowthPercentageTiberiumShare of a Tiberium type's queued cells that one growth pass may ripen.floating point.1
GrowthRateNo effectglobal rulesParsed rate that the engine never uses.floating point2
GuardAreaglobal rulesThe IQ level at which a computer house leaves idle objects in Area Guard instead of Guard.integer4
GuardRangeAircraftType, BuildingType, InfantryType, UnitTypeThe distance in cells an object scans for targets while guarding, overriding its weapon range.distance (cells)0
GuardSlowerTeamTypeWeights the team's formation toward the members it counts as slow.booleanno
GuardSoundglobal rulesSound acknowledging the guard command.soundnone
HSBuildingglobal rulesThe BuildingTypes a hunter-seeker drone may walk out of.typelist(empty)
HalfDamageSmokeLocationNo effectUnitTypeParsed offset that nothing in the engine reads.point (x,y,z)0,0,0
HalfDamageSmokeLocation1No effectBuildingTypeParsed offset that nothing in the engine reads.point (x,y,z)0,0,0
HalfDamageSmokeLocation2No effectBuildingTypeParsed offset that nothing in the engine reads.point (x,y,z)0,0,0
Handlemultiplayer settingsThe player name remembered between runs and offered back by the multiplayer dialogs.string[NONAME]
HarvesterUnitType, global rulesMakes a UnitType harvest Tiberium, or sets the IQ at which the computer starts replacing lost harvesters.boolean / integerVaries by type
HarvesterDumpRateglobal rulesMinutes a docked harvester spends handing over each stored unit.floating point.016
HarvesterImmunescenariosExempts harvesters from being shot at and from taking blast damage.booleanUnchanged
HarvesterLoadRateglobal rulesGame frames between the animation ticks of a harvester taking on a load.integer2
HarvesterUnitglobal rulesUnitTypes the engine treats as a house's harvesters when it counts or replaces them.typelistnone
HasRadialIndicatorNo effect in some scopes12 applicable typesWhether a selected object of this type draws a ring showing the reach of its field.booleanno
HasSpotlightBuildingTypeWhether a structure carries a swept spotlight beam.booleanno
HasStupidGuardModeBuildingTypeEnds an unarmed building's Guard mission at once instead of running its idle handling.booleanyes
HealCrateSoundglobal rulesSound played at the collector when it opens a heal crate for the local player.soundnone
HeightBuildingType, SmudgeType, random map generationA structure's vertical extent, the number of cell rows a smudge covers, or a generated map's size index.integerVaries by type
HeightBaseNo effecttile controlsTile set number that is resolved and never read.integer-1
HelipadBuildingTypeLets a BuildingType accept an aircraft as a docking target and be approached at its docking cell rather than its center.booleanno
HelipadLimitNo effectglobal rulesParsed ceiling on helipads that the engine never uses.integer5
HelipadRatioNo effectglobal rulesParsed helipad share of a computer base that the engine never uses.floating point.12
HighBulletType, OverlayTypeMarks an overlay tall enough to stop low-flying fire, or a projectile that flies over such an overlay.booleanno
HoldsWhatParticleSystemTypeThe ParticleType every particle a system creates is made from.string(empty)
HomeCellscenariosThe waypoint the tactical view opens on and the bookmarks start at.integer98
HomingScatterNo effectglobal rulesParsed scatter distance that the engine never uses.distance (cells)2
HospitalBuildingTypeAdmits one damaged infantry at a time and heals it to full strength.booleanno
HouseTeamTypeThe country whose house in the match owns teams built from this TeamType.HouseTypenone
HoverAccelerationglobal rulesTime in minutes a hovering unit takes to work its throttle up to full.floating point.03
HoverBobglobal rulesPeriod in minutes of the vertical bob a hovering unit performs.floating point30
HoverBoostglobal rulesMultiplier on the throttle ceiling of a hovering unit whose path continues straight ahead.floating point1.3
HoverBrakeglobal rulesTime in minutes a hovering unit takes to close its throttle again.floating point.03
HoverDampenglobal rulesFraction of its vertical motion a hovering unit keeps from one frame to the next.floating point.8
HoverHeightglobal rulesHeight in leptons that a hovering unit rides above the ground.integer120
HoverPadBuildingTypeHands the structure a free aircraft as it opens for business.booleanno
HunterSeekerAircraftType, BuildingType, InfantryType, UnitTypeMakes the type a hunter-seeker drone that acquires its own target, moves straight at it, and is never grounded by an ion storm.booleanno
HunterSeekerAscentSpeedglobal rulesLeptons a hunter seeker climbs each frame once it is airborne.integer0
HunterSeekerDescendProximityglobal rulesHorizontal distance from its destination, in leptons, at which a hunter seeker starts diving onto its target.integer0
HunterSeekerDescentSpeedglobal rulesLeptons a hunter seeker drops each frame.integer0
HunterSeekerDetonateProximityglobal rulesHorizontal distance from its destination, in leptons, at which a hunter seeker detonates.integer0
HunterSeekerEmergeSpeedglobal rulesLeptons a hunter seeker climbs each frame while it is still lifting off.integer0
ICBMLauncherBuildingTypeMarks a deployed structure as an ICBM launcher, which faces east when it digs in.booleanno
IQHouse (per-scenario)The house's intelligence level, which opens each computer behavior whose own threshold it reaches.integer0
IRepairRateglobal rulesThe interval between servicing steps inside a hospital, and an armory's promotion delay.floating point.016
IRepairStepglobal rulesThe strength one repair step restores to an infantry.integer1
Ice1Settile controlsFirst of the three sixty-four-tile ice sets a snow theater provides.integer-1
Ice2Settile controlsSecond of the three sixty-four-tile ice sets a snow theater provides.integer-1
Ice3Settile controlsThird of the three sixty-four-tile ice sets a snow theater provides.integer-1
IceBreakingWeightglobal rulesVehicle weight at or above which crossing ice breaks it open into water.floating point4
IceCrackSoundsglobal rulesThe sounds a snow-theater ice tile picks from as it cracks.list of sounds(empty)
IceCrackingWeightglobal rulesVehicle weight at or above which crossing ice cracks it.floating point2
IceGrowthEnabledscenariosAllows ice sheets to creep outward and cracked ice to refreeze.booleanyes
IceGrowthRateglobal rulesMinutes between passes of the ice sheet creeping out across open water.floating point1
IceShoreSettile controlsForty-eight-tile set of the land-side pieces laid where ice meets ground.integer-1
IceSolidifyFrameTimeglobal rulesFrames a cracked ice cell waits before it freezes back to solid.integer500
IdleActionFrequencyglobal rulesBase interval, in minutes, between one infantryman's idle actions.floating point.083
IgnoreGlobalAITriggersscenariosWhether the scenario passes over every AI trigger that was not defined by the map itself.booleanno
IgnoresFirestormNo effect in some scopes12 applicable typesWhether a raised firestorm wall passes the type over instead of destroying or consuming it.booleanno
Image13 applicable typesSelects an Image ID, animation Image ID, Tiberium overlay variant, or building main-shape basename according to scope.string / integerVaries by type
ImmuneNo effect in some scopes12 applicable typesExempts the type from every damage path that is not applied as forced.booleanVaries by type
ImmuneToVeinsAircraftType, BuildingType, InfantryType, UnitTypeExempts the object type from vein damage.booleanno
ImpatientVoiceSuperWeaponTypeThe EVA line spoken when the cameo of a still-charging superweapon is clicked.EVA speechnone
InaccurateBulletTypeScatters the aim point of an arcing shot before its arc is solved.booleanno
Incomingglobal rulesThe projectile speed below which infantry fire sends the target cell's occupants running for cover.speed0
IncomingMessageglobal rulesSound played whenever a line is added to the on-screen message list.soundnone
InertscenariosStrips all damage out of the scenario's weapons.booleanUnchanged
InfDeathWarheadTypeThe death sequence an infantryman killed by the warhead performs.integer0
InfantryBaseMultNo effectglobal rulesParsed multiplier on building count for infantry production that the engine never uses.integer2
InfantryExplodeglobal rulesThe explosion that stands in for an infantry death animation.classnone
InfantryReserveNo effectglobal rulesParsed cash threshold for infantry production that the engine never uses.integer2000
InfiltrateInfantryTypeAllows a soldier to be given a structure as a target and to be sent into it.booleanno
InitTimeNo effectscenariosParsed number that the engine never uses.integer10000
InitialBoostlevitation controlsThe speed a levitating unit gains at once when a thrust begins.floating point1.5
InitialVeteranscenariosCreates the randomly chosen starting units of a skirmish or multiplayer match at elite rank.booleanUnchanged
InsignificantNo effect in some scopes12 applicable typesWhether the object is kept out of its house's inventory tallies and its response to being attacked.booleanVaries by type
IntegerScalingclient settingsWhether the picture is only ever enlarged by whole multiples.booleanno
IntentionalDeaccelerationlevitation controlsThe speed a levitating unit sheds each frame while it is deliberately stopping.floating point0.15
IntentionalDriftVelocitylevitation controlsThe speed a levitating unit moves at while it is drifting rather than thrusting.floating point0.3
IntroscenariosThe movie played first when a campaign mission is started with its briefing.movie<none>
InvisibleAircraftType, BuildingType, InfantryType, UnitTypeWhether the object is drawn for the player that owns it alone and kept off the radar entirely.booleanno
InvisibleInGameBuildingTypeWhether the structure is drawn at all, offered to the player, or plotted on the radar.booleanno
InvisoBulletTypeRemoves the flight entirely — the projectile appears at its target the moment it is fired and is never drawn.booleanno
IonAmbientscenarios, random map generationThe overall light level in force while an ion storm is running, where 1 is full daylight.floating pointContext-dependent
IonBeamglobal rulesThe column of light drawn where an ion cannon strike lands.classnone
IonBlastglobal rulesThe ring of fire drawn where an ion cannon strike meets the ground.classnone
IonBluescenarios, random map generationThe blue palette tint in force while an ion storm is running, where 1 leaves the blue channel unchanged.floating pointContext-dependent
IonCannonDamageglobal rulesThe raw damage an ion cannon blast applies, and the strength ceiling the computer rates a target against.integer700
IonCannonWarheadglobal rulesThe WarheadType an ion cannon blast applies its damage through.classnone
IonGreenscenarios, random map generationThe green palette tint in force while an ion storm is running, where 1 leaves the green channel unchanged.floating pointContext-dependent
IonGroundscenarios, random map generationThe flat darkening subtracted from every cell while an ion storm is running, as a fraction of full light.floating pointContext-dependent
IonImmuneTeamTypeExempts the team's members from ion storm lightning damage and from being aimed at.booleanno
IonLevelscenarios, random map generationThe brightness added per height level while an ion storm is running, as a fraction of full light.floating pointContext-dependent
IonLightningDamageglobal rulesThe raw damage each ion storm lightning bolt delivers.integer500
IonLightningFrequencyglobal rulesTen times this value is the chance in 1001 that an ion storm calls down a lightning bolt on a frame.floating point25
IonLightningRandomnessglobal rulesThe percentage of ion storm lightning bolts that fall on a random cell rather than on an object.integer75
IonRedscenarios, random map generationThe red palette tint in force while an ion storm is running, where 1 leaves the red channel unchanged.floating pointContext-dependent
IonSensitiveWeaponTypeStops the weapon from firing while an ion storm is running.booleanno
IonStormDurationNo effectglobal rulesParsed storm length that the engine never uses.integer20
IonStormWarheadglobal rulesSelects the WarheadType every ion storm lightning bolt detonates with.classnone
IonStormWarningglobal rulesSeconds of warning between a scripted ion storm being ordered and the storm breaking.integer31
IonStormsNo effectscenariosParsed flag that gates nothing.booleanUnchanged
IsARockOverlayTypeOverlay that objects on a slope beside it are drawn in front of, and whose own depth is not lifted off the ground.booleanno
IsAnimatedTerrainTypeTerrain object that plays through its artwork instead of holding a single frame.booleanno
IsAnimatedTiberiumAnimTypeRemoves the animation as soon as the overlay that placed it stops asking for it.booleanno
IsBaseDefenseBuildingType, TeamTypeGives a BuildingType the computed ratings the computer picks base defenses by, or counts a TeamType against its house's defensive team total.booleanno
IsBigLaserWeaponTypeWidens the screen glow drawn along a laser beam.booleanno
IsCoreDefenderBuildingType, UnitTypeCarries a structure or a vehicle through an EM pulse untouched, and marks a flagged structure as a deployed vehicle.booleanno
IsDropshipAircraftType, BuildingType, InfantryType, UnitTypeFlies an aircraft as a heavy transport that noses over on approach instead of banking.booleanno
IsFlamingGuyAnimTypeRuns the animation toward the nearest water and then plays it out where it stops.booleanno
IsFlammableNo effectTerrainTypeParsed terrain flag that the engine never uses.booleanno
IsJuggernautBuildingTypeMarks a deployed structure as a Juggernaut, which stows its gun before it packs up.booleanno
IsLaserWeaponTypeDraws a beam from the muzzle to the target as the weapon fires.booleanno
IsLimpetDroneUnitTypeRuns a vehicle's shape through a ten-frame loop and draws it without facings.booleanno
IsLimpetMineBuildingTypeMarks a deployed structure as a limpet mine, which vehicles drive over and an EM pulse destroys.booleanno
IsMeteorAnimType, VoxelAnimTypeFlies the debris in along a straight approach to the point it was created for.booleanno
IsMobileEMPUnitTypeMakes a vehicle build up an EM pulse charge and discharge it where it stands when it is deployed.booleanno
IsMobileStealthBuildingTypeMarks a deployed structure as a mobile stealth generator, one of the kinds treated as a deployed vehicle.booleanno
IsMobileWarBuildingTypeMarks a deployed structure as a mobile war factory, which an engineer may work on and which may pack up at any time.booleanno
IsPlugBuildingTypeRates the structure as an upgrade host when a computer house chooses an ion cannon target.booleanno
IsPoweredSuperWeaponTypeWhether the superweapon stops charging while its house is short of power.booleanyes
IsRailgunWeaponTypePunches a damaging line through the world from the muzzle to the target as the weapon fires.booleanno
IsScoreRepeatclient settingsRepeats the playing score instead of moving on to the next one.booleanno
IsScoreShuffleclient settingsPicks the next score at random rather than taking the list in order.booleanno
IsSonicWeaponTypeSends a visible wave rolling from the muzzle to the target, damaging everything it crosses on the way.booleanno
IsTempleBuildingTypeRates the structure as a temple when a computer house chooses an ion cannon target.booleanno
IsThreatRatingNodeBuildingTypeMarks a building upgrade that switches its owner's house onto the per-type threat coefficients.booleanno
IsTiberiumAnimType, VoxelAnimTypeCan seed Tiberium where the debris comes down.booleanno
IsTilterNo effectUnitTypeParsed flag that no gameplay path reads.booleanyes
IsTrainAircraftType, BuildingType, InfantryType, UnitTypeMarks a vehicle as rolling stock, which changes how it finds a path, what blocks it and when it may leave the map.booleanno
IsVeinholeTerrainTypeMakes a veinhole monster built from the TerrainType selectable and targetable.booleanno
IsVeinholeMonsterOverlayTypeLets an explosion collect the veinhole monster standing under the overlay.booleanno
IsVeinsAnimType, OverlayTypeTreats an overlay as part of a vein field, or an animation as the attack veins make.booleanno
IsWebImmuneInfantryTypeKeeps a webbing warhead from pinning the soldier in place.booleanno
JellyfishUnitTypeReplaces a vehicle's whole firing behavior with an automatic sting on everything in the cells around it.booleanno
JumpJetInfantryTypeMarks the InfantryType as a jumpjet, so it routes, is targeted and dies as an air unit.booleanno
LandOverlayTypeThe land type a cell reports while this overlay is on it.landtypeClear
LandableAircraftTypeMakes an aircraft the player's to keep rather than a loaner it cannot select and that is allowed to leave the map.booleanno
LangFilteronline settingsLanguage filtering asked of the Westwood Online chat service.integer1
LargeFireglobal rulesThe greater of the two flames the engine lights for itself.classnone
LargeVisceroidUnitType, global rulesMakes a UnitType behave as a large visceroid, or picks the UnitType two merging small visceroids become.boolean / classVaries by type
LaserParticleSystemTypeWhether a railgun system draws a beam alongside its spiral of particles.booleanno
LaserColorParticleSystemTypeThe color of the beam a railgun system draws.colour (R,G,B)0,0,0
LaserDurationWeaponTypeHow many frames a laser beam stays drawn for.integer10
LaserFenceBuildingTypeWhether the structure is a laser fence segment that a fence post lays, energizes and removes.booleanno
LaserFencePostBuildingTypeWhether the structure anchors laser fence segments run out from it.booleanno
LaserInnerColorWeaponTypeThe color of the thin core line of a laser beam.colour (R,G,B)0,0,0
LaserOuterColorWeaponTypeThe color of the pair of glow lines drawn alongside a laser beam's core.colour (R,G,B)0,0,0
LaserOuterSpreadWeaponTypeHow 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 settingsThe stored login slot a new Westwood Online login overwrites once every slot is full.integer-1
LastTilesInSettile controlsNumber 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 typesWhether the type may be picked as a target by an automatic scan or by a player pointing at it.booleanVaries by type
LengthThemesThe playing time of the score, in minutes, shown beside its name on the sound options screen.floating point0
LeptonsPerSightIncreaseglobal rulesLeptons of height that earn an object ten per cent more sight range.integer50
LevelscenariosThe brightness added for each height level a cell stands above the ground, or the height added to every cell of the map.integer / floating point0
LifetimeParticleSystemTypeHow many frames a particle system runs before it is retired.integer-1
LightBlueTintBuildingTypeThe blue the glow of a structure adds to the cells it reaches.floating point1000
LightGreenTintBuildingTypeThe green the glow of a structure adds to the cells it reaches.floating point1000
LightIntensityBuildingTypeThe brightness of the glow a structure casts over the ground around it.floating point0
LightRedTintBuildingTypeThe red the glow of a structure adds to the cells it reaches.floating point1000
LightSizeParticleSystemTypeHow strong a light a particle system casts.integer0
LightVisibilityBuildingTypeThe radius, in leptons, that a structure's glow reaches.integer5000
LightningRodAircraftType, BuildingType, InfantryType, UnitTypeRaises the type's chance of being picked as the target of an ion storm lightning bolt.booleanno
LightningSoundglobal rulesSelects the sound played by each ion storm lightning bolt.soundnone
LimpetFactorWarheadTypeThe percentage of a vehicle's speed a limpet attachment takes away.floating point0
LoadableTeamTypeLets the player order infantry into a transport that belongs to a team of this type.booleanno
LobMusiconline settingsMusic playing while the player waits in the Westwood Online lobby.integer1
LobberWeaponTypeMakes the weapon always throw its shot on the high arc rather than the flat one.booleanno
LocalSizescenariosThe part of the playfield that is visible and playable, in cells.rectangle (x,y,w,h)the value of [Map] Size after clipping
Localemultiplayer settingsThe Westwood Online location the player chats from.integer0
LocomotorAircraftType, BuildingType, InfantryType, UnitTypeThe class identifier of the locomotion object created to move each instance of the type.Locomotor CLSID{4A582747-9839-11D1-B709-00A024DDAFD1}
LoopCountAnimTypeThe number of passes an animation of the type makes before it ends or chains.integer0
LoopEndAnimTypeThe frame that ends every pass of a looping animation except the last.integerComputed
LoopStartAnimTypeThe frame a looping animation returns to at the start of each new pass.integer0
LooseRecruitNo effectTeamTypeParsed TeamType flag that the engine never uses.booleanno
LosescenariosThe movie played when a campaign mission is lost.movie<none>
MCVDeployNo effectscenariosParsed flag that the engine never uses.booleanUnchanged
MMRampBasetile controlsTile set holding the marble madness counterparts of the plain ramps.integer-1
ManualControlSuperWeaponTypeWhether the superweapon's charge timer is left stopped instead of counting down on its own.booleanno
ManualReloadAircraftType, BuildingType, InfantryType, UnitTypeStops the type from arming its reload delay when it fires, and has a service depot refill its magazine for free.booleanno
MarbleMadnessNo effecttile controlsParsed tile-set number that the engine resolves and never reads.integer65535
MaxTeamTypeThe number of teams of this TeamType a house may hold at once.integer0
MaxAngularVelocityVoxelAnimTypeThe top of the range a voxel animation's tumbling rate is drawn from, in degrees per frame.floating point-1
MaxBlockCountNo effectlevitation controlsParsed retry count that decides nothing.integer4
MaxChargeUnitTypeThe charge a mobile EMP vehicle must reach before it may discharge.integer0
MaxDCParticleTypeThe frames between one particle's damage applications.integer0
MaxDamageglobal rulesThe ceiling one application of damage is held to once armor and distance have been taken into account.integer1000
MaxDeathCounterUnitTypeThe number of game frames a destroyed shape-drawn vehicle lingers as a wreck before it explodes.integerComputed
MaxDebrisAircraftType, BuildingType, InfantryType, UnitTypeThe number of pieces of wreckage a destroyed object may throw.integer0
MaxECParticleTypeThe base lifetime of a particle, in frames.integer1
MaxIQLevelsglobal rulesThe top of the house intelligence scale, which computer houses hold outside campaign games.integer5
MaxMoneyglobal rulesUpper end of the starting-credits slider on every multiplayer and skirmish setup screen.integer10000
MaxPlayersNo effectmap packets, multiplayer mapsDeclares the largest number of players a multiplayer map is meant for, without restricting anything.integer4
MaxVeinholeGrowthglobal rulesCeiling on the veins one veinhole monster may cover.integer1000
MaxVelocityWhenFollowinglevitation controlsThe speed at which a levitating unit heading for a destination gives up coasting and brakes.floating point5
MaxVelocityWhenHappylevitation controlsThe speed above which a wandering levitating unit stops thrusting again.floating point4
MaxVelocityWhenPissedOfflevitation controlsThe speed at which a levitating unit closing on a target gives up coasting and brakes.floating point6.5
MaxWaypointPathLengthglobal rulesNumber of markers a player may place into one waypoint path.integer15
MaxXYVelAnimType, VoxelAnimTypeThe upper bound on the horizontal speed debris is thrown at, in leptons per frame.floating point15
MaxZVelVoxelAnimTypeThe top of the range a voxel animation's upward launch speed is drawn from, in leptons per frame.floating point5
MaximumAIDefensiveTeamsglobal rulesThe number of defensive teams above which a house passes over its defensive AI triggers, one entry per difficulty.list of integers(empty)
MaximumBaseDefenseValueglobal rulesCaps each of the three defense values computed for a base defense BuildingType.integer60
MaximumQueuedObjectsglobal rulesThe most entries a production queue may hold.integer5
Medianstile controlsFourteen-tile set of the divider strips laid down the middle lane of a paved road.integer-1
MessageDelayglobal rulesMinutes an engine-raised message stays on screen.floating point.6
MetallicDebrisglobal rulesThe 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 effectscenariosParsed flag that schedules nothing.booleanUnchanged
MidPointNo effectBuildingTypeParsed figure that the engine never uses.integer0
MinAngularVelocityVoxelAnimTypeThe bottom of the range a voxel animation's tumbling rate is drawn from, in degrees per frame.floating point-1
MinDamageglobal rulesThe smallest damage a warhead may deal to a target close to the impact.integer1
MinPlayersNo effectmap packets, multiplayer mapsDeclares how many players a multiplayer map is meant for, without restricting anything.integer2
MinProductionSpeedglobal rulesThe floor the low-power production multiplier is held to.floating point.5
MinZVelAnimType, VoxelAnimTypeThe low end of the vertical speed debris is thrown at, in leptons per frame, and the exact speed of a meteor.floating point3.5
MinZVelocityParticleTypeThe smallest upward speed a spark is thrown at.integer0
MinimumAIDefensiveTeamsglobal rulesThe number of defensive teams a house must hold before any non-defensive AI trigger may spring, one entry per difficulty.list of integers(empty)
MinimumRangeWeaponTypeHow close a target may come before the weapon refuses to fire at it, in cells.distance (cells)0
MiscPaveTiletile controlsFourteen-tile set of pavement patches and weathering used to dress paved ground.integer-1
MissileROTVarglobal rulesHow far a homing projectile's rate of turn swings above its nominal value.floating point.25
MissileSpeedVarNo effectglobal rulesParsed fraction that the engine never uses.floating point.25
Moneyglobal rulesStarting credits for a multiplayer or skirmish match.integer3000
MonorailSlopesNo effecttile controlsParsed tile set of monorail ramp pieces that nothing consults.integer-1
Morphabletile controlsGround that the terrain-reshaping tools are allowed to move, and that will take a smudge.booleanno
MoveFlashglobal rulesThe animation dropped on the cell a move order points at.classnone
MoveToShroudAircraftType, BuildingType, InfantryType, UnitTypeWhether the type accepts an order onto ground that is still under the shroud.booleanyes
MovementPerturbationCoefficientParticleSystemTypeHow far each railgun particle's course is deflected from the spiral it was laid on.floating point0.0
MovementRestrictedToUnitTypeConfines a vehicle to cells of one land type, which is how rolling stock is held to the rails.landtypenone
MovementZoneAircraftType, BuildingType, InfantryType, UnitTypeThe terrain connectivity class the type's route and reachability tests are answered in.mzonetypeNormal
MovieTimeNo effectglobal rulesLength, in minutes, intended for a debug screen capture sequence.floating point.25
MultiplayHouseTypeOffers the country as a choice when a skirmish or multiplayer game is being set up.booleanno
MultiplayPassiveHouseTypeTakes the country's houses out of the contest, so they are neither fought nor counted.booleanno
MultiplayerAICMglobal rulesThe percentage of its own starting money added to each computer house outside a campaign, one entry per difficulty.list of integers(empty)
MultiplayerOnlyNo effectscenariosParsed flag that restricts nothing.booleanno
MultipleFactoryglobal rulesThe speed-up each factory past the first gives to production of its category.floating point1
MyEffectivenessCoefficientAircraftType, BuildingType, InfantryType, UnitTypeWeights a candidate target by how much damage this object's own warhead does to that candidate's armor.floating pointComputed
MyEffectivenessCoefficientDefaultglobal rulesThe MyEffectivenessCoefficient every object type falls back on.floating point0
NODBarracksBuildingTypeGives the structure a preferred exit cell two east and two south of its own, placed at the door coordinate.booleanno
NSGatesglobal rulesThe gates a computer house fits into the north-south runs of its base perimeter, in order of preference.typelist(empty)
Name29 applicable typesThe display name of a type definition, a scenario, a multiplayer map, or a musical score.stringVaries by type
NamedCiviliansNo effectglobal rulesFlag intended to name civilian objects outright.booleanno
NaturalParticleLocationAircraftType, BuildingType, InfantryType, UnitTypeWhere a structure's continuous particle plume sits, relative to the structure.offset (x,y,z)0,0,0
NaturalParticleSystemAircraftType, BuildingType, InfantryType, UnitTypeA particle system a structure runs continuously from the moment it appears.classnone
NewINIFormatscenariosThe layout revision the rest of the map file is read in.integer0
NewTheater12 applicable typesRewrites the second letter of a type's artwork filename to match the theater.booleanno
NextAnimTypeThe animation this one turns into instead of finishing.classnone
NextParticleParticleTypeThe particle type created in place of this one when it expires.stringnone
NextParticleOffsetParticleTypeHow far a successor particle is placed from the one it replaces.offset (x,y,z)0,0,0
NextScenarioscenariosThe mission the campaign advances to when this one skips the map selection screen.stringUnchanged
NoAutoFireAircraftType, BuildingType, InfantryType, UnitTypeStops a human-owned object of this type from picking targets on its own.booleanno
NoMovingFireUnitTypeStops a vehicle firing while it has somewhere to go, adds a settling delay when it halts, and gates its self-reload.booleanno
NoThreatmission behaviorKeeps an object that is in this mission from being picked as a target by an automatic scan.booleanno
NoUseTileLandTypeOverlayTypeOverlay whose own land type stands instead of the land type of the tile beneath it.booleanyes
NodAIBuildsWallsglobal rulesLets a computer house named "Nod" close its base plan with the node that runs the perimeter wall planner.booleanyes
NodAdvancedPowerglobal rulesThe BuildingType every computer house except one named "GDI" inserts to cover a power shortfall once it can build it.classnone
NodBaseDefenseCoefficientglobal rulesScales how many base defenses a computer house named "Nod" plans against its accumulated build cost.floating point1
NodGateOneglobal rulesThe BuildingType that joins a Nod wall running east to west.classnone
NodGateTwoglobal rulesThe BuildingType that joins a Nod wall running north to south.classnone
NodHunterSeekerglobal rulesThe type created by a hunter-seeker superweapon fired by any house not acting as GDI.classnone
NodRegularPowerglobal rulesThe BuildingType every computer house except one named "GDI" inserts to cover a power shortfall.classnone
NodeCountscenario basesThe number of base node entries read from the house's section.integer0
NominalAircraftType, BuildingType, InfantryType, UnitTypeShows the type's real name to a player it is not allied with, instead of a generic label.booleanno
NonMarbleMadnesstile controlsTile-set number whose only live consequence is whether the alternate artwork extension is tried when a tile file is missing.integer65535
NonVehicleUnitTypeStops a vehicle counting as a vehicle for repair weapons and for infantry that take vehicles over.booleanno
NormalThemesOffers the score to the playlist the game picks from automatically.booleanyes
NormalZAdjustBuildingTypeThe depth bias applied to the structure's main shape.integer0
NormalizedNo effect in some scopes7 applicable typesRescales an animation's frame delay against the game speed setting, or paces a particle's damage states over its flight.booleanno
NukeDownNo effectglobal rulesParsed BulletType that the engine never uses.classnone
NukeProjectileNo effectglobal rulesParsed BulletType that the engine never uses.classnone
NukeSiloBuildingTypeWhether the structure can serve as the launch site of a MultiMissile or ChemMissile superweapon.booleanno
NukeWarheadNo effectglobal rulesParsed WarheadType that the engine never uses.classnone
NumLoopFramesNo effectParticleTypeParsed frame count that the engine never uses.integer1
NumPlayersrandom map generationThe number of players a generated map is built for, and the number of start positions a lobby credits it with.integerVaries by type
OfficialNo effect in some scopesscenarios, multiplayer mapsDecides how many starting points a multiplayer scenario places houses from, and whether a listed multiplayer map is expected on every machine.booleanno
OnFireglobal rulesThe three flames a structure shows when a sparky warhead knocks it down a damage level.typelist(empty)
OnTransOnlyTeamTypeRestricts the team's tag to the members that can carry passengers.booleanno
OneFrameLightParticleSystemTypeWhether a system's light is redrawn every frame at a brightness that follows how full of particles it is.booleanno
OneTimeOnlyscenariosWhether winning this mission ends the session instead of advancing the campaign.booleanno
OnlyTargetHouseEnemyTeamTypeRestricts the team's scripted target choice to the owner's declared enemy.booleanno
OptionsChangedglobal rulesSound played when the main menu accepts a typed cheat string.soundnone
OverridesOverlayTypeOverlay that no other overlay may replace once it is on a cell.booleanno
OwnerAircraftType, BuildingType, InfantryType, UnitTypeThe countries that may own the type.list of HouseTypes(empty)
PBarrelLengthAircraftType, BuildingType, InfantryType, UnitTypeHow far out along the first weapon's barrel its muzzle sits.integer0
PBarrelThicknessAircraftType, BuildingType, InfantryType, UnitTypeRaises the point the first weapon's barrel pivots about.integer0
PadAircraftglobal rulesThe AircraftTypes bundled into the price of the pad they dock at.typelist(empty)
Parachuteglobal rulesThe canopy drawn above a paradropped passenger on the way down.classnone
Paralyzedmission behaviorKeeps a soldier or an armed vehicle on this mission from being given a new one when it runs out of things to do.booleanno
Paranoidglobal rulesWhether the computer houses close ranks against the human players when the game turns against them.booleanyes
ParatrooperNo effectglobal rulesParsed InfantryType that the engine never uses.classnone
ParticleWarheadTypeThe particle system released where the warhead detonates.classnone
ParticleCapParticleSystemTypeThe size of a spark system's burst, and the fullness a one-frame light's brightness is measured against.integer50
ParticlesPerCoordParticleSystemTypeHow many particles a railgun trace lays per lepton of beam length.floating point.1
PassengersAircraftType, BuildingType, InfantryType, UnitTypeHow many objects the type can carry at once.integer0
PassiveUnitTypeMarks a vehicle as holding a fixed route at a fixed pace, which is how the cars behind a locomotive move.booleanno
PathDelayglobal rulesHow long a ground object waits before searching for a route again after a search that failed.floating point.016
PatrolScanglobal rulesHow often a patrolling team looks around for something to attack.floating point.016
PaveTiletile controlsTile set whose first tile is a theater's plain pavement.integer-1
PavedRoadEndstile controlsThe tile set that supplies the four caps that close the end of a paved road.integer-1
PavedRoadSlopesNo effecttile controlsParsed tile set of paved road ramp pieces that nothing consults.integer-1
PavedRoadstile controlsThe tile set the fifteen tiles counted as paved road are counted from.integer-1
PercentNo effectscenariosParsed percentage that the engine never uses.integer0
PercentBuiltNo effectscenario basesParsed base completion figure that the engine never uses.integer0
PhysicalSizeNo effectAircraftType, BuildingType, InfantryType, UnitTypeParsed figure that the engine never uses.floating point2
PilotNo effectglobal rulesParsed InfantryType that the engine never uses.classnone
PingPongAnimTypeReverses the animation's direction each time it reaches either end of its frames.booleanno
PipInfantryTypeThe color of the pip a transport draws for this soldier while it is carried.pipenumgreen
PipScaleAircraftType, BuildingType, InfantryType, UnitTypeThe quantity the pip row under a selected object counts, and how many pips that row has.PipScaleTypenone
PitchAngleAircraftType, BuildingType, InfantryType, UnitTypeThe angle in degrees an aircraft drops its nose by while it is flying fast enough.floating point20
PitchSpeedAircraftType, BuildingType, InfantryType, UnitTypeThe throttle an aircraft must be above before it pitches and banks.floating point.25
PlaceAnywhereBuildingTypePasses every placement legality test without examining a single cell.booleanno
PlacementDelayglobal rulesMinutes a factory waits before trying again when the object it finished cannot leave yet.floating point.05
PlayIntroclient settingsControls the one-time `EVA.VQA` startup movie.booleanyes
PlayerscenariosThe house a campaign mission is played as, and the side its presentation is prepared for.HouseType / stringVaries by type
PlayerAutoCrushNo effectglobal rulesParsed crushing permission that the engine never uses.booleanno
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.booleanno
PlayerJoinedglobal rulesSound played in a network lobby when another player enters the game being set up.soundnone
PlayerLeftglobal rulesSound played in a network lobby when a player drops out of the game being set up.soundnone
PlayerReturnFireglobal rulesLets human-owned objects fire back automatically outside the guard missions.booleanno
PlayerScatterglobal rulesWhether the objects a person commands scatter of their own accord.booleanno
Playersglobal rulesThe most players a multiplayer game will seat.integer8
PointsNo effectAircraftType, BuildingType, InfantryType, UnitTypeParsed score value that the engine never uses.integer0
PoseDirglobal rulesFacing an aircraft parks at when it has nothing else to line up with.integer0
PositionPerturbationCoefficientParticleSystemTypeHow far each railgun particle is displaced from its place on the spiral, in leptons.floating point0.0
PostScorescenariosThe movie played after the score screen of a won campaign mission.movie<none>
PowerBuildingType, TiberiumPower a BuildingType contributes to its house, negative for consumption, or the damage a Tiberium type carries.integer0
PowerEmergencyNo effectglobal rulesParsed power fraction that the engine never uses.floating point.75
PowerSurplusNo effectglobal rulesParsed power margin that the engine never uses.integer50
PoweredBuildingTypeWhether the structure stops working while its house cannot meet its drain.booleanno
PowersUpBuildingBuildingTypeThe ObjectType ID of the structure this type plugs into as an upgrade.stringnone
PowersUpToLevelBuildingTypeHow many upgrade slots the plug consumes at once, or -1 for one slot in the next free position.integer-1
PreMapSelectscenariosThe movie played on the way from a won campaign mission to the next map choice.movie<none>
PreProductionAnimBuildingTypeThe animation a structure runs while work is being set up on it.string(empty)
PreProductionAnimDamagedBuildingTypeThe animation the pre-production slot runs while the structure is damaged.stringInherited
PreProductionAnimXBuildingTypeHow far right of the structure's drawing point the pre-production animation sits, in screen pixels.integer0
PreProductionAnimYBuildingTypeHow far below the structure's drawing point the pre-production animation sits, in screen pixels.integer0
PreProductionAnimYSortBuildingTypeThe sorting bias applied to the pre-production animation, in leptons.integer0
PreProductionAnimZAdjustBuildingTypeThe depth bias applied to the pre-production animation.integer0
PrebuildNo effectTeamTypeParsed TeamType flag that the engine never uses.booleanno
PreferredServermultiplayer settingsThe Westwood Online server the login dialog opens on.stringUnchanged
PrefixNo effectHouseTypeParsed country filename letter that the engine never uses.stringA
PrerequisiteAircraftType, BuildingType, InfantryType, UnitTypeThe structures a house must own before the type appears on its build list.list of BuildingTypes(empty)
PrerequisiteBarracksglobal rulesThe BuildingTypes that satisfy a BARRACKS prerequisite.list of BuildingTypes(empty)
PrerequisiteFactoryglobal rulesThe BuildingTypes that satisfy a FACTORY prerequisite.list of BuildingTypes(empty)
PrerequisiteGDIFactoryglobal rulesThe BuildingTypes that satisfy a GDIFACTORY prerequisite.list of BuildingTypes(empty)
PrerequisiteNodFactoryglobal rulesThe BuildingTypes that satisfy a NODFACTORY prerequisite.list of BuildingTypes(empty)
PrerequisitePowerglobal rulesThe BuildingTypes that satisfy a POWER prerequisite.list of BuildingTypes(empty)
PrerequisiteRadarglobal rulesThe BuildingTypes that satisfy a RADAR prerequisite.list of BuildingTypes(empty)
PrerequisiteTechglobal rulesThe BuildingTypes that satisfy a TECH prerequisite.list of BuildingTypes(empty)
PrimaryAircraftType, BuildingType, InfantryType, UnitTypeThe WeaponType in the object type's first weapon slot.classnone
PrimaryFireFLHAircraftType, BuildingType, InfantryType, UnitTypeThe offset from an object's center that its first weapon fires from.point (x,y,z)0,0,0
PrimaryFirePixelOffsetBuildingTypeThe screen offset a building's shots leave from, in place of its firing offsets.point (x,y)65535,65535
PrintCRCmultiplayer settingsThe playback frame at which the game writes a synchronization dump and quits.integer2147483647
PriorityTeamType, SoundsHow firmly a team holds its members against other teams, or how hard a sound competes for a playback channel.integerVaries by type
Productionglobal rulesThe intelligence level at which a computer house starts itself building rather than waiting to be started.integer5
ProductionAnimBuildingTypeThe animation a structure runs while its work is in progress.string(empty)
ProductionAnimDamagedBuildingTypeThe animation the production slot runs while the structure is damaged.stringInherited
ProductionAnimXBuildingTypeHow far right of the structure's drawing point the production animation sits, in screen pixels.integer0
ProductionAnimYBuildingTypeHow far below the structure's drawing point the production animation sits, in screen pixels.integer0
ProductionAnimYSortBuildingTypeThe sorting bias applied to the production animation, in leptons.integer0
ProductionAnimZAdjustBuildingTypeThe depth bias applied to the production animation.integer0
ProjectileWeaponTypeThe BulletType the weapon launches.classnone
ProjectileRangeWeaponTypeHow far a fueled projectile may fly before it detonates wherever it happens to be, in cells.distance (cells)390.625
ProneDamageWarheadTypeThe fraction of the damage a prone infantryman takes, where one is the full amount.floating point1
PropulsionSoundEffectlevitation controlsThe sounds a levitating unit's thrust may play.list of sounds(empty)
ProximityNo effectBulletTypeParsed flag that the engine never uses.booleanno
ProximityDistancelevitation controlsHow close a levitating unit must be to what it is heading for before it drifts instead of thrusting.floating point1.5
ROFHouseType, WeaponType, difficulty settingsA weapon's frames between shots, or the multiplier a country or a difficulty setting applies to that delay.floating point / integerVaries by type
ROT5 applicable typesThe rate an object's body and turret turn at, or the rate a homing projectile steers at.integer0
RadarBuildingTypeWhether the structure can supply the player's radar map.booleanno
RadarCombatFlashTimeglobal rulesFrames a damaged object's radar blip keeps flashing for.integer21
RadarEventColorSpeedglobal rulesFraction of the blend between a radar event's two colors covered each frame.floating point.05
RadarEventDurationsglobal rulesThe frames a radar event stays in play, one entry per event kind.list of integers(empty)
RadarEventMinRadiusglobal rulesPixels of the radar pane a shrinking radar event box stops at.integer5
RadarEventRotationSpeedglobal rulesRadians a radar event's box turns each frame.floating point.1
RadarEventSpeedglobal rulesPixels of the radar pane a radar event's box loses from its radius each frame.floating point1
RadarEventSuppressionDistancesglobal rulesThe cells within which a radar event swallows a later event of its kind, one entry per event kind.list of integers(empty)
RadarEventVisibilityDurationsglobal rulesThe frames a settled radar event stays drawn, one entry per event kind.list of integers(empty)
RadarInvisibleNo effect12 applicable typesParsed flag that the engine never uses.booleanVaries by type
RadarOffglobal rulesSound played as the radar pane begins closing.sound<none>
RadarOnglobal rulesSound played as the radar pane begins opening.sound<none>
RadarVisibleAircraftType, BuildingType, InfantryType, UnitTypeWhether the object is plotted on the radar map under every condition.booleanno
RadialColorNo effect in some scopes12 applicable typesThe color of the radius ring a selected structure draws on the tactical map.colour (R,G,B)0,0,0
RadiusParticleTypeHow far a smoke system throws the two successors of an expiring particle.integer0
RailgunDamageRadiusglobal rulesHow far an object's center may stand from a railgun beam and still be caught by it.integer128
RampBasetile controlsTile set holding the twenty plain ramps that carry ground between height levels.integer-1
RampSmoothtile controlsTile set holding the twelve pieces that blend a straight ramp into flat ground.integer-1
RandomLoopDelayAnimTypeThe bounds, in game frames, of the pause inserted between one pass of a looping animation and the next.point (x,y)0,0
RandomRateAnimTypeThe pair of playback rates a new animation picks its frame delay from.point (x,y)Unchanged
RangeWeaponTypeHow far the weapon may be fired, in cells.distance (cells)0
RangedBulletTypeGives the projectile a fuel supply, detonating it once it has flown the firing weapon's projectile range.booleanno
RateAnimType, mission behaviorAn animation's playback rate in frames per minute, or a mission's servicing delay in fractions of a minute.integer / floating pointVaries by type
RatioAITriggerTeamHouse (per-scenario)The percent chance that a house consults its AI triggers when its team countdown expires.integer100
RatioTeamAircraftNo effectHouse (per-scenario)Parsed aircraft share that the engine never uses.integer75
RatioTeamInfantryNo effectHouse (per-scenario)Parsed infantry share that the engine never uses.integer75
RatioTeamUnitsNo effectHouse (per-scenario)Parsed vehicle share that the engine never uses.integer75
RechargeTimeSuperWeaponTypeThe minutes a superweapon takes to charge, and for a charge-draining weapon the base the drain is scaled from.floating point5
RechargeVoiceSuperWeaponTypeThe EVA line spoken as the superweapon finishes charging.EVA speechnone
RecoillessNo effectBuildingTypeParsed flag that the engine never uses.booleanno
Recruitablemission behaviorWhether an object in this mission may be taken onto a team.booleanyes
RecruiterTeamTypeWhether a team of this type may recruit an object whose group does not match its own.booleanno
RedscenariosThe scenario's red palette tint, where 1 leaves the red channel unchanged.floating point1
RefineryBuildingTypeMarks a building as a Tiberium refinery for its dock point and unloading animations.booleanno
RefineryLimitNo effectglobal rulesParsed ceiling on refineries that the engine never uses.integer4
RefineryRatioNo effectglobal rulesParsed refinery share of a computer base that the engine never uses.floating point.16
RefundPercentglobal rulesThe fraction of an object's price handed back when a human player's house sells it.floating point.5
RegionSizerandom map generationHow 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.integerUnchanged
ReinforceTeamTypeWhether a team of this type keeps recruiting after it has begun to move.booleanno
ReloadRateglobal rulesThe interval between the ammunition points a rearming building hands the object docked with it.floating point.05
RemapableNo effectAircraftType, BuildingType, InfantryType, UnitTypeParsed remap flag that the engine never uses.booleanno
Rendererclient settingsWhich graphics interface the game draws through, as a number.integer0
RepairBayglobal rulesThe BuildingType a vehicle or aircraft heads for when it is ordered to be repaired.classnone
RepairDelaydifficulty settingsThe wait a computer house takes between starting one building repair and starting the next.floating point.02
RepairPercentglobal rulesThe share of an object's price that a full repair charges.floating point.25
RepairRateglobal rulesThe interval between structure repair steps and between self-healing steps.floating point.016
RepairSellglobal rulesThe house intelligence level at which the computer begins repairing its damaged buildings and selling the ones it cannot afford.integer3
RepairStepglobal rulesThe strength one repair step restores to a structure, vehicle or aircraft.integer5
RepairableAircraftType, BuildingType, InfantryType, UnitTypeAllows a structure to be repaired with the wrench, worked on by an engineer, and treated as a building by a commando.booleanyes
RepeatThemesMakes the score start again when it ends instead of handing over to the next one.booleanno
ReportAnimType, WeaponTypeThe sound effect played when the weapon fires, or when the animation starts.sound / list of soundsVaries by type
RequiredAddOnscenariosThe expansion whose rules, art and speech the mission is played under.integerContext-dependent
RequiredAddonCampaignThe expansion a campaign belongs to, which decides when the mission list offers it.integer0
RequiredForRMGtile controlsTile set whose artwork is kept in memory on a generated map even while no cell uses it.booleanno
Retaliatemission behaviorWhether an object in this mission fires back at whatever damages it.booleanyes
RetargetAccuracyBulletTypeThe chance that a bomblet from a splitting projectile keeps the carrier's own target.floating point0
RevealByHeightglobal rulesWhether high ground between a looker and a cell blocks that cell from being revealed.booleanyes
RevealTriggerRadiusglobal rulesRadius in cells that the reveal-around-waypoint trigger action uncovers.integer5
ReverseAnimTypePlays the animation from its loop end back down toward its start frame.booleanno
RockerWarheadTypeThe blast tips the vehicles around it, with the force taken from the damage.booleanno
Rockstile controlsTile set whose first tile is the rock ground the random map generator paints on snow maps.integer-1
RollAngleAircraftType, BuildingType, InfantryType, UnitTypeThe angle in degrees an aircraft banks by while it is turning.floating point30
RotCountNo effectAircraftType, BuildingType, InfantryType, UnitTypeParsed rotation frame count that the engine never uses.integerContext-dependent
RotatesBulletTypeDraws the projectile from a set of 32 facing frames instead of always from the same one.booleanno
RotorsNo effectAircraftTypeParsed rotor flag that the engine never uses.booleanno
RoughGroundtile controlsTen-tile set of rough ground decorations scattered by the random map generator.integer-1
RoughTiletile controlsTile set whose first tile is a theater's plain rough ground.integer-1
Ruggednessrandom map generationHow hilly a generated map's ground is, as a figure from 0 to 100.integerUnchanged
RunningFramesAnimTypeThe number of frames each of the eight facings of a burning victim's run cycle occupies.integer0
SAMBuildingTypeRuns the structure on an anti-air firing routine of its own that holds only airborne targets.booleanno
SBarrelLengthAircraftType, BuildingType, InfantryType, UnitTypeHow far out along the second weapon's barrel its muzzle sits.integer0
SBarrelThicknessAircraftType, BuildingType, InfantryType, UnitTypeRaises the point the second weapon's barrel pivots about.integer0
SandTiletile controlsTile set whose first tile is a theater's plain sand ground.integer-1
SavourDelayglobal rulesDelay, in minutes, between a house's fate being decided and it being carried out.floating point.03
ScaleModeclient settingsHow the picture is filtered when the window is larger than the resolution the game renders at.stringPixelArt
Scatterglobal rules, mission behaviorWhether 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 / booleanVaries by type
ScatterSoundglobal rulesSound acknowledging the scatter command.soundnone
ScenarioCampaign, ThemesThe mission a campaign opens with, or the mission number from which a musical score may be picked.string / integerVaries by type
ScoldSoundglobal rulesThe sound played when the interface refuses a request.soundnone
ScorchAnimTypeBlackens the ground under the animation and sets a small fire burning there.booleanno
ScorchesNo effectglobal rulesParsed smudge list that the engine never uses.typelist(empty)
Scorches1No effectglobal rulesParsed smudge list that the engine never uses.typelist(empty)
Scorches2No effectglobal rulesParsed smudge list that the engine never uses.typelist(empty)
Scorches3No effectglobal rulesParsed smudge list that the engine never uses.typelist(empty)
Scorches4No effectglobal rulesParsed smudge list that the engine never uses.typelist(empty)
ScoreVolumeclient settingsThe volume of the music, as a fraction from 0 to 1.floating point.5
ScrapVoxelDebrisNo effectglobal rulesParsed VoxelAnimType that the engine never uses.classnone
ScreenHeightclient settingsThe height in pixels of the game screen.integerVaries by type
ScreenWidthclient settingsThe width in pixels of the game screen.integerVaries by type
ScriptTeamTypeThe Script whose team missions a team of this type carries out.classnone
ScrollMethodclient settingsWhich of three coast-scroll behaviors the held right mouse button drives.integer0
ScrollMultiplierglobal rulesFactor applied to the distance each edge scroll step moves the tactical view.floating point1
ScrollRateclient settingsHow fast the tactical map is allowed to scroll, as a position from 0 to 6 where a lower figure scrolls faster.integer3
SecondaryAircraftType, BuildingType, InfantryType, UnitTypeThe WeaponType in the object type's second weapon slot.classnone
SecondaryFireFLHAircraftType, BuildingType, InfantryType, UnitTypeThe offset from an object's center that its second weapon fires from.point (x,y,z)0,0,0
SecondaryFirePixelOffsetNo effectBuildingTypeParsed screen offset that the engine never uses.point (x,y)65535,65535
Seedrandom map generationThe number the map generator's random sequence is started from.integerUnchanged
Selectable12 applicable typesWhether a player can select the object at all.booleanVaries by type
SelfHealingAircraftType, BuildingType, InfantryType, UnitTypeMends the object one strength point at a time while it is at or below the yellow damage line.booleanno
SellBackglobal rulesThe tech level a house must have reached before the computer will sell a building it cannot afford to repair.integer2
SellSoundglobal rulesSound played as a structure, a unit or a wall section is sold back.soundnone
SensorArrayBuildingTypeWhether the structure marks the cells around it as sensed, revealing cloaked objects standing there.booleanno
SensorsAircraftType, BuildingType, InfantryType, UnitTypeWhether the object reveals a nearby hidden object whose house its owner does not consider allied.booleanContext-dependent
SeparateAircraftglobal rulesStops a helipad coming with a free aircraft and pricing itself around one.booleanno
SequenceInfantryTypeThe art.ini section that lays out the frames of every action an infantry type performs.stringnone
SetNametile controlsSection heading a tile set's per-tile animations are read from, and the stem of the name each of its tiles carries.stringNo Name
ShadowNo effectBulletTypeParsed flag that the engine never uses.booleanyes
ShadowCastertile controlsTile set whose tiles darken the cells below them with a cliff shadow.booleanno
ShadowGrowNo effectglobal rulesParsed multiplayer default that the engine never uses.booleanyes
ShadowIndexAircraftType, BuildingType, InfantryType, UnitTypeSelects the voxel section a vehicle casts its shadow from.integer0
ShadowTilestile controlsSecond condition a shadow-casting tile set must satisfy before any of its tiles is marked as a caster.integer0
ShakeScreenglobal rulesDivisor for a shake count that nothing acts on.integer400
ShareBarrelDataVoxelAnimTypeBorrows the voxel model of another object type's barrel instead of loading one of the animation's own.booleanno
ShareBodyDataVoxelAnimTypeBorrows the voxel model of another object type's body instead of loading one of the animation's own.booleanno
ShareSourceVoxelAnimTypeThe object type a voxel animation borrows its voxel model from.targetnone
ShareTurretDataVoxelAnimTypeBorrows the voxel model of another object type's turret instead of loading one of the animation's own.booleanno
ShorePiecestile controlsForty-two-tile set of the shoreline pieces laid between water and land.integer-1
ShouldFogRemoveAnimTypeHides the animation while the ground it plays over is under the fog of war.booleanyes
ShouldUseCellDrawerAnimTypeDraws a structure's animation in the colors and at the brightness of the structure it belongs to.booleanyes
ShowAllonline settingsGames from every Westwood Online lobby listed, not just the player's own.integer1
ShroudGrowglobal rulesWhether the shroud creeps back over terrain that nothing is watching.booleanno
ShroudRateglobal rulesGame minutes between shroud regrowth passes.floating point4
SideHouseType, multiplayer settings, ThemesThe side a country or a musical score belongs to, or the house last chosen for multiplay.Side / HouseTypeVaries by type
SidebarCameoTextclient settingsDraws each sidebar cameo's object name across the bottom of the cameo.booleanyes
SidebarImageSuperWeaponTypeThe name of the shape file drawn as the superweapon's sidebar cameo.stringComputed
SightAircraftType, BuildingType, InfantryType, UnitTypeRadius in cells that the type reveals around itself for the local player.integer0
SiloDamageBuildingTypeDraws a fill level on a building that stores Tiberium.booleanno
SilverCrateglobal rulesThe crate result delivered by a CrateImg crate in a campaign.cratetypeHealBase
SizescenariosWidth and height of the whole playfield, in cells.rectangle (x,y,w,h)1,1,50,50
SkipMapSelectscenariosWhether the campaign advances straight to a named mission instead of offering the map screen.booleanno
SkipScorescenariosWhether a won campaign mission passes over the score screen.booleanno
SlopeSetPiecestile controlsTile set holding the ten slope pieces that carry ground between height levels.integer-1
SlopeSetPieces2tile controlsTile set holding the marble madness counterparts of the slope pieces.integer-1
SlowdownParticleSystemTypeHow much a smoke system's spawn interval lengthens every frame.floating point0.0
SlowdownDistanceAircraftType, BuildingType, InfantryType, UnitTypeHow far short of its destination an object begins slowing down, in leptons.integer500
SmallFireglobal rulesThe lesser of the two flames the engine lights for itself.classnone
SmallVisceroidUnitType, global rulesMakes a UnitType behave as a small visceroid, or picks the UnitType that Tiberium deaths spawn.boolean / classVaries by type
SmartAINo effectHouseTypeParsed country flag that the engine never uses.booleanno
SmokeNo effectglobal rulesParsed animation that the engine never creates.classnone
SnowOccupationBitsTerrainTypeWhich of a cell's three infantry standing places a terrain object fills outside the temperate theater.integer7
SoloCrateMoneyglobal rulesCredits a campaign crate pays when its result is money.integer2000
SoundLatencyclient settingsHow far ahead of the picture a movie's sound is assumed to be running, in sixtieths of a second.integer9
SoundVolumeclient settingsThe volume of sound effects, as a fraction from 0 to 1.floating point.7
SparkSpawnFramesParticleSystemTypeHow many frames a spark system goes on throwing bursts for.integer0
SparkyWarheadTypeBuildings knocked down a damage level burn with the fire set, and terrain objects struck catch fire.booleanno
SpawnCountAnimType, VoxelAnimTypeThe upper bound on each of the two random picks whose sum is how many pieces an impact spawns.integer0
SpawnCutoffParticleSystemTypeThe spawn interval a smoke system stops emitting at.floating point0.0
SpawnDirectionParticleSystemTypeThe direction a spark burst is thrown in.vector0,0,0
SpawnFramesParticleSystemTypeThe interval in game frames between a smoke or fire system's particle spawns.integer1
SpawnRadiusParticleSystemTypeHow far a smoke system scatters its new particles from its own position, in leptons.integer0
SpawnSparkPercentageParticleSystemTypeThe chance that a spark system throws a burst on any one frame.floating point0.0
SpawnTranslucencyCutoffParticleSystemTypeThe spawn interval past which a smoke system creates its particles a step more faded.floating point0.0
SpawnsNo effect in some scopesAnimType, ParticleSystemType, VoxelAnimTypeThe type spawned where thrown debris lands, and on a particle system a flag no gameplay path reads.class / booleanVaries by type
SpawnsTiberiumTerrainTypeMakes a TerrainType seed Tiberium into the cells around it.booleanno
SpeakDelayglobal rulesMinutes an EVA announcement waits before it may be repeated.floating point2
SpecialAnimBuildingTypeThe animation the structure runs in its first special slot.string(empty)
SpecialAnimDamagedBuildingTypeThe animation the first special slot runs while the structure is damaged.stringInherited
SpecialAnimPoweredBuildingTypeWhether the first special slot's animation freezes while its house is short of power.booleanyes
SpecialAnimPoweredLightBuildingTypeWhether the first special slot's animation is destroyed and recreated with its house's power.booleanno
SpecialAnimThreeBuildingTypeThe animation the structure runs in its third special slot.string(empty)
SpecialAnimThreeDamagedBuildingTypeThe animation the third special slot runs while the structure is damaged.stringInherited
SpecialAnimThreePoweredBuildingTypeWhether the third special slot's animation freezes while its house is short of power.booleanyes
SpecialAnimThreePoweredLightBuildingTypeWhether the third special slot's animation is destroyed and recreated with its house's power.booleanno
SpecialAnimThreeXBuildingTypeHow far right of the structure's drawing point the third special slot's animation sits, in screen pixels.integer0
SpecialAnimThreeYBuildingTypeHow far below the structure's drawing point the third special slot's animation sits, in screen pixels.integer0
SpecialAnimThreeYSortBuildingTypeThe sorting bias applied to the third special slot's animation, in leptons.integer0
SpecialAnimThreeZAdjustBuildingTypeThe depth bias applied to the third special slot's animation.integer0
SpecialAnimTwoBuildingTypeThe animation the structure runs in its second special slot.string(empty)
SpecialAnimTwoDamagedBuildingTypeThe animation the second special slot runs while the structure is damaged.stringInherited
SpecialAnimTwoPoweredBuildingTypeWhether the second special slot's animation freezes while its house is short of power.booleanyes
SpecialAnimTwoPoweredLightBuildingTypeWhether the second special slot's animation is destroyed and recreated with its house's power.booleanno
SpecialAnimTwoXBuildingTypeHow far right of the structure's drawing point the second special slot's animation sits, in screen pixels.integer0
SpecialAnimTwoYBuildingTypeHow far below the structure's drawing point the second special slot's animation sits, in screen pixels.integer0
SpecialAnimTwoYSortBuildingTypeThe sorting bias applied to the second special slot's animation, in leptons.integer0
SpecialAnimTwoZAdjustBuildingTypeThe depth bias applied to the second special slot's animation.integer0
SpecialAnimXBuildingTypeHow far right of the structure's drawing point the first special slot's animation sits, in screen pixels.integer0
SpecialAnimYBuildingTypeHow far below the structure's drawing point the first special slot's animation sits, in screen pixels.integer0
SpecialAnimYSortBuildingTypeThe sorting bias applied to the first special slot's animation, in leptons.integer0
SpecialAnimZAdjustBuildingTypeThe depth bias applied to the first special slot's animation.integer0
SpecialThreatValueAircraftType, BuildingType, InfantryType, UnitTypeA per-type figure that TargetSpecialThreatCoefficient scales into a candidate's threat score.floating point0
SpecialZOverlayNo effectBuildingTypeParsed shape name that the engine never draws.string(empty)
SpecialZOverlayZAdjustNo effectBuildingTypeParsed depth bias that the engine never uses.integer0
SpeechSidescenariosThe side whose voice set narrates a campaign mission.SideContext-dependent
Speed6 applicable typesThe top travel speed of an object type, the launch speed of a weapon's projectile, or the travel ceiling every jumpjet unit shares.integer / speedVaries by type
SpeedTypeUnitTypeThe terrain table column a vehicle's per-cell throttle and passability are read from.SpeedTypeContext-dependent
SpiralDeltaPerCoordParticleSystemTypeHow far a railgun trace's corkscrew turns per lepton of beam length, in radians.floating point.025
SpiralRadiusParticleSystemTypeThe radius of the corkscrew a railgun trace winds around its beam, in leptons.floating point25.0
SplashListglobal rulesThe animations played where something comes down in water.typelist(empty)
SplitsBulletTypeBreaks the projectile into a burst of bomblets when it detonates.booleanContext-dependent
SpotlightAccelerationglobal rulesRadians per frame by which a sweeping spotlight's turn rate rises and falls.floating point.005
SpotlightAngleglobal rulesWidth of the arc a sweeping spotlight covers before reversing, in radians.floating point20
SpotlightLocationRadiusglobal rulesDistance ahead of a structure, in leptons, that its spotlight beam is aimed at.integer1000
SpotlightMovementRadiusglobal rulesDistance behind a structure at which its spotlight's sweep pivots, and the range beyond which a followed target is dropped.integer2000
SpotlightRadiusglobal rulesBase radius, in leptons, within which a spotlight notices an intruder.integer175
SpotlightSpeedglobal rulesTurn rate a spotlight beam builds toward, in radians per frame.floating point.05
SpreadWarheadType, TiberiumA warhead's blast radius, or the frames a Tiberium type waits between spread passes.integerVaries by type
SpreadPercentageTiberiumShare of a Tiberium type's queued cells that one spread pass may seed from.floating point.1
StandingFramesUnitTypeThe number of frames in one facing's standing artwork of a shape-drawn vehicle.integerComputed
StartAnimTypeThe frame of the shape the animation's first stage displays.integer0
StartChargeUnitTypeThe charge a vehicle is created with, which only a mobile EMP vehicle spends.integer0
StartColor1ParticleTypeOne end of the color range a spark or railgun particle is created at.colour (R,G,B)0,0,0
StartColor2ParticleTypeThe other end of the color range a spark or railgun particle is created at.colour (R,G,B)0,0,0
StartDeathFrameUnitTypeThe frame a shape-drawn vehicle's wreck animation begins at.integerComputed
StartFacingBuildingTypeThe facing a structure snaps to when its construction animation ends, in eighths of a turn.integer0
StartFiringFrameUnitTypeThe frame a shape-drawn vehicle's firing animation begins at.integerComputed
StartFrameNo effectParticleTypeParsed frame index that the engine never uses.integer0
StartPitchBuildingTypeThe barrel elevation a structure is created with, in eighths of a turn, where 2 is level.integer2
StartSoundNo effect in some scopesAnimType, VoxelAnimTypeThe sound effect for the creation of a piece, played only by voxel animations.soundnone
StartStandFrameUnitTypeThe frame a shape-drawn vehicle's standing artwork begins at.integerComputed
StartStateAIParticleTypeThe animation state a particle is created at.integer0
StartWalkFrameUnitTypeThe frame a shape-drawn vehicle's walking animation begins at.integer0
StartingDropshipsscenariosHow many dropships the player fills before a campaign mission begins.integer0
StateAIAdvanceParticleTypeThe frames a particle spends in each animation state.integer4
StickyNo effectAnimTypeParsed flag that the engine never uses.booleanno
StopSoundglobal rulesSound acknowledging the stop command.soundnone
StorageAircraftType, BuildingType, InfantryType, UnitTypeUnits of Tiberium an object can hold.integer0
StoreNickmultiplayer settingsKeeps the Westwood Online nickname and password between runs.booleanyes
Strayglobal rulesDistance in cells a team member may drift from the team before it is ordered back.distance (cells)2
StrengthNo effect in some scopes12 applicable typesThe maximum strength of most object types; wall overlays use it as a per-hit damage threshold.integerPartially documented
StretchMoviesclient settingsStretches full screen movies to fill the display instead of playing them at their own size.booleanno
SuffixNo effectHouseTypeParsed country filename extension that the engine never uses.stringUnchanged
SuicideTeamTypeStops the team and its members from answering anything but their script.booleanno
SuperWeaponBuildingTypeThe superweapon a standing structure of this type grants its owner.SuperWeaponTypenone
SuperWeapon2BuildingTypeA second superweapon a standing structure of this type grants its owner.SuperWeaponTypenone
SuperWeaponsglobal rulesThe house intelligence level at which a computer house begins firing its superweapons in a campaign.integer4
SupressWeaponTypeDiscounts a candidate target that stands near buildings allied to the firing object.booleanno
SurfaceAnimTypePlaces the animation in the ground layer, among the units and structures, rather than in the layer above them.booleanno
SurvivorDivisorglobal rulesThe divisor applied to a structure's cost when its number of survivors is worked out.integer100
SurvivorRateglobal rulesThe fraction of a structure's cost that decides how many survivors leave it.floating point.5
SuspendDelayglobal rulesMinutes a team stays suspended after a base attack emptied it.floating point2
SuspendPriorityglobal rulesThe TeamType priority a team must reach to survive a base attack.integer20
SuspendVoiceSuperWeaponTypeThe EVA line spoken when the cameo of a superweapon whose timer is stopped is clicked.EVA speechnone
SwampTiletile controlsNine-tile set of swamp ground, the first tile plain and the rest decorative.integer-1
SystemErrorglobal rulesSound played when the LAN game list refuses a join attempt.soundnone
TagTeamTypeThe TagType attached to every member of a team of this type.classnone
TalkBubbleTimeglobal rulesHow long a scripted talk bubble stays above the unit that is speaking.floating point5
TargetNo effectmultiplayer settingsParsed trap target that reaches a routine with nothing in it.integer-1
TargetDistanceCoefficientAircraftType, BuildingType, InfantryType, UnitTypeWeights a candidate target by how far beyond weapon range it lies, and not at all inside it.floating pointComputed
TargetDistanceCoefficientDefaultglobal rulesThe TargetDistanceCoefficient every object type falls back on.floating point0
TargetEffectivenessCoefficientAircraftType, BuildingType, InfantryType, UnitTypeWeights a candidate target by how much damage that candidate's warhead does to this object's armor.floating pointComputed
TargetEffectivenessCoefficientDefaultglobal rulesThe TargetEffectivenessCoefficient every object type falls back on.floating point0
TargetLaserAircraftType, BuildingType, InfantryType, UnitTypeDraws a dashed sighting line from a firing vehicle to where its shot is aimed.booleanno
TargetSpecialThreatCoefficientAircraftType, BuildingType, InfantryType, UnitTypeWeights a candidate target by the SpecialThreatValue of that candidate's type.floating pointComputed
TargetSpecialThreatCoefficientDefaultglobal rulesThe TargetSpecialThreatCoefficient every object type falls back on.floating point0
TargetStrengthCoefficientAircraftType, BuildingType, InfantryType, UnitTypeWeights a candidate target by how much of its maximum strength it still has.floating pointComputed
TargetStrengthCoefficientDefaultglobal rulesThe TargetStrengthCoefficient every object type falls back on.floating point0
TaskForceTeamTypeThe TaskForce whose composition a team of this type recruits and builds toward.classnone
TeamDelaysglobal rulesThe frames a house waits between team creation passes, one entry per difficulty.list of integers(empty)
TechLevelNo effect in some scopes7 applicable typesThe level an object type demands, the level a house is given, or the level a non-campaign session hands every house.integerVaries by type
Technicianglobal rulesThe InfantryType that leaves a civilian object, and occasionally an armed one, in place of the ordinary crew.classnone
TemperateOccupationBitsTerrainTypeWhich of a cell's three infantry standing places a terrain object fills in the temperate theater.integer7
TerrainPaletteBuildingTypeDraws the structure with the cell's terrain colors instead of its owner's.booleanno
TeslaChargeglobal rulesSound a structure makes as its electric weapon begins charging.soundnone
TeslaLimitNo effectglobal rulesParsed ceiling on Tesla coils that the engine never uses.integer10
TeslaRatioNo effectglobal rulesParsed Tesla coil share of a computer base that the engine never uses.floating point.16
TeslaZapNo effectglobal rulesParsed sound that no turret ever discharges.soundnone
Theater13 applicable typesMarks 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 / TheaterTypeVaries by type
ThemescenariosThe score a mission opens with, queued at the point where its action movie plays.themetypeNo theme
ThiefInfantryTypeMakes a soldier take a non-allied vehicle it is walking toward.booleanno
ThreatAvoidanceCoefficientAircraftType, BuildingType, InfantryType, UnitTypeHow heavily the type weighs the region threat figures when the pathfinder prices a route.floating point0
ThreatPosedAircraftType, BuildingType, InfantryType, UnitTypeHow much danger the type represents, used by team weighting, the region threat map, and base-defense call-ups.integer0
TiberiumOverlayType, WarheadType, random map generationMarks an overlay as Tiberium, lets a warhead set Tiberium off, or sets how much Tiberium a generated map receives.boolean / integerVaries by type
TiberiumChainReactionAnimTypeSets off the Tiberium in the cell the animation starts on.booleanno
TiberiumDeathToVisceroidscenariosWhether infantry killed by Tiberium leave a visceroid behind.booleanyes
TiberiumExplosionDamageglobal rulesDamage a Tiberium chain-reaction animation deals where it stands.integer100
TiberiumExplosiveNo effect in some scopesglobal rules, scenariosMakes a destroyed harvester detonate its load; the scenario flag of the same name is stored and never read.booleanVaries by type
TiberiumFarScanglobal rulesDistance a harvester searches for a Tiberium patch when it has none in mind.distance (cells)32
TiberiumGrowsNo effect in some scopesglobal rules, scenariosShortens every Tiberium type's growth delay in a scenario; the multiplayer-defaults entry of the same name is stored and never read.booleanVaries by type
TiberiumGrowthEnabledscenariosAllows Tiberium to ripen and spread during a scenario.booleanyes
TiberiumHeal5 applicable typesWhether an object mends itself while standing on Tiberium, and how often every such object is mended.boolean / floating pointVaries by type
TiberiumLayoutrandom map generationHow many tiberium fields a generated map is given, as a figure from 0 to 100.integerUnchanged
TiberiumNearScanglobal rulesDistance a harvester searches for more Tiberium once it is already working a field.distance (cells)6
TiberiumProofInfantryTypeStops Tiberium from poisoning an infantry type.booleanno
TiberiumSpawnTypeAnimTypeThe overlay a landing animation plants its Tiberium from.classnone
TiberiumSpreadRadiusAnimTypeSelects which of the eight cells around a landing animation can take Tiberium.integer0
TiberiumSpreadsscenariosAllows a ripe Tiberium cell to seed its neighbors.booleanUnchanged
TiberiumStrengthNo effectglobal rulesParsed damage figure that the engine never uses.integer10
TiberiumToSpawnTerrainTypeRegistration slot of the Tiberium type a Tiberium-spawning TerrainType produces.integer0
TiberiumTransmogrifyNo effectglobal rulesParsed number that the engine never uses.integerUnchanged
TiberiumWildliferandom map generationHow readily a generated map's tiberium fields are given creatures to guard them, as a figure from 0 to 100.integerUnchanged
TickTankBuildingTypeMarks a deployed structure as a tick tank, which faces east and levels its gun as it digs in.booleanno
TiledAnimTypeRepeats the animation's current frame upward until the copies leave the top of the view.booleanno
TilesInSettile controlsCount of tiles a tile set contributes to the theater, and the marker that ends the theater read.integer-1
TiltsWhenCrushesAircraftType, BuildingType, InfantryType, UnitTypeMakes a vehicle lurch forward as it crushes a sandbag wall.booleanyes
Timerandom map generationThe hour a generated map is fought at, as a position from 0 through 3.integerUnchanged
TimerInheritscenariosWhether this mission resumes the countdown timer the previous one finished with.booleanno
TimerWarningNo effectglobal rulesParsed mission-timer threshold, in minutes, that the engine never acts on.floating point2
TireVoxelDebrisNo effectglobal rulesParsed VoxelAnimType that the engine never uses.classnone
ToOverlayBuildingTypeThe cell overlay a wall structure turns into when it is placed.classnone
ToProtectAircraftType, BuildingType, InfantryType, UnitTypeWhether damage to the object makes its computer house call defenders back to it.booleanno
ToSnowTheaterNo effecttile controlsParsed tile-set number that the engine stores and never reads.integer-1
ToTemperateTheaterNo effecttile controlsParsed tile-set number that the engine stores and never reads.integer-1
TogglePowerBuildingTypeWhether the player may switch this structure on and off.booleanyes
TooBigToFitUnderBridgeUnitTypeSplits a vehicle's composed image into two separately sorted pieces while it passes under a bridge.booleanno
ToolTipsclient settingsPops the interface tooltips up while a scenario is running.booleanyes
TotalAITeamCapglobal rulesThe number of live teams a house may hold before its AI triggers stop springing, one entry per difficulty.list of integers(empty)
TrackTunnelstile controlsThe tile set that supplies the four railway tunnel mouths, one per facing.integer-1
TrackedDownhillglobal rulesSpeed multiplier for a tracked vehicle stepping to a lower cell.floating point1
TrackedUphillglobal rulesSpeed multiplier for a tracked vehicle stepping to a higher cell.floating point1
TrailerBulletTypeThe animation left behind the projectile as it flies.classnone
TrailerAnimAnimType, VoxelAnimTypeThe trail animation dropped at intervals for as long as the effect lasts.classnone
TrailerSeperationAnimTypeThe number of frames between one trail animation and the next.integer0
TrainBridgeSettile controlsThe tile set that supplies the sixteen pieces a railway bridge is built from.integer-1
TrainCratescenariosWhether a destroyed train vehicle drops a crate in this scenario.booleanno
TrainableAircraftType, BuildingType, InfantryType, UnitTypeAllows an object of this type to accumulate experience from kills and receive veterancy-crate promotions.booleanContext-dependent
TranslucencyAnimType, ParticleTypeHow faded an animation or a particle is drawn, as a percentage, at the detail settings that honor it.integer0
TranslucencyDetailLevelAnimTypeThe lowest detail setting at which the animation is drawn faded rather than solid.integer0
TranslucentAnimType, VoxelAnimTypeBlends the image into the scene instead of drawing it solid.booleanno
Translucent25StateParticleTypeThe animation state at which a flame particle thins to a quarter faded.integer-1
Translucent50StateParticleTypeThe animation state at which a flame particle thins to half faded.integer-1
TransportsReturnOnUnloadTeamTypeSends each transport back to where it set out from once the team's unload finishes.booleanno
TreeFireglobal rulesThe two flames that burn on a terrain object once it catches.typelist(empty)
TreeFlammabilityglobal rulesChance a burning terrain object sets fire to each unburnt terrain object beside it.floating point.1
TreeStrengthglobal rulesMaximum strength a TerrainType takes when its own section sets none.integer25
TreeTargetingglobal rulesWhether the attack cursor appears over trees without the force-fire modifier held.booleanno
TruckCratescenariosWhether a destroyed non-train vehicle drops a crate in this scenario.booleanno
TunnelSpeedglobal rulesMultiplier on how fast a subterranean unit sinks and rises, and divisor of its dig-in wait.floating point1
Tunnelstile controlsThe tile set that supplies the four road tunnel mouths, one per facing.integer-1
TurboBoostNo effectWeaponType, global rulesRed Alert leftover that the engine parses and never uses.boolean / floating pointVaries by type
TurnRateglobal rulesHow fast a jumpjet unit swings around to a new heading.integer3
TurretAircraftType, BuildingType, InfantryType, UnitTypeGives a vehicle or aircraft a turret that aims and fires independently of its body.booleanno
TurretAnimBuildingTypeThe animation a building's turret is drawn from, or the voxel model that replaces it.string(empty)
TurretAnimDamagedBuildingTypeThe turret animation a building shows once it is damaged.stringComputed
TurretAnimIsExclusiveBuildingTypeRuns a building's turret animation only while its weapon is charging, in place of its second active animation.booleanno
TurretAnimIsVoxelBuildingTypeDraws a building's turret from a voxel model rather than from an animation.booleanno
TurretAnimXBuildingTypeThe horizontal screen offset from a building's artwork to its turret.integer0
TurretAnimYBuildingTypeThe vertical screen offset from a building's artwork to its turret.integer0
TurretAnimYSortBuildingTypeThe bias added to where a building's turret animation falls in the draw order.integer0
TurretAnimZAdjustBuildingTypeThe depth bias a building's turret art is drawn with.integer0
TurretChargeAnimRateBuildingTypeThe delay between frames of a building's turret animation while its weapon charges.integer3
TurretNotExportedOnGroundAircraftType, BuildingType, InfantryType, UnitTypePivots a building's voxel barrel about its firing offset instead of about the model origin.booleanno
TurretOffsetAircraftType, BuildingType, InfantryType, UnitTypeMoves an object's turret forward from its center along the centerline.integer0
TurretSpinsAircraftType, BuildingType, InfantryType, UnitTypeMakes a vehicle's turret rotate continuously instead of holding an aim.booleanno
TypeNo effect in some scopesSuperWeaponType, multiplayer settingsA superweapon's hard-coded behavior, or under the sync-bug settings the object kind named for the playback trap.stringVaries by type
TypeImmuneAircraftType, BuildingType, InfantryType, UnitTypeStops an object taking damage from another object of exactly its own type and house.booleanno
URepairRateglobal rulesThe interval between the repair steps a service depot applies to the vehicle or aircraft docked with it.floating point.016
UndeploySoundBuildingTypeThe sound a structure makes as its deconstruction starts.soundnone
UndeploysIntoAircraftType, BuildingType, InfantryType, UnitTypeThe UnitType a structure turns back into when it is taken down.classnone
UnderDoorAnimBuildingTypeThe shape drawn beneath a structure's factory door while it unloads.string(empty)
UnitActionLinesclient settingsDraws a line from each selected object to whatever it has been ordered at.booleanyes
UnitCountglobal rulesStarting figure for the unit count a multiplayer or skirmish match opens with.integer10
UnitCrateTypeglobal rulesThe single vehicle type every unit crate delivers.classnone
UnitReloadBuildingTypeMakes the building rearm the object docked with it, one ammunition point at a time.booleanno
UnitRepairBuildingTypeMakes the building take in one vehicle or aircraft at a time and repair it for credits.booleanno
UnloadingHarvesterglobal rulesThe vehicle type a harvester is drawn as while it stands at a refinery unloading.classnone
UnsellableBuildingTypePrevents the BuildingType from being sold.booleanno
UpgradesBuildingTypeHow many upgrade plugs the structure accepts.integer0
UrbanPresencerandom map generationHow built up a generated map is, as a figure from 0 to 100.integerUnchanged
UseBlueTiberiumrandom map generationGrows some of a generated map's fields from the second tiberium overlay set rather than the first.booleanUnchanged
UseChargeDrainSuperWeaponTypeWhether the superweapon holds its effect for a timed spell instead of firing once.booleanno
UseFireParticlesWeaponTypeAttacks with a stream of fire particles instead of the projectile's damage.booleanno
UseIonStormsrandom map generationWhether random map generation folds the ion storm file into the map it builds.booleanUnchanged
UseMinDefenseRuleglobal rulesWhether a house must hold its minimum number of defensive teams before any other AI trigger may spring.booleanyes
UseNormalLightAnimTypeDraws the animation at full brightness instead of at the light level where it stands.booleanno
UseSparkParticlesWeaponTypeSprays a particle system at the target alongside the shot.booleanno
UseTransitionsrandom map generationLets a generated map's lighting move with the hour instead of holding the hour it was built at.booleanUnchanged
UseTurretShadowNo effectUnitTypeParsed shadow flag that the engine never uses.booleanno
VSyncclient settingsWhether the renderer waits for the display's refresh before showing a finished frame.booleanno
ValueTiberiumCredits paid for each growth stage of a Tiberium type.integer0
Vegetationrandom map generationHow thickly a generated map is planted with green ground and trees, as a figure from 0 to 100.integerUnchanged
VehicleThiefInfantryTypeMakes a soldier take the vehicle it is sent at, and lets it walk into that vehicle's cell.booleanno
VeinAttackglobal rulesAnimType a vein cell attaches to itself to hurt what stands in it.classnone
VeinDamageglobal rulesRaw damage a vein cell deals on every second frame.integer2
VeinGrowthEnabledscenariosAllows veinhole monsters to spread their fields during a scenario.booleanyes
VeinGrowthRateNo effectglobal rulesParsed rate that the engine never uses.floating point1
VeinholeWarheadTypeTurns damage from the warhead into an attack the victim blames on a veinhole monster.booleanno
VeinholeGrowthRateglobal rulesGame frames between one veinhole monster's growth steps.integer100
VeinholeMonsterStrengthNo effectglobal rulesParsed strength figure that the engine never uses.integer10000
VeinholeMonstersrandom map generationVeinhole monsters the random map generator plants.integerUnchanged
VeinholeShrinkRateglobal rulesGame frames between the withering steps of a destroyed monster's field.integer100
VeinholeTypeClassglobal rulesTerrainType every veinhole monster in the scenario is built from.classnone
VeinholeWarheadglobal rulesWarheadType vein damage is applied with.classnone
VelocityParticleTypeThe speed a particle is created with, in leptons per frame.floating point0
VelocityPerturbationCoefficientParticleSystemTypeHow far a railgun particle's speed may run above its own type's velocity.floating point0.0
VersesWarheadTypeThe percentage of a weapon's damage the warhead delivers against each armor class, in armor order.string100%,100%,100%,100%,100%
VeryHighBulletTypeRaises a homing projectile's cruising clearance and delays the dive onto its target.booleanno
VeteranAbilitiesAircraftType, BuildingType, InfantryType, UnitTypeThe abilities an object of this type gains at veteran rank and keeps at elite.abilities(empty)
VeteranArmorglobal rulesDamage taken by an object holding the armor ability is divided by this value plus one.floating point1
VeteranCapglobal rulesThe highest experience total a credited kill may leave an object at.floating point1
VeteranCombatglobal rulesWeapon damage from an object holding the firepower ability is multiplied by this value plus one.floating point1
VeteranLevelTeamTypeThe rank every member created for this team starts at.integer1
VeteranROFglobal rulesReload delay of an object holding the rate of fire ability is divided by this value plus one.floating point1
VeteranRatioglobal rulesThe multiple of its own cost an object must destroy to earn one point of experience.floating point10
VeteranSightglobal rulesSight range of an object holding the sight ability is multiplied by this value plus one.floating point1
VeteranSpeedglobal rulesMovement speed of an object holding the faster ability is multiplied by this value plus one.floating point1
VisceroidsNo effectscenariosParsed flag that spawns nothing.booleanUnchanged
VisibleLoadNo effectAircraftType, BuildingType, InfantryType, UnitTypeParsed cargo-visibility flag that the engine never uses.booleanno
VoiceAttackAircraftType, BuildingType, InfantryType, UnitTypeThe responses an object speaks when the player orders it to attack.list of sounds(empty)
VoiceCommentInfantryTypeThe idle remark and the disembarking remark a soldier speaks, in that order.list of sounds(empty)
VoiceDieAircraftType, BuildingType, InfantryType, UnitTypeThe responses an object speaks as it is destroyed.list of sounds(empty)
VoiceFeedbackAircraftType, BuildingType, InfantryType, UnitTypeThe responses an object speaks on the hit that takes it below half strength.list of sounds(empty)
VoiceMoveAircraftType, BuildingType, InfantryType, UnitTypeThe responses an object speaks when the player gives it an order other than an attack.list of sounds(empty)
VoiceSelectAircraftType, BuildingType, InfantryType, UnitTypeThe responses an object speaks when it is selected.list of sounds(empty)
VoiceVolumeclient settingsThe volume of EVA and taunt speech, as a fraction from 0 to 1.floating point1
VolumeSoundsThe share of full loudness the sound effect is played at.floating point1.0
VoxelObjectType and derived typesDraws the type from a voxel model rather than from a shape file.booleanno
VoxelBarrelFileBuildingTypeThe voxel model a building's gun barrel is drawn from.string(empty)
VoxelBarrelOffsetToBarrelEndBuildingTypeWhere a building with a voxel barrel creates its shots.point (x,y,z)Context-dependent
VoxelBarrelOffsetToBuildingPivotPointBuildingTypeWhere a building's voxel barrel assembly is mounted on the structure.point (x,y,z)Context-dependent
VoxelBarrelOffsetToPitchPivotPointBuildingTypeWhere a building's voxel barrel sits once it has elevated.point (x,y,z)Context-dependent
VoxelBarrelOffsetToRotatePivotPointBuildingTypeWhere a building's voxel barrel sits once it has turned to face its target.point (x,y,z)Context-dependent
VoxelBarrelScaleBuildingTypeThe size a building's voxel barrel is drawn at, as a multiple of the model's own.floating point1.0
VoxelIndexVoxelAnimTypeWhich section of the voxel model a voxel animation is drawn from.integer0
Wakeglobal rulesThe ripple laid on the water by something moving across it, falling into it or sinking through it.classnone
WalkFramesUnitTypeThe number of frames in one facing's walking animation of a shape-drawn vehicle.integer12
WalkRateAircraftType, BuildingType, InfantryType, UnitTypeThe number of game frames each step of a vehicle's walk cycle holds for.integer1
WallBuildingType, OverlayType, WarheadTypeTurns a BuildingType into a wall segment, marks an OverlayType as wall, or lets a WarheadType destroy walls.booleanno
WallBuildSpeedCoefficientglobal rulesThe multiplier applied to a wall's build time.floating point.5
WallOwnerHouseTypeWhether the country's buildings can claim ownership of nearby walls placed with the map.booleanyes
WallTowerglobal rulesThe BuildingType that joins a brick or sandbag wall run from any direction.classnone
WarLimitNo effectglobal rulesParsed ceiling on war factories that the engine never uses.integer2
WarRatioNo effectglobal rulesParsed war factory share of a computer base that the engine never uses.floating point.1
WarheadAnimType, ParticleType, VoxelAnimType, WeaponTypeThe WarheadType a weapon's shot carries, or the one an animation, particle or voxel animation delivers its own damage through.classnone
WaterAmountrandom map generationHow much of a generated map is put under water, as a figure from 0 to 100.integerUnchanged
WaterBoundBuildingType, TerrainTypePicks the movement kind a type's ground is tested against when it is placed.booleanno
WaterCavestile controlsThe tile set that supplies the eight cave mouths cut into a cliff at the water line.integer-1
WaterCliffstile controlsTile set holding the cliff faces that drop straight into water.integer-1
WaterSettile controlsFourteen-tile set of open water.integer-1
WaterToSwampLattile controlsTile set holding the sixteen blend pieces laid where swamp meets other terrain.integer-1
WaterfallEasttile controlsThe tile set that supplies the four pieces of a waterfall running east.integer-1
WaterfallNorthtile controlsThe tile set that supplies the four pieces of a waterfall running north.integer-1
WaterfallSouthtile controlsThe tile set that supplies the four pieces of a waterfall running south.integer-1
WaterfallWesttile controlsThe tile set that supplies the four pieces of a waterfall running west.integer-1
WaypointTeamTypeThe waypoint a team of this type starts at and recruits around.stringnone
WaypointAnimationSpeedglobal rulesInterval between frame changes in the marker drawn on a plotted waypoint.integer12
WeaponTypeSuperWeaponTypeThe WeaponType a missile silo launches for this superweapon.classnone
WeaponsFactoryBuildingTypeSends a finished object out through a door sequence instead of an ordinary exit cell.booleanno
WebDurationWarheadTypeThe number of frames a webbed infantryman stays pinned.integer300
WebDurationVariationWarheadTypeThe number of frames the web duration is shifted at random in either direction.integer25
WebRadiusWarheadTypeThe radius in cells of the area a web covers.integer2
WebbedInfantryglobal rulesThe artwork an infantryman is drawn with while a web holds him.classnone
WebbyWarheadTypeThe warhead entangles the infantry it catches instead of damaging them.booleanno
WeedCapacityglobal rulesUnits of weed a house can hold.integer0
WeederBuildingType, UnitTypeMakes a BuildingType the structure vein harvesters dock at, or a UnitType a vein harvester.booleanno
WeightAircraftType, BuildingType, InfantryType, UnitTypeHow strongly an object resists being rocked, and how heavily it presses on ice.floating point1
WheeledDownhillglobal rulesSpeed multiplier for a vehicle that is not tracked stepping to a lower cell.floating point1
WheeledUphillglobal rulesSpeed multiplier for a vehicle that is not tracked stepping to a higher cell.floating point1
WhinerNo effectTeamTypeParsed flag that the engine never reaches.booleanno
WidthSmudgeType, random map generationA smudge's width in cells, or a generated map's size index.integerVaries by type
WinscenariosThe movie played when a campaign mission is won.movie<none>
WindDirectionglobal rulesThe facing that smoke and gas particles drift toward.integer-1
WindEffectParticleTypeHow strongly the prevailing wind carries a particle sideways.integer0
WindowHeightclient settingsThe height of the drawable area of the game window, in pixels.integerComputed
WindowWidthclient settingsThe width of the drawable area of the game window, in pixels.integerComputed
WobbleDeviationglobal rulesHow far a hovering jumpjet unit drifts above and below its flight level.integer40
WobblesPerSecondglobal rulesHow many complete up-and-down cycles a hovering jumpjet unit performs each second.floating point.25
WoodWarheadTypeLets the warhead damage terrain objects, and wall overlays whose armor is wood.booleanno
WoodCrateglobal rulesThe crate result delivered by a WoodCrateImg crate in a campaign.cratetypeMoney
WoodCrateImgglobal rulesThe OverlayType used for every crate the engine places itself.classnone
WorstLowPowerBuildRateCoefficientNo effectglobal rulesParsed worst-case low-power build coefficient that the engine never uses.floating point.3
XVelocityParticleTypeOne horizontal axis of the spread of speeds a spark is thrown at.integer1
YDrawFudgeTerrainTypePixels a terrain object's artwork is shifted down the screen by.integer0
YDrawOffsetAnimTypeShifts the animation's artwork down the screen, in pixels, as it is drawn.integer0
YSortAdjustAnimTypeBiases where the animation falls in the ground layer's drawing order, in leptons.integer0
YVelocityParticleTypeThe other horizontal axis of the spread of speeds a spark is thrown at.integer1
ZFudgeBridgeAircraftType, BuildingType, InfantryType, UnitTypeThe depth bias applied to an object while it is under a bridge.integer0
ZFudgeCliffAircraftType, BuildingType, InfantryType, UnitTypeThe depth bias applied to an object standing at the foot of a cliff.integer10
ZFudgeColumnAircraftType, BuildingType, InfantryType, UnitTypeThe depth bias applied to an object passing a bridge support column.integer5
ZFudgeTunnelAircraftType, BuildingType, InfantryType, UnitTypeThe depth bias applied to an object standing at a tunnel mouth.integer10
ZShapePointMoveBuildingTypeMoves the shared depth shape stamped under a structure, in screen pixels.point (x,y)0,0
ZVelocityRangeParticleTypeThe spread of upward speeds a spark is thrown at.integer1
Zombiemission behaviorKeeps an object on this mission where it is when it is damaged, and when it runs out of things to do.booleanno
ZoomInFactorglobal rulesHow far the tactical view magnifies when a trigger zooms it in.floating point2